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Oh yeah, this should go without saying, but the way you have the unlocks set up is absolutely devastating. You are punishing GDI players because Nod units are simply overpowering earlier on when you don't have everything unlocked.
Especially when used with Kane - Nod is vastly superior. If you guys decide to go through with this system, you will lose the majority of your player base before they even unlock half of the units.
Being punished simply because important cards are locked behind RNG crates is infuriating. It makes one want to uninstall the game. Why would I play a game when I a doomed to lose from the very start. It is not much of a game for the GDI player if the only chance the GDI player has is if the Nod player makes a grave error.
One should be rewarded for outplaying the opponent, not punished because of the faction they chose.
Question for the devs and for anyone else. How do you counterplay Scarabs?
What possibility of counterplay exists? I have not had one interactions with scarabs yet that I could outplay. If they opponent does not make an error, he wins the exchange.
- 8 years agoWell, at high levels we don't see tons of scarabs because most people open with barracks -> rifleman/militant -> harvester which largely secures the map against scarabs, and of course later on you get two range units and scarabs stop mattering entirely, but for those of us who don't run 2 range stuff and occasionally run into scarabs we get rid of them with riflemen and the like since that's reasonably cost effective or if you're playing liang let them run into high hp units that can take the hits and just have them healing right back up.
All this said, I do agree they are too strong at low levels and should only get one shot to kill things instead of two and/or not hit air.- Anonymous8 years agoYeah thats where I am at currently. I am only level 9 and it is painful. Even with the militant opening - I find that stage of the game goes one of two ways.
Either the enemy mis-micro's the scarabs, or I end up throwing 2 rifleman/militants at 1 scarab unit.- 8 years ago
you don't attack them at that early stage, you just hold back and defend the places that are important since scarabs don't win when they have to do the attacking, at the very least it stops them from taking out harvesters, holding down a bunch of platforms, and the like.
EDIT: Oh, and strongarm turrets are a pretty decent way to get rid of them too, not quite as efficient as riflemen but if you catch them by surprise while they're moving its no contest and if they trade with the turret its a relatively (but not quite) even trade
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