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4 years ago
My post above is the current code and has been validated from several sources. The documented variances that exist are due to variances in economy, age of server, and which "coding team" last touched the core engine.
The two primary issues players have with tunnels is related to "how to activate" and "blocking". Simply click on any tunnel, it will instruct the user that -6 offense (-7 for PTE) is required to activate any tunnel. "blocking" is a myth and if 5 qualified bases exists, tunnel will produce unlimited outposts. Again, all variances related to tunnels is documented above.
Of note, in most cases Outposts are a complete distraction and the highest ROI (Reso per CP) available is farming Camps.
The two primary issues players have with tunnels is related to "how to activate" and "blocking". Simply click on any tunnel, it will instruct the user that -6 offense (-7 for PTE) is required to activate any tunnel. "blocking" is a myth and if 5 qualified bases exists, tunnel will produce unlimited outposts. Again, all variances related to tunnels is documented above.
Of note, in most cases Outposts are a complete distraction and the highest ROI (Reso per CP) available is farming Camps.
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