Most of those are mitigated with a good playstyle.Starbird said:from overpowered base defenses, to landscape deformation allowing artillery to troll by making the entire map unbuilable, to instant capture/sell engineer strats...blah.
Frankly if you're routinely getting pwnt by engineer rush then you're building your base wrong. Concrete floor and walls are there for a reason and engineers are absurdly slow.
Base defenses are powerful but I'm not seeing how they're overpowered, in fact most of them seem underpowered. RPG launchers can be destroyed by a single infantryman since they have a blind spot up close and Obelisks can be mobbed very easily by any infantryman and 2 medics or beaten by aircraft.
Landscape deformation also shouldn't be an issue since each map includes base areas which aren't deformable along with areas around each Tiberium patch.
The meta point of all 3 is that everything in an RTS is a value proposition, you don't judge anything based on what it can do, you judge it on whether it makes back its' money or wins you the game. If someone's engineer rushing a $2000 warfactory or $3000 construction yard with like $3000 to $5000 of engineers each which can be stymied with $1000 of infantry (or like $750 of Devils Tongue) then that's not a great value proposition, particularly since your investment can be used to attack, defend and produce more forces whereas their investment is a one shot attack. The Obelisk might roflstomp tanks, as might the RPG launcher, but for their total costs ($1500 for the Obelisk or something like $1350 for the RPG Launcher and Component Tower all in iirc) they were individually vulnerable to multiple vectors of attack up to and including being duffed up by like $1200 of infantry for the Obelisk or $300 for the RPG Launcher. Bombarding the battlefield with artillery is cute but whilst you're doing that the opponent is either prepping to go straight at your base with their titan/wolverine spam or digging in and teching up for the APC/Commando/Cluster Missile special.