Rivals pre-alpha patch 1.2.2

The 1.2.2 patch for Command & Conquer: Rivals was the game's twenty-second official patch.

It received balance updates:
 * 28 November 2018
 * 06 December 2018
 * 13 December 2018

Changes

 * 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

28 November 2018 Balance update
Reverted the economy changes from Update 1.2:


 * Tiberium economy ramps every 30 seconds (was 36 seconds)
 * Harvester bounties increased to 100 (was 80)

Titan

 * Cost increased to 150 (was 130)

A.P.C.

 * Speed increased to 4.5 (was 3.9)

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)

Drone Swarm

 * Speed decreased to Fast (was Fastest)

Drone Swarm has too many strengths early on. Between their ability to snipe points to always being able to quickly gain a favorite position in a fight, we decided to slow them down a bit.

General Solomon

 * Damage to structure decreased to 4000 (was 6000)

Players were using this hero power to destroy the base, which leaves the opposing player with very little counterplay. We have made it more difficult to use this strategy.

Hammerhead

 * Health decreased to 1950 (was 2250)
 * DPS unchanged
 * Damage vs Aircraft decreased to 595 (was 700)
 * Damage to the base decreased to 300 (was 500)
 * Attack delay decreased to 1.7 seconds (was 2 seconds)

This change should keep the DPS of the Hammerhead the same but allow it to kill small targets such as the Drone Swarm more quickly. We have also decreased its life so it is not quite so tanky when holding a point

Juggernaut

 * Cost decreased to 120 (was 140)

This unit feels powerful when its out and set up. It does a great job of fulfilling the role of a long range artillery but it was just a bit too expensive. This change will allow players to pull it out a little earlier, allowing them to move it into position sooner. With the lower cost, it is easier to replace if destroyed.

Sandstorm

 * Sandstorm no longer splits damage between enemy units
 * Number of missiles fired is now 12/24/36 (was 12/18/24)

Often when a Sandstorm faced multiple targets it would end at a disadvantage. This change solidifies it as a unit that you want to hit as many targets as possible at the same time with.

Shockwave Troopers

 * Health decreased to 465 (was 480)
 * Damage increased to 136 (was 130)

This change is to fix several issues when level differences are involved

Sniper squad

 * Health decreased to 250 (was 300)

We are happy with the previous buff they received but felt they were not punished enough when caught.

Talon

 * Damage vs Aircraft increased to 345 (was 293)
 * Damage vs Vehicles decreased to 20 (was 50)

This change is to fix several issues when level differences are involved.

Banshee

 * Attack delay decreased to 1.4 (was 1.6)
 * Damage vs Aircraft increased to 345 (was 293)

Banshee has been a little weak ever since its change. This change will lower its time to kill so its not in danger for quite as long.

Buggy

 * Damage vs Aircraft increased to 76 (was 67)
 * Speed increased to Fastest (was Fast)

Buggy’s DPS to air is now on par with its GDI counterpart.

Chem Buggy

 * Cost decreased to 60 (was 70)

We increased the cost of the Chem Buggy previously as a safety nerf but we feel it’s time to take the training wheels off this little green machine.

Flame Tank

 * Damage vs Structures increased to 550 (was 400)
 * Damage vs Infantry increased to 300 (was 200)

Flame tank was in a rough spot. We have increased its damage to infantry and structures to make it fit its intended design.

Flame Trooper

 * Health reduced to 465 (was 480)
 * Damage increased to 68 (was 65)

This change is to fix several issues when level differences are involved

Giga-Cannon

 * Cost decreased to 80 (was 100)

With more and more counters being introduced we decided to make the mighty Scoot and Shoot a bit more accessible so it’s not so punishing when it’s destroyed.

Kane

 * Cost increased to 140 (was 120)
 * Damage vs harvesters decreased to 500 (was 1000)

Kane’s Obelisk was.a bit dominate and had the ability to kill harvesters on some maps. This change will make it a bit pricier so it comes out a little later and destroying the tower is more punishing.

Phantom

 * Health decreased to 1800 (was 2000)
 * EMP duration decreased to 6.5 seconds (was 10 seconds)
 * Reload time increased to 6.5 seconds (was 6 seconds)

The Phantom has been the air superiority for Nod with very little air counterplay. We have decreased the EMP to match its reload time so units struck by it have a chance to fight back before they are struck again and can clearly see the time remaining by the reload bar.

Tick Tank

 * Health increased to 1800 (was 1400)
 * Damage reduction decreased to 70% (was 75%)

This change will make Tick Tank a bit tankier above ground, allowing it to get into position while also getting a slight tankiness increase while burrowed.

Widowmaker

 * Damage vs Vehicles decreased to 50 (was 100)
 * Cost increased to 90 (was 80)
 * Damage vs Base decreased to 300 (was 400)

We are glad that the Widowmaker feels powerful as Nod tech a history of struggling in the past but we wanted to make sure it still matched the design of being an anti-infantry/anti-air unit.

Hammerhead

 * Damage vs Structures increased to 425 (was 300)

Flame Tank

 * Damage vs Structures decreased to 425 (was 550)
 * Health decreased to 3500 (was 4000)
 * Cost decreased to 110 (was 130)

The Flame Tank Was doing a bit too much; it could take down a base incredibly fast. So we have reduced its damage against structures, lowered its life but lowered its cost to match.