@aymanh93
I'm with you on this. If I'm going to pay $$$ that's close to the cost of a console/ PC game, I'm just going to go play a PC/ Console game. That's also my limiting criteria for mobile games. My spending should never exceed that limit. This is clearly personal to me and I don't expect others to follow.
That said, I'm fine with the limitation placed on me as a player who does not plan to pay heaps of $$$ to even the playing field. What this means is i don't get to binge play (thankfully) and am limited to the 10 or so attacks I get each day. I'm not in any rush to get to be first to the top of the hill and am alright with this sort of progression.
Now, whether players like me benefit the game's ecosystem is probably another discussion altogether.
Personally, I feel that for a game to be successful, it has to satisfy 3 demographics of players
1) the completely free to play players
2) the casual payers who don't mind spending a buck or 10 bucks through their gaming life span
3) the true competitive players who don't mind splurging in the $100s for a game.
@BattaIia said it right.. "Stop playing after your bounties are done because the game doesn't reward you for doing so." and this works for me.
To better understand your plight, @aymanh93, how many losses do you have to chalk up to classify it a 'losing streak'? I've definitely lost a handful of battles in a row but i usually just stop after and move on to another game.
I believe the main error is assuming that C&C will stick to the same RTS formula. I loved the series and it was my intro to RTS back in the day of the original and R.A. I still have imprinted in my head the voice "Ion Cannon Charging" and am glad they used back similar sounding vocals in GDI. I am however welcoming the changes as I've always been curious about the gameplay Rivals is currently about so this helps me to give it a try on a more mangeable level and not be slaughtered by the pros. I think it's a good twist of the old system and also being aware of the current gaming landscape.