@AlphonseDisciple wrote:
- Why is there only one game mode? It’s literally the exact same thing over and over and over. It’s repetitive and leaves no room for replay value.
Currently there is only 1 game mode, but they are toying with more. We are only just a couple months past release, so give em some time.
@AlphonseDisciple wrote:Why such a small playing area? I would prefer a larger battlefield. Now I understand that it’s a mobile game. But there are tons of mobile games that require scrolling the screen.
There are tonnes of bad RTS games for mobile that involve screen scrolling. It's just not competitive on a phone device to have massive maps. Imagine fighting in the middle and getting a "your base is under attack" notification. 15 seconds of furious screen swiping to see it was a rifleman scout, lol. Don't expect Rivals to try to compete with starcraft and the other big RTS games for big 30-1HR games. It's supposed to be a quick skirmish.
@AlphonseDisciple wrote:
I personally dislike the whole control the nuke aspect of the game. I prefer to just attack the base style of gameplay from the old school games. I think it’s ridiculous that one side can control the launch pads for 97% of the countdown and then the other side can drop a lucky or we’ll timed ion cannon and steal the nuke. Also, what’s the point of upgrading our commanders to get additional base health if 2 nukes destroy you no matter what? A level 1 commander or a level 10 both are destroyed with 2 nukes. Shouldn’t upgrading make more nukes be required?
Attacking the base and winning is a legit strategy. Also commander level determines harvester HP. So if you think you will never be base raced or harvester harassed, feel free to neglect your commander levels. As for the nukes, they were put in because without them the game is build 2 harvesters, then harvester defenders, then sit back, hit tech, and whoever brought the right tech wins. It's... not fun to say the least.
People in the discord love suggesting it, and then playing "no pads" in a friendly game... and then both agree it wasn't fun. and never try again. But hey, feel free to stop on by the discord and find someone who is yearning for the same thing and give it a try =)
As for the 97% charge then steal, that is one of the "comeback" mechanics to prevent a single bad exchange from snowballing into a defeat. You see it so many times in competitive RTS games, the first engagement determines the rest of the game if the other guy then simply plays it safe. This gives the underdog a chance to squeak out ahead through strategy rather than economics.
@AlphonseDisciple wrote:i don’t like being confined to 6 units. You can try to balance your attack as much as you want, but there is NO setup that’ll protect you regardless of what the opponent comes with. Especially if you don’t know if they are NOD or GDI. If I’m going to be confined to only 6 units, I should at least be allowed to say “only match me with GDI opponents.” This way I can build a 6 man team around combating those units.
factions provide dynamics rather than "Green army guys VS Tan army guys" Understanding what the other faction can bring and learning how your deck reacts to that is much better than a handicap of "I only wanna face GDI with this deck." If you want to be sheltered because of your deck choice, then alliance friendly battles or custom battles are the place to do it. But ranked ladder is not. That is supposed to be where you bring your A game. (Even though currently there is no reason to bring said A game)
All that said, I personally like the deck building style. Provides flavour to the game rather than marine vs zergling, or zealot vs roach, etc. Do you want rifles for quick scouting? Or Shockwaves for their staying power, but sacrifice the early game? Decks make playstyles and combinations important, rather than who can play GDI better with all the units. 2 GDI decks can be so different they don't have the same units even.
@AlphonseDisciple wrote:And speaking of double medals, the change to challenge matches is total BS. Since we don’t get double medals from them anymore, it just sucks. I work my butt off to defeat a tougher opponent and Alli get is double XP? Trash. Give me the medals. So I can progress and get more gold. Since the change, challenge matches are a total joke.
Current CB is MUCH better than the old style. But better than crap doesn't have to be much better unfortunately. 1 EXP would be better than old system. But 1 EXP or 500 EXP is still pretty meh of a reward for winning. But CB's aren't really about winning, and more about the safety net for losing. Sure, they could sweeten the pot a little bit, but if you lose, the only thing you lose is your time, not your progress.
Medals are SO bad of a reward for CB's. It's like "Oh, that +2 level difference wasn't hard for you after all, hm? Okay. Here, try these guys, they are better at the game AND have the same level advantage? Hows that?" Your matchmaking is directly related to medal count. So winning +75 medals would boost you almost half a matchmaking bracket from one game. Was brutal, and was constantly forcing players above where their unit levels could support them. And even to this day, players want it back.
@AlphonseDisciple wrote:The Titan is just flat out too powerful. It’s absolutely ridiculous. The Titan can defeat basically all ground units in one or two shots. And when it’s combined with Zone Troopers, no air unit can get to the Titan. It’s such a cheesy crappy combination. Especially since the air units can’t take out the Titan fast enough before the Zone Trooper takes out the air unit.
You can stave off tech units with non-tech units, but you have to play smart. JJT/Air counters for titans, shocks/flames for zones. But tech is in a league of it's own. It's mostly hard countered through other tech units. Titans and zones VS Cyborgs and confessors? Titans and zones get whooped. And that is why tech is hard to play. It boils down to whoever brought out the correct tech option wins. So most aggro style decks avoid facing tech by using the nukes to end the game before they can come out. See how all these things kinda work together and are interwoven now?
But if you wanna be that guy, then;
Titans are weak to: Rocket/Laser squads, Jump Jet Troopers, MG squads to a lesser extent, and anything that flies. Special mention goes to Rockworm, Zone Troopers, Cyborgs, Kodiak/basilisk, etc.
Zone Troopers are weak to: Rifles/Militant squads, Shockwave/Flame Troopers, snipers, mg teams, chem troopers, and scarabs. Special mention goes to confessors, flame tanks, disruptors, widowmakers and wolverines.
I'm sure I'm forgetting something, as well is not taking commander powers into account, and you could argue artillary/juggernaughts are counters to both units, but we could argue this on and on. I'm not an expert on tech units, nor do I intend to be. However, I know how to handle each one for a limited time with my aggro decks. Not to say I win every game against a tech deck, but I'm consistent. Needless to say, there is a hard counter to every unit in the game, whether it's a mammoth tank or an avatar.
The REAL question is which of those tools you are going to bring with you into battle, and which you leave behind.
@AlphonseDisciple wrote:The Jump Troopers are also too powerful. They can move super fast and can take out vehicle too easily. And the units that are able to take them out can’t match their speed. It really sucks.
JJT cannot attack air, and are pathetic vs infantry. Also, a JJT squad struggles against a tank that doesn't want to sit there and let it kill it. Stop trying to chase fast units down with slow units and force them to come to you with counters at the ready. JJT are powerful, yes. But even a short exchange of shockwave/flamer/venom/sniper/chem fire will reduce their effectiveness quickly, and they aren't the cheapest unit to replace. Also, while a JJT may BEAT a rhino/buggy, doesn't mean it's a good idea. I'll trade a rhino/buggy any day of the week to reduce a JJT squad down to 2/1 members. Once their member count goes down, their threat is cut down significantly to the point you can even just let them live and eat up a pop cap of the enemy. JJT also struggle against taking and holding pads when the nuke is going critical. If it's a vehicle, they don't do badly, but if the enemy has an infantry unit there, their 50 tib jjt will melt and hardly contest for long. JJT are good, but I wouldn't argue too powerful.
@AlphonseDisciple wrote:Why cant tanks and rockets and such take out infantry? How does it make any sense that my Pitbull can’t kill a group of guys with rifles. What level of combat does a mortar or rocket not kill a guy walking?
Do you really want to bring realism into the argument? Why does NOD have lasers? Why is there aliens? Why is there magic green crystals that you can trade for people to go fight to their deaths? It's a game mechanic. Just think of those 5 riflemen representing 50 riflemen. You will kill em all, but it takes time.
Or would you rather they make the game an RTS version of ARMA where you just spam rifles and win because they come with grenades, anti-vehicle weapons and understand how to point their guns at the sky?
@AlphonseDisciple wrote:Maybe I’m crazy, but I feel like the game won’t let you keep winning. Once you hit a decent streak, the game is going to start giving you really crappy matchups. It’s very rare that I can tear off 7-8 in a row without getting a really bad matchup next.
You aren't crazy =p Streaks give double medals. Medals are used to determine your matchmaking. A sudden influx of medals means your matchmaker suddenly goes beast mode on you. Now you are losing medals down to where you belong. This is another reason challenge battles were changed. Remember, at the end of the day, this is a pvp game. As in, a real person has to win and lose in every game. So for it to be balanced, you should win every other match, and lose every other match, or some combination that at the end of the day adds up to 50% win/loss. However, use humans don't like that concept and instead thing we should always win. And you are correct in stating you stand a chance of winning every game. But problem is, we aren't perfect, we make mistakes and we lose. It's a natural part of the game. If you can hit a streak at all it's a sign of you doing things right. So learn from the games that end your streaks rather than the games involved in your streaks.
@AlphonseDisciple wrote:
Two other things I forgot...
I hate are the cool down period for building units. If I have the money to build it, let me build it.
1. Ever played a match where your entire screen is filled with wardogs or drones or riflemen? Can you imagine it? 100 tib to start, 30-40 for the building and then just spam the cheapest unit? That is what every game would devolve into without the pop cap. It's also a tool to allow the underdog to get back into the game after a poor exchange. It's hard enough going against 2-3 tanks stacked, nevermind the next time you try the stack of tanks is at 7-8 against your 1-2.
A few key things to take away here: Harvesters count against you pop cap. So 2 harvesters means 2 less combat units on the field. No harv means you probably have a bonus unit on the field, but no income. So there is some tactical thought into it. Another thing is getting rid of almost dead units, and not killing almost dead units of the enemy. When wardogs were in every match I would kill them all except 1 member and move on. 1 Wardog isn't going to be a threat to anything. Then by the time the first nuke went critical I would send out some bikes or a tank and just clean them all up for an easy first nuke. On the flip side, keeping almost dead units is great when the nuke is critical, but once it goes off, throw them away to free up pop cap for better units. Don't be afraid to let your harvester die on the 3rd nuke, you don't need income when you have won, and don't be afraid to identify that you have enough income, so it's time for the harvester to sit on a pad so you can have more combat units at the front. Plenty of depth to work in
@AlphonseDisciple wrote:Also, what is the NOD version of the Titan? Is it supposed to be the Rockworm? Because the movement speed of the Rockworm is soooooooooo slow. The Titan should have that same super slow speed. Especially when changing directions and settling in.
It is the rockworm. Rockworm isn't the best unit, but it's got it's perks. When it unburrows, it damages every unit around it. So it can really do a number on infantry, and light vehicles just by showing up. Also, a rockworm will beat a titan 1v1. It will also beat a mammoth tank, or an avatar on equal levels. So it's a little awkward to use, and VERY focused on what it can do, but don't count it out just because it looks ugly and attacks rather slowly =p
Okay, that was quite the text dump answer for quite the text dump questions =p Feel free to blast away your counter arguments =)