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Re: Harvesters should cost to rebuild period

They won’t fix the rebuild harvesters problem because that favors free to play players who are actually skilled 

25 Replies

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    7 years ago

    @governer7778 wrote:

    They won’t fix the rebuild harvesters problem because that favors free to play players who are actually skilled 


    What's with your negativity? The developers won't fix it cause there's few of them to work with. Right now the problem is not the tech but the way tech players abuse the system. You could spam as many harvesters as you want to push your way with powerful tech against players who don't even know how to properly handle tech. The harvester rebuild cost is a great idea to discourage tech and only use them as a last resort. Another way is that you when you choose one tech unit, other tech units will be disabled. Like lets say there should be no disruptor combo with zone trooper or sandstorm but can be paired with titan.

  • TegliG's avatar
    TegliG
    7 years ago

    Allowing a Disruptor to stand next to a Sandstorm is pathetic and not so hard to pull off if you can send endless waves of 10 - 20 cost units to defend the double harvester and delay the missiles a little bit. You have to achieve 10-20 seconds only and a techless deck can surrender.

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    7 years ago

    @TegliG wrote:

    Allowing a Disruptor to stand next to a Sandstorm is pathetic and not so hard to pull off if you can send endless waves of 10 - 20 cost units to defend the double harvester and delay the missiles a little bit. You have to achieve 10-20 seconds only and a techless deck can surrender.


    This is why you need to control the pads and harass the harvesters so you can beat a tech deck easily. You have to force a tech user to spend and defend his harvester.

    Suggestion for nerfing tech users is to provide a separate recharge timer for the harvester that's long as a commander's ability. The first harvester costs 40 instead of 60, and the 2nd one costs 80. Once you order the 1st harvester, the 2nd harvester's recharge timer starts. If you lose the 1st harvester, you can order it for free immediately. If you have 2 harvesters and you lost 1, you need to wait just like waiting to use Solomon's Ion cannon, then there's a revive price of 20 tiberium.

  • TegliG's avatar
    TegliG
    7 years ago

    Pretty hard to reach the harvester if the enemy is sending an endless wave of shock troops and jump jet troopers. So despite spending an incredible amount of Tiberium to defend, he is still able to pull off a Disruptor/Sandstorm combo before the second missile goes off.

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    7 years ago

    @TegliG wrote:

    Pretty hard to reach the harvester if the enemy is sending an endless wave of shock troops and jump jet troopers. So despite spending an incredible amount of Tiberium to defend, he is still able to pull off a Disruptor/Sandstorm combo before the second missile goes off.


    You'd have to destroy his units first. Make it apparent that you want to destroy his harvesters when in reality is that you want your enemy to waste tiberium in defending his harvesters. That's how I'd usually do it, I'd ensure that he has no units available to defend his harvester and when I'm attacking harvesters, I always bring an escort to any counter he tries to throw out.

  • Marine_CorporaI's avatar
    Marine_CorporaI
    7 years ago

    Harassing harvesters doesn’t always work. Some players are clever. They will just stall the missiles with cheap units like rifleman or talons and let you destroy their harvesters over and over without defending them until the tech lab is out. 

    Afterwards the zone trooper/ cyborg spam comes out and then you get the real heavies later parked next to them. 

    The harvester harassment strategy only works on inexperienced players in leagues below Masters. The experienced ones know that just spamming harvesters that are killed over and over will still get them Tiberium. 

    Try it one day. Don’t defend your harvesters. Just keep sending them out over and over again while sending sacrificial lambs to the pads to turn them yellow. You’ll see what I’m talking about. 

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    7 years ago

    Good point, its just that a 2nd harvester is free to rebuild. One needs to nerf it's free cost and apply a long recharge period. Tech is quite boring, majority of tech is vehciles, if you had something like grenadiers and shockwave troopers, you'd counter majority of tech.

  • Marine_CorporaI's avatar
    Marine_CorporaI
    7 years ago

    I love Grenadiers. Actually love when the other side is using them.  It’s a guaranteed win most of the time for me since my talons or venoms dispatch them easily. They are too expensive anyway. 

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    7 years ago

    Well, they're quite good against tech, sandstorms are one of the tech units grenadiers can easily knock over. How do you beat a tech user who spams sandstorms into your army? Your missile/laser squads are toast, but grenadiers are quite durable. If you get one of those units next to the enemy harvester and boost them, your enemy may as well kiss his harvester bye-bye. They're so fast at taking down vehicles!

  • Marine_CorporaI's avatar
    Marine_CorporaI
    7 years ago

    Lasers and an occasional tank or banshee to finish it off.  It’s pretty easy. Sandstorms can’t do anything to lasers. 

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    7 years ago

    @Marine_CorporaI wrote:

    Lasers and an occasional tank or banshee to finish it off.  It’s pretty easy. Sandstorms can’t do anything to lasers. 


    If there's 2 sandstorms, they can easily overpower 1 laser squad. Its quite ridiculous, it better to use 2 laser squads against sandstorms or one mutant marauder.

    Remember that I PMed you back regarding my mysterious looking replays, well here's the excel file of the replays, can't seem to PM the file as well.

    The excel is incomplete, as the GDI air units are still being compiled.

  • governer7778's avatar
    governer7778
    7 years ago

    Sandstorm mg combo is pretty unstoppable so is disrupter sandstorm with cheap tech lab you can pump out two pretty quick with dual Harv...seems if balance was the issue leaving it to skill the devs would have caught on to making tech so cheap it’s really ruined the game for a lot of people 


  • @governer7778 wrote:

    Sandstorm mg combo is pretty unstoppable so is disrupter sandstorm with cheap tech lab you can pump out two pretty quick with dual Harv...seems if balance was the issue leaving it to skill the devs would have caught on to making tech so cheap it’s really ruined the game for a lot of people 


    That I agree with wholeheartedly. 

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    7 years ago

    @governer7778 wrote:

    Sandstorm mg combo is pretty unstoppable so is disrupter sandstorm with cheap tech lab you can pump out two pretty quick with dual Harv...seems if balance was the issue leaving it to skill the devs would have caught on to making tech so cheap it’s really ruined the game for a lot of people 


    Maybe the sandstorm needs a nerf that relates to it attacking more than 1 enemy at once. Either of these two would work, friendly fire to any adjacent units or the sandstorm overheats and attacks itself alongside two or more enemies. The more enemies there are next to the sandstorm, the more it will take damage, sort of like how Yuri's mastermind takes damage if it controls one too many units.

    Whenever I encounter a sandstorm, I always try to flank it if I don't have the best counters to them. A tick tank sits on one side attacking the sandstorm while 120 degrees from where the tick tank is relative to the sandstorm, a banshee flanks it. So long as there's no unit between both Nod anti-vehicle units, the sandstorm has to choose between the two.

  • TegliG's avatar
    TegliG
    6 years ago

    My last match: I scout with war dogs. I see, that the first harvester comes out late followed by a second, so I block the Tiberium patch. I send a pitbull to block the second harvester, with success. No unit from the enemy, I keep charging with a second war dog. Takes ages for the pitbull, but the second harvester is down (ridiculously hard to kill a harvester with basic units). Still no unit from the enemy, but tech lab is built. Sandstorm is out. 1st missile is fired. He counters my missile troops with shock troops. Stole 2nd missile and sends 3 sandstorms to my base...WTF.


  • @TegliG wrote:

    tech lab is built. Sandstorm is out. 1st missile is fired. He counters my missile troops with shock troops. Stole 2nd missile and sends 3 sandstorms to my base...WTF.


    I think the current consensus is that charging the pads flawlessly is way more important than destroying harvesters. I know, it's easier said than done.


  • @Mister_Crac wrote:

    @TegliG wrote:

    tech lab is built. Sandstorm is out. 1st missile is fired. He counters my missile troops with shock troops. Stole 2nd missile and sends 3 sandstorms to my base...WTF.


    I think the current consensus is that charging the pads flawlessly is way more important than destroying harvesters. I know, it's easier said than done.


    I recently changed my gameplay and it has been working. I get the first missile and then instead of going after their harvesters, I go after their base. This causes them to have to defend it with their cheap units and it stalls their tech much more than going after their harvesters. 

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    6 years ago

    @Marine_CorporaI wrote:

    I recently changed my gameplay and it has been working. I get the first missile and then instead of going after their harvesters, I go after their base. This causes them to have to defend it with their cheap units and it stalls their tech much more than going after their harvesters. 


    Well, then why not pressure them at all ends... I bet you'd get a lot more early surrenders. Attack their base with a unit that's not anti-structure, attack their harvesters with anti-vehicle and charge the pads. Bonus plus if your account name sounds terrifying or aggressive.

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    6 years ago

    Who knows, it's only an intimidating factor. Its more on the fact that a name that sounds scary might demoralize the opponent especially if the player is skilled. I mean you wouldn't want to play chess with a bear do you? Even if the bear knows how to play chess or would just smack the board and straight up chase you.

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    6 years ago

    Who know, not everyone is afraid of the same thing. There are people that are tougher than others, and some are like cowards that surrender immediately if things go wrong. I have 2 accounts that probably represent my soft side and my brutal side. Other than that, both accounts usually do the same thing. If I play on one, I play on the other afterwards. Its just the way I'd choose when goofing off in a match. On one I could be aggressive, on the other more stupid, like spamming units at their counters.

  • TegliG's avatar
    TegliG
    6 years ago

    Yes, it is true, that you have to keep the pads charging all the time. The problem I see nowadays is that you cannot beat a tech player, but the tech player can beat himself with loose tactics. Of course, I am a n00b, so do not take me granted :D

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    6 years ago

    @TegliG wrote:

    The problem I see nowadays is that you cannot beat a tech player


    Well, I guess you have to fight fire with fire. I did manage to do tech on several occasions, and all it takes is two harvesters and a scarab guarding them. Most players can't successfully counter that. You'll either have to pressure his harvesters or his base and the pad; maybe it could be all 3 at once. There's no other way to beat tech without striking his harvesters, unless one uses tier two units, focuses on one target at a time and attempts to hold the pad as long as he can. These are non-tech units that cost 40 or more tiberium, like mutant marauder, banshee and razorback.

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