Forum Discussion
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.
@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_Avinash6 years ago
EA Staff (Retired)
The team is looking into the iOS 13 & Scavengers issue. I've also requested them to check for Vanity items. The other bugs you've mentioned here and your suggestions on Harvesting and Tech Labs along with @Marine_CorporaI 's feedback has been sent to the devs.
Possible to share a screenshot or video grab for this? - The avatar sometimes moonwalks in one place
- TegliG6 years agoNot applicable
I confirm the iOS 13 issue. Unfortunately, my Android phone died two days ago, so I went back to an iShitPhone 6S. The game is unplayable and the battery is depleted within 15 minutes. I won't reach Tiberium this month ☹️
There was no problem under iOS 12.
- xMaksuss6 years agoNot applicable
There you go.
This vid shows that the avatars sometimes just slide all over the place.
Sometimes it's also possible to get them to walk in place, but that's not in this vid. I don't know how to replicate it either, but both bugs are linked to the avatar animations, so their animations should definitely be looked at.
Also, while we are at it: can you either remove some of the pinned topics on this forum, or give someone permission to do so? They have been pinned since forever for no reason at all, and nobody is able to remove them.
ALSO also, tell the dev team to finally fix tech units/ techlab, its just ridiculous...
Just copy this suggestion and send it to the devs:
Rebuilding your SECOND harvester on the field costs 30. Rebuilding your first harvester is still free.Explanation: Even when you destroy multiple harvesters, it doesn't stop tech units from being build, since the tech user can just build new harvesters for free over and over. By adding a cost to the rebuilding of the second harvester, teching will only work if you manage to actually defend your harvesters.
Why is the first harv still free? Well, in the case that you get rushed and loose your single harvester, it should not be an instant game over, and room for comebacks should be given. Without a cost for the first harvester, aggro decks are unaffected and can play just like they used to, but with the cost for the second harvester, they can now focus more on harassing those, since now destroying them actually matters.
In case you don't understand what I mean by "second harvester", here is a scenario to better understand it:
You build your first harvester, this costs 60. It gets destroyed. You can now rebuild it for free. You build another one, it gets destroyed, rebuilding is still free. Now you manage to get your second harvester out on the field, this costs 60. Now they both get destroyed. Now you rebuild them both - the first one is free, but the SECOND costs 30 to rebuild.
"Second harvester" does not mean the second harvester you build, but redeploying a harvester while your first one is still alive.
If 30 tib is too low, increase it to 60. So if you protect your harvesters well, you get rewarded with tech units. If you can't defend them, you loose, since that's how this game SHOULD work. Right now destroying even 3 harvesters is useless, and you can't charge the missile fast enough before they get tech out.
Tib generation should also be reworked. Right now, at the end of the game, tech users have tons of money that they just can't spend because their units just never die, but they can't deploy more because they are pop capped.
How about decreasing the time needed to mine up a field by about 20%, while keeping the current tib income? This way tech users can get some tech units out, but can't just instantly replace their units once they actually get destroyed. And aggro users (1 harv players) basically never use up all their 4 tib fields. So this change would make tiberium more important later into the game, for both aggro and tech players.
I love this game, but fighting tech just makes me want to rip my hair out - it's 0 fun, feels completely unfair and even if I win the match, I had no enjoyment neither during, nor after it. Apply the changes mentioned above and the game will get 10 times better.
- EA_Avinash6 years ago
EA Staff (Retired)
Thanks for the video, @xMaksuss will raise this with the team.
I've changed the pinned post in our Game Information section to the recent patch notes.
Will copy your suggestion and send it to the devs for consideration 🙂