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Odigitria5's avatar
7 years ago

Hand of Nod (opinion!)

Hi all!

Just wanted to dump an opinion here about basic (Barracks/Hand of Nod) infantry. Please note that I do like this game; I will play it any day and I am not somehow DEMANDING these changes from the devs. It's just my opinion on infantry! I'd really like to hear what you guys think, and especially dev input, on this.

My opinion is this: The Barracks/Hand of Nod situation is imbalanced, and does not do justice to flavor/lore/faction differences.

Hand of Nod has 5 units. GDI Barracks has 6. Some production buildings have more units than the other factions; that's fine per se. But in this case, Hand of Nod options are troublingly limited

Both factions have your basic rifle/militant and missile/laser. That's sensible. It's when we get into mid/advanced infantry that we have a problem, in my opinion

CORE ISSUE: Nod has Flame Troopers. Great! A classic, time-tested, flavor-appropriate Nod unit. Fills a very useful, commonly needed role. Problem is, now GDI fills that role as well. Shockwaves are a functionally identical unit. They have become almost universally recognized as a mainstay of GDI decks. They've taken away that advantage from Nod - an advantage that they've always had, game after game. Flames now have "nothing on" GDI. Their thunder is stolen.

Moreover. Scarabs might look like a one-up on GDI, an advantage they don't have. Except that Scarabs are easily dealt with by players with a little experience. They're nowhere near as competitve as the powrful and useful Jump Jet Trooper. So where's Nod's powerful, efficient, competitive anti-vehicle (Hand of Nod) infantry?

Chem Warriors. Almost just a redundant Flame Trooper. Don't get me wrong, they have alternative uses, but special attacks aside, they do the same infantry-melting thing as Flames.

Nod lacks flexibility, at least compared to GDI. GDI has three powerful anti-infantry Barracks units: Shocks, MG Squads, Snipers. AND they have Jumps, which are what Attack Bikes should have been - murderous little highly mobile anti-vehicle harassers. GDI's Barracks saturates nearly every counter, every role, with multiple infantry units. While Nod's Barracks lacks a proper anti-vehicle counter-infantry outside of the Laser Squad. And it's character-appropriate, lore-friendly classic infantry-melting specialty has been stolen.

I don't honestly know what could be done to fix this - I'm not a dev! Lol. I personally would have voted against Shockwaves being added in the first place - maybe they could have been functionally different from Flames? I know a lot of highly meta GDI decks rely on shocks now, so I wouldn't want to take that from them as it is. But I don't think limiting a factions arsenal/capabilities is a bad thing. I think it should be done to preserve flavor. Nod should feel different, play different from GDI. They shouldn't have a unit for everything, an identical unit to match the other side.

I'd like to see more Hand of Nod units, units that give them their character back.

Sorry for the exhaustive post - thanks for your time! Would love to hear feedback, especially dev feedback. Rock on devs, thanks for a fun game!

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