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, ...
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.
Yeah you're right, it's not like GDI has access to a missile squad unit or anything...
Until GDI can plow their way up a single lane like Nod can, there will be no balance. I appreciate wanting to give each faction its own unique design, but this simply cannot be one of those things while expecting there to be any kind of balance between them. Making it the commando makes the most sense both from a game design and lore perspective.