Re: Game Balance and Matchmaking - We want your feedback!

by EinarThePillager
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Original Post

Re: Game Balance and Matchmaking - We want your feedback!

★★★★ Novice

So chem cloud + cat missle takes approx 50% health from the base. Please fix this broken BS

 

Also disruptor still deals way too much damage to bases. 3 - 4 hits. 2 - 3 with jackson. This is broken since now days you can just spam tech units. And the disruptor takes a few hits to take down. So all you have to do is overwhelm them with an b line disrupters to the base.

 

Please lower health and reduce bld damage.

Or

Increase and pop cost

Message 731 of 893 (1,635 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★★ Novice

Harvesters gather tiberium too quickly. In some games i manage to destroy 2 - 4 harvesters and they still are able to pump put 2 -3 sometimes 4 mammoth tanks/ basilisks and along with spamming other tech units such as widows, cyborgs, disruptors and even a titan.  The fact that people are sporting 5 - 6 tech units by mid to late game is ridiculous.

 

Reduce the rate at which tiberium is gathered. This update has just let things in the game get out of control. No one should be running a 4 card tech deck... fix this soon i am on the verge of quitting on what used to be a fun reasonably balanced game, but now is another pay to win * "follow the meta or lose" kind of game like the rest of mobile gaming

Message 732 of 893 (1,617 Views)
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Re: Game Balance and Matchmaking - We want your feedback!

★★★★★ Guide

I think the reward for reaching master 1 and above is quite underwhelming, especially with the recent shift of meta that seems to prioritize tech. We already have tons of great players out there that climb past the master league, but it seems more and more of those players focus on tech. What I want is that the reward for a player to reach Master 1 be boosted cause of all the difficulty the player has passed through when it comes to tough tech players he fought. I would suggest instead of 3 and 4 epic crates for master 1 and tiberium league, I would suggest 1 and 2 colossal crates for the player's hard work. The reward increases if the player entered those ranks within the 1st or 2nd season of his profile. Instead of 1 and 2, its 3 and 4.

Message 733 of 893 (1,570 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★ Novice

I think we should widen the points limit to find opponents more easily! I'm in the top 15 in Nod and I sometimes have to wait a long time to find a game!

Message 734 of 893 (1,537 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★★ Pro

@ChrisevTV wrote:

I think we should widen the points limit to find opponents more easily! I'm in the top 15 in Nod and I sometimes have to wait a long time to find a game!


I think the only way to really solve this problem would be scheduled matches. When you are at the very top of the game, there are only very few people at all who would be a good match for you to play against. So the game should notifiy you when one of these players is online. Then you could send a request to them to play there and then.

 

Giving top-tier players easier opponents to play against seems rather silly. It basically comes down to giving them free wins. Nobody should ever want that to happen.

Message 735 of 893 (1,514 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★★ Apprentice

The game at this stage faces a player engagement and retention problem. 

My alliance group has underwent three half a dozen non active player clearing since this year, meaning all but the top ten players from last year has been kicked. That’s 2/3 active player lost for just one alliance in Australia. 

 

Uppon getting to master, I end up against players max out at level 11 where I am still just starting 10 or so, this render my own units loose out against enemy of the same type even defending. Games became less and less engaging as decks of a certain type like mentioned by other members frequently shows up, to counter those, one must use similar decks, but this meant whom has higher level wins rather than who micro manage better. Slowly the fun of the game worn away , there are no incentive to go further In to the master league. 

The game need to reduce the cyborg and zone trooper’s damage against infantry unit that specialised in killing other infantry units, made them die by one such unit attack in one on one. 

We also need to put a limit of the type of tech units of the same type be fielded. So to stop likes of three arty, three jug, Three bals and even three avatars what not being fielded at the same time. We also need to put a timer on harvester regeneration in early to mid game, but buff the harvester health early game, so player need to proper defend their harvesters.

Message 736 of 893 (1,475 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★ Newbie

Today I decided to uninstall the game.  I put time into it and enjoyed it for the time it was fun.  I think the matchmaking has gone to crap.  But here is the reason I quit:  I played a couple matches, got my butt whooped with the units I had.  I switched them up and was matched with the perfect counters to whoop me again.  Rinse and repeat happens over and over.  Anyway, I have some level 11 units, but not an entire arsenal to start a match with.  After repeated * matchmaking games, I was put up against a player with level 12 and 13 units...not even a challenge match and basically couldn't do anything.  My 2 units got beat by his/her 1.  To top it all off, I lost 25 points for it.  Next game I played I won, and only got 13 points.  WTF is that?  Its just frustrating and doesn't make any sense; therefore, is not fun anymore to play.  I do like to win every once in a while but can't get ahead because of the crappy algorithm of matchmaking.  And I'm not going to drop a bunch of money to just get units high enough to compete.  I already put over $60 into the game...not going to blow anymore.

Message 737 of 893 (1,462 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★★ Apprentice
@Dojamenoja I found the same issue as I play, so instead of going to master league and higher, I rather stay in lower league with less unit level gaps. Now all cap at level 11 event are no fun cause I used to be able to get to 5 / 10 to 8 / 15 win per event , I now barely able to win 2 to 3 games, dumbest way in making player engaged by denying them rewards or bait them to pay for it when they can’t get any bait.
Message 738 of 893 (1,451 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★★★ Apprentice

Little secret they use bots in events..also no way do they give a rats puckered butt hole about feedback...no community manager only bots and player match ups taking eons means dead game..they sucked up all the money now they are gonna close the game welcome to EA business model 

Message 739 of 893 (1,391 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★★★ Guide

@governer7778 wrote:

Little secret they use bots in events..also no way do they give a rats puckered butt hole about feedback...no community manager only bots and player match ups taking eons means dead game..they sucked up all the money now they are gonna close the game welcome to EA business model 


There's no hope in the game? Not even a 2.0?! In this case, what are your opinions on Tiberium alliances. I was thinking to transferring before the game closes. I might even have to say goodbye to my alliance members, tech is giving me such a headache that I want to vent my frustration elsewhere.

Message 740 of 893 (1,377 Views)