von Marcel Kleffmann,

Supreme Commander 2 - Patch 1.10



Patch 1.10 für Supreme Commander 2 wird automatisch via Steam installiert. Das Update fügt "gewertete Liga-Matches" (1v1 System, Challenge System) hinzu, erlaubt drei unterschiedliche Arten von "Map Pings" und schraubt gehörig an der Balance.

New Features

  • Ranked 1v1 System!
  • Ranked Challenge System
  • Unranked Quickmatch
  • Map Pings - Added three different kinds of map pings for team play. F5 issues a generic alert to your teammate at a specific location, and it appears as a yellow arrow when zoomed in and a yellow animated ping indicator in strategic mode. F6 is a Move ping, and it uses a blue indicator. F7 is Attack ping, and it uses a red indicator. Color coded arrows will appear on each edge of the screen where your teammate has placed one of these for you to view
  • Multi-player lobby ready-up checkboxes will now "uncheck" any time a host changes the settings
  • Changes to multi-player lobby exclusions, game-type, etc. will show up in the multi-player lobby chat box when the host makes changes
  • Voice icons display next to each player in the multi-player lobby allowing the user to mute individual players
  • Menu version number ⬠The game now displays a version number on the Main Menu. The versioning has been adjusted at this update to 1.10 to accommodate future updates
  • AI now starts as a random faction


Fixes

  • Cheating fix: Closed a loophole in the code that allowed some players to enable limited cheats
  • Fixed rare crash if player gets kicked out of the lobby and submits chat text
  • Fixed rare crash when player hits the enter key in the Skirmish menu
  • Fixed replacing ready kicked player with AI causes the AI options to be locked
  • Fixed inability to join DLC map games if you don't have the pack as a client


Tuning and Balance

  • UEF Assault Bot Research cost decreased from 4 to 3.
  • Cybran Battleship Range reduced from 128 to 115.
  • Cybran Destroyer Energy cost increased from 500 to 650.
  • ACU Training bonus reduced to +25% per level.
  • Soul Ripper II Anti-Air Damage reduced by 50%.
  • King Kripter, Colossus and Cybranasaurus-Rex Health and Damage increased by 35%.
  • Cybranasaurus-Rex Range increased from 22 to 32.
  • Wilfindja Speed increased from 3.6 to 4.6.
  • Gantry build time reduced from 120 to 100 seconds.
  • Pulinsmash weapon range increased from 50 to 100.
  • Darkenoid Health increased from 20,000 to 27,500.
  • AC-1000 primary weapon damage blast radius increased from 1.5 to 3.
  • Cybran Air Rate of Fire boost Research cost increased from 3 to 5.
  • Bodaboom Health boost increased from +20% to +30%. Aura radius increased from 20 to 30. Added a +200% regeneration bonus.
  • ACUs are now repaired 150% slower.
  • Increasing ACU storage size to 15.
  • UEF Submarine weapon range increased by 50%. Movement speed reduced from 6 to 5.25.
  • Structure bubble shields now take twice as long to come back online.
  • Anti-Air Tower damage increased by 25%.
  • ACUs and Engineers now get a Sonar range equivalent to their Radar range.
  • ACU/Escape Pod Experience value increased to 7500.
  • Gantry Experience value decreased to 1250.
  • UEF/Illuminate Mass Convertor Experience value increased to 750.
  • UEF/Illuminate Mobile Anti-Air Experience value decreased to 100.
  • Fighter/Bomber Experience value decreased to 250.
  • Transport Experience value increased to 750.
  • UEF Fighter & Bomber Experience value decreased to 200.
  • UEF/Cybran Battleship Experience value increased to 1500.
  • Cybran Destroyer Experience value increased to 750.
  • UEF Submarine Experience value decreased to 150.
  • King Kriptor, Universal Colossus, Cybranasaurus Rex and Pulinsmash Experience value reduced to 3000.
  • Cybran Intel Add-on Vision radius is now correctly set to 75.
  • Fixed an issue with Cybran tactical missiles that prevented them from hitting a target if it was really far away.
  • Illuminate ACU Teleport time reduced from 10 to 6 seconds


Known Issues

  • Translation for the Ranked Games Interface in European languages will be in our next update


 



"Challenge Mode" is enabled on the Matchmaking Menu. If both players who are looking for a match have the option enabled, they are able to "Challenge" each other at any point of the match in order to "Raise the Stakes."

What's at stake? The impact of the match's result on each player's final Rating.

A normal Ranked 1v1 game has a 1X multiplier, meaning it's worth 1 game when calculating your final rating. The change in the rating is based on the difference between two players; a player with a high rating will get less of an increase from playing a lower-ranked player, but a low-ranked player can move up quickly by defeating a higher-ranked player.

In "Challenge Mode," you're increasing the multiplier so the result will count the same as if you played multiple matches against the same opponent. In other words, the resulting change in ratings will be greater than it would be for a normal, 1X match.

A "Challenge" is issued from a button in the scoreboard, which is accessed by pressing F2 during the match. Players can issue up to 5 challenges per game, and the owner of the Challenge alternates between players.

Either player can initiate a Challenge at any time during a match. Once the initial challenge is issued, the match pauses and the "Challenge Mode" menu appears. For the player receiving the challenge, it tells them what's at stake and gives them 30 seconds to decide whether to accept or decline the challenge. For the initial Challenge, "Decline" is auto-selected after 20 seconds. If a player declines the first challenge, the match will continue as a standard 1v1, and neither player can re-issue a challenge.

If a player accepts the challenge, the match continues. However, the player who accepted the challenge has a new button on their scoreboard: "Raise Stakes." If they click on this button, they will "Raise the Stakes" on the match and increase the multiplier. The game pauses again, and the other player gets the Challenge Menu.

At this point, that player's options are to either "Accept" the newly raised stakes or "Forfeit" the match with the previously agreed-to multiplier. In fact, if you do not make this decision within 30 seconds, you will automatically forfeit and the match will end. In other words, once you're in Challenge Mode, you can't back out.

After the match is finished, each player gets the standard summary screen with new text that shows each player's Rating at the start of the match and their new Rating after it's been calculated.

A match with a 5X multiplier doesn't increase your score by five versus a 1X match. The math used to calculate the final rating accounts for the changes between both players' rating each time it's calculated, so the actual increase/decrease in high-stakes games is considerably less than the multiplier. The system can't be easily gamed, because matching is random and tied to an individual player's Steam account.

"Challenge Mode" increases competition by potentially increasing the stakes for each match. A lower ranked player can more quickly move up the Leaderboard, or a high-ranked player can more easily keep their lead& or feed their ego. Bold (or crazy) players can try to bluff their way to getting their opponent to forfeit a match, at the risk of tumbling even more positions on the Leaderboard. It's 100% voluntary, so players are free to disable the mode on the Matchmaking menu.

Quelle: Steam

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