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There's no question it doesn't really make sense - but this is a game, first and foremost. And currently the mechanics of it are based around the Harvester as is.
Destroying harvesters is, currently, a problem for the opponent but thank fully doesn't just end them. As it is if they go double harv - and you use the early advantage to get up on them. A Tank and something else is often enough to shut them down. It doesn't matter if they're free at that point - you can park your own harvester on a pad and finish them off at that point
Plus - the way the game is going now - if rebuild wasn't free - you wouldn't even SEE the tech units. May as well not even be in the game at that point.
Just being half decent - not good, not great, just 'okay' - I can see there isn't really anything you can change about the harvesters without changing up the whole game.
But - looks like they're playing with some new tournament idea - this could be one!
@PremierVenoth i would love some new game modes. No free rebuild, no nuke, no free tiberium... etc.
- 7 years ago
@AlphonseDisciple wrote:@PremierVenoth i would love some new game modes. No free rebuild, no nuke, no free tiberium... etc.
That would certainly make things more interesting.
- 7 years ago
I think it would make more sense if there was just a delay on rebuilding a second harvester Maybe 15 seconds after it is destroyed. This would help balance out the players who just constantly spam harvesters and unless you block every square they're still able to get a tib advantage and roll out tech units because it takes so long to kill a harvester and when you do it's immediately replaced.
I've had games where I've countered a rush, taken the pads, got the first missile while killing their harvester 6-8 times and still lost because they can start spamming units I just can't counter with an aggro deck. When there are only two pads it's hard to avoid some delay.
- 7 years ago
@Trolloween wrote:I think it would make more sense if there was just a delay on rebuilding a second harvester Maybe 15 seconds after it is destroyed. This would help balance out the players who just constantly spam harvesters and unless you block every square they're still able to get a tib advantage and roll out tech units because it takes so long to kill a harvester and when you do it's immediately replaced.
I've had games where I've countered a rush, taken the pads, got the first missile while killing their harvester 6-8 times and still lost because they can start spamming units I just can't counter with an aggro deck. When there are only two pads it's hard to avoid some delay.
I like this. A delay would be cool too.
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