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MO3.3 // Side 4 "The Foehn Revolt" - General Discussion


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#2121 Damfoos

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Posted 03 October 2017 - 06:51 AM

Probably impact animations aren't played if zero overall damage is dealt, I don't know how the engine handles this. What I can say for sure is that Raccoon does not disable weapons but simply makes them harmless. Ares 0.E allows to change that, adding a tag that makes a weapon disable targets' weapons from firing, and this tag was initially applied to Raccoon so it would finally truly disable weapons (including non-damaging ones like Mastermind mind control attempts) but then AlexB had to change this mechanic a bit and now weapon disablers must also deal actual damage to work. This isn't welcomed for Raccoon, so the change will be reverted unless the mechanic changes again.

#2122 Handepsilon

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Posted 03 October 2017 - 07:25 AM

Probably impact animations aren't played if zero overall damage is dealt

It is the case yes. I've found out when I tried applying the Quetzal Shield to other units (apparently they reduce firepower to 0.0)


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#2123 Tathmesh

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Posted 04 October 2017 - 07:40 PM

I've been playing Foehn for like a year now, but I still have no idea what Buzzards spikes are good for.

Are they completely useless?

#2124 Speeder

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Posted 04 October 2017 - 07:41 PM

They're getting replaced in the next update.


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#2125 BotRot

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Posted 05 October 2017 - 03:49 AM

I've been playing Foehn for like a year now, but I still have no idea what Buzzards spikes are good for.

Are they completely useless?

For now, the Buzzard spikes are best used in chokepoints, where enemy forces are forced to go through the spikes or wait until the spikes dissipate. Unfortunately, the spikes deal weak damage, and the Buzzards become unable to use their primary weapon for a while after they deploy the spikes.


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#2126 Handepsilon

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Posted 05 October 2017 - 04:06 AM

^

Exactly this. The primary weapon long cooldown is the same kind of story as Vulture, Adepts, Yunru and basically everyone who has secondary weapon deploys. The spikes deal even less damage than if you walk yourself into a Tiberium field in Tiberian Sun/Dawn.

Better use the VHMGs all day than laying the traps

Edited by Handepsilon, 05 October 2017 - 04:07 AM.

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#2127 Tathmesh

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Posted 05 October 2017 - 02:00 PM

So they were useless. Glad they're being replaced then.

I'm hoping Buzzards get some kind of utility power, like a confusion bomb drop as a random example.

#2128 NorthFireZ

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Posted 05 October 2017 - 05:24 PM

Drop M.A.D mines xD
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#2129 BotRot

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Posted 05 October 2017 - 10:35 PM

Drop M.A.D mines xD

That would make it strong vs. everything but buildings...basically Foehn's Wolfhound but Tier 2 and available to all Foehn subfactions

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#2130 Tathmesh

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Posted 06 October 2017 - 12:27 AM

hey guys i found this update 3.3.3 changelog leak

 

- Buzzards will now have subfaction specific deployables when pressing d

- Coronia Buzzards will now project a spinblade field

- Last Bastion Buzzards now drop MAD Mines

- Haihead Buzzards will now drop Megaarena projectors 

- Fuck every other faction



#2131 isaac103

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Posted 06 October 2017 - 12:34 AM

haha if this is real, then wow....this is perhaps the most radical change out there to the Buzzard ever.



#2132 Handepsilon

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Posted 06 October 2017 - 02:55 AM

haha if this is real, then wow....this is perhaps the most radical and gamebreaking change ever.

FTFY :shiftee2:


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#2133 Derxwna Kapsyla

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Posted 06 October 2017 - 02:56 AM

You fool, as part of the team i can tell you none of those are real!

 

No, the real big change we're making is that we're removing the Allies, Soviets, Yuri, and Foehn. The new factions are going to be Arks and Darkers. Mental Omega is rebranding into a Phantasy Star Online 2 RTS.

Also we're adding more memes and anime. Expect new billboards, at least 35!



#2134 UNSC THE CHILL OF WAR

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Posted 06 October 2017 - 01:17 PM

Is there a date for the changelog release or even the update?
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#2135 Handepsilon

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Posted 06 October 2017 - 01:34 PM

You'll know it when Speeder tells us

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#2136 Chaplain5

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Posted 11 October 2017 - 12:11 AM

I hope he tells us...

 

speedily.

 

^_^


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#2137 UNSC THE CHILL OF WAR

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Posted 11 October 2017 - 06:58 AM

Has anyone ever said that the railgun commando from twisted insurrection, looks the same as the foehn knightframe (apart from the colour, projectile and voiceover)
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#2138 Handepsilon

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Posted 11 October 2017 - 07:54 AM

Probably same artist? Project Phantom is also going to use the SHP used for Knightframe with different colorization

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Afaik assets have been circulating around in various mods, so it shouldn't be much of a surprise if some mods' units are similar to MO. Speeder is also involved in TI, no?

 

I think what we're going to identify it depends on what mod/game sticks in our mind the most :D


Edited by Handepsilon, 11 October 2017 - 07:55 AM.

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#2139 Damfoos

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Posted 11 October 2017 - 08:09 AM

https://ppmforums.co...ic.php?p=468814

That's the shp everything aforementioned is based on. The source 3d model is also available, which allows to easy recolor it, add details or change the weapon to fit the idea.

#2140 Handepsilon

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Posted 11 October 2017 - 08:43 AM

So it's a GI in an exosuit

 

But they were first made by China

 

Allied/Soviet in Foehn (re)confirmed :shiftee:


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