@Marine_CorporaI wrote:
@EA_Avinash
The game on IOS 13 is broken. The graphics fail on the Tiberium patches. After a few games, the battery gets extremely hot and the game stutters. This is on a new IPhone XS with better graphics and chips than older android phones have. It has been reported over 4 months ago and nothing was ever done.
The ability to purchase skins, emotes, etc is no longer there.
Scavengers allowed on game modes with no harvester have been reported in the past but still remain.
The balance issues need to be addressed. It became unbalanced and extremely tech heavy after the discount to the tech lab was applied. Just look at all the games from Masters and below and you will see how fast tech comes out. It comes out now sometimes before the first missile or directly after it where previously it only came out close right before the 2nd missile fired or directly after it if you managed to get a 1 to 1 tie after 2 missiles. There is absolutely no reason for the tech labs to get discounted while other factories do not unless favor is given to tech units.
1) While I have no problems with graphics, my phone does indeed get very hot, so I also want this to be optimized.
2) Why the skins/emotes are not returning to the shop is a total mystery for me. I had 2k diamonds saved up at one point and I would have gladly purchased 1 emote pack. Just bring the shop items back, they are already implemented, how hard can this be?
3) I might be mistaken, but when the event with no tib generation first launched, scavs were indeed disabled. But then something went wrong and now they are enabled again. This needs to be fixed.
4) While I agree with you that lots of stuff is unbalanced, especially tech, I actually like the cost reduction mechanic of the tech lab. However, this system favors tech decks more than aggro decks with 1-2 tech units, so here are 3 ways to fix it:
1: Make techlab 180 tib, but reduce the cost by 40 for each building. This way 3-3 players will pay a bit more for the techlab, while players who use all 4 buildings still pay the same amount. This solution is the simplest one, but far from perfect. But it would be a small step in the right direction.
2: No clue how often I already brought up this idea: Make rebuilding the second harv cost 30 tib. This way if you are double harvesting, but loose your harvs constantly, you actually have to pay to rebuild them. The first harv stays free, so you only have to pay 30 extra tib once you want to rebuild your second harvester. I could explain a bit better how I imagine this to work, but I wrote it down in this forum so many times already that I'm getting tired of it.
3: Combine 1+2.
Another point from me: Bugs, bugs, bugs. There are a LOT of bugs to be fixed. Examples:
- Razorback does not deal damage to units directly below it
- The avatar sometimes moonwalks in one place
- Like mentioned before, scavs are enabled in the event that clearly states that they should not be
- When a scav member dies and the squad is ordered to turn around, the model of the lost unit is wildly flung around before disappearing
- Artillery still doesn't target units correctly
- In one patch, attackspeed of zones/cyborgs got doubled and damage halfed to make them clear squads faster. However, this got reverted. What did not get reverted was their standard attack pattern - before they would shoot one at a time, taking turns and having an equal delay to the other squad member, now they both fire almost simultaneously, making them even stronger.
And don't even let me get started on balance issues; bikes, fanatics and mammoths have been broken since forever.
@EA_Avinash , are you reading this?