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> Патч 1.05 (bfme 2), The Battle for Middle-Earth - 2.
Korld
сообщение 23.8.2006, 18:08
Сообщение #21


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Следующая часть
Еще парочка примечаний
1. решил указывать комменты прямо после проблемных мест курсивом

Цитата
хотя вот только что подумал, что "crush" я бы первёл как "сминающий удар"

2 Zveroboy, в таком случае перевод crush можно было бы спутать с наездом кавалерии trample.

Общее по постройкам

Здания стали более защищены от кавалерии (45% от 75%), специалиста (30% от 75%)(кто нить скажите что это за specialist), стрелковой атаки кавалерии (2% от 75%), огня (33% от 100%), влетающего (40% от 75%) (fly-into не совсем понял от куда влетающего, но подозреваю, что указывается атака здания летающими существами), стрелковой атаки героя (5% от 10%)
Все крепости стали более защищены от рукопашной атаки пехоты (20% от 25%), кавалерии (20 от 25%) и огня (5 от 25%), более уязвимы к осадному повреждению (200% от 150%); стоимость улучшения защиты крепости понижена (1600 от 2000), бонус так же снижен до 35% (от 50%)
Стены, элементы улучшений стен включая узлы от которых производится строительство стен могут быть атакованы только теми юнитами, которые обладают осадным и структурным повреждением.
Здания производства юнитов и здания производства улучшений так же получили изменения брони, они стали более защищены от рубящего (35% от 50%), uruk (30 от 200%) (uruk это урукхай я не понял, у них что отдельный тип повреждения, подозреваю описку автора). Стали более уязвимы к кавалерии (100% от 35%)
• Все смотровые башни строятся быстрее, 37с. от 60с. для башни дварфов, 45с от 60с для остальных; здоровье башни дварфов 2500 (от 3500), Людей 2200 (от 3000), Гоблинов 2200 (от 3000), Изенгард и Мордор 1700 (от 2500)
• Все конюшни (собачатни) строятся дольше (45с от 30с), Паучатник так же строится дольше 35с (от 30с)
• Изменения количества жизней зданий приносящих ресурсы: Мордор скотобойня 1600 (от 2000), туннель гоблинов 1000 (от 2000), Дерево эльфов 940 (от 2000), Шахта дварфов 2700 (от 2000), Ферма людей без изменений (2000)
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Korld
сообщение 25.8.2006, 16:35
Сообщение #22


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Пока я думал дальше переводить или нет, тут еще подвалило (IMG:style_emoticons/default/biggrin.gif)


Цитата
"Hey everyone,

I am currently in Leipzig showcasing Rise of the Witch-king and Command & Conquer 3 with our development team so of course its been very hard for me to get on the forums with updates this week... however...i come with good news.

Below are the balance changes for The Elves, take a look, look forward to your feedback, excitement, flames, love it all.

Make sure to check out the hands on preview of ROTWK over at Gamespot, we are #4 most popular game overall and there is some great new info.

Word on patch 1.05 is we are finalizing localization so everyone around the world can read the patch of course.

We should be finaling in QA and the final testing phases very soon, more on that as soon as I am back early next week.

Enjoy the changes...i hope...

APOC


E lves
----------------- -------------
• Lorien Warrior cost 400 (frоm 300), health 160 (frоm 125); Heavy Armor base resistance 30% higher, more resistant to fire and magic (20% frоm 50%) and hero-ranged (75% frоm 100%), more vulnerable to structural (40% frоm 20%) and cavalry-ranged (80% frоm 40%); forged blades damage reduced (120 frоm 160); -50% damage penalty vs structures

• Mithlond Sentry buildtime 42s (frоm 30s); Heavy Armor base resistance 30% higher; more resistant to slash (200/80% frоm 200/100%), cavalry- ranged (30/20% frоm 100/50%) and hero (120/90% frоm 200/100%); more vulnerable to flame and magic damages (100/75% frоm 100/50%); -50% damage penalty vs structures

• Lorien archers build time decreased (25 frоm 30s), pierce damage 40/40 (frоm 40/60), clip reload time 766ms (frоm 2s max), more crush vulnerable
(250/150% frоm 200/100%); silverthorn arrows magic damage has a -75% damage penalty against summoned units

• Mirkwood Archer available on level 2 archery range (frоm 3), cost 700 (frоm 800), health 200 (frоm 150), population 80 (frоm 60); more resistant to pierce (70% frоm 100%), fire and magic (60% frоm 100%); silverthorn arrows have a -75% damage penalty vs summoned units

• Rivendell Lancer trample damage reduced (50 frоm 100); heavy armor base resistance 30% higher, more vulnerable to structural (30% frоm 20%), cavalry- ranged (150/71% frоm 100/50%), fire and magic (75% frоm 50%) damages, more resistant to pierce (15% frоm 25%); forged blades damage reduced (90 frоm 120); earns 10% extra speed on level 2

• Giant Eagle cost 1000 (frоm 2000), speed 120 (frоm 88), added arrow dodge chance (20%), more resistant to pierce (20% frоm 100%), ranged-hero (60% frоm 100%), flame and magic (30% frоm 50%) damages, more vulnerable to slash (30% frоm 0%) damage; health doubled (4000 frоm 2000), 10x damage bonus vs machines, -70% damage penalty vs heroes

• Ents buildtime 25s (frоm 45s), speed 40 (frоm 50), range 425 (frоm 500), base damage 300 (frоm 400), health 1400 (frоm 2000), splash damage increased by 10%; base armor more resistant (10% frоm 50%), more resistant to slash (10% frоm 50%) and cavalry (20% frоm 50%), more vulnerable to fire (200% frоm 100%)

• Ent Allies and Eagle allies powers positions switched; Ent allies power now summons 3 ents (frоm 4), fade in time 8s (frоm 2s); Enshrouding Mist recharge 4m30 (frоm 6m); Farsight now increases the vision (15%) and attack range (10%) of archers, heroes, cavalry and artillery units, for 45 seconds, duration 1m (frоm 2m), recharge 2m (frоm 3m)

• Statue price increased to 350 (frоm 300); Elven battle tower cost 400 (frоm 350) and has one garrison slot (frоm 2)

• Barracks cost 400 (frоm 300), buildtime 25s (frоm 30s), level 2 upgrade cost 1000 (frоm 500), level 3 is 300 (frоm 1000)

• Elven Heavy Armor equip cost 400 (frоm 300)

• Mirror of Galadriel detects stealthed units across a 450- units range (frоm 200)

• Elven banners healing speed halved, takes 7.5s to start healing, works while the battalion is fighting

• Watch Tower Fortress Expansion cost 370 (frоm 500), buildtime 20s (frоm 30s); Vigilant Ent Expansion cost 900 (frоm 1200); Eagle’s Nest upgrade cost 2000 (frоm 2500)

• Fortress Wall hub expansion cost (70 frоm 200) reduced, Outer Wall hub cost is 900, 60 seconds buildtime; regular Wall hub buildtime 60s (frоm 30s), cost 150 (frоm 200), wall segment buildtime 30s (frоm 20s); Max wall buildout distance reduced (400 frоm 1500); wall gates now cheaper (350 frоm 500)

• Elven fortress Mystic Fountains cost reduced (750 frоm 1500), Eagle nest 2000 (frоm 2500)

• Ent Moot cost 700 (frоm 1000), buildtime 40s (frоm 60s)

• Elven Sentry Tower cost 350 (frоm 500)

• Treebeard health 3200 (frоm 5000), speed slightly increased (52 frоm 50), now has an aura that increases the armor (+50%), speed (+15%) and range (+20%) of nearby Ents

• Arwen starts mounted, attack reload now faster; flood moved to level 4 (frоm 10), 80 damage per summoned horse (frоm 142), specialist damage type, -50% damage vs. non-cavalry units, recharge time 6m (frоm 5m); Athelas moved to level 8 (frоm 2), heals 2000 hitpoints (frоm 600) to all heroes on a 300 radius (frоm 200) around her

• Haldir cost 1100 (frоm 2000), bow range 350 (frоm 400), bow attack speed reduced; sword damage 45 (frоm 120), now has the innate ‘elven strike’ ability, a random chance of dealing 4x damage to its target; buildtime 70s (frоm 30s), health decreased (2200 frоm 2500), armor type now hero (frоm hero-light); Leadership on level 4 (frоm 6), golden arrow at level 9 (frоm 10); recharge increased (1m30s frоm 45s), base damage 300 (frоm 200), 2000 additional specialist damage (effective vs. mounted and tough heroes)

• Glorfindel cost 2000 (frоm 1500), damage decreased (100 frоm 150), now deals +100 siege damage to structures (+10 vs fortresses) while on foot, buildtime 50s (frоm 30s), health 3000 (frоm 1500); arrow dodge rate increased (65% frоm 50%), can now crush infantry units (200 hero damage), minimum speed 65 (frоm 50), mount toggle faster (1s frоm 2s); Blade of Purity now makes him invulnerable (frоm +50% armor), lasts for 10s (frоm 30s), must be on foot to enable, recharge increased (2m25s frоm 1m30s); starts mounted

• Legolas cost (2000 frоm 3000), range (380 frоm 400) and health (1500 frоm 3000) reduced, buildtime 95s (frоm 30s), innate heal reduced (20 per second frоm 30), hawk Strike recharge 1m30s (frоm 30s), knife fighter level 6 (frоm 2), arrow wind level 10 (frоm 7)

• Thranduil cost 3000 (frоm 2500), armor hero-mounted (frоm hero-light), buildtime 90s (frоm 30s), visibility range 700 (frоm 500); bow range 460 (frоm 400), damage 300 (frоm 100), reload 2.3s (frоm 1s), -85% damage penalty against artillery, -50% vs monsters

• Thranduil innate stealth is now elven cloak (level 1 frоm level 4); Deadeye level 4 (frоm 7), range 520 (frоm 500) and effect (double attack speed, -50% damage +magic damage) increased; Wild Walk moved to level 6 (frоm 1) and enables thranduil to fire cloaked, lasts for 1m20s, recharge 2m30s

• Elrond cost increased (3000 frоm 2500), buildtime 45s (frоm 30s), armor tough-hero (frоm hero), damage 200 (frоm 250), attack speed now faster; Elven sight moved to level 1, Athelas only heals himself, Restoration moved to level 6, Whirlwind moved to level 10; leadership is +25% attack (stacking), restoration recharge time 5m (frоm 1m30s)"


Так что с такими темпами заброшу это дело, тем более не долго ждать осталось. Скоро все сами увидите... ну или прочувствуите(IMG:style_emoticons/default/smile.gif)

Сообщение отредактировал Korld - 25.8.2006, 16:38
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Heyrock
сообщение 25.8.2006, 16:54
Сообщение #23


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Я долго соображал, что такое "structural damage" и мне подумалось, что это урон, наносимый зданиями. (IMG:style_emoticons/default/smile.gif)
Башенки там, всякие... (IMG:style_emoticons/default/rolleyes.gif)
Наверное так и придется переводить: "урон зданий", ничего более внятного придумать не смог. А переводить смысла нет, да и лень, откровенно говоря. Никакого особенного translation challenge тут нету.

Супер-переводчег Prompt тут справится с блеском. Заодно будет повод посмеяться. (IMG:style_emoticons/default/laugh.gif)

Сообщение отредактировал Heyrock - 25.8.2006, 17:02


--------------------
Я старый аир, и не знаю слова "танк" !
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MasterEvo
сообщение 25.8.2006, 17:51
Сообщение #24


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Цитата
Пока я думал дальше переводить или нет, тут еще подвалило


Ааааааа!!!! Эльфов подняли неееттт (IMG:style_emoticons/default/smile.gif) . У Лего 1500 хелса ахахаха (IMG:style_emoticons/default/laugh.gif) , что это может значить? (IMG:style_emoticons/default/laugh.gif) . Хотя все остальные изменения просто супер. ЕА все у эльфов в корне поменяли. Трандик терь просто бес дурной урон 300 неееет. Короче патч когда уже просто руки чешутся (IMG:style_emoticons/default/smile.gif)


ЗЫ: Очень любопытно увидеть реакцию Славы на эти изменения, ау Слава ты где как тебе твой любимый Лего??? (IMG:style_emoticons/default/biggrin.gif)


--------------------
С генералами поконченно .....
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~SlavA~
сообщение 25.8.2006, 21:44
Сообщение #25


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Щас ты у меня досмеёшься, скот такой (IMG:style_emoticons/default/laugh.gif)
Я вообще Лего никогда не юзаю если честно (IMG:style_emoticons/default/laugh.gif) тока иногда - ради прикола, не юзаю т.к. времени и денег нету.. ГЛАВНОЕ РАШИТЬ (IMG:style_emoticons/default/laugh.gif)

P.S. > Кто это у нас такой появился - Korld ?? Чел как тебя сюда занесло (IMG:style_emoticons/default/laugh.gif) Ну всё равно спасибо, переводчик ты неплохо юзаешь =) Промт или ещё какой нить юзаешь ? скажи, а то этот Промт уже в печёнках сидит (IMG:style_emoticons/default/dry.gif)


--------------------
Тралялялял тун тун тун, тун тун тун, тун тун тун..Тралялялял тун тун тун, тун тун тун, тун тун тун.. Сноп Дог СНОП ДОООГ тун тун тун ттттууу тун тун тун...
Камеди КЛАБ ФТВ !!! КВН ТОЖЕ !

сайт переехал осенью 2009 на www.generals-zh.ru
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MasterEvo
сообщение 26.8.2006, 0:39
Сообщение #26


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Цитата
вообще Лего никогда не юзаю если честно тока иногда - ради прикола, не юзаю т.к. времени и денег нету.. ГЛАВНОЕ РАШИТЬ


Как говорил Зверобой кажется+)) Вай ду ви олвейс раш, би коз ви аре рашенс!!!! Вот именно Главное Рашить!!!! Кстати говоря у тя на аватаре Лего что бы это могло значить??????? (IMG:style_emoticons/default/laugh.gif) (IMG:style_emoticons/default/laugh.gif) (IMG:style_emoticons/default/laugh.gif) , на моей памяти ты строил егго и попробуй скжичто те никого удовольствия не доостовляло порулить Легом+))) Терь будешь рулить вот только у него терь 1500 хелса (IMG:style_emoticons/default/laugh.gif)


--------------------
С генералами поконченно .....
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~SlavA~
сообщение 26.8.2006, 20:59
Сообщение #27


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Цитата
Вай ду ви олвейс раш, би коз ви аре рашенс!!!!

Валера ! Ну ты опять предупреждение за это схватишь (IMG:style_emoticons/default/sad.gif) больше не каверкай Русский язык ок ? (IMG:style_emoticons/default/unsure.gif)

Цитата
Кстати говоря у тя на аватаре Лего что бы это могло значить???????

Это значит что Лего мой типа любимый герой =) после фильма конечно =) как фильм посмотрел и всё =) подумал Лего рулит (IMG:style_emoticons/default/smile.gif)
Цитата

Терь будешь рулить вот только у него терь 1500 хелса

Мне этого хватит чтоб твоему лурцу зад надрать (IMG:style_emoticons/default/tongue.gif) Вот увидим изменения у лурца ещё.... (IMG:style_emoticons/default/biggrin.gif)


--------------------
Тралялялял тун тун тун, тун тун тун, тун тун тун..Тралялялял тун тун тун, тун тун тун, тун тун тун.. Сноп Дог СНОП ДОООГ тун тун тун ттттууу тун тун тун...
Камеди КЛАБ ФТВ !!! КВН ТОЖЕ !

сайт переехал осенью 2009 на www.generals-zh.ru
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Korld
сообщение 1.9.2006, 9:49
Сообщение #28


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МОРДОР.
С полным патчем просят подождать пару недель....
А Uruk это действительно тип повреждения... забавно. Изменения мягко говоря впечатляют.

Цитата
Hey everyone,

APOC had a plan in place to release the Mordor change-list today, so here you go. I have posted it below. Before you get there though, here is a brief update on the patch. Localization efforts took longer than expected, and apologies, but this is one massive patch frоm what I understand. It's no surprise that it took a while to ensure all language versions were correct.

I know APOC was intent on seeing this patch delivered in mid- August, but technical delays were out of his control. Sometimes a Community Manager needs to make a judgement call, and sometimes luck doesn't wind up in his favor. Tough to please two crowds (IMG:style_emoticons/default/ohmy.gif))

The patch is being submitted to the final testing phase which generally takes up to two weeks to complete and put live. Now, I will keep you up to date and the stars look aligned to keep this patch on track.

Here is the Mordor change-list:

Mordor
------- -----------------------
•Orc warrior buildtime 14s (frоm 25s), cost 50 (frоm 100), speed 40 (frоm 50), population 40 (frоm 60); damage is now 12 Uruk (frоm 20 slash), delay between shots 2.4 s (frоm 1s), +80% damage bonus vs structures; more resistant to pierce (120% frоm 150%) and Uruk (50% frоm 100%), more vulnerable to slash (100% frоm 70%) and poison (150% frоm 100%); bloodthirst experience bonus +150% (frоm +95%)

•Orc archer now has a 40% miss ratio, range 250 (frоm 275), max reload time 0.7s (frоm 2s), speed 57 (frоm 50), health 200 (frоm 100), range 250 (frоm 275), flame damage 40 (frоm 20); more crush vulnerable (300% frоm 200%), crush revenge does 14 slash (frоm 5 pierce)

• Soldier of Rhun more resistant to Uruk (50/25% frоm 200/80%), hero (150/90% frоm 200/100%) and hero-ranged (160/80% frоm 200/100%)

• Corsair of Umbar vision range 320 (frоm 275); more resistant to pierce (75% frоm 150%), hero-ranged (100% frоm 200%),crush (75% frоm 125%), flame (50% frоm 100%), cavalry (75% frоm 150%), magic and structural (50% frоm 100%) damage types; firebomb damage reduced (15 frоm 25), flame decay increased (16 frоm 10, original 25), attack reload increased (3.8s frоm 1.3s), attack range 170 (frоm 100), minimum range 100 (frоm 50), bombard attack range 330 (frоm 100)

•Haradrim Archer health reduced (250 frоm 400), barbed arrow now has to be researched (1000 cost on level 1 tavern), equip cost 200, damage type hero-ranged (frоm pierce), reload much faster (6s frоm 60s), small chance of knocking back heroes

• Mountain Troll cost 600 (frоm 500), speed 78 (frоm 55), rock attack reload slower (9s frоm 6s); more vulnerable to pierce (100% frоm 25%), crush (50% frоm 1%), more resistant to slash (15% frоm 100%), uruk (15% frоm 100%) and hero damage (100% frоm 200%)

•Attack Troll (1100 frоm 1000) buildcosts increased; more vulnerable to structural (35% frоm 25%), flame and magic (60% frоm 50%) damage types, population 75 (frоm 50), damage penalty vs heroes -25% (frоm -50%)

•Drummer troll cost 400 (frоm 750), speed 40 (frоm 32); more resistant to pierce (15% frоm 25%), hero- ranged (75% frоm 200%), flame (15% frоm 75%), magic (15% frоm 200%) and structural (10% frоm 100%); leadership effectiveness range 320 (frоm 200)

• Mumakil cost 1800 (frоm 1600), more resistant to slash (15% frоm 100%), specialist (35% frоm 175%), hero (75% frоm 200%) and structural (20% frоm 25%); more vulnerable to pierce (75% frоm 25%), hero- ranged (200% frоm 100%), siege (150% frоm 100%), flame (275 frоm 175%) and magic (225% frоm 175%); experience requirements doubled, speed 45 (frоm 50), crush damage 800 (frоm 400); charge trample now does 40x damage to heroes, reload 45s (frоm 30s); now comes with a haradrim lancer horde which can be evacuated (additional 30 command points)

•Level 2 Troll, Level 3 Attack Troll and Level 4 Mumakil now heal when out of combat

• Battering Ram cost 450 (frоm 350); more vulnerable to crush damage (40% frоm 1%), more resistant to siege (30% frоm 100%), hero (120% frоm 200%) and flame and magic damage (30% frоm 100%)

•Fortress flaming munitions upgrade now global (affects all fortresses and barricades)

• Tavern cost 300 (frоm 500), level 2 upgrade cost 700 (frоm 500), level 3 cost 500 (frоm 1000); Heavy Armor requires level 2, Fire arrow research cost 650 (frоm 1000)

•Mordor Barricade Expansion cost reduced (400 frоm 600), faster buildtime (20s frоm 30s)

• Gate Watcher attack range (100 frоm 150) and fear radius (150 frоm 200) reduced

• Mordor Siege Works cost reduced (500 frоm 800), level 2 upgrade cost increased (800 frоm 500)

• Awaken wyrm and barrage powers position switched; Barrage now has a 3s delay after firing, spread apart in a larger radius (225 frоm 150), damage 400 (frоm 150), shockwave power 75 (frоm 50)

•Barricade power position switched by industry; Barricade archers range 320 (frоm 275), minimum reload time 0.8 s (frоm 1.5s), -40% damage penalty vs heroes and structures

• Fellbeast armor more resistant to pierce and hero-ranged (80% frоm 100%), flame and magic (160% frоm 200%), more vulnerable to structural (100% frоm 50%); buildtime 95s (frоm 60s), plow damage now Hero type (frоm Siege)

•Nazgul Rider cost 1100 (frоm 1000), minimum speed 58% (frоm 50%), flank bonus 500% (frоm 350%), base health 1650 (frоm 2000), unmounted pre-attack delay 50 ms (frоm 500 ms), crush damage 60 (frоm 80); mounted attack range 25 (frоm 11.5), mount toggle delay 750ms frоm 2s; Morgul Blade recharge 1m40s (frоm 45s)

• Mouth of Sauron cost 2000 (frоm 1500), health 2800 (frоm 5000), buildtime 70s (frоm 45s), unmounted armor type hero-light (frоm hero), mounted armor tough-hero (frоm hero- mounted); detects stealth (450 range), attack has splash damage (11.5 radius); Evil Eye on level 3 (frоm 10), damage halved against ents; dissent level 10 (frоm 6), radius 160 (frоm 100) and recharge 3m20s (frоm 2m)

•Witchking buildtime 115s (frоm 60s), unmounted armor is tough-hero, arc of attack 80 (frоm 40); mounted armor more fire vulnerable (250% frоm 200%); war mace no longer hits friendly units
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Korld
сообщение 1.9.2006, 10:02
Сообщение #29


Солдат
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Цитата
P.S. > Кто это у нас такой появился - Korld ?? Чел как тебя сюда занесло laugh.gif Ну всё равно спасибо, переводчик ты неплохо юзаешь =) Промт или ещё какой нить юзаешь ? скажи, а то этот Промт уже в печёнках сидит dry.gif


По порядку. Занесло ветром северным (IMG:style_emoticons/default/wink.gif). Особенно сильный ветер, когда на работе сижу (IMG:style_emoticons/default/biggrin.gif) .
Юзаю электронный словарь (Лингво, мултилекс), а не переводчик.

А так заглядываю сюда периодически, не все же по буржуйским фан сайтам лазить.
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Plo...D
сообщение 1.9.2006, 10:16
Сообщение #30


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Цитата
Level 2 Troll, Level 3 Attack Troll and Level 4 Mumakil now heal when out of combat

Наконецто!


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Расклад не в нашу пользу, но мы будем играть...
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Я умру.
Сдохнут мои враги.
Сгинет даже мир, который мы топчем.
Но я не буду себя уважать, если эта война не даст мне свободы.
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MasterEvo
сообщение 1.9.2006, 14:44
Сообщение #31


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Какие то странные изменения (IMG:style_emoticons/default/blink.gif) , как интересно изменения орков решает проблему "Гномы вс Мордор" , еще в свете последних изменений Уста Саурона хелс 2800 вместо 5000 , и стоимость 2000, после того что мы видели у других расс -- отчего то кажется что мордор будет без героя этого слабоват.

ЗЫ: скорей бы уже патч, попробовать уже самому что к чему, епт еще 2недели ыыыыыыыыыыыы (IMG:style_emoticons/default/unsure.gif)


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С генералами поконченно .....
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Heyrock
сообщение 1.9.2006, 15:15
Сообщение #32


Старый Аир
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Будь осторожней в своих желаниях: они могут исполниться ! (IMG:style_emoticons/default/smile.gif)

Что-то мне подсказывает, что это не последний падтч. (IMG:style_emoticons/default/laugh.gif) Хм... что ж это за игра такая, в которой такие жуткие флуктуации в параметрах от патча к патчу? (IMG:style_emoticons/default/blink.gif)

А вот в генах савсем усё по-другому!... (IMG:style_emoticons/default/laugh.gif) (IMG:style_emoticons/default/wink.gif)

Сообщение отредактировал Heyrock - 1.9.2006, 15:17


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Я старый аир, и не знаю слова "танк" !
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RvW
сообщение 1.9.2006, 16:05
Сообщение #33


Контрактник
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Я не про по генам,но там тоже бывают косяки вроде тех что в лордах с гномами. Поэтому попрошу без оскорблений в адрес нашей любимой игрульки (IMG:style_emoticons/default/biggrin.gif) А патчик уже очень хочется глянуть.Там походу новая игрушка будет,а не исправление косяков (IMG:style_emoticons/default/biggrin.gif)


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My friends: Zveroboy, MasterEvo, Spectre, Caesar, Ykudza
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Plo...D
сообщение 6.9.2006, 23:43
Сообщение #34


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(IMG:style_emoticons/default/laugh.gif)
Прочти выше, ты немного опоздал!


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Расклад не в нашу пользу, но мы будем играть...
----------------------------------------------------------------------
Я умру.
Сдохнут мои враги.
Сгинет даже мир, который мы топчем.
Но я не буду себя уважать, если эта война не даст мне свободы.
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-GR-YkudzA
сообщение 6.9.2006, 23:48
Сообщение #35


Генерал на пенсии
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Ну, что ж, бывает =))


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"What good SP? Buy RPG. Want rewarding MP? Buy RTS. Simple" (C) AgmLauncher
"How much n00b r u?" (C) Jeremy
"Let me see your micro" (C) Master
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~SlavA~
сообщение 10.9.2006, 21:59
Сообщение #36


Слапа
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Изменения по поводу Моря ! (Смотреть Новости)
Цитата

frоm what I understand, Naval combat was an aspect of the game that didn't pan out exactly as designed, so admittedly, as we all know, its not one of the highest points of the game.

That said, these are the naval changes for patch 1.05 which should help make Navy more fun. On top of that, I will see about getting more Naval maps out there, there are certainly some great community ones.
Naval-related Changes
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•Corsair Black Ship and Elven Warship cost 400 (frоm 750), max speed 100 (frоm 120), turning speed halved, weapon reload time 166ms (frоm 100ms), damage penalty against shipwrights reduced (-90% frоm -99%); Black Ship health 1200 (frоm 1000)

•Corsair and Elven bombardment ships cost reduced (1500 frоm 3000), range increased (1400 frоm 1000), delay between shots increased (9s frоm 5s), weapon misses randomly (25% of the shots are precise), splash damage halved, damage penalty against shipwrights reduced (-75% frоm -99%)

• Doom ship explosion splash damage reduced by 60%, central explosion radius reduced (120 frоm 200), splash damage to wrights removed, cost (1000 frоm 500) and buildtime (45s frоm 15s) increased

• Storm ship cost (1000 frоm 500), buildtime (45s frоm 15s) and health (1200 frоm 1000) increased, whirlpool damage duration shortened (6.5s frоm 10s), splash damage halved, central radius (60 frоm 100) reduced

•Transport ships armor resistance increased (30% frоm 50% damage taken)

-Predator


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Тралялялял тун тун тун, тун тун тун, тун тун тун..Тралялялял тун тун тун, тун тун тун, тун тун тун.. Сноп Дог СНОП ДОООГ тун тун тун ттттууу тун тун тун...
Камеди КЛАБ ФТВ !!! КВН ТОЖЕ !

сайт переехал осенью 2009 на www.generals-zh.ru
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MasterEvo
сообщение 12.9.2006, 20:32
Сообщение #37


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Изменения Изенгарда!!! (IMG:style_emoticons/default/cool.gif) , патч 1.05 не за горами...

Цитата
•Uruk Fighter population 75 (frоm 60), build time 33s (frоm 30s), deals Uruk damage (frоm slash), capture time 20s (frоm 15s); more pierce resistant (140/40% frоm 150/75%), more vulnerable to Uruk (150% frоm 100%) and crush (150/75% frоm 100/50%); blood thirst experience bonus +20% (frоm +10%)

Ok so we have a population increase, which isn’t as bad as it may seem. The other changes make up for this clearly. The build time will be barely noticeable, a three second change, which I don’t really see the point in, but never the less, you wont notice it. Slash is also a positive change although capture time has also had a slight increase; it won’t be barely noticeable unless you really need the unit out very quickly. Uruks are more venerable frоm other uruks so this isn’t a change for any match up except Isen mirrors, where the slightest of health differences will matter. Also pierce resistance is a huge change, now this causes crossbow’s to be used or you will lose in most cases (unless you out number them.) Although, crossbows are weaker to uruks meaning if you can micro a unit around the enemy, it can deal with this swiftly. Crush is also a benefactor which brings wargs into this match up, as you can easily overrun other uruks and the enemy can’t make pikes because of their price increase. An interesting change is that, blood thirst means you level up twice as fast. This means a level one unit could train off a level two unit let the level two units regenerate and use blood thirst again until you reach level two.

• Crossbow cost 350 (frоm 300), build time 37s (frоm 30s), health 110 (frоm 160), speed 58 (frоm 50); more resistant to pierce (85/40% frоm 100/50%) and poison (50/25% frоm 100/50%), more vulnerable to slash (120/60% frоm 100/50%); damage 65 (frоm 25), pre- attack delay 820ms (frоm 500ms), flame damage 35 (frоm 25).

A higher cost is fair in the aspect that they are infantry killers, so a small price increase isn’t really unfair. They are $50 more than uruk fighter’s, so again, they aren’t that noticeable and don’t drag your economy down early game. Build time again has a weird small increase, 7 seconds is not very long, although early game against the masses of spammed units, they wall be noticeable. Again the health nerf isn’t unfair, ranged support should have a strong attack and low health, because they aren’t meant for melee attacks. A speed increase means that they are faster to escape and also quicker to get to the fight. Like other archers have low health, these should take less damage frоm ranged attack because they are supposed to have a lot more armour and health. If you know your history, crossbows were regarded higher in the rankings than archers. Just like pierce damage, crossbows are weaker to poison which means that goblins have to spam themselves in order to kill crossbow’s off. It was expected to see a higher vulnerability to slash, as the unit has a great ranged attack so again we can’t complain, it will teach us to micro our crossbow’s better. The higher damage boost is 250% increase (something near there), which now means they can unleash hell early game and completely annihilate early game units. All though pre attack delay is longer, generally meaning it takes longer for the crossbow’s to reload and then fire again; it means we must move our crossbow’s when they aren’t firing so we take less damage. Flame damage means we can kill flying units and fire weak units a lot quicker, although this means we have to have fire arrows on crossbows. This also means we can catch the units/ hero’s off guard and inflicts a lot more damage to them.

•Pike men more vulnerable to flame (100/75% frоm 100/50%), more resistant to hero (150/90% frоm 200/100%), hero-ranged (160/80% frоm 200/100%) and cavalry- ranged (30/20% frоm 100/50%), speed 58 (frоm 50), damage reduced (40/80 frоm 45/90).

Not much of a change here really, but it will be noticeable, I cant stress enough that its going to be common sense that you can still use this units versus army’s like Mordor but you need to take down their archers quicker, which crossbow’s can back you up very easily. This is my favourite change for Pike men, because we can withstand more damage frоm early game heroes like Gloin, which could save time for other units to arrive and support your units. Hero ranged is also beneficial because of the fact that Legolas will do a lot less damage when these have heavy armour on for example, and for a change push Legolas back. Cavalry ranged has increased hugely, unbelievable change really, we can now easily escape frоm a battle scene and also push the cavalry back because we withstand more, we can go full head on attack mode. The increase will mean that pike men will be essential, like they weren’t before but more needed versus cavalry reliant factions such as elves/ men. A slight speed increase means that we can be on the attack faster, spring traps and generally with a higher speed, sometimes confuse the enemy by a lot of attacks in different areas. However, more speed would generally mean a slight nerf of attack, and this is what has happened here, there is nothing really in this change, it just mean’s a split second more to kill cavalry.

•Berserker more resistant to pikes (70% frоm 100%), less resistant to defences (35% frоm 25%), -20% penalty vs. cavalry.

Now then, the berserkers are generally more resistant to pike’s now, I don’t see how they will be used against certain faction’s. Of course they still have their uses; they will still be ambushing units like in patch 1.04. They will need a lot of micro to make sure you can use them effectively and actually deploy them successfully. Less resistant to defences means that they can do damage versus buildings to a fast extent where it will generally be a hit and run. Although these will require three or four in a huddle to take the building down quickly enough to retreat without allowing time for the enemy to react and make a move. Although, they are killed even easier frоm cavalry, which is fair as logically speaking, cavalry should own infantry except pike men of course.

•Warg Rider damage 63/125 (frоm 100/200), crush deceleration 20% (frоm 50%), trample now does 70 crush (frоm 60) with splash (5 units), more vulnerable to cavalry- ranged (150/75% frоm 100/50%), innate healing on level 2; Howl damage boost +60% (frоm +50%), armour bonus removed, duration 29s (frоm 45s).

Now this is were an argument about wargs kick in. Yes they are nerfed, but they aren’t nerfed enough to stop them frоm becoming mid game units. Now that they are strong mid game backup units which are very useful, they aren’t used early game because of the amount of spam the enemy can produce and adapt quickly. So the damage is reduced, a huge reduction but lets not forget, mid game you will have uruks to protect your wargs and therefore they are still useful. Crush deceleration is a blow to be honest, meaning it takes longer to do the damage but if there is no backup units around you should still win that battle, depending on the other unit of course. A positive Trample damage is increased, just what we wanted to hear as in attack stance, this can often destroy an entire unit by itself. We will see this happen against units such as men of the west soldiers, where we can trample but their speed makes it harder. There is also an area of effect which means covering a smaller area but does more damage. Wargs are now more venerable to range cavalry, which means rohirrum can ‘pick off’ our wargs, so like other units we need to micro them properly to make sure we don’t lose them. We still regenerate on level two, which is another bonus allowing us to advance quicker. Howl damage boost means that we can destroy buildings faster; although it’s short duration means we have to make full use of the time with howl to destroy as many buildings as possible, although don’t waste them. The armour bonus has been removed so it’s essential we don’t waste our wargs and the duration of howl is a huge 16 seconds off frоm 45 seconds, which is a lot to knock off in the game itself.

•Wildmen Allies power position switched by Devastation, Watcher in the water switched by fuel the fires.

There isn’t much I can go into detail about this change, although some sneak previews for some good PP tree have to follow:

Plantir > Wild men > Fuel the fire’s
Plantir > Tainted land > Freezing rain
Crebain > Industry > Watcher in the water

•Plantir vision area increased (1000 frоm 300), now casts a +15% speed boost spell to all unit types under its central area, effect lasting for 35s. Power reload time increased (3m30s frоm 3m)

This is so underestimated, this massive vision range now allows us to see their entire base, so for example in random you can use it and see what he is making and what faction he is so you can choose your power point route. Another benefactor is that when facing your enemy for example, you are against dwarves in this instance, you can see where his builder is going, so that will be a great advantage as you are already prepared for what to come, even you can see what unit he is making when they come out. So the vision range is now 333% larger, which is a great advantage and will be greatly noticed on small maps like fords of Isen II for example. A great bonus is the speed boost, it would be great for uruks as you can actually out run loriens (same speed normally) and hunt them down and other units before they reach a base protection if they have one. Although this is its central area, not on the outskirts of the vision range, they won’t receive the boost, again this only last’s for 35 seconds so don’t count on this being a lasting effect. With all fairness, 30 seconds longer to see 333% more of the map than you normally would, I think is great, no complaints whatsoever.

•Uruk pit build time increased (35s frоm 15s); Battle Tower now has 1700 hp (frоm 2500); Furnace health 750 (frоm 2000).

With this time increase of the uruk pit, there are several areas of concern. Firstly, what happens to the old furnace and furnace strategy to start, well if we do this then the uruks will be on the defensive because of the late arrival of the uruks, which isn’t what can happen. Uruks must have the spam ability and speed to maintain constant harassment to achieve their goal, which is to push the enemy back. Now we need to use the Furnace to uruk pit to furnace. This will leave us with a good economy and uruks are out as soon as possible as they can be. Now with this, your uruks are out before they would be with the two furnace strategy, so I don’t see how it would be noticed. The battle tower has lost a lot of hp, but this doesn’t matter as they aren’t used early – mid game because of their damage, so essentially this doesn’t affect us. Although for custom map players, they make up for the hp loss if they have crossbows inside, the range is a much needed advantage. Now worst of all, furnaces have had a huge nerf, something which is a very bad thing for Isen. Now we must make sure we have a base defence as we lose population and economy with loss of furnaces. So now we need crossbow’s early game and opening uruks to kill other units on the way past until crossbows can arrive and deal with the situation.
•Ballista and Mine level requirements on armoury swapped.

There isn’t much I can add to this, except for the fact ballista’s are very powerful now and should be switched to level three.

•Warg Sentry cost reduced (350 frоm 400), health 2000 (frоm 1500), build time 35s (frоm 15s); warg has trample damage (10 crush), hit points doubled, more resistant to Slash (30% frоm 100%), pierce (25% frоm 100%), cavalry (30% frоm 100%), flame and magic (100% frоm 200%), more vulnerable to crush (50% frоm 1%)

In this patch, we see great potential in warg sentries. With a lower price, this making them more accessible and cheaper to use. A health buff means they can withstand a lot of damage and this is reflected in the build time increase. Although with more health, they can save you some time by making the enemy spend longer attacking the warg sentry, meaning time to think of what to do at a certain time of that game. The warg has a trample damage which is great, knocking back units like infantry such as orcs/ archers. This essentially slows the unit down giving more time to kill that unit. Hit points doubled means greater attack and they have are more resistant to slash. This is a huge decrease but also have a decrease in pierce. Now archers will be needed to kill the warg sentry because infantry will kill it, but takes longer and trample is fussy for the enemy to deal with. Cavalry now decimate the warg sentry, so they obviously aren’t good against a warg rush/ knight rush. Flame and magic is generally coming frоm archers and heroes, so we know they will kill him quicker. However a huge increase in crush, we can now survive a lot more than we thought.

•Battering Ram cost 450 (frоm 400); more vulnerable to crush (40% frоm 1%), more resistant to siege (30% frоm 100%)

Siege is always a fun part of the game as well as the strategy element that’s involved. Now that battering rams have had a slight increase in price, they will still be used. A great strategy late game is to build a siege works out of site, and send battering rams frоm the side whilst you are fighting, so he won’t notice you’re destroying his buildings (most commonly fortress). A great vulnerability frоm slash means we can withstand more and it’s a huge increase, which is always needed. They are also more resistant to siege, which makes them better as they can take less damage frоm the other siege, usually a ballista/ trebuchet.

•Ballista cost 500 (frоm 350), speed 40 (frоm 30), minimum attack range 40 (frоm 100), delay between shots 7s (frоm 8s), -50% damage penalty against other artillery units

Considering the effects that make ballista’s a superior weapon late game, a price increase of $150 isn’t something to complain about at all. This doe’s slow production down, all though late game you rarely notice the cost unless you’re defending. A greater speed means that they are more mobile and can react frоm sudden movement near them, although the player has to move it. They can now fire a larger distance, meaning they aren’t so close to the melee fighting, which means it’s easier to fire at the enemy units. Generally a unit to guard the ballista is a good idea, stopping it frоm destruction at all costs. A faster reload also gives another reason to purchase into the ballista’s, as you can fire one more shot every 8 times it shoots, you have a extra shot than what you would normally do. However, versus other artillery units, the ballista does half its normal damage, meaning if you had two ballista’s, this effect would be cancelled out. The ballista can now be classed as an army killer if given protection, because they are fast and high damaging .

•Fortress Wall hub expansion cost 70 (frоm 200), 20s build time; Outer Wall hub cost 900, 50s build time; regular wall hub cost 150 (frоm 200), 50s build time; wall segment build time 30s (frоm 20s); Wall gate cost 400 (frоm 500)

Now im sure that many of you gamereplay.org users are familiar with Bosn’s tip of the day, he has mentioned the use of wall’s to protect certain buildings early/ mid game. Well it certain helps with such low price tags, and the price has been reduced a lot, making this more accessible. The build time is slower but it’s still a great help and when building units cant crossover that line making the units go around to the nearest entrance. Now $900 for the outer wall hub may seem harsh, but this wont is as used because you now have a massive attack force possibility and great siege for assault and defence, you won’t need walls early / mid game. A cheaper regular wall hub means that more walls can be created and spare money for troops/ upgrades. Although it has a larger build time but like I said before units can’t crossover that line, making the units go around to the nearest entrance. Although the wall segment build time is longer also, there is no need to be panicked, because it serves its purpose frоm second one of construction.

•Tower Expansion cost reduced (400 frоm 600); faster build time (20s frоm 30s)

The tower expansion is the best Isen fort upgrade so when it costs much less and builds faster, it enables you to have a decent fort defence earlier. Many times when playing as Isen, the initial rush fails and your opponent has the upper hand as you have limited resources. With the low tower costs, protecting your buildings should be much easier. When combined with Crebain, the fort with 2-3 towers can stave off any early game attack giving you time to recover and launch your own counter attack. This buff may seem insignificant but it is a helpful boost when you are in a defensive position. They are cheaper so in essential you can purchase three for the price of two say for example (3x$400=$1200) (2x$600=$1200)

•Wizards Tower fortress upgrade cost 1000 (frоm 2500); burning forges upgrade cost 750 (frоm 500); excavations cost 750 (frоm 1000)

Wizards Tower is a good upgrade but the problem before was its price. It didn’t have the range of Gorgonoth Spire and it still doesn’t but now its a much cheaper upgrade that can be used effectively to pummel an army or hero. Many times players didn’t cash float 2500 before but now at 1000 you may have a better chance of getting it. Mind you it has a 2000 prerequisite so make sure you get it ate game when you don’t need the cash. The upgrade is good but 1000 can be spent much more wisely, make sure you don’t need it when you go for this upgrade. Burning Forges is an alright upgrade reducing the cost of upgrades for all your fort but that 750 can actually be used to get a forge and purchase upgrades and by the time you would have gotten the money back in savings frоm purchasing upgrades, the game would be very late game. On paper the upgrade is useful but 750 for such a small buff is not worth it. Excavations are along the same lines. A decent upgrade in theory but 750 can be better spent else where.

• Isengard Siege Works cost reduced (500 frоm 800), level 2 upgrade cost increased (800 frоm 500)

This is a huge boost to Isen’s late game. With lower costs ballista’s are easier to get out quickly, much like Mordor’s catapults. Ballista’s are much more deadly, efficient, and just overall effective, Combine this with the fact that their building that produces them is cheaper and you have a win/ win combination making Isengards late game much more potent and easier to win with.

• Isengard Battering Ram now more resistant to hero (125% frоm 200%), flame and magic (30% frоm 100%) damage types

Battering rams can be used but are not very efficient. They are slow and can be easily destroyed on their long journey to an opponents base. thankfully with the much needed defence boosts they are more playable but still not very effective. They are harder to destroy but they are still incredibly slow so I don’t recommend purchasing battering rams. Ballista’s are much more effective against units and do great damage versus buildings and are the more intelligent choice when purchasing siege weapons.

• Wormtongue speed 62 (frоm 50), escape lasts longer (40s frоm 15s), reload time increased (2m30s frоm 1m30s); sight distance 450 (frоm 300); venomous words (now level 1) and escape (now level 3) switched; venomous words also affect heroes, effect is now -50% rate of fire and -50% speed (frоm –25% damage and armour), range increased (140 frоm 100)

Before patch 1.05, Wormtongue was a mediocre hero who’s only real benefit was his next to nothing cost. 800 is a joke for a hero and Wormtongue was an example of that. His decent abilities were hard to achieve and you always had to baby him. Thankfully 1.05 changed that. Grima is now stronger and much more efficient making him a unit you want to purchase mid game for his excellent abilities. 2000 for Wormtongue may seem a little pricey but he is totally worth it. When he is purchase he gets venomous words on level 1, an amazing ability. Not only does it give units a debuff of speed and rate of fire (an amazing combination) it can do it to heroes. When combined with crossbows, Wormtongue can easily stall and kill almost any early game hero. If Theoden comes at you with 2 battalion of knights, you just have to venomous words the group and rush in quickly with pikes and fire frоm afar with crossbows. The ability is so amazing because it give your already speedy uruks another boost because now their rate of fire and speed are leagues faster then your opponents units, combined with plantir (15% speed boost), their unstoppable. He still has his escape when things go sour but his speed is increased which helps a lot when combined with venomous words if he is in a tight situation. Backstab may still be level 6 but because Wormtongue is quicker and can slow his enemies, backstabbing enemy’s heroes is easy and efficient. Wormtongue still is not overly healthy, in that he doesn’t have a ton of health but when he is with 2-3 uruks, he shines and can be used in any situation where you must attack units, whether on offence or defence.

•Sharku speed 80 (frоm 100), health 3000 (frоm 3600); leadership now affects all cavalry unit types, and halves their deceleration when trampling; Man Eater requires level 8 (frоm 10), tame the beast now also affect warg sentries, blood hunt available on level 4 (frоm 5).

In 1.04 Sharku’s is considered one of the most worthless heroes for many reasons. His level one ability is pointless in most situations and he out runs his own men. Thankfully his speed is reduced so he can run with wargs at the same pace but he still doesn’t get his leadership on level 1. The fact that his leadership can affect allies is great but with the less health and long time it takes to level, he is still largely ineffective. If you do purchase Sharku, I suggest creeping so he can give that leadership and you receive the added bonus of cash. If you creep before you use him he can be very valuable but all of this could be a waste of time in the heat of battle. He is an effective hero somewhat for killing units but he doesn’t shine like Wormtongue or Lurtz, I suggest purchasing him when you have all of the other heroes first.

•Lurtz’s speed increased (58 frоm 55); cripple requires level 4 (frоm 1); carnage requires level 2, 15s duration (frоm 30s), recharge 2m10s (frоm 1m), armour bonus +10% (frоm +20%)

Lurtz is now even more amazing then before for several reasons. In 1.04 he could take on whole battalions alone, in 1.05, he can do it much more quickly. Thus he is a must have and a staple in your offence and defence when playing as Isengard. His carnage is reduced in time but 15 seconds is till enough to do damage and by then he should be on his way to level 4 and as we all know, cripple is an amazing ability. Lurtz may seem the same but the lesser cost and carnage level 2 can keep your base defended quickly right after he is purchase and he is an effective early powerhouse. Lurtz is one of the greatest heroes in bfme2 for this reason and should be used always.

• Saruman armour now tough-hero (frоm hero); dominate ability moved to level 8 (frоm 4), setup time 1.2s (frоm 2s), attack range 275 (frоm 200), radius 80 (frоm 60); fireball now affects allies, range 300 (frоm 250), triple damage against fliers now include Dorgoth, +50% damage bonus against structures, and has a 75% chance of knocking back heroes.

Saruman is one hero that you either love him or hate him. The new patch changes reflect this mentality. Before people complained he cost too much, his health was too low, he levels slowly, yet im retrospect EA didn't seem to address these issues as some would think they did. He costs the same, he has the same health (as far as I know), but don't worry about these things because Saruman rapes. Going through his new changes they don't seem to be a huge deal but you must look beyond the words. The fact that he is now a tough hero makes him more resistant to damage (except by cavalry I believe) so the health issue is covered slightly. Another factor is his speed, its been buff'd so to say, so now he can have several uses and not be bogged down by slow speed. Also his ability dominate is moved to level 8. This ability is very good, you take control of your opponents units for a good length of time. Because of how well it is, it had to be pushed back but don’t worry, he more then makes up for it. His setup time is now 1.2 s, may not seem like much but everyone time he cats a spell, attacks, etc., he is doing it quicker so his speed is addressed, just more subtly. Now for the heavy stuff, his attack range is almost increased by a third, his range is for fireball has increased by a fifth and does triples damage to fliers (against Dorgoth), and he gets a 50% increase against structures and a 75% chance of knocking back heroes. This is what makes him amazing. He can do 900 damage to Dorgoth alone, goblins most powerful hero, he can finally be used as a building killer, not just a unit destroyer, and he can finally be used as a method to disrupt opponents heroes frоm ruining your day by throwing them back ten or twenty feet. He is now an all around guy, he can do everything, and he can do everything better, stronger, and faster then before, and even though his cost is the same, let me tell you friends it is well worth it. He may not be Lurtz, but late game he is just as effective if not more


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~SlavA~
сообщение 12.9.2006, 21:49
Сообщение #38


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Это собсно не изменения..... т.е. да они там есть ! но это вообще то один чел с ГР.орг давал анализ патчу.. лучше смотреть надо -ReG-MasterEvo (IMG:style_emoticons/default/smile.gif) (IMG:style_emoticons/default/unsure.gif) (IMG:style_emoticons/default/tongue.gif)

Ну всё равно Молодец !!! Так держать +) ! Спасибо =)


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Тралялялял тун тун тун, тун тун тун, тун тун тун..Тралялялял тун тун тун, тун тун тун, тун тун тун.. Сноп Дог СНОП ДОООГ тун тун тун ттттууу тун тун тун...
Камеди КЛАБ ФТВ !!! КВН ТОЖЕ !

сайт переехал осенью 2009 на www.generals-zh.ru
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~SlavA~
сообщение 12.9.2006, 23:03
Сообщение #39


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О кстати, забыл сказать (IMG:style_emoticons/default/smile.gif) (IMG:style_emoticons/default/smile.gif) (IMG:style_emoticons/default/smile.gif)
Ты смеялся что мой Лего - ГАФНО (IMG:style_emoticons/default/dry.gif) Теперь твой Лурц не лучше ! (IMG:style_emoticons/default/laugh.gif)

P.S> Молодца что выложил !!! (IMG:style_emoticons/default/smile.gif)


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Тралялялял тун тун тун, тун тун тун, тун тун тун..Тралялялял тун тун тун, тун тун тун, тун тун тун.. Сноп Дог СНОП ДОООГ тун тун тун ттттууу тун тун тун...
Камеди КЛАБ ФТВ !!! КВН ТОЖЕ !

сайт переехал осенью 2009 на www.generals-zh.ru
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MasterEvo
сообщение 12.9.2006, 23:29
Сообщение #40


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Я знаю что это коменты типа с гр орг (IMG:style_emoticons/default/rolleyes.gif) , просто там ничего другого я не нашел а так как все молчали решил хоть что то кинуть для размыщления (IMG:style_emoticons/default/smile.gif) .


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