Forum Discussion
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
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 🙂
- Marine_CorporaI6 years agoNot applicable
Plus 1000 on the tech. The game has taken a downwards turn since the tech lab was given a discount. Just look at players from Masters and below. The majority of decks have 3 or 4 tech units. That has to tell you something.
If the second harvester is never free and always costs an extra 30 Tiberium, the game would be fixed like said in the post above.
- Hizsoo6 years agoNot applicable
I've figured out that Nivmett have a strong bias against rushes from other strategy games, but you guys are also stuck with this mindset, that losing your harvester is so bad.
Lets say that someone starts the game with a harvester rush and makes 2x 40 cost JJT to do it. He gets the harvester, but than I follow up with Shockwaves or Snipers. He got 80 tib from the kill bounty and have 80 tib worth of troops that are useless for a while and just occupy population slots. He wanted those JJT squads and I want to mess him up, while he have them.
If such thing, as killing your harvester happens later on in the game, your opponent can easily follow up with something, that is good against your defending troops and snowball off of the harvester kill. I'm not gonna lose the game, if overleveled bikes are swarming my harvester, but I can lose it, if the huge harvester bounty makes the Avatar come out faster. A harvester kill is not supposed to speed up the economy, it should be just an option for punishing the opponent. Mostly tech players are who go hard for harvester kills and reducing the payoff could discourage them from doing it. It is not mandatory to rebuild your harvester. You can rebuild it whenever you want and agro decks can play without a harvester for a while.
I don't even want harvester kills to be efficient, against someone, who is on 1 harv and puts up a reasonable defense. I'm kinda biased towards agro play, but that is the closest to being balaced. It is better to use it as a starting/reference point and keep optimizing it.
I suggest 20 rebuild cost for all harvesters and 30 kill bounty. I could put together some economy change suggestions (not only about harvester), but it would be nice to have someone supportive around and not just biased idiots.
- xMaksuss6 years agoNot applicable
You see, we are going in completely different directions. I actually ENCOURAGE tech players to go for harvester kills to get their tech out faster. You are not guaranteed a harvester kill, but if you manage to pull it off, you get closer to your strong units. High risk, high reward is the motto here. So actually, the reward for destroying a harvester should be kept the same and not decreased at all.
What I absolutely want to DISCOURAGE are tech players who just sit back and rely on their 2 harv income, while just stalling the missile as good as possible. Why even defend your harvesters if you can just rebuild them for free anyway? This is why a rebuild cost is needed. A player who wants to stop the tech should be able to attack the harvesters and should actually be able to accomplish something. He did actions against the double harvesters, so he should be rewarded - by not having to fight stupidly strong tech units.
But what if aggro players kill the harvesters with the current system? Well, nothing happens. The aggro player gets tib, tib that he doesn't even need, while the tech player can just rebuild a harv for absolutely free, saving up for his tech more. THIS is why a harv rebuild cost is needed. I said 30 in my post above, I now think that's too low, make it the full 60.
Your idea of adding 20 tib rebuild cost to ALL harvesters, even the first one, will make rushing an auto win if you get the harvester kill. In the early game, tib generation is very low (in case you didn't know, tib generation ramps up over the game), and paying those extra 20 for someone without any tib left will most likely just make him loose.
@Hizsoo wrote:A harvester kill is not supposed to speed up the economy, it should be just an option for punishing the opponent. Mostly tech players are who go hard for harvester kills and reducing the payoff could discourage them from doing it.
A harvester kill should do BOTH! Risk loosing units in the process, but if you succeed, you get your good units out faster. And if he is double harvesting, halt his income for a bit.
@Hizsoo wrote:I don't even want harvester kills to be efficient, against someone, who is on 1 harv and puts up a reasonable defense.
That's why the first harv stays free. So single harv players don't get punished. Sure, the tech player (the attacker, in this case) gets his reward, but that is the fu***** point... he risked loosing units, got the harv kill, and therefore should be rewarded. And if you say "puts up a reasonable defense", well then the attacker obviously lost lots of units in the process, therefore making the loss higher than the gain for the harv kill.
Summary:
Tech players who aim for tech units by destroying harvesters actually do something to get to their units, therefore should be rewarded - by recieving the nice 80 tib, IF they destroy the harvester cost-effeciently.
Tech players who aim for tech units by sitting back, enjoying the view and double harvesting, should be punished if their precious harvesters DO get destroyed - by having to redeploy the second harv to the field for 60.
Aggro players who aim to halt enemy production and are attacking the harvesters should be rewarded - by ACTUALLY HALTING the enemy production.
Aggro players who fight tech players and just sit on the pads and hope for the best should be punished - by their opponent getting their tech out because nobody was there to stop them from doing so.
All this can be achieved simply by adding the above mentioned rebuild cost. Your suggestion will cause a lot of problems, especially with rushes, and double harv tech is still not punished enough. In addition, it would make the game more stale actually, since tech players don't attack the harvesters anymore (their goal is to get to tech, not to stop you from getting to yours), making the game more boring, and games against aggro decks will end in a surrender more often, since even a few harv losses can cause you the game.
So you get no support for your suggestion from my side. Might change that however, if you give some economy change suggestions, because for those I actually don't have that well thought out ones. I only have "decrease tib income later in the game moderately, increase it in the early game by a tiny bit", or "tib fields have halfed maximum output, therefore the maximum amount of tib gained from your 4 tib fields is halfed".
- Hizsoo6 years agoNot applicable
When the game is about running around harvesters is pretty awful, with the hex tile movement of the game and I consider it as a problem,
just like Clash Royale should move furher away from when bridgespam was always the answer.
I think I keep my opinion about this to a new post.
Harvesters kills being a high risk? It is kind of a funny thing to say. It is a relly linear thing to do and don't require much skill. It is easy on some maps and harder on others. If you don't want to charge the pads on a map with 2 pads, there can be little risk in harassing the enemy harvester. If that is the nature of harassing harvester in this game, than make it more linear with less payoff.
There should be ways to encourage intaracting with your opponent in a PvP game. I'm not that sure about this, but having units in the game, that are strong against all unit types, is rather the answer against this.
- xMaksuss6 years agoNot applicable
The high risk lies in investing into a harvester rush, but loosing all your units without getting the kill. This throws you back a lot and your opponent can counter, destroying your harvester.
Having units that are good against everything is anti-fun. You feel like there is nothing you can do once those are deployed. Currently, tech kinda feels that way, not 100%, but quite like that, and you don't really have options to stop them. Even killing 3 harvesters does nothing, and tech units get deployed anyways.