6 years ago
balance between nod/gdi
Hey folks! I think many of you guys know me. Im playing Tiberium alliances for several years, won the 3 last WCS as member for nvidia and cic together with Takman1979 for Schaffa. Besides of that, ...
EE_kalynis there any chance for change of balance between GDI/NOD? Thread is described very good above.
Current malus worlds are basicly 70% NOD / 30% GDI... with GDI being there just for NOD convenience for hard bases as alt accounts...
Hawks have almost 3 time less dmg than Verts according to Arsenal info and they attack 3 rows!
NODs are having 10-17 1shot OP in a row and GDI 3-4 1 shot OP per day...
The waste of CP/RT make it barerly possible to even compete with NOD...
If you want GDI to use Commando then make it stronger and not +10% of NOD Comando which is having OP invisiblity and basicly runs thru whole base unbodered...
Hey! Thank you for bringing this up. Because this game has been around for quite some time, game-changing balancing adjustments are always a bit tricky and in general a delicate topic. However, we can definitely take a fresh look at the game and see what can be done. Please keep in mind these things take time and do not happen overnight. All I can promise is that we can take a look.
Simply changing the GDI commando to 0.5 range would be a great step towards balance between the factions. The simple fact that Nod has access to a 0.5 range anti structure unit while GDI does not will forever give Nod a huge advantage over GDI. This is such an obviously needed change, it's mind-blowing the game could exist in this state for so long.
A 0.5 range for a ground unit will not work... think about the commando being unable to retaliate from a buster unless it pushes himself into it.
Perhaps there can be a trigger for both Hawk and Commando to switch to 0.5 range should they enter the base of the target, as in away from other units like Forgotten, Bowler, etc. A Hawk can potentially clear an adjacent structure but never could a Vert do the same.