Always download the latest version of any patch for your game. Unless otherwise stated, each patch version contains all of the updates from any previous version.
Command & Conquer: Rivals (Pre-Alpha) – 28 November 2018 Balance Patch (internally v1.2.3)
Released on 28 November 2018
Commanders,
We have made Tiberium economy and unit balance changes.
Reverted the economy changes from Update 1.2:
- Tiberium economy ramps every 30 seconds (was 36 seconds)
- Harvester bounties increased to 100 (was 80)
GDI
Titan
- Cost increased to 150 (was 130)
A.P.C.
- Speed increased to 4.5 (was 3.9)
Nod
Kane
- Obelisk Health reduced to 4000 (was 6000)
Inferno
- Unloaded speed boost reduced to 45% (was 50%)
Banshee
- Damage vs Aircraft increased to 293 (was 250)
Tick Tank
- Reduced deploy time to 2 seconds (was 5 seconds)
- Reduced undeploy time to 0.5 seconds (was 2 seconds)
Command & Conquer: Rivals (Pre-Alpha) – v1.2.2 Patch
Released on 21 November 2018
Commanders,
Update 1.2.2 fixes the following issues:
- Fixed an issue where players were demoted out of their League
- Fixed an issue where rerolling bounties wasn’t random
- Fixed an issue where players encountered an infinite loading screen when collecting bounties
- Fixed an issue where the Medal trophy sound effect would loop indefinitely
- Fixed an issue in the tutorial where units would disappear after deployment
- Fixed various crash issues
Command & Conquer: Rivals (Pre-Alpha) – v1.2.1 Patch
Released on 15 November 2018
Commanders,
Today we released a hotfix to address the following issues:
- Fixed an issue where the screen turned dark when the opponent used the Ion Cannon
- Fixed an issue where two Harvester were stacked together
- Fixed an issue where the “X” indicator was visible through the Fog of War
- Fixed an issue where the bounty progression sound continued looping
- Fixed various issues causing the game to crash
- Fixed an issue that allowed players to bypass the unit cooldown
Command & Conquer: Rivals (Pre-Alpha) – 6 November 2018 Balance Patch
Released on 6 November 2018
Commanders,
We have made some balance changes to several units.
GDI
Rhino
- HP decreased to 1650 (Was 1800)
- Attack Speed slowed down to 1s (was 0.75s)
- Damage:
- to Infantry increased to 80 (was 71)
- to Vehicles increased to 60 (was 50)
- to Air increased to 82 (was 65)
Drone Swarm
- Health decreased to 284 (was 300)
- Squad size decreased to 4 (was 5)
- Damage to Vehicles reduced to 7 (was 20)
Talon
- HP increased to 909 (was 900)
- Damage to Air increased to 293 (was 280)
Orca
- Damage to Vehicles increased to 1020 per missile (was 1000)
Sniper
- Speed increased to 6.9 (was 5.5)
- Damage vs Structures reduced to 20 (was 150)
Nod
Buggy
- HP decreased to 1320 (was 1500)
- Attack Speed slowed down to .75s (was .7s)
- Speed decreased to 6.9 (was 9.3)
- Damage:
- to Infantry increased to 76 (was 60)
- to Vehicles increased to 53 (was 50)
- to Air increased to 67 (was 60)
Banshee
- HP increased to 1210 (was 1200)
- Damage to Air increased to 293 (was 250)
Command & Conquer: Rivals (Pre-Alpha) – 26 October 2018 Balance Patch
Released on 26 October 2018
Commanders,
This week, we have some unit balance changes. Read below to see the details on what has changed.
GDI
Talon
– Health reduced to 900 (was 1200)
– Damage vs Aircraft decreased to 280 (was 400)
– Damage vs Infantry increased to 50 (was 40)
Drone Swarm
– Health increased to 300 (was 150)
Hammerhead
– Health decreased to 2250 (was 2500)
– Damage vs Structure increased to 500 (was 400)
Mammoth Tank
– Cost increased to 250 (was 200)
Nod
Banshee
– Health reduced to 1200 (was 1500)
– Damage vs Aircraft decreased to 250 (was 450)
Chem Buggy
– Cost increased to 70 (was 60)
Chem Warrior
– Health increased to 600 (was 540)
Phantom
– Clip reload time reduced to 6 seconds (was 7.5)
Command & Conquer: Rivals (Pre-Alpha) – v1.1.4 Patch
Released on 19 October 2018
Commanders,
In this hotfix, we have fixed the following issues:
- Fixed several issues that caused players to crash
- Fixed an issue where bounties had long reset timers
- Fixed an issue where the missile fired at the wrong player
Command & Conquer: Rivals (Pre-Alpha) – 16 October 2018 Economy/Balance Patch
Released on 16 October 2018
We’ve heard feedback that it takes too long in order to earn the required cards to level up a unit, and that by the time a player has finally earned enough cards they have more than enough credits for training.
Therefore, we are adjusting crate rewards to give more Rare cards, and many more Epic cards. Common card drop rates are also being adjusted to keep them in sync with the other rarities. In order to balance this increase, we are looking to slightly reduce the amount of Credits one will receive from Rare crates.
We will be continuing to make adjustments related to card and credit requirements for leveling up in the near future. We want it to be easier to earn cards, and we want players to be working to earn the required Credits for a bit longer. Don’t worry though, we aren’t just trading card requirements for credits – the net effect of these changes should be that players are able to reach higher levels (especially Rares and Epics) more quickly and more predictably than previously.
Below are the details on how Common, Uncommon and Rare Crates have been changed in this update.
Common Crates:
– The number of Common cards being dropped has increased at player levels 1-14.
– The number of Common cards being dropped has slightly reduced at player levels 15-20.
– The chance of getting a Rare Card has increased by more than 60% at every player level.
Uncommon Crates:
– The number of Common cards being dropped has increased at player levels 1-14.
– The number of Common cards has slightly reduced at player levels 15-20.
– The number of Rare cards increased by more than 60% at every player level.
– The chance of getting Epic cards has increased by more than 200% at player levels 3-20.
Rare Crates
– The amount of Credits being dropped was reduced by 25% across all player levels
– The number of Common cards being dropped has increased at player levels 1-16.
– The number of Common cards being dropped has slightly decreased at player levels 17-20.
– The number of Rare cards being dropped has increased by at least 22% at all player levels (up to 88% at max level)
– The number of Epic cards being dropped has increased by more than 45% on all player levels from 3-20 (up to 100% at max level)
Epic Crates
– The number of Cards being dropped has slightly decreased at player levels 17-20 (7% at player levels 17-18, 13% at player levels 19-20)
– The number of Epic cards being dropped and the chance of getting an Epic card has not been changed.
Crates in the Store
We’ve heard your feedback on the current Crate selection in the Store. As you level up, you gain access to more units but you always get the same amount of cards from the Crates. This has been changed to that as your player level increases, Crates will offer an increased amount of Cards and Credits; however, the price will NOT change.
Changes to Crates in the Store:
– Epic Crates are available for sale for 600 Diamonds
– GDI and Nod Crates offer the same amount of Credits and Cards as an Epic Crate, but are faction-specific. GDI and Nod Crates cost 900 Diamonds each
– The Colossal Crate has improved, offering more Cards and Credits than before. The Colossal Crate contains four times the rewards of an Epic Crate, for 2,500 Diamonds
Unit Unlock Requirements
We have adjusted the unlock requirements for the following units:
– Orca, Titan and Sandstorm unlock at Player Level 3
– Dr. Liang unlocks at Player Level 3 (was Player Level 2)
Balance Changes
GDI
APC
– Speed reduced to 3.95 (was 5.9)
Titan
– Made some tweaks to how Titan weapon works.
– Increased beam width to 2.0 (from 1.5)
Harvester
– Health increased to 3400 (was 3000)
Kodiak
– Health increased to 4000 (was 3000)
MLRS
– Cost decreased to 70 (was 90)
Shockwave Troopers
– Damage increased to 130 (was 100)
– Health decreased to 480 (was 540)
Nod
Chemical Warriors
– Damage to vehicles decreased to 5 (was 20)
– Health decreased to 540 (Was 600)
– Cloud spawn delay increased to 0.75 seconds (was 0.5)
Flametroopers
– Damage increased to 65 (was 50)
– Health decreased to 480 (was 540)
Kane
– Obelisk is now placeable -1 tiles from center-line (was -2)
– Obelisk damage increased to 2000 (was 1200)
– Obelisk death timer duration decreased to 45 seconds (was 60)
– Obelisk cost decreased to 120 (was 150)
– Obelisk damage vs Harvesters decreased to 1000
– Obelisk purchase cooldown increased to 45 seconds (was 30)
– Obelisk initial purchase cooldown increased to 45 seconds (was 30)
Oxanna
– Fanaticism purchase cooldown decreased to 15 seconds (was 20)
– Fanaticism cost decreased to 30 (was 40)
Harvester
– Health increased to 3400 (was 3000)
Basilisk
– Health increased to 3000 (was 2500)
As always, we welcome your feedback and suggestions – you are our partners in making this game the best version of itself.
Command & Conquer: Rivals (Pre-Alpha) – v1.1.3 Patch
Released on 11 October 2018
Commanders,
We have released a hotfix to address the following issues:
- Fixed an issue where players received duplicate bounty tasks
- Fixed an issue that allowed Training League maps in Friendly Battles
- Fixed several crash issues
- Fixed an issue when opening Crates where the portrait did not fit properly within the card
- Fixed a graphical issue where the League Progression page did not show correctly
- Fixed an issue where the “Total Wins” on the Player Profile page did not display correctly
Command & Conquer: Rivals (Pre-Alpha) – v1.1.0 Patch
Released on 4 October 2018
NEW UNITS
Shockwave Trooper
Shockwave Troopers are elite GDI ground troops armed with miniaturized Disruptor technology. Although less powerful than the Disruptor, the Shockwave Troopers’ lower cost and ability to be deployed from the Barracks has made them a staple among GDI infantry forces.
Tick Tank
The Tick Tank is a Nod Battle Tank specialized for defensive operations. When stationary, it has the ability to entrench in the ground, reducing the amount of damage taken. The Tick Tank’s unique Baryshnikov Dual-Drive tread system allows for both high speed transit and the ability to entrench in the ground, heavily reducing the amount of damage taken from incoming enemy fire.
Find out more details, including tips and tricks, in our New Unit Showcase.
FEATURES
Player Profile
All players now have a Player Profile where they can track their progress. You can also view the profile for friends and Alliance members.
The player profile contains information in a variety of sections:
· Overview
o General information like your Name and Alliance
o Your current League and Medals for GDI and Nod
o Your Player Level and progress towards your next level
o Your ‘Weekly Best’, personal stats for the four stats broadcasted in the C&C Network
o A display of your favorite unit per faction, feel free to choose!
o The total number of victories over your career
o Your highest Medal count ever, and per faction
· Armies – can filter by GDI and Nod
o Currently equipped Army and previously used Armies
o Battle counts and win rates with those armies
· Match History
o A re-imagination of the Battle Log. Watch replays, and save up to five in your ‘Favorites’
· Collection
o A complete view of all units you currently own, and all available units
· Seasons
o Seasons last a month and tracks number of wins and highest Medal count per faction
Monthly Seasons
Each month, there will be a new season. Seasons track the number of wins and Medal count for each faction. The highest medals achieved each month will be memorialized in the Player Profile (see above).
The first Monday of each month, players that have a faction in the Tiberium League will have that faction’s medals reset to 3,700. If you have both factions in the Tiberium League, both factions will have their Medals reset to 3,700.
Leagues & League Progression
We are replacing Sectors with Leagues and divisions. Your League and division will be prominently displayed all throughout the game, letting you show off your accomplishments. The Leagues and ranked rewards are fully visible from the start, making it easy to plan your player journey.
Learn more about the new Leagues here.
Rivals Fairplay
Our goal is to create fun, fair and competitive matches for all our players. With our Rivals Fairplay features, players can join a battle confident that their match will be enjoyable.
- Unit Level Caps: Within each rank there will be a unit level cap. If the unit level is above the cap, the unit will be temporarily down-leveled to the cap
- Training League: Unit Level 5
- Iron League: Unit Level 6
- Bronze League: Unit Level 7
- Silver League: Unit Level 8
- Gold League: Unit Level 9
- Platinum League: Unit Level 10
- Diamond League: Unit Level 11
- Master League: Unit Level 13
- Tiberium League: Unit Level 15
- Win Streaks: When you hit your third consecutive win, you’ll automatically receive 2x the normal Medals for that match and will continue to receive double Medals until you lose
- Progressive Milestones (Safe Spots): Once you reach a new rank (moving from Silver to Gold, for example), you cannot lose your way back to the prior rank.
- Challenge Battles: If you are in a Challenge Battle and are at a disadvantage, you will not lose Medals if you lose the match and will win double Medals if you win! If the Challenge Battle is in your favor, you’ll gain or lose Medals as normal.
Read more about the Rivals Fairplay features here!
Bounties System
We have reworked the bounty system to give players a consistent expectation of what is required to maximize their daily rewards.
- Changed bounty tasks to make it more predictable how long it will take to complete each task
- Removed Common and Uncommon Crates as bounty rewards. A Rare Crate is awarded for completing 5 bounty tasks
- Progress towards the next Rare Crate is saved after the daily reset
- Added ability to reroll Specialist bounties with Fuel
Find out more behind the bounty system changes here.
Fuel and Crates
We realize that players have different play styles – some people play a few battles at a time over the course of the day, while some will sit down, focus and play a ton of battles in a row. We want the crate system to be flexible enough to support both play styles.
Changes to how Fuel is earned:
- Fuel earn rates have doubled. Players will earn 2 Fuel for a victory and 1 Fuel for a defeat
- Maximum Fuel storage will increase from 4 to 10
Find out more behind the fuel changes here.
BALANCE CHANGES
Unit Changes
GDI
- Riflemen Squad
- Squad size reduced to 5 (was 6)
- Health increased to 120 (was 100)
- Wolverine
- Damage vs. Infantry increased to 45 (was 30)
- Titan
- Damage increased to 2000 (was 1600)
- Sandstorm
- Damage vs. Vehicles decreased to 100 (was 150)
- Health increased to 3600 (was 3200)
- Zone Trooper
- Squad size reduced to 2 (was 3)
- Health increased to 1000 (was 500)
- Damage increased to 575 (was 375)
- Damage vs. Infantry increased to 125 (was 55)
- Missile Squad
- Damage vs. Infantry reduced to 35 (was 55)
- Mammoth Tank
- Damage per shot increased to 1000 (was 800)
- Cost increased to 200 (was 170)
- Sniper Team
- Damage increased to 150 (was 120)
Nod
- Militant Squad
- Squad size reduced to 5 (was 6)
- Health increased to 120 (was 100)
- Flame Troopers
- Health increased to 540 (was 280)
- Initial attack delay increased to 0.5 seconds (was 0)
- Attack cycle duration increased to 2 seconds (was 1)
- Damage increased to 100 (was 60)
- Damage vs. Structures decreased to 100 (was 160)
- Cyborg
- Health increased to 900 (was 700)
- Damage vs. Infantry increased to 75 (was 55)
- Flame Tank
- Damage vs. Vehicles reduced to 50 (was 100)
- Damage vs. Infantry increased to 200 (was 150)
- Health increased to 4000 (was 3000)
- Chemical Warrior
- Health increased to 600 (was 375)
- Confessor
- Health increased to 800 (was 600)
- Zeal buff increased to 50% (was 30%)
- Rockworm
- Damage vs. Infantry increased to 250 (was 150)
- Damage increased to 2000 (was 1600)
- Attack cycle duration increased to 3.75 seconds (was 3.0)
- Laser Troopers
- Damage vs. Infantry reduced to 35 (was 55)
- Artillery
- Damage vs. Infantry increased to 250 (was 120)
- Seth
- Drill pod cost increased to 80 (was 60)
Map Changes
Added Two New Grasslands Maps:
- The Needle
- Battlefield
The following maps were updated:
- Cracked Ice
- Map redesigned to reduce choke point congestion
- Down the Middle
- Tiberium moved to reduce Harvester death
- Open Water
- Moved the bottom Tiberium away from the platforms to allow Infantry more ease of movement
- Battle Quadrants
- Moved the Tiberium away from the platforms to reduce Harvester kills and snowballing battles
- Stonewall
- Now with 50% more wall!
With the introduction of Leagues, we have changed the map progression. Maps will now be available in these Leagues
- Iron League (Badlands)
- Slot Canyon
- The Cauldron
- Caged In
- Bronze League (Alpine)
- Half and Half
- Down the Middle
- Open Water
- Cracked Ice
- Frozen Road
- Silver League (Grasslands)
- Fertile Basin
- Open Prairie
- Three Sentinels
- The Needle
- Battlefield
- Gold League (Badlands)
- Middle Oasis
- Battle Quadrants
- Slot Canyon
- The Cauldron
- Caged In
- Platinum League
- Twin Pillars
- Great Divide
- Slashed Fields
- Stonewall
- Center Rally
- Diamond League (Badlands)
- Neutral Zone
- Fighting Pit
- Broken Mesa
- Lone Spire
- Side by Side
- Master League (Alpine)
- Tiberium Stripes
- Peaks and Valleys
- Two Fuses
- Pillbox
- Canal Row
- Tiberium Leagued (Mixed maps)
- Stonewall
- Broken Mesa
- Fighting Pit
- Down the Middle
- Two Fuses
- Fertile Basin
- The Cauldron
- Three Sentinels
Note: Tiberium League is subject to map rotation in the future
ECONOMY/MONETIZATION CHANGES
STORE CHANGES
Crate Tab
Up until now, the Crates available in the Crate tab in the Store have been confusing. The number of Cards and Credits in Rare and Epic Crates increased with Player Level, and so their prices grew in parallel with this increase in value.
We have created three new Crates that are only available in the store and provide more clarity and control over what you purchase.
- GDI and Nod Faction Crates
- The GDI Crate is available immediately, and the Nod Crate is available after unlocking Nod at Player Level 4
- Both Crates contain 1,500 Credits and 30 Cards of the specified Faction (21 Common, 8 Rare, 1 Epic) for 350 Diamonds
- There is no additional randomness in these Crates; you will receive the resources specified above every time
- Colossal Crate
- This crate is available once you unlock Nod
- This Crate contains 6,000 Credits and 120 Cards (85 Common, 30 Rare, 5 Epic) from any Faction.
- There is no additional randomness to this Crate; you will receive the resources specified above every time.
BUG FIXES
- Fixed various, highly occurring crashes
Command & Conquer: Rivals (Pre-Alpha) – 19 September 2018 Balance Patch
Released on 19 September 2018
Commanders,
This week, we have some Unit and Commander Ability balance changes. Read below to see the details on what has changed.
GDI
Jackson
- Heroic Charge duration no longer increases with Jackson’s level
- Heroic Charge initial cooldown increased to 35 seconds (was 30)
- Heroic Charge purchase cooldown increased to 20 seconds (was 15)
Disruptor
- Damage vs Vehicles decreased to 30 (was 40)
- Health decreased to 3300 (was 3500)
Rhino
- Damage vs Vehicles decreased to 50 (was 65)
Pitbull
- Weapon cooldown duration decreased to 1.8 seconds (was 2.0)
Nod
Jade
- Catalyst Missile explosion outer ring Damage vs Structures reduced to 2250 (was 3000)
Oxanna
- Fanaticism duration no longer increases with Oxanna’s level
- Fanaticism duration increased to 10 seconds (was 8)
- Fanaticism initial cooldown increased to 35 seconds (was 30)
- Fanaticism purchase cooldown increased to 20 seconds (was 15)
Basilisk
- Health increased to 2500 (was 1500)
Buggy
- Damage vs Vehicles decreased to 50 (was 60)
Inferno
- Cost reduced to 100 (was 120)
Command & Conquer: Rivals (Pre-Alpha) – v1.0.6 Patch
Released on 15 September 2018
Commanders,
We released Update 1.0.6 today. This update fixed several crash issues that players have been experiencing.
Command & Conquer: Rivals (Pre-Alpha) – v1.0.5 Patch
Released on 5 September 2018
Commanders,
We have made game adjustments aimed at addressing the Epic unit leveling issues as well as re-balancing of several units.
Game Adjustments
Cards in the Store
The in-game store offered one Common, one Rare, and one Epic unit card each day. These units were randomly selected from GDI or Nod after players reached Level 4. As the faction for each unit was random, a player who battled predominantly as Nod may only have access to GDI units.
We are changing how the store functions for players Level 4 and above, so that players will have access to both GDI and Nod units. Each day, the store will offer a total of 6 unit cards: three GDI unit cards (one Common, one Rare and one Epic) and three Nod unit cards (one Common, one Rare and one Epic).
Epic Card Crate Drops
Right now, the rate at which Epic units level up is not keeping pace with the rate for Common or Rare units. Players are unable to collect enough Epic Cards, so Epic unit levels are falling behind Common and Rare units. With this update, we are starting to make adjustments and will continue to monitor how Epic units are leveling compared to Commons and Rares.
To start addressing this issue, we are adjusting crates in the following ways:
- The number of Epic cards being dropped from Epic Crates has doubled
- The chance of getting an Epic card from a Rare Crate has increased by 83%
- The chance of getting an Epic card from a Common Crate has increased by 60%
Balance Changes
GDI
- Disruptor
- Disruptor beam no longer does damage to friendly units or structures.
- Disruptor can now fire while moving.
- Increased rotation speed of Disruptor turret.
- Reduced Damage vs Vehicles to 800 (was 1100)
- Hammerhead
- Damage vs Structures reduced to 400 (was 700)
- Juggernaut
- Movement speed increased to 5.5 (was 3.9)
- Damage increased to 400 (was 300)
- Damage vs Infantry increased to 200 (was 50)
- Damage vs Structures increased to 1000 (was 750)
Nod
- Giga-Cannon
- Stage 1 & 2 Damage reduced by 20%
- Stage 1 & 2 Damage vs Infantry reduced by 50%
- Stage 3 Damage vs Infantry reduced by 50%
Command & Conquer: Rivals (Pre-Alpha) – v1.0.4 Patch Hotfix
Released on 30 August 2018
UPDATE: Additional Changes released today
Balance Changes
Tiberium Economy
We are adjusting the Tiberium Economy, slightly dialing back some of the changes from Update 1.0.
- Base Tiberium income scaling reduced to 3 (was 4)
- Harvester Tiberium starting income increased to 1.5 (was 1)
- Harvester Tiberium income scaling increased to 4 (was 3.5)
Unit Power Between Levels
The unit power difference between levels was tuned too high for units level 5 and above, so we are slightly adjusting that variance. Starting at Level 5, for units within one level of each other, the power difference between maximum trained units has been reduced.
Bug Fixes:
- Fixed an issue where Dr. Liang’s Repair Drone did increased healing for Infantry units
Command & Conquer: Rivals (Pre-Alpha) – v1.0.4 Patch
Released on 30 August 2018
Commanders,
There is a new update available for Command & Conquer: Rivals.
Bug Fixes
- Fixed an issue where friends did not show on your Friends List
- Fixed an issue where units were able to attack the Rockworm while burrowed
- Fixed an issue where players were unable to select their account and continue progression when linking their account on a new device
- Fixed an issue where images do not load for the Inbox messages
- Fixed an issue where the missile explosion was occluded through the Fog of War
- Fixed an issue where the Orca’s missile was out of sync when firing at enemy units
- Fixed an issue where push notifications were not triggered for convoy delivery and new card requests
- Fixed an issue where Attack Bikes visual effects were visible through the Fog of War
- Fixed an issue where Seth’s Drill Pod visual effects were visible through the Fog of War
- Fixed an issue where Seth’s Drill Pod Flame Trooper units won’t move if the player issued a command too soon after spawning
- Fixed an issue where the wrong player would be credited with the victory and players would lose medals after winning the match
Command & Conquer: Rivals (Pre-Alpha) – 22 August 2018 Bugfix Patch
Released on 22 August 2018
Commanders,
A small update was released to fix some bugs found in Update 1.0.
Bug Fixes
- Fixed an issue that caused brief lag spikes when connected to WiFi
- Fixed an issue where the battle logs and replay results differed from the live battle
- Fixed an issue where the screen froze when scrolling quickly through the Activity Feed and C&C TV and Unit Upgrade screen
- Fixed an issue where the Alliance chat scrolling was not fluid
- Fixed an issue where the fire left by Scarabs or Inferno and the Chem Warrior gas did not display properly on devices with lower graphic settings
- Fixed an issue where Flame Troopers and Chem Warriors sometimes did not attack
- Fixed an issue where the game would freeze or crash when opening a crate
If you have any issues, please let us know.
KNOWN ISSUES
- Friends List: Your friends may not show up on your Friends List (aka your Friends List may be empty). You are still connected to your friends; however, they are not visible in-game.
Command & Conquer: Rivals (Pre-Alpha) – v1.0.0 Patch
Released on 15 August 2018
New Units
GDI: Juggernaut
“Juggernaut is a cool, iconic unit that decimates all enemies in a large area. We wanted to introduce something that could clear points and make large sections of the map difficult for the enemy to hold. The Juggernaut also adds area-of-effect damage not tied to Commander powers. This is the first unit introduced with a minimum firing range and cannot defend itself from direct attack.” —MrBlack
Unlocks at Player Level: 14
Rarity: Epic Vehicle
Starting Unit Level: 5
Strong Against: Ground Vehicles, Infantry, Structures
Weak Against: Air Vehicles
Building: Tech Lab
Tiberium Cost: 140
Nod: Giga-Cannon
“Internally, everyone calls this unit the ‘Scoot-n-Shoot.’ You can blame Niivalue for that, but it makes too much sense when you see the unit in action. More importantly, this is our take on the Nod Beam Cannon from C&C 3. As our first New Unit Showcase, we wanted to present both a Nod and a GDI unit that could help clear heavily fortified Missile Platforms, decimating multiple enemies simultaneously.” —MrBlack
Unlocks at Player Level: 6
Rarity: Epic Vehicle
Starting Unit Level: 5
Strong Against: Ground Vehicles, Structures
Weak Against: Infantry, Air Vehicles
Building: War Factory
Tiberium Cost: 100
Learn more about these new units, including tips and counters, in our New Unit Showcase!
New Features
Deck Slots
Having only one set deck per faction can be limiting. You need to rework your deck whenever you want to test a new unit or complete a bounty.
In this update, we are changing the number of saved decks from one per faction to three saved decks per faction. This will give you flexibility in trying new decks without needing to changing your core deck.
Friends List
We understand that players enjoy the social aspects of games. To make it easier to We are introducing a Friends List, which lets you add people you know from Facebook, Origin or in-game. You’ll be able to see friends’ progress and share match replays via C&C Network. While you can’t directly battle friends yet, this is just the beginning of what we hope to do with your Friends List. Expect more to come in future updates.
C&C Network
We’re expanding our social features with the new C&C Network. Consisting of an Activity Feed and C&C TV, this new feature set will keep you connected to your friends, your alliance members and the Rivals Community as a whole.
Activity Feed
With your new Activity Feed, you can keep up to date on your friends and alliance members achievements while sharing your own milestones. Plus, you can show your appreciation for friends’ hard work by liking the posts that you enjoy most!
You Activity Feed includes:
- Reaching a new sector
- Unlocking a new unit
- Achieving a win streak
- Your weekly Medal gains
- Leveling up a unit to Level 6 or above
- Leveling up your Player Level
- Manually shared replays
- Leaving or joining an alliance
Your Activity Feed will track the Weekly Bests specifically for you, your friends and your alliance members — displaying Most Games Played, Longest Win Streak, Highest Win Rate (min. 5 games played) and Most Medals Earned. “Weekly Bests” updates in real-time, so you can see your progress as soon as a match ends, and everything resets to zero at the end of the week, giving everyone a fresh chance to have their name and accomplishment featured.
C&C TV
C&C TV is a new resource where you can watch full match replays from players at your skill level and replays from the very best players in all of Rivals. Watch replays from players atop the Medals leaderboard to find new decks to play, learn new strategies and incorporate new match tactics. All it takes is introducing one new idea, tactic or unit into your own play for everything to shift for the better.
And when things are going well, watch C&C TV just for fun for some of the most entertaining and competitive Rivals matches out there. Filter by sector to find exactly the kinds of games you’re looking for — whether that’s top-tier play with prime meta decks or ways to counter army buildouts more common at your sector level.
Full details of the C&C Network can be found here!
Game Feature Changes
Units & Rarity
Before deciding if a unit is Common, Rare, or Epic, we look at a number of different factors including, but not limited to, unique mechanics, utility and hyper-speciality. Most notably, we want to make sure that Epic units represent certain combinations of factors that make them feel like they can have special impact on the battlefield in the hands of a skilled player. When reviewing our current and upcoming units, we wanted to make some changes to make rarity feel more consistent.
GDI
MLRS and Sniper Team rarity changed to Epic (were Rare)
– The impact of long range units on the battlefield can be devastating when positioned and protected effectively and we wanted the rarity to reflect that. Making Sniper Team Epic also frees up space for a different Rare anti-infantry unit to join the Barracks.
Disrupter rarity changed to Rare (was Epic)
– Although the Disrupter is a long range unit and it is much more expensive than the units mentioned above, we want Epic units in the Tech Lab and Temple of Nod to be particularly special. Simply being a long range unit isn’t enough to be considered Epic. Making it a Rare also increases the frequency with which this unit will appear, adding strong late-game anti-infantry capabilities to the Tech Lab.
Pitbull rarity changed to Rare (was Common)
– The Pitbull’s speed and harassment utility make it function similarly to the Nod Attack Bikes, and we want its rarity to reflect that.
Predator Tank rarity changed to Common (was Rare)
– Similar to the Pitbull change, the Predator Tank and Scorpion tank are very similar, and both should be Common.
Kodiak rarity changed to Rare (was Epic)
– The Kodiak is an awesome unit, but its single unique mechanic of firing upon multiple hexes does not warrant Epic status as we look forward to future Tech Lab Epic units.
Nod
Confessor rarity changed to Rare (was Common)
– The Confessor’s breadth and unique buff to allied infantry make it unique and impactful in a way that warrant its rarity increasing.
Basilisk rarity changed to Rare (was Epic)
– Similarly to the GDI Kodiak, the Basilisk is a unique unit, but it does not fit with our plans for future Temple of Nod Epic units.
Scarab rarity changed to Epic (was Common)
– This is the most dramatic change we are making. Obviously, the Scarabs are a unique unit; they are the only self-destructive unit, and the way they are able to isolate and protect areas of the battlefield make them extremely unique. This warranted increasing their rarity to Epic.
With the changes to unit rarity, we want to make sure that we do not disrupt the current combat meta. For the units that are increasing in rarity value, we need to reduce the potential impact that training and leveling these units can have on the meta. Players with the MLRS, Sniper Team, Pitbull, Confessor, and Scarabs have had their card balances compressed.
Unit Unlock Sequence
When units are unlocked, we want them to feel like an exciting addition to the existing roster without altering the combat meta. When reviewing the current unlock sequence, we found some units and Commanders that had unintended effects on the meta for that level. Increasing or decreasing the Player Level required to unlock these units should put them in a better place, where they don’t force the meta to change but still are a great addition to your army.
The following units had their Player Level decreased.
GDI
- MLRS decreased to level 9 (was level 10)
- Disrupter decreased to level 6 (was level 10)
- Hammerhead decreased to level 10 (was level 12)
Nod
- Artillery decreased to level 9 (was level 10)
- Basilisk decreased to level 13 (was level 14)
The following units had their Player Level increased with this update. If you own one of the units mentioned below, and its new Player Level requirement is higher than your current Player Level, you will be able to use that unit. You will not accrue any new cards for that until until your Player level is at the new, required level.
GDI
- Jump Jet Troopers increased to level 9 (was level 2)
- General Solomon increased to level 8 (was level 6)
- Colonel Jackson increased to level 11 (was level 8)
- Kodiak increased to level 13 (was level 8)
- Mammoth Tank increased to 15 (was level 14)
Nod
- Confessors increased to level 7 (was level 6)
- Flame Troopers increased to level 8 (was level 6)
- Chemical Warriors increased to level 9 (was level 8)
- Scarabs increased to 10 (was level 8)
- Inferno increased to level 14 (was level 12)
- Oxanna increased to level 11 (was level 10)
Tiberium Economy Changes
As part of Early Access, we’re testing out some new Tiberium economy tuning. Before breaking down those changes, let’s talk about how the Tiberium economy has worked up until now.
Since Early Access began, your base has generated 2 Tiberium per second for the duration of the match. Harvesters also generated an additional 2 Tiberium per second (when harvesting), but their rate increased gradually as a function of game time. This means a Harvester at game start would generate 2 Tiberium per second … but at 150 seconds into a match a Harvester generated 4.2 Tiberium per second. (Still with me?) After 150 seconds of game time, the Harvester-Tiberium generation rate no longer increased. In other words, it looked like this:
The new economy tuning makes some important changes to this scheme. For starters, the base’s tick rate now gradually increases from 2 Tiberium per second to 4 Tiberium per second.
The reasoning behind this change is that we feel it’s overly risky to open with an aggressive, zero-Harvester strategy. It should be a risky opener, but right now, if a player fails to destroy an enemy Harvester, it takes a full 30 seconds to save up the 60 Tiberium required to build their first Harvester. Yikes. This is both extremely punishing and not very fun. Increasing the base tick over the course of the battle will make it a bit easier to save up for the first Harvester. This should also allow zero-Harvester players to stay aggressive a bit longer before transitioning into their first Harvester.
Harvester Income
We are also changing the way the Harvester income rate ramps. In the new economy tuning, Harvesters at game start generate only 1 tiberium per second (half of the base’s rate). The Harvester’s top rate is lower as well, reaching only 3.5 Tiberium per second by the 150-second mark. Our intention is to make two-Harvester openers a bit riskier.
Now, at the very top level of play these greedy openers have fallen out of favor. That said, at lower levels, it’s too easy to build directly (or very nearly so) into two Harvesters. The amount of income a two-Harvester player has in the early game was equal to the amount of income a single-Harvester player has in the extreme late game. There should be more of a ramp for the economy before double-Harvester players really start cranking.
Still, we do want two Harvesters to be an interesting and viable opening at all levels of play, so we are slightly increasing the total income a player has when running two Harvesters in the late game.
The sum total of these changes makes the new economy tuning look like this:
We hope this will strike a better balance between the risk and reward on various openers and economy strategies. We will continue to evaluate and tweak these changes based on your feedback, so definitely let us know what you think.
Commander Bar
We have adjusted how buildings and units are presented on the in-game commander bar. Previously, the icons for the available buildings were all the same size and centered on the commander bar. When a building was unlocked, the remaining buildings shifted to the left to make room for the units within that building. As more buildings were unlocked, the unit position on the commander bar would shift position.
We have decided to simplify the commander bar, so that the position of buildings and units remains stationary throughout the game. The width of each building is dependant on the number of units that unlock with that building. A building that unlocks three units will be wider than a building that unlocks one unit. When a building is unlocked, the unit icons are contained within the same location as the building icon. Unlocking new buildings will no longer cause units or buildings to shift locations.
Unit Power Increase with Levels
Starting with units at level 5 and above, we have adjusted the amount of power that a unit gains as they level up. The amount of power gained is now flat from level to level, making the power gains consistent as units are leveled up.This structure ensures that the expected relationship between units remains constant regardless of the level.
For example, with this change, a level 8 Talon vs. a level 7 Missile Squad will have the same result as a level 10 Talon vs. a level 9 Missile Squad.
Bug Fixes
- Fixed an issue that caused some players to become unable to command units when created
- Fixed a bug that disallowed players from re-entering the Final Sector after demotion
- Fixed a bug that sometimes prevents players from viewing the crate opening sequence when Nod is unlocked
- Fixed a bug that gave players (non-functional) options to promote, demote, or remove players in alliances they had newly joined
- Fixed issues that prevented the second tutorial mission from progressing as intended under certain circumstances
- Fixed some tooltips that were sometimes cut off by the top of the screen
- Fixed an issue that makes the Alliance emblem appear blank when Rivals is launched
- Fixed a bug that caused enemy units to count towards players’ Bounties when the units were damaged by friendly fire
- Fixed a bug that allowed several units to attack Rockworms while burrowed
- Fixed issues with some units not disappearing in fog of war consistently
- Long names and Alliance names should now shrink to fit properly when applicable
- Fixed an issue with Titan not dealing damage to units behind primary targets in some circumstances
- Fixed an issue with debug text showing at the end of match replays ending in a draw
- Fixed several instances of the convoy crate UI appearing over other UI elements
- Adjusted the range of Strongarm’s turret placement to be more symmetrical in “Slashed Fields”
- Fixed Commander tooltips to update correctly when upgraded
- Players can no longer join Alliances before choosing a player name
- Shared normal battle replays will no longer be titled “Friendly Battle” in Alliance chat
- Fixed several instances of crashes
- Fixed a bug where Mammoth Tanks would occasionally stop attacking
- Fixed a bug where games in the battle log would occasionally show as having 0 Medal gain or loss
Command & Conquer: Rivals (Pre-Alpha) – 6 August 2018 Balance Patch
Released on 6 August 2018
Bounties
Bounty tasks are designed to give players daily goals to complete during their matches. While bounty tasks accomplish this goal, we felt that the requirements were often too harsh. In particular, requiring victories under strict conditions often feel punishing. The requirements for many bounties have been adjusted.
- Decreased the number of wins required for the Victory Bounties from 4 to 3
- Decreased number of wins required for Win without Conceding a Missile from 2 to 1
- Decreased number of wins required for a specific Commander from 2 to 1
We believe these changes will make bounties feel less demanding, and we will continue to monitor the system for future updates.
Alliance Donations
Requesting and donating cards within your alliance is an important part of acquiring cards for specific units you want or getting a few extra credits. The amount you can request and donate across most player levels has been adjusted to be more consistent and provide more flexibility.
Balance Changes
GDI
Jackson – Heroic Charge
- Cost reduced to 30 (was 40)
- Duration increased to 10 seconds
- Buff amount increased to 60% (was 50%)
Strongarm – Turret
- Turret lifetime reduced to 20 seconds (was 30)
Nod
Jade – Catalyst Missile
- Cost increased to 90 (was 80)
- Time to hit reduced to 3 seconds (was 3.5)
Oxanna – Fanatacism
- Cost reduced to 40 (was 50)
Map Changes
Down the Middle
The location of the tiberium has been slightly rearranged for harvester safety
Command & Conquer: Rivals (Pre-Alpha) – 25 July 2018 Balance Patch
Released on 25 July 2018
GDI Changes
MLRS
- Vision range reduced to 2 (was 3)
Nod Changes
Scarab
- Vision range increased to 2 (was 1)
Rockworm
- Vision range while burrowed increased to 1 (was 0)
Stealth Tank
- Cost increased to 90 (was 70)
Command & Conquer: Rivals (Pre-Alpha) – 19 July 2018 Balance/Map Patch
Released on 19 July 2018
Global Changes
Reveal duration for units attack from the fog of war has increased to 5 seconds (was 1 second)
GDI Changes
M.L.R.S
- Health decreased to 1500 (was 2200)
Nod Changes
Basilisk
- High damage increased to 175 (was 150)
Catalyst Missile
- Impact delay increased to 3.5 seconds (was 3.0)
Artillery
- Damage reduced to 1250 (was 1500)
- Damage vs Infantry reduced to 120 (was 200)
- Attack duration increased to 5 seconds (was 4)
- Health reduced to 1500 (was 1800)
- Speed reduced to 3.9 (was 5.5)
Banshee
- Attack duration decreased to 1.6 seconds (was 2.0)
- Turn rate increased to 300 (was 150)
Venom
- Damage vs Infantry increased to 60 (was 50)
Map Changes
We are making some balance changes to maps.
All maps have been tuned for symmetric consistency of unit spawn points and automated harvester tiberium choices.
We have made more significant changes to ten maps (listed below). The feedback and data around these maps revealed some patterns that we wanted to correct.
From a game balance perspective we want maps to encourage certain army builds and strategies, but we want those builds and strategies to be different from map-to-map within a group of maps. No play style should be dominant on all maps to avoid optimal builds.
The main issue we were seeing from this perspective was uneven distribution of maps that enabled harvester kill strategies. There was too much aggression in the Badlands map groups and not enough in the Alpine map groups. We’ve taken steps to correct that imbalance so that each group now has a more even mix of maps in regards to harvester harassment.
The other issue we found was battle time, some maps (ahem, Center rally) were taking significantly longer to win or lose then others. These maps were too defensibly stable in their layouts, allowing players to stake out territory and making it hard for players to attack each other. We have taken steps to make these maps more volatile which should lead to shorter battles.
We are keeping a close eye on how commander powers and long range units (MLRS, Artillery) are being used on each map, but aren’t making any specific changes with this update.
These are the changes that were made to individual maps:
Fertile Basin
- The 2nd Tiberium field was moved away from the lower capture points to make it easier for players to attack two on one into ‘their’ capture point.
Stonewall
- This map had a bug, we’ve temporarily removed it.
Center Rally
- This map was taking too long and often getting to a state where all the tiberium was mined out. To encourage faster battle times we’ve moved the two capture points next to each other to allow for capture point to capture point fights and the ability to attack the harvesters in the top group of tiberium fields.
Middle Oasis
- This map put too much focus on the top capture point and caused too many harvester kills. To encourage more even engagement across the map we’ve removed some of the rocks to open a second path to the bottom capture points and moved tiberium fields to create more balance between the points. While this map is still dangerous for harvesters they shouldn’t be in as much danger as before.
Fighting Pit
- The arrangement of tiberium on this map was causing harvesters to go on long dangerous journeys across the capture points. The new arrangement reduces that behavior.
Broken Mesa
- Tiberium has been rearranged for harvester safety and to make better use of the entire map. Some movement blockers have been removed from the middle of the map to make it easier to attack when you don’t have control of it.
Side by Side
- Tiberium has been rearranged for harvester safety. Attacking both capture points has been made easier to reduce battle times for the map.
Down the Middle
- This map has been redesigned for faster battles with more harvester aggression.
Open Water
- Tiberium fields have been moved on this map to make attacking harvesters easier.
Frozen Road
- Tiberium fields were moved to improve harvester pathing.
Note: Battle minimaps have not yet been updated to reflect these changes.
Note: In an undocumented change, the cost of Seth’s special ability was reduced from 80 to 60.
Command & Conquer: Rivals (Pre-Alpha) – 11 July 2018 Balance Patch
Released on 11 July 2018
We are not seeing too much in the way of game breaking balance issues so instead this week we are focusing on changes to improve underperforming units and making a few targeted tweaks to units and powers that are a little too good.
GDI Changes
Col. Jackson
- Heroic charge buff decreased to 50% (was 75%)
- Heroic charge base duration reduced to 8 seconds (was 10)
Jump Jet Troopers
- Health increased to 240 (was 180)
Mammoth Tank
- Cost increased to 170 (was 150)
M.L.R.S
- Health decreased to 1800 (was 2200)
Nod Changes
Basilisk
- Low damage reduced to 50 (was 100)
- High damage reduced to 150 (was 200)
- Low damage vs Infantry reduced to 20
- High damage vs Infantry reduced to 50
Banshee
- Cost reduced to 60 (was 70)
Chemical Warrior
- Gas spawn delay reduced to 0.5 seconds (was 1.0)
- Health increased to 375 (was 300)
Oxanna
- Fanaticism attack buff decreased to 75% (was 100%)
- Fanaticism movement buff decreased to 50% (was 100%)
- Fanaticism damage taken penalty increase to 25% (was 15%)
- Fanaticism base duration reduced to 8 seconds (was 10)
Stealth Tank
- Cost reduced to 70 (was 80)
- Initial attack delay reduced to 0.0 seconds (was 0.25)
- Number of missiles reduced to 4 (was 5)
- Damage increased to 500 (was 375)
Note: The Stealth Tank’s price and MLRS’ health remain the same despite the changelog.
Command & Conquer: Rivals (Pre-Alpha) – 3 July 2018 Balance Patch
Released on 3 July 2018
We decided to make some quick tweaks to promote some of the early game diversity we lost when making the Warfactory buffs. Most of those changes are left in place but we’ve reduced the effectiveness of the Rhino & Buggy to make Barracks openings more viable.
GDI Changes
Dr. Liang
- Repair Drone full heal time increased to 30 seconds (was 20)
Sniper Team
- Damage vs Infantry increased to 120 (was 100)
Rhino
- Attack Duration increased to 0.75 seconds (was 0.6)
- This reduces the Rhino’s rate of fire and lowers it’s DPS.
Riflemen
- Damage vs Vehicles reduced to 15 (was 30)
Nod Changes
Buggy
- Attack Duration increased to 0.7 seconds (was 0.56)
- This reduces the Buggy’s rate of fire and lowers it’s DPS.
Attack Bike
- Attack Duration reduced to 4.25 (was 5.0)
- Damage reduced to 240 (was 300)
- These combine for a small reduction in Attack Bike DPS.
Militiants
- Damage vs Vehicles reduced to 15 (was 30)
Map Update Notes
We’ve been investigating map balance & bugs across the game and have made some initial quick fixes. We’ll be continuing our work on maps with an eye on making some larger changes in the future.
Map Spawn Points
- Some maps have had their unit spawn points moved to create better gameplay.
Harvester Automation
- We examined Harvester automation and found that in some cases it was causing harvesters to move into dangerous situations (and in some cases it was outright broken). Harvesters look at the Tiberium fields as being part of a friendly group, a shared group or an enemy group. They will automatically mine friendly & shared groups. We’ve removed some fields from shared groups where it was getting Harvesters into trouble.
- When a Harvester runs out of valid Tiberium it will stop moving. You can manually send it into peril if you desire.
Map Pools
- Sectors 1, 2 and 3 now share the same pool of maps. This will increase early progression map variety.
- In Sectors 4+, players now have access to all 5 maps in each set. This will increase the variety of maps players experience across the game.
- You’ll now play on maps with 3 Missile Platforms more frequently than maps with 2 Missile Platforms. We think the 2-platform maps add nice texture to the game, but they were showing up too frequently and matches on them tend to run longer.
Command & Conquer: Rivals (Pre-Alpha) – Patch 0.91.0
Released on 28 June 2018
This is a client-side update. Changes are unknown.
Command & Conquer: Rivals (Pre-Alpha) – 28 June 2018 Balance Patch
Released on 28 June 2018
Note: This update will include a client update that will impact old Battle Replays. After you update your client, all prior Battle Replays created before this patch can no longer be viewed.
Also, we have not yet decided on changes for the Ion Cannon or Catalyst Missile, we are still monitoring them closely and are likely to make changes in the near future.
GDI Changes
Col. Jackson
- Heroic charge buff increased to 75% (was 40%)
Dr. Liang
- Repair Drone received a general buff.
- Repair Drone full heal time decreased to 20 seconds (was 30)
- Repair Drone now heal infantry for an additional 100 hp / second.
Jump Troopers
- Initial attack delay reduced to 0.25 seconds (was 0.9 seconds)
Pitbull
- Health decreased to 1800 (was 2200)
Predator Tank
- Rate of fire increased by 20%
Rhino
- Rate of fire increased by 33%
- Initial attack delay reduced to 0.25 seconds (was 0.5 seconds)
Missile Squad
- Initial attack delay increased to 0.25 seconds (was 0.1 seconds)
Zone Trooper
- Damage vs structures reduced to 100 (was 375)
Nod Changes
Oxanna
- Fanaticism charge buff increased to 100% (was 75%)
Buggy
- Rate of fire increased by 33%
- Initial attack delay reduced to 0.25 seconds (was 0.5 seconds)
Cyborg
- Damage vs structures reduced to 100 (was 400)
Scorpion Tank
- Rate of fire increased by 20%
Laser Squad
- Initial attack delay increased to 0.25 seconds (was 0.1 seconds)
Basilisk
- Initial damage increased to 100 (was 25)
- High Damage spool up duration decreased to 2 seconds (was 3)
- High Damage increased to 200 (was 125)
Command & Conquer: Rivals (Pre-Alpha) – Patch 0.90.1
Released on 21 June 2018
This is a client-side update. Changes are unknown.
Command & Conquer: Rivals (Pre-Alpha) – 20 June 2018 Balance Patch
Released on 20 June 2018
We have made some balance changes to attempt to address the balance issues outlined on our forum:
https://answers.ea.com/t5/Game-Information/Upcoming-Balance-Changes-6-18-18/m-p/6870021#M252
Thank you for your continuing support.
-C&C: Rivals Team.
GDI Changes
Orca
- Reload time increased to 8 seconds (was 6 seconds)
- Movement speed reduced to 8 (was 9.2)
Players are finding Orcas, and Orca openings pretty punishing and difficult to deal with. We have reduced it’s movement speed and reload time to help make it a bit easier to react to. We’ve also made some changes in other units to help them better counter Orca spam.
Pitbull
- Health increased to 2200 (was 1800)
This change will make it more likely for a Pitbull to survive an Orca volley.
Dr. Liang
- Repair Drone cost reduced to 60 (was 80)
The good Doctor is a bit underutilized. We feel his heal rate is pretty strong but it’s probably a bit too expensive to want to take over say, Strongarm’s turret.
Kodiak
- Cost increased to 130 (was 110)
Missile Squad
- Initial attack delay reduced to 0.1 seconds (was 1 second).
- Attack separation delay reduced to 1.25 seconds (was 2 seconds)
These changes will make the Missile Squad much more reliable in terms of putting damage on high speed units like the Orca.
Talon
- Initial attack delay reduced to 0.1 seconds (was 0.5 seconds).
- Movement speed increased to 9.2 (was 6.9)
Nod Changes
Cyborg
- EMP Effect duration reduced to 5 seconds (was 10)
- EMP Weapon debuff effect reduced to 15% (was 20%)
We’re continuing to see the Cyborgs dominate the battlefield. This change will reduce their combat effectiveness but they’re still going to be pretty darn good. We will continue to monitor this guy closely.
Rockworm
- Burrow time increased to 2 seconds (was 0.5 seconds)
This will allow players to deal a little more damage to the Rockworm before it scurries away underground.
Inferno
- Reload time increased to 12 seconds (was 10)
- Cost Increased to 120 (was 100)
Laser Squad
- Initial attack delay reduced to 0.1 seconds (was 1 second).
- Attack separation delay reduced to 1.25 seconds (was 2 seconds)
These changes will make the Laser Squad much more reliable in terms of putting damage on high speed units like the Orca.
Venom
- Turn rate increased to 500 (was 150)
- Acceleration distance decreased to 2 (was 4)
- Deceleration distance decreased to 1 (was 4)
This should make the Venom a bit snappier and quicker to react to enemy threats.
Attack Bike
- Attack separation delay reduced to 0.1 seconds (was 1.66 seconds).
This will allow the Attack Bike squad to more quickly unleash a volley of rockets, which should promote and reward hit-and-run micro. As a side note: this idea came directly from the Rivals player community and we thought it so cool we wanted to test it right away. Thank you for your feedback and great suggestions!
Command & Conquer: Rivals (Pre-Alpha) – 15 June 2018 Balance Patch
Released on 15 June 2018
We have made a small number of balance changes to attempt to address the balance issues outlined on our forum: https://answers.ea.com/t5/Game-Information/Upcoming-Game-Balance-Changes/m-p/6862317#M88
There is still plenty to do but we wanted to get some balance changes in your hands as quickly as possible so you’d have the ability to jam on them over the weekend. Your feedback has been invaluable in driving this first balance patch and you can expect to see plenty more changes in the future.
Thank you for your continuing support.
-C&C: Rivals Team.
GDI Changes
Rhino
- Damage vs Infantry increased to 70 (was 65).
The Rhino was given a slight damage increase primarily to help against Flame Troopers.
Sandstorm
- Damage vs Infantry reduced to 15 (was 20)
- Cost Increased to 130 (was 100)
Sandstorms, especially in pairs, are extremely efficient at killing enemy infantry due to their high rate of fire. This damage decrease versus infantry should make them much more vulnerable to being countered by Missile Squads and Laser Squads.
Zone Trooper
- Cost Increased to 120 (was 100)
The Zone Trooper cost increase is part of a more general tier 4 unit cost increase.
Nod Changes
Confessor
- Cost increased to 110 (was 80)
Confessors are too efficient for cost, especially when paired up with Cyborgs.
Cyborg
- Cost increased to 130 (was 100)
Cyborgs are arguably fine from a power standpoint but are far too easy to get out in large numbers late in the game. We will continue to monitor this guy closely.
Flame Trooper
- Damage vs Vehicles reduced to 15 (was 20).
- Health reduced to 280 (was 300)
Flame Troopers are very good right now in general but specifically against light vehicles. This nerf is intended to make them more vulnerable to things like Rhinos without impacting their utility against enemy infantry and structures too much. We feel like the Flame Trooper’s power is contributing to the dominance of Cyborg / Confessor comps.
Metagame Changes
Matchmaking
We have made improvements to matchmaking that will help prevent high level players from matching with much lower level players. This may result in slightly longer wait times for players with high medal counts to find a match.
Unlocking Nod
This is an exciting part of the progression through C&C: Rivals, but right now, when players unlock The Brotherhood of Nod, their ability to level up units is far behind that of their GDI army. This change gives players the ability to quickly level their early Nod units. Below are the specific changes to the Nod Starter Crate:
- The number of total cards is increased from 7 to 31
- Players are guaranteed 7 of each common unit (Militants, Buggy, Scorpion Tank)
- Players are guaranteed 3 of each rare unit (Laser Troopers, Attack Bikes.
General Economy
We have made slight adjustments to card drop rates to get them more inline with our progression goals.