C&C Rivals is going to competitively fail if the missile system is not changed
I don't know how I can better stress how important this is. This game is going to sink or swim based on how competitively viable it is. Putting matters of unit levels, fairplay, and other things aside, I can say without a shadow of a doubt that games being decided by arbitrary snap missile decisions that players are not even given a fair chance to react to is going to be rejected by any competitive league worth its salt, as it is not a skill based mechanic.
Here's the problem. When the missile is in its last charge phases, charge time is shared between both players. There are two major issues with this: 1. it doesn't reward the player who controlled the point (which is how a game should be won or lost) merely the player who had control at the last femtosecond of the charge bar (creating situations where your hard work is instantly awarded to the other player, giving you no fair way to reasonably contest it) and 2. it can be exploited in many cases by taking one of your units off a point, waiting until the bar mostly charges from your opponent, then quickly repositioning it and running an air unit over a point (which can instantly capture even if the point is completely occupied with units).
How it should work: charging is shared between both players for the initial missile chargeup period. When it comes to the end portion of the bar, the missile then charges with a red or blue bar, representing which player has majority control. If the red player has charged the bar 90%, and the blue player wrests control, instead of the blue player getting control of a 90% charged missile, the red charge should degenerate down to 0%, then start charging blue. If there is some need for diminishing returns due to stalemates, then the missile can start charging faster over time to correct this. Equal control should result in degeneration of the charge as per normal settings.
Why is this important? When people win or lose, they want to do so because of the choices and decisions they made throughout the game. While it's possible for this to happen under the current system, results by these instant snap missile launches are very dissatisfying and very, very common. You did the right thing (charging the objective), and you're granted an instant defeat for doing so.
Please, please, please consider fixing this.
(In case you have no idea what I'm talking about, here's a tweet showing it https://twitter.com/DaSud/status/1039918746331049984)