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MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion


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#1261 Alex06

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Posted 17 December 2016 - 02:41 AM

I'm really saddened by the fact the Windbelt was removed, I thought it was pretty cool and original, compared to the final Power Plant they got (which is pretty static and bland). What was the reason for the change, by the way? Was it balance?

And would it ever be possible to see the Windbelt return for one of the subfactions (Like, maybe, Wings of Coronia)?

 

EDIT: Wait, it was removed because of the Wallbuster support power? Might as well remove that support power, instead, rather than a really neat gameplay mechanic :p


Edited by Alex06, 17 December 2016 - 02:46 AM.


#1262 CLAlstar

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Posted 17 December 2016 - 02:59 AM

Remove the one of 2 (limited) ways of Chinese faction to break defensive lines or change Windbelts into way more cost efficient power plants?

 

Also, Windbelts didnt work properly as wall sections didnt block projectiles. What is the need for wall that cant block anything?



#1263 Handepsilon

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Posted 17 December 2016 - 03:12 AM

Block units!

But yeah good points

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#1264 nikitazero678

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Posted 17 December 2016 - 04:26 AM

Now that I've played all three Foehn subfactions, I can see that each of them have their own specialties, but are all geared towards two focuses: specialized fighting force and turtling. My favorite so far is the Haihead - thanks to the deadly Megalodon-Shadray combo, their heroes Fin and Alize, and especially, the M.A.D.M.A.N.! Of the entire Foehn, though, I really enjoy the Signal Inhibitor, because I no longer need to worry about the enemy's pesky support powers in my base.

 

I don't mind about the removal of Windbelt, because perhaps it was done due to balance reasons and to make gameplay more easier especially for newcomers. At least its replacement, the Windtrap, is enough as an efficient source of power for Foehn - just be sure not to build too much base defenses.

 

BTW, what about the Foehn's backstory and information? Though I can guess that they are an Allied-Soviet alliance from the future where Yuri managed to subjugate the world after decisively winning the Battle of Antarctica and return back to the past (the current timeline) to help the Allied and the Soviets (or perhaps independently) defeating Yuri and preventing the grim future from happening, which consists of those who rebelled towards Yuri during the timeline where they come from (hence their name, Foehn Revolt).


Edited by nikitazero678, 17 December 2016 - 04:35 AM.


#1265 aethiraes

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Posted 17 December 2016 - 04:29 AM

Foehn Revolt is really fun to play so far. I'm gonna leave some highlights here.

Uragan - Best hero. My god. The voice is perfect and he sounds like a total badass "THE UNJUST WILL NOT WIN".

A lot of the Foehn voice work is well done actually.

The World Beyond soundtrack works wonders with the faction, as well. Playing as Foehn felt like a heroic battle.

I've only practiced with AI so far, so I can't make conclusive statements about gameplay. However, the Nanofiber Sync did force me to consider when it was best to sync units. I'm not sure but I think Kingframes deal less damage to infantry than Knightframesm, so I would march to the enemy base with Knightframes to counter early game infantry. Then when I arrive, sync half of my Knightsframes to siege the enemy base, leaving the other half to defend the Kings. I like this mechanic a lot.

One thing I noticed is that the Reprocessor may be unbalanced. At least vs AI, the Reprocessor is hilariously cost effective. On one game all my Minermites died but I didn't noticed, because I was swimming in Reprocessor cash.

Edited by aethiraes, 17 December 2016 - 04:30 AM.


#1266 lovalmidas

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Posted 17 December 2016 - 04:38 AM

That feel when MO3.3 was released one day after my birthday.

Dang it, you are enticing me to come back to MO!


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#1267 yunru the gundealer

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Posted 17 December 2016 - 05:11 AM

That feel when MO3.3 was released one day after my birthday.

Dang it, you are enticing me to come back to MO!

join usss join usss



#1268 Handepsilon

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Posted 17 December 2016 - 06:19 AM

Indeed, Reprocessor makes players think twice before attacking Foehn base. This is a type of faction where blind rushes against them only make them stronger. Even some harrassments have to be considered else it will benefit Foehn more.

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#1269 Alex06

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Posted 17 December 2016 - 07:18 AM

Remove the one of 2 (limited) ways of Chinese faction to break defensive lines or change Windbelts into way more cost efficient power plants?

 

Also, Windbelts didnt work properly as wall sections didnt block projectiles. What is the need for wall that cant block anything?

Well, it's a laser wall, so technically, it's not supposed to block projectiles, really, just to keep intruders out. :p Plus, I figured that was self-balancing, anyways, since you don't start out with walls that block everything, you still have to build those kind of walls.

 

As for the Chinese breaking defensive lines, well...We could always give them something else, I suppose. x)

Oh, well.

 

EDIT: Holy crap, I can't believe I didn't get the pun with Haihead's heroes until now...Fin & Alize. Finalize. x)


Edited by Alex06, 17 December 2016 - 07:22 AM.


#1270 MustaphaTR

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Posted 17 December 2016 - 07:37 AM

I have played some Missions, haven't looked to Foehn yet. Story is more important. Missions are not really hard even on easy now which is good. I played Sov2 and currently playing sov3. I lost at last place in Sov2 but i'm gonna finish the 3rd mission.


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#1271 Damfoos

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Posted 17 December 2016 - 08:17 AM

I can't believe it, but I've completed a "defend this shit" kind of mission on Easy from my first try! Something I couldn't even think about in 3.0, where a sudden Terror Drone, Dog or a paradrop or any other sudden attack could ruin 30 minutes of the game. This is really good, the missions I've tried so far are still challenging, but are made more friendly to newbies/casuals because of all these hints, because of less nasty surprises and because of less high-tier units at enemy's disposal. Finally there is more than one mission which doesn't feel stressful on Easy, cheers!

I also was surprised how good the new voiceovers are. Gharial, Quetzal and Uragan are my favorite, absolutely great.

#1272 Kirov_Fury

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Posted 17 December 2016 - 09:25 AM

Well, just like everyone else, I have to appreciate work made on this mod. Regarding the new release, I especially found Coronia an extremely fun faction to play. However some unique units of last bastion and haihead are really interesting too. For instance, if you use sweeper properly, it becomes much more effective than any other t3 defences in game. I also found seitaad ballista and wormqueen the most useful stolen tech so far. (Though I havent tried Iron Dragon, Salamander and Ramwagon yet)

The only thing that I felt a bit sad was removal of windbelt but reasoning for this has already been made. Anyway that was just a tiny little remark compared to all the other superlatives of the mod. Just in case devs wanted to hear all the honest remarks.

Now I have to figure out how to succesfully finish juggernaut.

#1273 Oktavia

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Posted 17 December 2016 - 09:32 AM

The lack of shadow on Jackal Racer is confusing if it's flying or levitating.



#1274 Jargalhurts

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Posted 17 December 2016 - 11:11 AM

How come no one is stoked that capturable Tech Vehicles are a thing now?


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#1275 Damfoos

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Posted 17 December 2016 - 12:11 PM

I'd like to see how those look like and where to meet them. The old way of making a special map with all unknown things placed on it doesn't work anymore, and by that I mean I couldn't get FA2 work with the new MO, while it worked fine with 3.0 after small adjustments.

#1276 Wayward Winds

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Posted 17 December 2016 - 12:27 PM

Foehn are so different from any of the other factions to play as.  Try your typical opening moves with them and you quickly watch your money disappear (with other factions my first move is to train a few dogs - not possible with Foehn for obvious reasons - for scouting missions and spy defence, then a handful of infantry just in case the enemy tries something early, so around 8-10 basic infantry and 5-8 anti-armour/air infantry.  With Foehn basic infantry costing 500 credits per unit, that's not a good idea anymore).  And geez, if you don't invest in at least four Minermites, you'll spend an awful lot of time hearing "Insufficient funds".  Heh, and Volknet sounds so frustrated at the player's stupidity when he says that!

Not that it's bad, it just takes a little while to adjust my thinking to.

 

Anyway, having played with them a few times and seen how radically different Foehn is to the other factions, not to mention browsed the unit and structure pages, I've come up with yet more theories.  Here's what we do know:

Spoiler

 

Anyway, here's the theory:

Spoiler


Edited by Wayward Winds, 17 December 2016 - 12:28 PM.


#1277 Oktavia

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Posted 17 December 2016 - 12:33 PM

Uragan is russian for "hurricane", which is a routine of Volknet, which sounds suspiciously similar to Volkov, who is a russian cyborg.

Coincidence? I think not.



#1278 X1Destroy

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Posted 17 December 2016 - 12:44 PM

The skirmish loading screen showed that Last Bastion is within the territories between east Russia and Alaska. Unless it's just dummy info.


Edited by X1Destroy, 17 December 2016 - 12:45 PM.

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#1279 Solais

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Posted 17 December 2016 - 12:45 PM

If you play the Last Bastion faction action, it shows Alaska, so yeah, that's the location. I think one of the unit/building descriptions also mentions a "Alaska sized perimeter".

 

But yeah, pretty much that must be the origin of Foehn. We will know once the other missions, especially that trilogy is out. I just hope Foehn won't have only 3 missions, but a proper campaign, and there are only three mentioned because the rest are either not named yet, still in early work, or spoilers themselves by name.

 

Also, one of the descriptions mentions the Perun, so I guess lore/campaign-wise that unit is not yet cut. :p


Edited by Solais, 17 December 2016 - 12:55 PM.


#1280 Jargalhurts

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Posted 17 December 2016 - 01:08 PM

I remember Perun was originally a Russian epic unit that got scrapped during the beta. My only guess is that we get to see it in the campaign or in a future update.


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