Yeah i suggest both.CampinJeff wrote: ↑Ref selling should be nerfed a bit if harvs are going to be changed. Preferably either no minigunner spawns, or no return cash.
I wanna test this harv shit out
Is that in later games? Because In TS green tib still explodes, it just does one third of the damage.Sleipnir wrote: ↑ This is also less inconsistent with the universe's storyline, where it is well established that regular green tib isn't explosive (but blue tib is).
In TibSun, harvesters exploded based on the amount of money they stored. However only blue tiberium was explosive indeed (with chainreaction and all that), asin specific weapons could blow up the tiberium on the ground and cause chainreactions that way.anjew wrote: ↑Is that in later games? Because In TS green tib still explodes, it just does one third of the damage.
I'm not against halving the price. This makes oil derricks a bit more useful since they dont have to wait as long to start paying off and 2 engineers are always required to capture an enemy structure.Blackened wrote: ↑I know engis have been brought up before but i think they should be revisited. In the game against orb where I went for the stealth apc cheese i produced 5 engis. A huge investment that (partnered with ignoring what happened in my own base) cost me the game. The first 2 engis actually got killed before they capped since they had to run to the center of the building. If the engi worked like in RA that would have been better or if path finding could be improved, or even if it only takes 2 to cap, I think that would be a better situation.