Forum Discussion

xMaksuss's avatar
7 years ago

Why is this suggestion list of mine so long oh god I'm so sorry what have I done

Hello to everyone reading this for whatever reason. My name is not important and today (and the last 2 days), I was bored. Out of boredom I started to compile a list that consists of ideas, balancing changes and other random stuff for C&C Rivals. I just love this game and I would like to do my part of improving it. If you read through, you may find something that you actually like. If not, ok then.


In this list I have written down some things that I personally would like to change, or things which I think others want to be changed. This won't be stuff like "REMOVE P2W" or something, I will stay realistic. I will only go over things which actually have a chance to get into the game. These things reach from bugfixes, to simple balancing, to random new content ideas. It took me a while to finish this list since I wanted to include every single part I have to say about this game. Each point in the list will begin by a short description, followed by a longer one, but also an explanation on why this point is listed. This way, if you only want to read about the stuff you want to read about (or if you really have better stuff to do), just look at the beginning line of each new point.


For better understanding I have created 3 categories. Entries in the list will be sorted to fit a category. If you actually care about the game, the first one is for you. If you want to hear some good suggestions by both me and others, the second one will fit you. And if you want a good laugh (or you search for inspiration, idk), then read about the things crazy me came up with in the third category.


The first category, and the most important one, is "Essential". Things listed in this category just HAVE to be changed, no excuses for leaving them in the game! Entries here are most of the time bugs or annoying occurances (so I won't be jabbering about how OP certain units are here). Changing any of these entries WILL result in a better game, no exceptions. If the devs do not approach the points in this category... I will be sad. ☹️

Second category is "Worthy". This category consists of entries which, in both mine and others' opinion, should be changed. These things range from ingame balance to healthy adjustments to features outside the gameplay. When mentioning balance changes to units I will most of the times not use any direct values like "decrease HP by 10%", instead I will use the terms "slightly", "moderately", "greatly" and "massively". These terms are in ascending order, this means if I for example say "decrease HP moderately" it should be percieved as a considerable amount, but nothing too big, and if I say "decrease HP massively" it should be percieved as a very, VERY big change. I don't use exact numbers because I only want to give a general idea of the balance change, and not a strict order. The reader should understand the impact of the changes, but not the exact one. Figuring out the exact ones is up to the reader. I also can't just name a random number and expect it to work without having done any playtesting. The only exceptions when I use numbers are for the cost of a unit or the cooldown of its ability since the outcome of such a numberchange is somewhat predictable.

Third category is "Batsh*t insane". New commanders, unnecessary changes to already fine units, gamechanging gamemodes, sample text, and more! Read this category now for only $2,99 and recieve a handfull of sand for FREE! (WARNING: reading may cause desire to actually have these features, followed by feelings of incompleteness, sadness, rage, acts of violence, seizures, and finally, a painfull, painfull headache. Reader disrection is adviced.)

Ok, here we go:


1st CATEGORY: ESSENTIAL:

- Change Mammoth Tank air-attack animation: Some patches ago, the mammoth tank had this weird attack animation: it would shoot both barrels at the same time, but actually he has shot only one, and then the other one would fire, causing both barrels to move again. Luckily, this was fixed, and now we have a good cannon shooting animation. However, since some patches, the cannons of the tank will appear to be shooting even if attacking air. This is just a harmless visual glitch, but still, it's ugly, and should be fixed. (Note that before the cannons were fixed, the air attack was fine. After the cannon fix, the air attack wasn't fine. Someone messed up there big time.)

- Change Avatar weapon-swap and attack-start animation: Speaking of expensive units, when swapping weapons with the Avatar, or changing the state from "moving" to "moving and attacking", the animation looks clunky. It kinda snaps into its intended position before further animations happen. This "snapping" could be made more fluid. This is just a tiny inconvenience, but changing this may make the game just a tiny bit prettier. (Note: actual walk/attack/death animations are top)

- Change tick tank burrowed cannon-rotate animation: Some patches ago, the animation of the tick tank moving its gun while burrowed was realistic, only the gun itself rotated. But after that, once the gun rotated not only the tank ITSELF rotated, but also THE GROUND. I kinda get what the devs tried to do here, this way the side of the tank which looks like the front of a bunker (it kinda looks like that in my opinion) always faces the enemy. But still, it looks like the ground is part of the tank. It is even more ridiculous when it's a snowy map and the tank rotates on a launching platform, the whole snowy ground rotates with the tank, even doe there shouldn't be any! Since it's only visual, nothing too bad here. At least its not ugly, it just looks very silly.

- Fix bug of devisions of C&C TV snapping back to tiberium after selecting something else or after 2-3 games: This is just a tiny bug, but it is mildly annoying. If you select a devision other than tiberium in C&C TV, it will seem to be loading, but then it will snap back to the tiberium league. The desired devision then has to be selected again and only then it will actually change. After spectating 2-3 games the devision snaps back to tiberium league too. This is just a tiny bug, but my god, its so annoying. And it happens literally every time I want to spectate matches.

- Oxana and Jackson boost on invantry not working correctly: If you boost a single-unit-...unit, it's attackspeed increases by a percentage, right? Right. If you boost a squad-unit, it's attackspeed increases by a percentage, right? Well yes, but actually no. At first, actually none of the squadmembers recieves the boost. It takes a short time for the effect to finally occur. But after it starts, does every member get the boost? Again, yes, but actually no. Every individual unit should recieve the boost, this would result in the squad shooting faster, but still in the same order, just like before the boost, but this time at a faster rate. In reality, they start shooting out of order and then don't return back to the original one. Some shoot fast, some shoot slow, how does this happen, I really don't know. "Is this how it works? This is as intended?" The devs said yes, and so I was offended.

- Game goes into "SUPER-SAFER!"-mode after second missle: Now this may be just because I am stupid, but after some playtime on my iPhone 7 it drops the framerate down to maybe 10 and the game becomes barely playable. This often happens when playing for a prolonged time while also charging the phone. Normally I would't write this point down because I'm probably just dumb, but I still did, because I noticed that it happens ONLY after the second missle hits anyones base. This becomes frustrating if the whole match has been running smoothly, and then the last missle is about to be contested, and suddenly the game becomes barely playable. The next game is smooth again, until the second missle is fired. It literally never happens elsewhere. Maybe this can't be fixed and I should just get a real phone like the Nokia 3310.


2nd CATEGORY: WORTHY

GDI:

- Kodiak HP down moderately, damage to vehicles down slightly, damage to buildings down moderately, damage to infantry down greatly: Let's face it: the Kodiak is just stupidly broken right now. Not only can it destroy most vehicles in 1-2 shots, but it can also deal heavy damage to infantry, AND is hard to kill, AND can attack 3 targets at once, AND can destroy the base in no time! This is just too much. First, the HP has to go down either slightly or moderately, so that for example hammerheads, actual counters, who STILL struggle against it, can destroy it more easily. If I have a hammerhead defending my base against one of these flying monsters, I want this Kodiak taken down faster! The damage should be decreased only slightly, because it should still be able to deal with vehicles quite effectively. However, it still should be decreased because of it's ability to hit 3 tiles at once, and this ability should be embraced more, not the insane single target damage. Damage against buildings should be reduced moderately, since a single boosted Kodiak is often enough to take at least half of the base's HP, even if it has been attacked on its way to the base and uppon arrival there. Lastly, damage against infantry. At first I wanted to decrease it only moderately ( I hate it for oneshotting missletroopers... ), but then I remembered that it can hit 3 targets at once... So please... if 3 misslesquads, 3 infantry units that counter air, and a Kodiak, an air unit that does NOT counter infantry, fight eachother, I want the Kodiak to loose this battle.

- Sandstorm HP up moderately, damage down slightly: The unique ability of the sandstorm to target 3 units at once should be utilized more. Unlike the Kodiak the Sandstorm can also hit air. This way the Sandstorm can act as "a wall that shoots back". This, however, can become hard, since the Sandstorm has less HP compared to other techlab units. Increasing the HP will make it withstand 3 attackers for longer. Increasing the HP also fits the slow, but heavy armored style of the GDI. To compensate, the damage should be reduced slightly, so that it will not be favoured in a one on one fight with an anti vehicle unit.

- Sniper team cost down by 10: "What do you want? More health and damage? Well then, the shockwaves are perfect for you! But they don't have great speed or range... Hmm? What did you say? You WANT speed and range? Well then, take the snipers! But... you DO know that they take less hits and they also deal less damage, right? Oh, and... THEY COST 10 MORE!" Let's stop the discrimination of snipers and reduce their cost by 10 so they match their counterpart, the shockwave. Money shouldn't matter. Only the person itself should.

- Titan HP down moderately, damage to infantry down slightly: Slow and heavily armored, that's the premise for a standard GDI unit. With the titan... GDI just overkilled it. The titan just takes no damage even while under fire by 2 rocketsquads, and fires back with a punch. Even if it takes forever to reload (PRO TIP: shoot, reposition, shoot, reposition, ...), it still oneshots a missle trooper of roughly the same level, sometimes it even gets a lucky shot in and takes down 2 for the price of one. By reducing the HP moderately, it can be easier dealt with. I didn't choose greatly since the 150 tib cost should not be unregarded. Decreasing damage to infantry down only slightly and not moderately will allow the titan to oneshot underleveled infantry, but it will struggle more against enemies of similar level.

- Disruptor... note?: I will not suggest anything here, I will just tell a top secret ultra mega broken mechanic: the whole beam of the disruptor deals damage, so not only targeted units will be damaged, but also units standing inside the ray. You should already know that, but what most people do not know is that this also works for the enemy base: drive onto a tile directly next to the enemy base in such a way that you target a basepiece behind the basepiece infront of you. This way the beam should hit 2 basepieces at once and you will actually deal double damage. I counted the minimal shots required to destroy a full HP base using this method in a custom match. Turns out... 3. Combine that with the repairdrone or the attackspeedboost and... dear devs, is this balanced? I'm not reeeeeally sure about this one.

- Dr. Liang's drone cost down 10, Healing change to flat HP: Let's face it, when the drone is used on techlabunits, units which are already hard to take down, they become literally unbeatable. A titan against 3 lasersquads is healed faster than it can be dealt damage to. Meanwhile, the drone is sort of underwhelming when used on units with less HP. By changing the healing ray from %max HP to flat HP it can be used on cheaper units aswell. This change will make it less effective for heavy units, but they should have enough HP by themselves anyways. To make is actually viable on cheaper units the cost should be decreased by 10. This way it can be used in a cheap deck too. Sometimes people beat me with this strategy, and I am not even mad. I pay my respects to those who make this strategy actually work. But using it on techlabunits, combined with a jumpjetrush? ... No mate... Just don't.

- APC damage to air inscreased slightly, cost reduced by... no nevermind: Ok I WANTED to do something with the APC, but then I checked it's numbers and... it's fine. Don't touch it. Now I remember a funny story: I once was rushed by an APC. Like, my enemy build APC first. Like, what does this do? Like, is it supposed to attack my harvester? Like, doesn't it deal no damage to vehicles? Like, was he trying to hold the launchpad? Like, couldn't I just counter it with a tank? Like, ...

- please do something with the orca, I myself do not know what can be done to help it: The Orca had a defined role in the GDI roster, but everything changed when the Mohawk and the Orca Bomber arrived... They took its job! THEY TOOK ITS JOB!!!

Nod:

- Rockworm HP down slightly, damage to buildings down greatly, damage to infantry up slightly OR just Rockworm damage to buildings down greatly: I love spectating gold league. The plays that are made there are out of this world. You never know what's gonna happen. Who will win? Who will prevail? Is it the GDI with their advanced technology, or is it Nod with... erm... do you hear that? Oh...GDI base is being destroyed by a rockworm... Great. Ok, next match, and here we have a mirror match! It's Nod vs Nod! And we are seeing a ticktank-cheese! He planted a ticktank directly into the tibfield of the enemy aaaaaaand he didn't pay attention and his base got destroyed by a rockworm. Great. Well, next game. We have GDI vs GDI this time, we see harvesters being focused by 4 wardogs at once aaaaaaand his base was destroyed by a rockworm. I don't even know how this is possible, but this just happend. - All jokes aside, the fact that a rockworm can just dig under every single threat and attack the base directly is sort of unfair. It does not deal that much damage to buildings compared to most units, but the fact that it is so easy to get to the enemies base makes it dangerous, especially in lower leagues where players just keep throwing rockworms at the enemy base. And their enemy sometimes even tries to defend with the correct counters, even good counters! But it's still not enough and the base goes down to the rockworm. Now, in higher leagues the rockworm baserace is no issue, but in lower leagues, where players are still learning how to play, this may feel very bad for the receiving player. Some may even quit just because of this strategy out of frustration. To change this, the damage to buildings should be reduced greatly and the HP should be reduced slightly to allow for better defense of the base. To compensate these changes, damage to infantry should be increased slightly. Either these changes can be applied, or simply reduction of damage to structures. If possible ( I don't know if this is actually possible because I don't know how the game is coded ), leave damage to non-base structures the same (obelisk of light, gunturret), but greatly reduce damage to the actual base.

- Flametank HP up moderately: Some time ago, the flametank did what the rockworm does today: just wreck the enemies base. This was changed by reducing its HP moderately, its speed moderately, but also its costs to compensate. The problem of the baserace was over, but the flametank wasn't really a good unit after this anymore. I suggest to increase its HP moderately, but not higher than the value before the previous HP reduction. Reason: not the HP, but the speed was problematic. You had no time to react to a flametank and it arrived at your base too quickly. With the slower speed this wasn't an issue anymore, so I suggest to give the flametank some of its lost HP back.

- Chembuggy cost down 10 OR HP up moderately: The chembuggy is designed to annahilate enemy infantry, and it does a good job, unless it gets focused down. A single tankhit deals just too much damage to it, and 2 misslesquads can destroy a chembuggy if it is placed incorrectly. Suggestion: either reduce cost by 10 or moderately increase HP. Or by reducing the cost it can be build more often, should it get destroyed. By increasing its HP it can also deal with heavier infantry better, like the zone troopers. A simple, but effective change.

- Cyborgs immune to tiberium: Since Cyborgs are basically the counterpart of zonetroopers it would be fair if they would also be immune to tiberium damage. I know that zonetroopers don't take damage because they would just heal it back up and because they had resistances to tiberium in C&C 3, but still. It would be fair to have cyborgs be immune aswell. I mean, they are half robot, right? And non-organic materials don't get attacked that quickly. Sooo it kinda makes sense. And if the argument "THEY DIDN'T HAVE TIB RESISTANCE IN C&C 2!" comes up, well, I just checked, and... they actually HEALED in tiberium. So your statement is invalid.

- Giga cannon cost down by 10, damage to infantry down slightly: Unlike the GDI MRLS, the gigacannon costs 80 instead of 70. By reducing the cost this will be evened out. Technically both units serve the same function, this being vehicle destruction. The gigacannon however needs time to ramp up. This chargeup time should be taken in account. To even out the cost reduction, damage dealt to infantry should be reduced slightly. This change may sound odd, but if the gigacannon is fully charged, attacking it with infantry becomes almost impossible. And don't forget that the gigacannon can also hit multiple units at once, so running at a fully chargerd gigacannon even with multiple infantry units is pointless. Like the MRLS, the gigacannon should focus on defense against vehicles, and not infantry, but its ability to melt said infantry should not be discarded completely.

- Stealthtank cost down by 10, recharge and stealth time down by 1s, cannot attack while stealthed without attack command: Originally I had more interresting plans for the stealhtank. I would absolutely overbuff it, but move it to the temple. Then I would nerf the old artillery a bit and move it to the warfactory. But since the update of the artillery, it is in a good spot now, so i will scrap this idea. Instead I will focus on moderately buffing the stealhtank. Not by increasing its damage or HP, but by simply decreasing cost by 10. The very unique ability to cloak is so special that it has to be adjusted more. Reduced cloaktime will help the stealthtank move around the battlefield freely. The reduced rechargetime also seems a bit too high, so it should also be reduced. However, this change can also be ignored. Lastly, an interresting change that can be made, is its ability to not automaticly attack close units while stealthed. Attacking breaks stealth, and sometimes you do not want to do that. Instead, the stealthtank should only fire when given a command, or while not stealthed. However, this change is just an interesting idea and can, just like the reduced rechargetime, also be scrapped.

- Venom infantry damage up slighty OR capable of shooting air, in this case similar damage to buggy vs air: Since the GDI talon has the same cost as the venom, but the talon can also attack air, the venom should have less problems against infantry as the talon. Its already this way, but there needs to be done a bit more. Increasing damage to infantry slightly will help the venom out. Instead of the simple damage increase, the venom can be changed to also attack air, like in its debut in C&C 3. If this change is made, the venom should have similar damage against air as the Nod buggy. This way the venom will be stronger against infantry than the talon, but weaker against air than the talon. In case they both meet eachother, talon should be able to win this duel.

- Catalyst missle cost down by 10, damage of impact to buildings reduced moderately, damage of tiberium detonation to buildings increased moderately, every tiberium cloud currently on map does not disappear if a missle has been send: It is soooo easy to avoid a catalyst missle if it is aimed directly at a unit. Only really slow units will be hit. But even then the missle doesn't deal that much damage. The reduced cost will not punish the user that much. Additionally, the damage of the actual impact of the missle should be reduced to buildings. I've often seen players just spamming the missle at their enemy and actually dealing lots of damage. This involves 0 skill. The thing that DOES involve skill however, is managing to spray the whole base with tiberium, and THEN firing the missle. This action should be rewarded in a big, satisfying and devastating explosion. This can be accomplished by increasing the damage the additional explosion deals to buildings moderately. Lastly, it often happens that a missle is send at a tiberium cloud, and juuuuuust before it connects, the cloud disappears. To avoid this, all the tiberium clouds currently on the map should stop despawning once the missle has been send. This will result in a screen-clearing chain reaction more often. Of course when the clouds explode they should just behave as they normally would. And after about 5 seconds of the impact, the unaffected clouds will disappear too to avoid them staying there forever.

- Inferno/Phantom combo needs adjustment: Both the inferno and the phantom are fine units. Good, but not overpowered. If you combine these two however, it turns into a scary tagteam. Not sure what can be done here, I'm just pointing out that something needs to be done to this situation.

Overall game:

- greatly reduce credits per win, but removal of daily limit: Some people love to grind for a certain unit. They do this by receiving cards from their alliance and completing bounties for the credits. The problem is that you still don't get enough. And there are a lot of other units which need to be upgraded. Sometimes the credits are just not enough. There should be an option for free2play-ers to gain credits somehow, even if it needs some grinding. By removing the daily creditlimit players can gain as many credits as they want/can per day. However, to (sadly) compensate this, the amount of credits gained per win must be greatly reduced.

- slightly increase bounty credits, rework bounties: If you really can't play that much per day, you can also just complete your daily bounties. These provide a good boost to your income. But this income isn't really that big of a deal and you still have to do the bounties day after day after day. To compensate the reduction of the credits per win mentioned above, the amount of credits/bounty should be increased. In addition, more interesting bounties should be added. I know that they existed for some time and that players didn't really like them, but maybe some interesting and fair ones may exist one day.

- increase fuel cap to 30: Sometimes my internet is just bad the whole day or I simply don't want to play the whole day. In this case, I want to boot up the game, take my crate delivery, order a new one and put the game away for 4 hours again. This can be done only if the day before the fuel stock was filled up by playing. But even then it sometimes isn't enough to order crates for the whole day. And maybe I don't want to/can't play the next day, too. In this case I want to still be able to order crates. To accomplish this, the fuel cap should be increased to 30. This way you can play a lot of matches without "overcapping" your fuel storage. With this change players will play the game for longer periods while they can, but play the same amount when they can't play, with the change being a constant supply of delivered crates. This seems like a win-win for both the developers, but also the players. (I kinda fell asleep while writing this point, I still hope you understood what I tried to say xd )

- crate price adjusting: Yes, umm, is it just me or are the crates waaaaay too expensive? I'm sort of fine with the price for coins/diamonds/bundles, but the crateprices? Just too high, especially the ones in the "crates" tab. The price for an epic crate should be reduced slightly, and because of this, the colossal one too. The GDI/Nod crates however are just ridiculous. You basically pay 600 diamonds for 5 epic cards, this is too much. The price has to go down moderately. I'm often tempted to buy one of these crates, but it is really not worth it.


And lastly, 3rd CATEGORY: BATSH*T INSANE:

- new mechanic in special gamemode, ranking up of units: In nearly all of the C&C games, a unit can rank up once it destroyed enough enemy units or buildings. The amount of the destruction needed to be caused for a rankup depended on the cost of a unit. Each unit could be ranked up 3 times, but the actual values of the rankups changed each game. For now, I will focus on C&C 3. In this game, a rank 1 unit, "Veteran", dealt more damage per hit and also took less damage. (Accoring to the C&C wiki they also gained bonus range and speed, but I'm gonna drop this information.) A rank 2 unit, "Elite", gained even more damage and damage reduction. At rank 3 however, the buffs went over the hill. A rank 3 unit, "Heroic", gained even more damage, even more damage resistance, but also self healing and a faster attack rate. (Again, the wiki says that they also gain speed and vision range, but I will scrap that too.) As a nice bonus, the color of their attacks changed to indicate "Carefull, I am extremely dangerous!". Bringing such a mechanic into the game with either a separate gamemode or an event may proove to be a lot of fun! However, do NOT put this into the main game, since it would just overcomplicate everything. As for the rate of ranking up? This has to be tested a lot. I thought about maybe if a unit destroys units which costs combined are equal to the attacking unit, then the unit ranks up. So if a shockwave destroys 2 lasersquads it ranks up. The other ranks work similary. A heroic unit would be very rare, but if you had one, you would gain a overwhelming advantage. How strong a heroic unit should be? Lets say that a heroic tank should be able to barely destroy 2 unranked tanks.

- unranked queue: I guess this has been requested many many times already, but I still want to explain how I imagine this to work. All I want is a queue without a visible gain/loss of medals. I say without a visible one because it needs a way to tell what skilllevel your enemies must be. You can imagine it as a hidden medalcounter. If you queue up you will be matched only with players of similar amount. You may be thinking, "isn't this just the same as a visible medalcounter?", no it isn't, because if there is no medalcounter, I do not have to worry about loosing that much. In this queue you can do your bounties and try out stupid stuff without being punished by a loss of medals. And if you want to tryhard, just go into the ranked queue. If you ask "what would the unitlevelcap be?", I say, the hidden counter has it's lowest at 500, and there each unit gets reduced to level 5 + training. This stays until 599. At 600, the cap is 6, until 699, and so on. The maximum amount of medals is 1600. It should be 1599, but that's such an ugly number, I just had to round it. And the mappool? Well, every single existing map of course!

- rematch feature: Again, I guess many people already requested this feature, and I say make it happen. If you enjoyed a match with someone or if you feel that you might have won this one, you can request a rematch. If it is accepted, you will play another round. In this situation I suggest that no medals are gained/lost and that a current winstreak is not interrupted. But I leave this decision up to the devs.

- alliance invitation: Soooo many times I wanted to invite someone to my alliance, but there is simply no option for that. This needs to be added. This should work directly from the matchhistory. You just click their name ( DID YOU KNOW: you can actually do that!) and there you will find an option to invite to an alliance( DID YOU KNOW: you can actually NOT do that!). Pretty neat, huh?

- do something with jumpjets please: I once named my alliance "I just HATE Jumpjets", because I, well, hate them so much. Kept playing matches, everything fine. Then, one day, I came across a player. The name of his alliance was "JJT's are for douchebags". Ever since that day, we both became the best friends. 🙂 (Not really I just had a laugh about it and started my next match afterwards. But the part with the alliances is true. This just shows that Jumpjets are frustrating to play against, does it not?)

- emotes: Many games have little emotes that can be played in a match. This way there is at least some interaction between 2 rivals. Maybe say "GG!" at the end of a match or say "Oups" when you have used your ion cannon on your own base. These emotes can be little images, little images with text, prewritten text or personal text written. (If the option for personal text is given, PLEASE add language filters) To activate the emotes, tap a corner of your screen to open up a small hud. Clicking any icons of the hud will display the emote, clicking away will just close the hud. This way you can quickly abort an emote if you need to react fast.

- new Nod commander: name: ???????, ability: cloaks target unit: "Gentlemen, we need ideas for new units and commanders. We can never have enough." "Have you considered the unique support power in the game "Command and Conquer 3: Kanes Wrath", which caused deceased soldiers to resurrect as an entity called "the Awakened"? May you insist of communicating the searched noun to myself? The term has escaped my memory... " "... I have... NO idea what you are talking about..." "... I beg your pardon?..." "You don't talk for the rest of the day!" "I have to..." "SHUSHHHH!!!" "...*leaves room*" "Anyone else with ideas?... Anybody? Hello? Am I the only one here that..." "CLOAK!!" "...what was that?" "CLOAK!! ABLILITY!!" "... erm..." "INVISIBLE!! CLOAK!! AHHHHH!!!" "Ah yes, I remember. There was an ability that cloaked any vehicle in an area so you can surprise your enemy." "YAAAAAA!!" " And you want to add it into our game?" "AHAHAHAHAH" "Okay. Let me think about this one... what if... you can cloak any vehicle for a price, and they behave similary to a stealth tank, but it takes them a bit longer to cloak?" " YAYAYAYA!!" "Okay, how much should it cost?" "MMMMMM CCCCCRYSTALS MMM" "You are right, we can debate the price later. But what happens if you use it on infantry?" "NONONONONOOOO!!" " No?" "NOOO!" "It shouldn't work?" "Yessssssssssssssss" "That... could be done actually! Okay, we have the new idea for our... wait... what if... you use it on a harvester?" "Hmpffff" "..." "TIMER!!" "Timer?" "YES! CLOCKK!! REEEEE" " So on a harvester it wouldn't last forever?" "YES YES YES" " Yes, otherwise it would be pretty unfair. Alright, we have our new Nod commander idea!"

- new GDI commander: name: ???????, ability: bombard a straight 4 tile line with damaging EMP shells: "And do you have any ideas for a GDI commander?" "Ermmmmmm eeeeee" "It's ok, you already had a good ide..." "IEMPHI!" "What was that?" "I- EM- PHIIIII!!" "You mean "EMP"?" "Jaaahaha?" "Shockwave artillery ability from C&C 3?" "JAP" "Ok and how to implement it?" "MAN hurtes.. car waaitttt, click, click, 4 BOOM!" " ... Erm, infantry gets damaged heavily... vehicles can't move or attack for a short time and take damage, and it is activated by selecting a start tile, then a tile next to it, and 4 tiles will be bombed, starting at the first selected tile?" "Yes and why are you repeating what I just said" "Good, we have our new GDI commander idea!"

- new Nod commander: name: ??????, ability: creates hallucinated unit on the battlefield which does not deal damage and takes double damage but can be used to tileblock or confuse/distract the enemy: "Maybe got any new ideas? And please, talk normally, Kevin." "Alright, what about a Nod commander that can spawn any preselected unit on the battlefield. This unit does not deal any damage, takes double damage from all sources, lasts until it dies, but looks like a normal unit to the enemy?" "Sounds interesting, but that's it?" "Nono, you see, in addition to spawning something fake, the commander himself is fake." "Huh? Explain." "In the deck creation you can select a unit to fake. This can be any unit you already own. The use of this ability has always the same cost no matter the cost of the cloned unit. In addition of choosing a unit, you also choose a commander. This commander will be visible before the match to your opponent, but also the whole time in the top right corner. This will trick your opponent into thinking that you have the commander he is seeing, while in reality you are using this new one." "Oh wow that's GENIOUS!" "I know, right? If the new commander plays smart, he will never show where he spawned his hallucinated unit. This way his rival will never suspect anything and will just think 'why is this guy not using his speacial ability?'" "Sounds interresting. But how did you get this idea and where does it come from?" "Well, Nod is very misleading and very tricky, so it would fit them well. And they historically used hallucination grenades." "Ah yes you are right... say, what do you think about a promotion, Kevin?" "I have to decline." "Why that?" "I am already HEROIC, AHAHAHAHA, get it I'm the max possible rank in the C&C games?" "..." "..." "..." "I'm sorry..." "You don't talk for the rest of the day." "I understand..."

- personal icons: Little icons can be added to the profile page somewhere. It would be great if these icons would be customisable ones, I just love them. These icons also get shown before the match. This will add a tiny bit of personality of each player to the game.

- alliance overhaul: Nobody likes alliances. They are just too basic. We need more features for them. Which ones? Use your imagination. Btw, join mine, the code is "zbug5vpc", #shamelessselfadvertising.

- new factions: Scrin and the Forgotten: Not now, but later, new factions just have to be added. If you go to the upgrade tab, you can see that there is a lot of space to put new factions there soooo... new factions confirmed? Obviously these factions should be already existing ones. The 2 most fitting would be the Scrin, an alien faction that could be played in C&C 3 and which has been hinted at in basically the entire tiberium universe, and the Forgotten, a faction which I forgot everything about. Jk, they were kinda like the misshapened people who survived contact with tiberium and got together into their own cult. For now, no new factions are needed. In 6-12 months maybe. But we will see. And no, the "Rising Sun" was technically not part of the tiberium universe. Part of Red Alert universe yes, part of tiberium universe no.

- skins! : Come on, every free game has skins, why not this one? Slap them onto units and the base and you improove the game by 200% without any effort!


Oh, boi oh boi oh boi oh boi... I am finally done... Why did I even start to write this list, do I have so much spare time, jeez. Well, I'm glad I'm done. How many words did I type anyway? Let's count... oh wow OVER 50?? Oh god what have I done?! If you actually read through all of this you are mentally ill... or just bored. Yeah I think just bored. If you were forced to read this... I'm sorry, Dave. But I can't let you have fun.

Do I have to write some last words? Well, ok, xMaxuss signing off! Off or out? No idea. Bye.

(Yes my profilename is incorrect)

sry 4 my bad english its not my first language my first language is american

written as of game version 1.4.1 (248685)

p.s.: 6,500+ words, ouch.

8 Replies

  • its sad that u start your post basicly with "wont touch p2w" because it has to be touched to make a more balanced game. apart from that i highly disagree with u on most points. gdi needs to have a better way to counter infanterie earlygame and stronger earlygame units to be able to compete with nod. lategame balancing we can look at as soon as we get bigger maps or different game modes to actually get lategame.
    most important would be make the lvl difference way less significant because thats the biggest issue atm for most players
  • BattaIia's avatar
    BattaIia
    Seasoned Ace
    7 years ago
    Good post, thanks for taking the time to write it up. Don't sweat the player above me who hasn't figure out how to play GDI yet.

    Dev's have said they are interested in 2v2's and additional factions like scrin and forgotten, but they want to nail down the current game mode and nod vs gdi before throwing more wrenches into the machine. Case and point is said person above me who still can't figure out GDI, so can you imagine them trying to wrap their head around countering 2 or 3 factions? =p

    They have ideas for new commanders, but want to fill holes in gdi/nod lineups with units before broadening out our commander lists.

    Otherwise, plenty of decent suggestions. Again, thanks for taking the time to type this up =)
  • EA_dance210's avatar
    EA_dance210
    Icon for EA Staff (Retired) rankEA Staff (Retired)
    7 years ago

    Hi @xMaksuss,

    Thank you for your well thought out and detailed feedback and suggestions! I know the balance team is always looking for feedback, so I'll be sure that they take a look at yours 🙂

    I know that the daily gold cap has been a point of contention for...forever, and the team is aware of this. They have plans to address this issue in the next major update.

    As for the "Super Safer" mode after the second missile - if you haven't already reported this somewhere else, would you send me your PersonaID (located in Settings - About), and a date/time that you experienced this issue? 

  • xMaksuss's avatar
    xMaksuss
    7 years ago

    @EA_dance210

    Alright:

    ID: 1004214784114

    Date this happened: There is no single date. It basically happens every time the following conditions are met:

    - I have played for some time in a row so that the iPhone7 gets hot

    - Then the battery gets low (to about 20%). Then I just charge the phone while playing

    - Phone becomes even hotter, but I can still touch it so it's not extreme. I can't tell the exact temperature because I didn't measure it x)

    - At some point something strange happens: games run normal UNTIL the second missle of the match hits anyones base. After that, the framerate drops down to maybe 10-15 and playing becomes challenging. After the game ends I return to the main menu, and the menu works perfectly. I start the next match, and it too, works perfectly. But as soon as the second missle hits a base, the FPS drop down. This drop happens literally nowhere else.

    I guess phone protects itself from overheating. The interresting thing is that it ONLY happens after the second missle. 

  • UPDATE: So the newest patch just hit us, lets see which of my suggested things came through. I know the devs most likeley didn't read this post, but it would be good to see if I am taking the correct steps. And in the meantime, because I am bored again, lets review the patch :P. If you want to compare my nonsense to the actual patchnotes, here they are: https://answers.ea.com/t5/Game-Information/Balance-Update-March-13/m-p/7677701#M5118

    - JJTs: I wanted something to change, and the devs delivered. Nice!

    - Kodiak: See? I TOLD you the Kodiak needed a nerf! And finally it came through yaaaay! Not sure if the simple HP decrease will be enough, but we will see.

    - Liang: I recommended reducing the cost by 10, they reduced it by 20. That is a gigantic change! But still, the drone is kinda weak on low HP units, so it should still be changed to flat HP and not max HP. But still, love the cost reduction!

    - Lt. Strongarm: Not sure if this change will be very impactful, but ok. I don't use the turret that much myself, so I can't really judge.

    - MG-Squad: OH MY GOD YES THANK YOU!! I just love this unit and this buff is amazing. This is a nightmare for MG-squad-haters, however xD

    - MLRS: That change was indeed needed, but increasing reload time by 1.5? That's a bit too much. A 1 sec increase would have been enough, since cost also got increased. Oh and I was arguing about a cost reduction of the gigacannon so it matches the MLRS and now they ARE both the same, so technically my suggestion came through :D ( not really actually lol )

    - Mohawk: If devs say it will make level differences less impactful I'm always happy.

    - Orca: i begged to change something with the orca, and they did. Nice!

    - Pitbull: This is again something that makes level differences less impactful, but a nerf to the pitbul? Hmmm not a big fan of that, tbh.

    - Predator/Scorpion tank: THIS... THIS is a meta changer right there. I like that the devs make big changes to the game, because change is good.

    - Rhino/buggy: Some people start with harvester and then build a rhino/buggy to scout. This change will hurt them a bit. But not meeeee so I don't care ^^

    - Sandstorm: ANOTHER change that I requested! The HP increase turns the sandstorm into a defensive wall, love it! (Btw poor tib-players who have to face lvl 15 sandstorms)

    - Snipers: TO WHOEVER MADE THIS CHANGE.................... I love you... My suggestion of 10 cost reduction is laughable, this change is waaaay better. If shockwaves/flametroops hunt you, you can shoot, walk, shoot, walk, so you can kite them very well. In my opinion the best change in this whole patch!

    - Talon: A change to the talon wasn't in my suggestion list, but the increased turnspeed is still welcome. I just thought this is how it is and accepted that the talon needs some time to face his target. The damage increase? Ehh, good I guess.

    - Avatar: Yes, good change, thank you. But there is still this stupid strategy of just running the avatar to the enemy harvesters, mow them down and directly build another one because now you got the money for it. Maybe something can be done here, or it will just stay a accepted strategy.

    - Banshee: I just hate the banshee. The nerf is just a tiny one, but its still a nerf, nice!

    - Chem buggy: Ok, this is like the only change in the entire patch that I strongly disagree with. The chem buggy should be buffed, not nerfed. It already struggles against anti-vehicle infantry (which it shouldn't do), and reducing the HP even slightly may have big changes, like taking a rocket less. Even if its just for training differences, the chembuggy should recieve a buff. 

    - Chem warriors: To be honest, I wanted to suggest a buff to the chem warriors, but then decided against it since I thought it would be unnecessary. But the buff came through anyways, and I like it.

    - Inferno: I mentioned that the inferno/phantom combo is too strong and now the inferno receives a nerf. Much appreciated!

    - Rockworm: “This was an unintentional change that is being reverted with this patch.” It was unintended? What a relief, I thought the devs were insane. The damage reduction to buildings was strongly suggested by me, THANK GOD it got changed... spectating gold league became so boring since all they were doing was nonstop attacking the base with rockworms...

    - Stealth tank: Again suggested by me, and the devs did it. Man, did they actually read my list or what xD. Thank you for the change, Stealth tanks were ( C&C 3) and still are ( Rivals ) one of my favorite units.

    Well, I'm through with the patch. And I didn't write 6000+ words this time yaaay!

    TL;DR: Like 80% of the patch was mentioned in my suggestion list. Most changes were good except some "meh" ones, but only 1 bad one. All in all a good patch!

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