Forum Discussion
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.
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.