Reviews and Problems with Command & Conquer: Tiberium Alliances
Showing 1-4 of 4
17 July 2013
Summary: payment system works mostly not - After 1,5 years still a lot of bugs (upgrade of buildings or units not working) - EA Policy flawed with use of scripts, no list what can or not (result lots of bans) - Totally not hack free - Development isn't going anywhere no new features instead stupid useless unit upgrades - Unbalanced, first join is 90% chance of first win or biggest alliance - Mostly automated support So what we are used of EA, bugs bugs bugs, lots of promises but...
Summary: The system of combat seems simplistic at first but gets quite interesting when you get more units and progress in levels and that's the only positive side of this game. Unfortunately C&C TA is unplayable due to it's aggressive monetization design and extremely, frustratingly slow pace. You have to play it 15 mins every 6 hours if you want to see any interesting content MONTHS later.
Summary: It's a good free-to-play MMOG. Actually, you can pay to obtain some little advantages, but it isn't another pay-to-win game. The 90% of success in this game is in playing and in cooperating with other people. And this very interesting, because you will be very weak if you don't socialize and form alliances with other players. Even if you want to pay to unlock some minor features, they are very cheap. It's a true C&C with all the game scene.
Summary: CCTA is a MMOG with a 3rd person overhead view of the action. In a way it's an RTS as well, as your resource base gathers Tiberium/Crystal whether you're present or not, with which you rank up as you construct units, and build your offense and defense bases and units. To aid your goal of moving to the geographical center of your world, one forms alliances with other players.