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My suggestions for the next balance change

All suggestions are based on tournament standards and tournament play.

TRAINING CAMP CARDS

[KNIGHT]
Clyde's Tier: [D]
BUFF
Issue - Knight doesn't have a specific role or a niche and is overshadowed by other role-stealing cards, such as Miner, Valkyrie, and even Lumberjack.
Suggested balance change - Reduce Knight's damage by 10% (159 -> 143), reduce Knight's hit speed to 0.9s (from 1.1s) [DPS: 144 -> 159].
Reason - An increase in hit speed will specialize Knight by making it eliminate swarms faster. It will now have a 0.3s faster hit speed than the Miner. A reduction in hit speed will also allow it to fulfill support-sniping roles more efficiently against most targets except MusketeeWizard (3.3s -> 3.6s), such as killing Ice Wizard (4.4s -> 3.6s, without slow), Guards (3.3s -> 2.7s per), Princess (2.2s -> 1.8s), Mini Pekka (7.7s -> 7.2s). Against Mini Pekka, Knight will now deny Mini Pekka one swing (5 -> 4) if the Mini Pekka isn't targeting the Knight.
[GIANT]
Clyde's Tier: [S]
NERF
Issue - The Giant has a low elixir cost and impressive stats for its cost. Due to its cost you can fit in more support troops behind the Giant within the same span of time vs. Lava Hound for instance since it moves as slow as other tanks.
Suggested balance change - Increase Giant's speed by 11% (45 -> 50). Reduce HP by 5% (3520 -> 3344).
Reason - There is now less time to build up a push behind the Giant before it reaches the bridge. The HP decrease is minor and does not affect most common interactions. Against Mini Pekka it does go from 6 to 5 swings, but Mini Pekka will still only require 5 swings on the Giant if the Crown Tower is also attacking the Giant at the same time.
[BOMBER]
Clyde's Tier: [C]
NO CHANGE
Issue - The Bomber does not fit in the current meta.
[ARCHERS]
Clyde's Tier: [C]
NO CHANGE
Issue - Archers are balanced but are outclassed.
[MUSKETEER]
Clyde's Tier: [A]
NERF
Issue - Musketeer's range and high single-target damage fits well in the meta of less swarm. Her range gives her too much utility on defense and on offense. However, nerfing her range will destroy this card.
Suggested balance change - Increase Musketeer's damage by 7% (176 -> 189). Increase hit speed to 1.2s (from 1.1s) [DPS: 160 -> 158]
Reason - Most interactions with the Musketeer remains the same, so this is an overall nerf. Musketeer kills Miner faster (7.7s -> 7.2s). I personally think this may be too far and will possibly kill the card, but increasing Musketeer's damage to 190 to offset her hit speed nerf will result in her being able to one-shot Minions which will be a massive buff instead.
[MINI PEKKA]
Clyde's Tier: [S]
NERF
Issue - Mini Pekka is far too good at single-target melee damage. However she is also one of the easiest cards to counter in Clyde's S-Tier cards. Any huge change to its HP, damage, and hit speed can potentially destroy this card very easily.
Suggested balance change - Increase Mini Pekka's initial load animation (not deploy time) to 1.8s (1.3s -> 1.8s).
Reason - Mini Pekka is strong partially because of her initial load animation being relatively fast. She'll register her first damage strike within 1.3s after deployment, making her capable of destroying many medium-health troops relatively quickly after deployment. Nerfing Mini Pekka's initial load animation will reduce her effectiveness as a quick response against medium-health troops, especially hog riders and as a quick response to snipe support troops such as the Musketeer, but allow her to remain equally effective when deployed actively.
[BABY DRAGON]
Clyde's Tier: [D]
BUFF
Issue - Baby Dragon strives to be a jack-of-all-trades, being aerial, dealing AOE damage, and serving as a mid-range tank. However it fails miserably at all aspects compared to other cards.
Suggested balance change - Enrage: A special ability of Baby Dragon, it gains an automatic rage effect on itself when it is the only aerial troop including enemy aerial troops within its sight range (5.5 tiles).
Reason - Baby Dragon should serve a niche of punishing decks that rely on too much ground troops, but its low hit speed and low damage means it can't even counter Barbarians effectively enough. This basically changes the Baby Dragon's hit speed to 1.3s (from 1.8s) whenever it is alone. The targeting issue should be a fix so it isn't included in the balance change. Against Barbarians, Baby Dragon now kills them much faster when enraged (9.0s -> 6.5s). This ability is very powerful on offense, which is why allowing enemy aerial troops that enter Baby Dragon's sight range to remove its enraged effect will help prevent it from getting out on control on a crown tower.
[PRINCE]
Clyde's Tier: [C]
NO CHANGE
Issue - It is balanced right now. (No this isn't just because it is C-tier, you'll see me asking for buffs and nerfs for C-tier cards later).
[WITCH]
Clyde's Tier: [C]
NO CHANGE
Issue - I think it is balanced right now.
[SKELETON ARMY]
Clyde's Tier: [F]
BUFF
Issue - It is very weak in a meta with lots of zap and arrows.
Suggested balance change - Deploy time decreased from 1.0s to 0.3s (does not affect normal Skeletons). Spawns Lv 9 skeletons. [HP: 42 -> 67, Damage & DPS: 42 -> 67]
Reason - Decreasing its deploy time will give the Skeleton army extra time to defend against a threat before the opponent reacts. It can even be used to snipe Princesses on the bridge with correct timing and force a reaction such as zap, Bomber, arrows.
[ARROWS]
Clyde's Tier: [C]
BUFF
Issue - Many spells in the meta overshadows Arrows.
Suggested balance change - Radius increased from 4 to 5.
Reason - Arrows actually do pretty decent damage to an area. With the correct support troops it can aid immensely for cheaper cost than Poison during a push. With the balance change, it is now easier to target both Guards deployed at the bridge, destroying their shields, and Princess protected near the King Tower. Arrows' damage is nothing to sneer at in itself. It is equivalent to a Bowler's damage.
[FIREBALL]
Clyde's Tier: [B]
NO CHANGE
Issue - It is balanced right now.

GOBLIN STADIUM CARDS

[SPEAR GOBLINS]
Clyde's Tier: [C]
NO CHANGE
Issue - It doesn't fit in the current meta. That doesn't mean it's inherently bad.
[GOBLINS]
Clyde's Tier: [B]
NO CHANGE
Issue - It is balanced right now.
[VALKYRIE]
Clyde's Tier: [A]
NO CHANGE
Issue - It is balanced right now. She does role-steal a bit but changing too much of her characteristics will ruin the card. The focus should be on buffing cards that she overshadows and relegating them new roles.
[LIGHTNING]
Clyde's Tier: [B]
BUFF
Issue - It is a rather situational card and can potentially be a dead card against certain decks, limiting deck cycling manoeuvrability. A new role should be added without affecting other aspects of this card.
Suggested balance change - If there are less than three strikes, the spell stuns the entire AOE for 1.0s, but not damage them further.
Reason - It gives Lightning an additional role of assisting on offense while dealing with one or two critical structures. This can be useful as a way to only kill a Cannon and a Mini P but also stun the Mini P, keeping it from damaging the hog, for example. It can also be used in a Miner push to stun a threat to the Miner, typically the Mini P, and the tower, allowing more damage from the Miner.
[GOBLIN BARREL]
Clyde's Tier: [C]
NO CHANGE
Issue - It is balanced.
[GOBLIN HUT]
Clyde's Tier: [D]
NO CHANGE
Issue - There isn't a good way to change this card without making it too powerful or barely do anything to its current status. It serves a specific niche in certain decks.

BONE PIT CARDS

[SKELETONS]
Clyde's Tier: [B]
NO CHANGE
Issue - It is balanced.
[MINIONS]
Clyde's Tier: [A]
NO CHANGE
Issue - It is balanced.
[GIANT SKELETON]
Clyde's Tier: [D]
BUFF
Issue - It is too easily countered and dies too fast for a tank.
Suggested balance change - HP increased by 12% (2660 -> 2990), Damage decreased by 20% (159 -> 127), Hit speed reduced to 0.8s (from 1.5s) [DPS: 106 -> 159], Deals AOE damage.
Reason - Giant Skeleton may be the worst tank in the meta right now. Although it does do very well at denying counterpushes from the enemy, it can't function well as part of a win condition, whether as a tank or as support. There are great ways to utilize Giant Skeleton on defense and it does do very well in the right deck, but like the Bomb Tower, it can't actually help you win. A massive buff will increase its utility on offense.
[BALLOON]
Clyde's Tier: [C]
NO CHANGE
Issue - It only fits a very specific model of playstyle in my opinion but there is not much to be done with the card without negatively affecting its balance.
[BOMB TOWER]
Clyde's Tier: [F]
REWORK
Issue - It helps you not lose but doesn't actually help you win.
Suggested balance change - Lifetime decreased to 30s (from 40s), HP decreased by 25% (1673 -> 1255), damage AOE increased to 3 tiles, does knockback to knockback-able troops. Range increased to 6.5 (from 6). Minimum range increased to 3 (from 0). Projectile radius increased to 1.8 (from 1.5).
Reason - This rework may be too far off the mark, but the intention is to allow it serve a specific role as a defensive mortar capable of dealing knockback. This allows it to deal AOE damage and stall support troops for tanks from supporting the tank by damaging them and constantly dealing knockback, like a stationary Bowler.
[TOMBSTONE]
Clyde's Tier: [D]
BUFF
Issue - Tombstone is very weak against Poison in the current meta. Tombstone could be used highly reactively but a backline Princess or Poison can demolish its utility too easily.
Suggested balance change - Spawn speed decreased to 1.8s (from 2.9s).
Reason - This may seem like a huge buff, but individually each Skeleton does little. The suggested change also does not do much against Poison. However with this change, a Tombstone will give huge utility when placed precisely and reactively against threats, especially against Mini Pekka, which will now theoretically never reach the Tombstone.

BARBARIAN BOWL CARDS

[BARBARIANS]
Clyde's Tier: [B]
BUFF
Issue - Barbarians are extremely weak against AOE in the current meta. This is not their fault but with each update we can only expect more and more AOE solutions. A buff is needed to make it more resistant to AOE without making them too powerful.
Suggested balance change - HP increased by 10% (636 -> 700), Damage decreased by 6% (159 -> 149).
Reason - Barbarians now have the same HP as a single Ice Wizard. This alone will make them very powerful on defense now. There is no need to increase the Pekka or Prince's damage to allow them to one-shot or two-shot barbarians. With the amount of AOE support troops and spells available a good player can still negate this HP increase effectively. A damage nerf is required to counter their increased survivability. However, overall this is a buff: their HP may have increased by 10% but it may help them survive 50% or even 100% longer after an AOE counter to them, which is why a damage decrease is highly necessary.
[RAGE]
Clyde's Tier: [D]
BUFF
Issue - Besides limiting deck cycle manoeuvrability, Rage is also too badly countered by many solutions in the meta, such as Zap, Ice Wizard, and Poison.
Suggested balance change - On top of the 40% speed increase, Rage dispels any slowdown effect (currently only Poison and Ice Wizard). Affects Lumberjack.
Reason - This gives Rage higher versatility: it can be used as a defensive reaction against Poison to nullify its slowdown effects, and as a negator against Ice Wizard on offense.
[ROCKET]
Clyde's Tier: [C]
NO CHANGE
Issue - It is balanced.
[CANNON]
Clyde's Tier: [B]
NO CHANGE
Issue - It is balanced.
[BARBARIAN HUT]
Clyde's Tier: [D]
NO CHANGE
Issue - There isn't an easy way to change this without severely and negatively affect its balance.
[X-BOW]
Clyde's Tier: [D]
BUFF
Issue - It is difficult to use but it is actually relatively balanced; however it is far too vulnerable to certain decktypes.
Suggested balance change - Increase damage by 50% (26 -> 39) [DPS: 86 -> 129]. Add a crown tower damage modifier of 0.7x. [Crown Tower DPS: 86 -> 90]
Reason - With this change X-Bow can be moderately useful on defense and it doesn't suffer the same degree of vulnerability to huge tanks, especially giants. The crown tower damage modifier will prevent the damage increase from making X-Bow too powerful again.

PEKKA PLAYHOUSE CARDS

[PEKKA]
Clyde's Tier: [D]
This is one of the tier rankings that I strongly disagree with. I believe PEKKA is B-Tier in this giant-dominated meta. However it is really difficult to utilize it well against many other deck types.
BUFF
Issue - It yells COUNTERPUSH QUEEN but in practice she doesn't do that well on defense, despite theoretically being excellent at it.
Suggested balance change - Reduce deployment time to 1s (from 3s), initial load animation decreased to 0.5s (from 1.2s), damage increased by 9% (645 -> 700).
Reason - Let's give PEKKA a chance to shine as a counterpush queen. To make her great at defending, we need to increase her speed when responding to incoming threats. Her main obstacle right now is her deployment time. It makes sense on the Golem because the Golem isn't going to defend anything, but it doesn't on the PEKKA. You want her to start defending as soon as you drop her because the meta is filled with a lot of very fast-paced decks right now.
[HOG RIDER]
Clyde's Tier: [A]
NO CHANGE
Issue - It is balanced.
[MINION HORDE]
Clyde's Tier: [C]
NO CHANGE
Issue - It is balanced.
[LAVA HOUND]
Clyde's Tier: [A]
NERF
Issue - Lava Hound severely punishes the wrong play and its aerial nature actually allows support troops to snipe the opponent's defensive troops far too easily. Many people will disagree with me but I believe Lava Hound is extremely powerful and needs to be reined in a little bit.
Suggested balance change - Damage decreased by 9% (45 -> 41).
Reason - The previous buff was unwarranted. A minor reversion is required. There isn't a good way to keep the Lava Hound in check without ruining the playstyle required of the deck. In the right hands it is very powerful but any huge change can potentially ruin the card.
[FREEZE]
Clyde's Tier: [D]
BUFF
Issue - Freeze has always been balanced but the cries of the masses eventually caused Supercell to nerf this balanced card. The meta has since naturally shifted to counter Freeze decks.
Suggested balance change - Troops added in the freeze radius after the freeze are slowed down by 20%.
Reason - Poison is far too competitive vs. Freeze now. Freeze is now relegated to a surprise role but people can easily counter that surprise since Freeze is a hefty investment in elixir. Freeze should continue to be high risk high reward but the reward should be higher as the counterpush can be easily highly devastating.
[TESLA]
Clyde's Tier: [C]
BUFF
Issue - For 4 elixir Tesla doesn't seem to be powerful enough against anything other than hog decks.
Suggested balance change - Hit Speed decreased to 0.7s (from 0.8s), damage decreased by 10% (135 -> 122) [DPS: 168 -> 174].
Reason - A better hit speed will allow it to be more competitive. While the DPS has not changed much, Tesla essentially counters swarm troops better now since the number of hits required to kill popular swarm troops has not changed. This is a dangerous buff because Tesla is reasonably effective right now. It can potentially be too powerful again after this change.
[INFERNO TOWER]
Clyde's Tier: [A]
REWORK
Issue - For a huge elixir investment on defense it either does too well against certain decks or too poorly against others.
Suggested balance change - Damage tiers changed to 20-160-420 from 35-70-704. [DPS: 50-400-1050 from 87-175-1760] Damage tiers jump every 1.6s (from 2.0s). Zap still resets Inferno damage tier and animation. Animation load time of Inferno decreased to 1.0s (from 1.6s) (which is basically the retargeting time).
Reason - The intention here is to nerf Inferno's overpoweredness against decks that rely on a tank but does not have a proper solution against Inferno Tower. At the same time, we also want to prevent Inferno Tower from being completely eliminated by tactics that rely on resetting it and exploiting its long retargeting time. Hence, we heavily reduce its top-tier damage against tanks, giving them a longer time to survive, but strengthen its integrity against exploits of its retargeting by reducing its damage tier jumping time and animation load time. Inferno shouldn't simply melt a Golem like nobody's business, but it also shouldn't be completely neutered with MineZap.

SPELL VALLEY CARDS

[FIRE SPIRITS]
Clyde's Tier: [B]
NO CHANGE
Issue - It is balanced.
[WIZARD]
Clyde's Tier: [F]
BUFF
Issue - It is completely outclassed in a meta of Musketeer, and it is suboptimal against low swarm decks.
Suggested balance change - Range increased to 6 (from 5). Projectile radius increased to 1.5 (from 1.2).
Reason - This will put it in line with Musketeer. It will be able to snipe cannons and Princesses with ease too. Giving the Wizard Musketeer's utility from range will allow it to be a choice of spending 1 extra elixir for AOE damage.
[ICE WIZARD]
Clyde's Tier: [S]
NERF
Issue - Its slow is far too suffocating.
Suggested balance change - Slowdown Hit Speed Multiplier, Speed Multiplier, and Spawn Multiplier reduced to -28% (from -35%).
Reason - It is rather inconceivable that a 3 elixir troop with higher HP than a barbarian can slow down enemy troops by so much, trade 1:1 against multiple 4 or even 5 elixir troops with crown tower assistance. Reducing the multiplier will hamper a lot of these 1:1 trades, but not completely eliminate them, especially against barbarians. E.g. We should now expect that Ice Wizard under no circumstance should kill a Mini Pekka with zero wound.
[ZAP]
Clyde's Tier: [S]
NERF
Issue - It is a spell that completely outshines too many alternatives and offers far too much value. Zap should not be a default choice in virtually every deck and the heaviest nerf in this post will be applied onto this most used, most overpowered, and most meta-defining card. I know everyone will disagree with me because they all use Zap, but in my opinion this change is direly needed.
Suggested balance change - Reduce damage by 1 (169 -> 168). Zap freeze duration reduced to 0.5s (from 1.0s). An additional effect is applied after zap, which is a 60% slowdown of hit speed, speed, and spawn speed of all targets in the AOE for 0.5s. Zap still resets troops and buildings.
Additional suggested balance change on other cards - If this change were to be implemented, Goblin's damage should be reduced.
Reason - Zap not being able to one-shot goblins seems like a dealbreaker, but even after my suggested balance change this card will still be the most powerful card in the game. It is still extremely useful even if the opponent does not run goblins at all. The freeze duration being replaced by a 60% slowdown halfway will allow Zap to maintain its utility, but allow many troops with fast hit speed to resume the offense faster than a low hit speed interception. This change will not solve Zap's meta-defining chokehold on the game but it is the first step forward. New utility spells need to be added the game immediately that offers different utilities against Zap and Poison.
[MIRROR]
Clyde's Tier: [F]
NO CHANGE
Issue - There is no way to change this card for the better short of a complete rework that will overwrite its original intentions. It is a failed experiment that can't be vitalized in any way.
[POISON]
Clyde's Tier: [S]
NERF
Issue - It slows down yet does AOE damage nearly equivalent to Fireball at a greater radius, and denies swarm cards. This spell offers far too much value and needs a slight rework that does not make it fill in too many roles at a better efficiency than other cards.
Suggested balance change - Damage reduced by 13% (55 -> 48), [Crown Tower Damage: 22 -> 19]. Hit speed, speed and spawn multiplier increased to -25% (from -20%). Duration decreased to 9s (from 10s). [Total Damage: 550 -> 432, Crown Tower: 220 -> 171]
Reason - Poison will now eliminate Guards' shields (4s -> 5s), Spear Goblins (2s -> 3s), and Princess (4s -> 5s) slower. The interaction between Poison and Minions, Goblins, and Fire Spirits are still the same. More crucially, this spell only does 432 total damage on its targets, still allowing Poison + Zap to kill Musketeer, Wizard, and Witch, in order to allow Poison + Zap to still be a solution against 3M, but now will not render higher health medium-tier troops such as Valkyrie, Lumberjack, and Mini Pekka too weak for a counterpush. Poison should still serve as a good way to slow down enemy troops, but should not at the same time severely wound all defenses.
[FURNACE]
Clyde's Tier: [S]
NERF
Issue - For 4 elixir it does more chip damage than a Goblin Hut and it is incredibly powerful on defense and offense as a support due to Fire Spirits' high damage.
Suggested balance change - HP reduced by 15% (1056 -> 900).
Reason - A decrease in its HP allows spells such as Fireball and Lightning to counter this card more effectively, and allow sniping troops such as Musketeer and Princess to deny more waves of Fire Spirits. Currently these cards are already great at doing so in the hands of an opportunistic player waiting for a passing Musketeer, however a smart player can play around that pretty easily. Poison remains the best counter to Furnace as it slows down the spawn speed and eliminate new Fire Spirits too.

BUILDER'S WORKSHOP CARDS

[GOLEM]
Clyde's Tier: [B]
BUFF
Issue - The removal of the 11th elixir has hurt this card immensely, and it is overshadowed by Giant.
Suggested balance change - Elixir cost reduced to 7 (from 8). Golem HP reduced by 4% (4189 -> 4021). Golem damage reduced by 8% (246 -> 226). Golemite HP reduced by 12% (837 -> 737).
Reason - In order to allow Golem to remain competitive, it needs to have a lower elixir cost, affording the Golem player more elixir to defend. This does make Golem pretty powerful for its elixir cost which is why a slight reduction in its stats is warranted.
[SPARKY]
Clyde's Tier: [B]
NO CHANGE
Issue - It needs a buff in my opinion but there's no good way to buff it without really making it too powerful. A rework will also change its role too much that it loses resemblance of its original intention.
[MINER]
Clyde's Tier: [S]
NERF
Issue - It does too much chipping damage on the tower. Nerfing any other properties of the Miner will destroy the card.
Suggested balance change - Crown tower damage modifier reduced by 8% (40% -> 32%). [Crown tower damage: 64 -> 51]
Reason - This will change the expected damage an uncountered Miner does against the Princess Tower from 448 to 357. The 1.0s deploy time is treated as a fix and is thus not contained within the suggestion.
[THE LOG]
Clyde's Tier: [C]
BUFF
Issue - Its versatility is low when alone but this spell should be paired with other cards for maximum efficiency. For now I think most people haven't figured out the best way to use it so an overt buff will threaten the balance.
Suggested balance change - Speed increased by 21% (140 -> 170).
Reason - This will put The Log's speed at the same speed as Bowler's projectile. A faster Log speed will ensure that the threat is eliminated before it gets more shots, especially against Princess.
[MORTAR]
Clyde's Tier: [C]
NO CHANGE
Issue - It is balanced.
[ELIXIR COLLECTOR]
Clyde's Tier: [S]
NO CHANGE
Issue - A huge rework will devastate the utility of this card.

ROYAL ARENA TROOPS

[ROYAL GIANT]
Clyde's Tier: [C]
BUFF
Issue - Its high elixir cost and relatively low reward makes the user extremely vulnerable to a huge counterpush with not enough payout.
Suggested balance change - Rarity set to RARE, Damage increased by 10% (159 -> 175).
Reason - The real reason why Royal Giant is overpowered on the ladder is because of its rarity. It isn't a good win condition in tournaments.
[THREE MUSKETEERS]
Clyde's Tier: [B]
NO CHANGE
Issue - Refer to Musketeer change.
[DARK PRINCE]
Clyde's Tier: [B]
BUFF
Issue - It should be good on offense outside of a PPP/Double P deck in theory, but in actuality it isn't due to its low speed (after charge) and low damage.
Suggested balance change - Area Damage increased by 12% (179 -> 200).
Reason - This will allow Dark Prince to finish off Musketeer, Wizard, Witch in 3 shots rather than 4.
[GUARDS]
Clyde's Tier: [A]
NO CHANGE
Issue - It is balanced. Arrows are in fact a great solution against Guards as long as some other AOE is in the presence.
[PRINCESS]
Clyde's Tier: [S]
NERF
Issue - It is difficult to pinpoint what exactly makes Princess so strong but really, it is not only her range that makes her strong, but also her wide projectile radius (2.5 tiles). A combination of factors together make Princess a powerful card, but nerfing any characteristic can potentially kill the card.
Suggested balance change - Projectile speed slowed to 300 (from 400). Hit speed increased to 2.8s (from 3.0s) [DPS: 46 -> 50]. Deploy time increased to 1.2s (from 1.0s). Initial animation load time increased to 2.8s (from 2.5s).
Reason - Arrows projectile speed is 600, Goblin Barrel projectile speed is 400, and Mortar projectile speed is 300, for reference. Slowing down her projectile speed, deploy time and initial animation load time will decrease her utility as a quick response to a threat from afar. There should be a choice for Princess users to either put her near danger to kill off the threat fast, or to put her actively away from danger with a plan for a prolonged siege. Being able to put her far away from danger to snipe a Minion Horde and lead to pressuring on the other lane is too powerful.

FROZEN PEAK CARDS

[ICE SPIRIT]
Clyde's Tier: [B]
NO CHANGE
Issue - The card is balanced.
[BOWLER]
Clyde's Tier: [B]
BUFF
Issue - The card is balanced when it works, but very minor differences in positioning can influence the efficiency of this card far too much.
Suggested balance change - Bowler projectile radius increased to 1.3 (from 1.0).
Reason - This will allow Bowler to target more troops to knockback.
[LUMBERJACK]
Clyde's Tier: [B]
NO CHANGE
Issue - Refer to the balance change for Rage. Lumberjack is better than a Knight but worse than a Mini Pekka, which means its role standalone should be considered carefully.
submitted by Bellator_Gaius to ClashRoyale

[H] Half-Life 2 and a pack containing CS 1.6 + Condition Zero [W] Counter-Strike Global Offensive

Getting it for a friend.
Add me if you have it, otherwise offer below
submitted by Mouldycornjack to SteamGameSwap

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