FEATURES: Technical Support & Help Guides – Command & Conquer: Rivals Pre-Alpha Patch History

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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.

 

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