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Bobblemon's avatar
Bobblemon
Rising Rookie
7 years ago

new patch

Hi

I have been running tests on Tib 38 trying to figure out this patch prior to the WCS starting.
One thing i am struggling with is being able to measure the 80% cut off for getting the full loot when 2 people team up on a base.
If 1 player hits how do we know before the hit if he will do more or less than the 80%?
In TACs, TABs and the built in combat simulators it does show a total base damage section that shows the damage done to the defences and buildings combined, however i have found that this is calculated differently to what the patch is doing. Especially the built in simulator which seems quite inaccurate.

Am i missing some thing here? Or do the simulators need to be updated to reflect the workings of the patch so we can judge this more accurately?

Thanks
Bobble

16 Replies

  • Well nuubal, sometimes 1 hit is more than 80 % , (if df is destroyed) , it doesn't matter how many hits you do before or after, you still lose a lot of loot. Most of the reports I checked, the loss was 50 %. And yes, someone lost 50 % after 1 hit by a friend !
    Anyway, this was a question for the developers, if they could rethink the loot loss system, especially since real people playing together, pay a high price . If the goal is to stop prehitting with alts / multiaccounts in other / no alliance, this system does not change that . The total loss of loot for bases being killed , that have been attacked by different alliances, will stop the prehitting with 10 alts to feed the main account . And why not make it so that as soon as anyone from a different alliance attacks that base, no loot is gained, for every attack, no loot, no rp ? Untill the base is fully repaired . Then it gives res and rp again .
  • I think there are pros and cons for everything really for me the only way to fully stop this and maintain team play as we all desire is to ban multi accounting totally. So one account per person or per IP address.
    I know there are programs to block your IP address which would be a way around it however I think many people are sick of multi accounting so we could launch a reporting system to basically report anybody who is doing it in game. One account per person per server.

    Might be quite a lot to manage for the game makers though especially at the start but once a few accounts have been kicked off a server or banned or whatever then the rest would fall into line quite quickly
  • Hey guys. This answer is for AE creators..

    Regarding to this thread... There is 1 simple solution. Yes for the developers it takes 1time a lot of time and creating but it solves a lot of problems.
    U can get a player restriction for IP with the acces of more different people (see as a family living in 1 house and 2 or 3 people playing the game).

    U can put an IP restriction with a verified account for mobile number verification to grand people who verify with a different phonenumber.

    Meaning.. Normally every IP may have 1 account.
    When there is a family on 1 ip they can verify by using the Mobile phone to extend the restriction for each mobile phonenumer registrated.
    This way if a mom, father and son want to play they can play with 1 IP if verified by in total of 3 different mobile numbers.

    This way u can leave all the loot restrictions for what it is. That way u do not lose teamplay, u do avoid multiaccount users and u make this game more fun for every1 playing.

    Sincerely
  • There may not be 3 mobiles, I know of a number of families where there is only one in use.

    I suspect also that the developers won't have that level of freedom to operate. IP addresses etc will be going through EA servers and as such any solution would need to be EA wide on all EA games.
  • This has been stated numerous times yet ppl still post in disbelief like a flat Earther. The intent of the game (since day 1) was solo kills for farming, multi-kills for advancement or war. The loophole was closed, get over it.
  • As an official Moderator I can confirm he is not a moderator or developer.

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