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Anonymous's avatar
Anonymous
7 years ago

Upcoming Game Balance Changes

Hey Commanders. This is Greg Black, lead combat designer for C&C: Rivals. For those of you who don’t know me, I’m a long time C&C fan and designer. I previously worked on Red Alert 2: Yuri’s Revenge, Generals, Zero Hour, C&C 3, and Red Alert 3, and more recently Starcraft 2. But enough about me, let’s talk about Rivals.

We are currently learning a ton about the state of the game’s balance and are looking to make some high-impact changes in the very near future. Before we finalize our first Pre-alpha balance patch, I wanted to give you guys some heads up as to what we’re looking at.

Currently, we’ve focused our sights on:

- Nod is currently doing too well against GDI in cross-faction play. We have several theories on why this is, but we are still actively investigating it and haven’t reached any firm conclusions yet.

- Double Harvester openers are overly strong and too difficult to punish. We will be looking at potentially tweaking the economy ramp to make this less viable as well as increasing some of the “punishment” for losing a harvester.

- GDI Sandstorms are too difficult to counter with low-cost infantry. The Sandstorm’s high rate of fire make them overly efficient at countering enemy infantry. We are likely going to nerf the Sandstorm’s damage vs infantry to address this.

- Nod Flame Troopers are overly effective against light vehicles. GDI doesn’t have a ton of units to counter them at low levels that aren’t also infantry or light vehicles. Decreasing Flame Trooper damage vs vehicles will make the Nod Buggy and GDI Rhino more effective counters against them.

- Nod Cyborgs are overly efficient for cost and difficult to counter at lower levels. We don’t necessarily believe the Cyborgs are too strong per se, but rather that they are too inexpensive and easy to spam. There are also some second-order counter relationships (i.e. the things you can build to kill the Cyborgs are easily dealt with by Flame Troopers & Drill Pod) that we are concerned with as well.

-Tech Lab / Temple of Nod (Tier 4) units are generally a bit too inexpensive. Our intention is not for games to turn into Tier 4 Epic spam, but we do want Tier 4 units to feel powerful and meaty. Right now, we think either the economy is ramping too much or the Tier 4 units are just a bit too inexpensive. Expect some cost tuning on them in the near future.

It’s awesome to finally have real players in the game. Expect balance changes to be coming fast and often as we absorb all your feedback and analyze the incoming data. If we’ve missed things you feel are important, let us know in the forums, Twitter, Discord, etc. During this early Pre-alpha period, you truly have a chance to shape the game alongside us. Your feedback and participation are invaluable as we tune and balance the game, and our goal is to make it as fun and fair as possible for you.

“Follow us on Twitter @CNCRivals for the latest news, tips, tricks and videos of the game: https://twitter.com/CnCRivals.”

-Greg and the C&C: Rivals Combat Team

25 Replies

  • ClearyMonkey's avatar
    ClearyMonkey
    Seasoned Newcomer
    7 years ago

    Thanks Greg and team.

    The updates/tweaks make sense. Things are ramping up nicely. 

    In the future, would love to see a visual skin to make the game look like the classic C&C and Tiberium Sun.  Help us fans who are really nostalgic get into the game even more. 

    Thank you. 

    Btw:Was joking with a buddy who was going to E3, asked him to get a picture of Command & Conquer if he saw anything (not knowing about Rivals). He jokingly said yes and a day later sent me a pic of the C&C Rivals banner and was freaking out that I called C&C being there. It was a funny moment.  Thank you. 

  • JadeXyan's avatar
    JadeXyan
    7 years ago

    Snipers are an okay counter but too high in player level and they need to either be cheaper or do more damage since they actually do less damage than riflemen of an equivalent level, the range helps a lot, but not enough at 5x the cost and less damage, they aren't the confessor equivalent GDI likely needs, especially given how limited they are in their targets.

  • Anonymous's avatar
    Anonymous
    7 years ago

    The biggest reason I see GDI struggle against NOD is because GDI has no anti-infantry infantry, at least until level 12. Especially considering the NOD Cyborg and confessor are tier 4 infantry units that most player get early, and why I especially thing cyborgs are so strong vs GDI. With flame troopers and flame tanks to easily counter standard infantry, cyborgs become too strong for GDI, with only vehicles (ground or air) providing any serious counter to infantry.

    That's just what I've noticed playing either side. As NOD, get out cyborgs and flame troopers/tanks, or cyborgs and confessors, and keep them paired up. Cyborg handles any vehicle, other things handles infantry.

  • Anonymous's avatar
    Anonymous
    7 years ago

    I agree Nod is way to overpowered in this game, the flamethrowers are ridiculously strong and the damn rock thing kills everything so fast when using gdi

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