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Applications-multimedia This article is written from a real world point of view.

The 1.3.1 patch[1][2] for Command & Conquer: Rivals

General meta for units[]

  • Added a new speed level: Faster
  • Units that were already this speed, such as the Orca, now properly display this speed

Unit balance changes[]

GDI[]

APC[]

  • Damage to Aircraft increased to 90 (was 80)
  • Damage to Infantry increased to 90 (was 80)
  • Attack Speed increased to 0.85s (was 0.9s)

Brings the APC damage levels higher than the Rhino, making it more useful as it tanks enemy damage.

Drone Swarm[]

  • Damage to Infantry increased to 30 (was 20)
  • Health decreased to 220 (was 284)
  • Speed increased to Faster (was Fast)

Makes Drone Swarms faster and stronger at the expense of health.

Lt. Strongarm Turret[]

  • Stealth detection removed

Benefits current and upcoming stealthed units to maintain infantry units’ role as Stealth Detectors.

Mammoth Tank[]

  • Cost decreased to 230 (was 250)
  • Turret turn speed increased to 200 (was 100)

Improves Mammoth Tank’s timing and usability.

MG Squad[]

  • Turn speed increased to 200 (was 120)

Usability improvement.

Orca[]

  • Missiles increased to 4 (was 2)
  • Damage decreased to 510 (was 1020)

The Orca was having difficulty dealing with Nod units like Attack Bikes, but it was very capable against Pitbulls from GDI. This equalizes Orca’s effectiveness into both factions.

Predator Tank[]

  • Health decreased to 2910 (was 3000)

This will solve issues where training had a significant impact on the outcome of certain matchups. Everything will feel the same at equal levels.

Shockwave Squad[]

  • Health decreased to 400 (was 465)
  • Damage increased to 150 (was 136)

Shockwaves are becoming too dominant as a starting unit. This will keep a lot of early game relationships the same, but give their hard counters an easier time dealing with them.

War Dogs[]

  • Speed decreased to Faster (was Fastest)
  • Health decreased to 300 (was 400)

Makes extra chip damage matter more when dealing with War Dogs since members will be barely surviving an attack from Missile Squads or Laser Troopers.

Wolverine[]

  • Damage to Vehicles decreased to 15 (was 25)

Wolverine damage is now more aligned to its specialties

Zone Troopers[]

  • Structure damage increased to 620 (was 100)

The decreased structure damage was a band-aid for not having strong early-game infantry counters. With the addition of Shockwaves and Flame Troopers, we will be removing their training weights.

Nod[]

Avatar[]

  • Cost increased to 230 (was 220)

Raising the cost to match its GDI counterpart.

Basilisk[]

  • Health decreased to 2500 (was 3000)

This unit had incredible damage and range. We are taking away some of its survivability so it’s a bit more counterable.

Confessors[]

  • Damage to Vehicles decreased to 15 (was 30)
  • Damage to Infantry and Aircraft increased to 40 (was 30)
  • Cost decreased to 100 (was 110)

Confessors damage is now more aligned to its specialties as well as decreasing its cost to make it easier to bring in tandem with other infantry

Cyborgs[]

  • Structure damage increased to 400 (was 100)

Cyborgs will now do standard damage to structures as well

Flame Troopers[]

  • Health decreased to 400 (was 465)
  • Damage increased to 75 (was 68)

Flame Troopers are becoming too dominant as a starting unit. This will keep a lot of early game relationships the same, but give their hard counters an easier time dealing with them.

Kane’s Obelisk of Light[]

  • Stealth detection removed

Benefits current and upcoming stealthed units to maintain infantry units’ role as Stealth Detectors.

Inferno[]

  • Health increased to 1570 (was 1500)
  • Damage to Vehicles increased to 2040 (was 2000)

This is just to fix some level difference issues.

Phantom[]

  • Damage increased to 720 (was 650)
  • EMP duration decreased to 4s (was 6.5s)
  • Health decreased to 1650 (was 1800)

Damage increased to account for frustrating level differences as well as making the Phantom weaker against its arch-nemesis, the Hammerhead.

Rockworm[]

  • Pop up damage cooldown decreased to 6s (was 10s)

These changes allow the Rockworm to function better

Scorpion Tank[]

  • Health decreased to 2325 (was 2400)

Health change to reduce frustrating stat variance in some instances.

Widowmaker[]

  • Cost decreased to 80 (was 90)
  • Damage to Vehicles decreased to 50 (was 65)

This will bring the Widowmaker in line with its GDI counterpart while also leaning into its specialties.

Tiberium league map pool[]

With the February season reset, we have updated the maps available in Tiberium League:

  • Slashed Field
  • Great Divide
  • Broken Mesa
  • Side by Side
  • Peaks and Valleys
  • Open Water
  • Rush In
  • The Bullseye

Bug fixes[]

  • Fixed an issue where the Giga Cannon did not attack enemy units
  • Fixed an issue where the Rockworm continued to attack units outside its range
  • Fixed an issue where the lower League's level cap was not applied when facing an opponent in a higher League
  • Fixed an issue where the EVA and Cabal voice lines didn’t match the faction
  • Fixed an issue where players were unable to target specific locations on the enemy base
  • Fixed various issues that caused the game to crash

References[]

  1. Update 1.3.1 - Balance Update and Bug Fixes EA Answers. Last accessed: 16 December 2019.
  2. EA_dance210, 06 February 2019. Update 1.3.1 - Balance Changes and Bug Fixes. Reddit. Last accessed: 16 December 2019.
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