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MO 3.3 // Campaign, Cooperative & Challenge Discussion


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#1 Speeder

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Posted 17 December 2016 - 01:44 PM

CCC. Self-explanatory! Discuss missions, co-op maps and challenges in this thread. Bugs, speedrunning tricks that I have not considered and all that jazz.


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#2 X1Destroy

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Posted 17 December 2016 - 02:14 PM

https://forums.revor...elated-problem/

If that topic could be merged, I like to have it closed.

The glitch itself does not always happen, but random.


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#3 Vhaldez

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Posted 17 December 2016 - 02:40 PM

Campaign related-ish, are the Foehn from a future where Yuri won WW3? The Haihead heroes appear to have been rescued from some sort of "lost world":

 

Within the ruins of the lost world, an unexpected event has occurred: one of the scouting parties found a pair of survivors, teenage siblings who have not yet been corrupted by the mind control. A brother and sister have been found in a state of almost complete exhaustion and it was later said that mere hours of delay would have caused their demise.

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#4 X1Destroy

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Posted 17 December 2016 - 02:44 PM

Yes, but that doesn't mean they're time traveling. Yuri won WW3, and the conflict between it and Foehn happen years later in the future.

Which means, there will not be Allied or Soviet forces in Foehn campaign aside from abandoned technologies and infrastructures of a bygone age.


Edited by X1Destroy, 17 December 2016 - 02:48 PM.

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#5 Kirov_Fury

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Posted 17 December 2016 - 02:48 PM

I wish we could infiltrate labs in the campaign. The thing is, stolen tech should not be entirely limited to skirmish and multiplayer I believe. At least in easy mode etc.

#6 Vhaldez

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Posted 17 December 2016 - 02:54 PM

Yes, but that doesn't mean they're time traveling. Yuri won WW3, and the conflict between it and Foehn happen years later in the future.

Which means, there will not be Allied or Soviet forces in Foehn campaign aside from abandoned technologies and infrastructures of a bygone age.

 

I see! How interesting, I will be watching intently to see how the campaign develops further in act 2.


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#7 X1Destroy

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Posted 17 December 2016 - 02:58 PM

I wish we could infiltrate labs in the campaign. The thing is, stolen tech should not be entirely limited to skirmish and multiplayer I believe. At least in easy mode etc.

I don't think so, because the discovery of said stolen tech units are a part of the storyline. It would be inconsistent to have said, a future tank in New York.

Rather, enable production by default for them after they are revealed is a better option. I'd like to see Apocalypse tanks in Dragonstorm as a reserved forces, quickly re-activated to help defend against incoming Chinese attacks.


Edited by X1Destroy, 17 December 2016 - 03:02 PM.

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#8 Solais

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Posted 17 December 2016 - 03:28 PM

You do get an Apocalypse in The Raven.

 

Anyways, 5 Allied missions down. Definitely easier. In 3.0 I couldn't beat Mission 4 after many tries, now I could do it on the first. So far, I could do all the missions the first try, but now comes Allied Mission 6, where I originally got stuck.



#9 X1Destroy

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Posted 17 December 2016 - 03:41 PM

Haven't try it. That's great to hear.

BTW,

There is no challenge map with Foehn enemies yet. I hope more maps of this type will be made in the future. This mode is dream came true for me who love ZH generals challenge. Especially that mission where I fought super Apocalypse tanks. Just epic large scale of defenses and counter attacks.


Edited by X1Destroy, 17 December 2016 - 03:42 PM.

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#10 Solais

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Posted 17 December 2016 - 04:03 PM

So this Challenge Mode is really a new feature? Weird, it seems like it was never hyped as all the other features and just got looked over.



#11 X1Destroy

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Posted 17 December 2016 - 04:20 PM

It's just a series of scripted skirmish maps, where you can either play coop or with an AI ally against like 5 bases worth of enemy. It can get from easy and enjoyable to absolutely ridiculous depending on how you set the game up. Try mental cheat and super weapon on, it's brutal even on easy maps.

I think it was among those "never planned before but why not?" last day things. We never heard about it years ago while 3.3 was being made.

And btw, is Final Omega officially non existant by now?

Edited by X1Destroy, 17 December 2016 - 04:24 PM.

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#12 Speeder

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Posted 17 December 2016 - 04:56 PM

Pretty much. An extension to FinalAlert2 that will make it read Mental Omega files is more likely at this point.


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#13 Damfoos

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Posted 17 December 2016 - 08:04 PM

Not sure where it belongs, so I'll post here:

There's one quite inconvenient thing about Bounty Hunt and Oil Control modes. How am I supposed to remove Terror Drones from my vegicles as Foehn, if my repair vehicle - Minermite - is not available? Perhaps it can be allowed to build anyway, just without ore harvesting capability? Or Foehn gets some other generic repair vehicle in these modes?

#14 Handepsilon

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Posted 18 December 2016 - 01:12 AM

Played the Allied missions on Easy, cuz I'm scrub.

Red Dawn Rising : The amount of invasions is heavily toned down, none of those sneaky tanks and borillos blowing Pentagon right under your nose. The most unexpected thing is when an ally sent Carriers on Soviet MCV (a little too much? but ok)

Eagle Fly Free : No more bullshit surprise Tesla Coil by the bridge with vague bunker hint, though I'm pretty sure they are kept in harder difficulty, because the bunker's there. Apparently you can only infiltrate once before they sell their tesla reactor, though rocketeers take care the rest. Soviet main base is conveniently littered with barrels, making it easy to break through. Had to lose Tanya by accident tho, vut no problem. Rolling it in with soviet tesla trooper and borillo from capped buildings.

Lol at clueless soviets in the beginning

Road Trippin : Same pld, though 2 Confederation tank got lost on the valley and a couple of Stormchild had to come along to search them and be their guide... to hell

Heaven and Hell : Tanya changes everything. The only thing she needs to watch out is probably just borillos cuz that thing is hard to break with her laser. I ended the mission by rushing an entire army of 5 GI/tank filled voyagers.

Also, fuck the Pyros

Bad Apple : Similar, though the story changed a bit. When we met the MC'ed captive, we were told to fire a warning shot before they're confirmed. Lost an engi at that part because I'm stupid. You also got reinforcement right after you capped the Beacon. I managed to mop most of Soviet before the PP without much effort.

Beautiful Mind : Lost my SEALs because I'm careless. Managed to get the base, but the soviet still keeps paradropping right on top of you. Timer looks much longer tho. Quickly seized the expansion post, but my front door has too much enemy units. Sub got packed by the expansion's port, making it difficult to break through without massing so much destroyers. Ivans try blowing up ny expansion's Naval yard. After that, it wasn't too much of a hassle to bring the curtain down. Breaking through the army on the way to the Amplifier's backdoor is tedious tho, but I managed to slip a team of GIs and GGIs, managing to get them to survive the punishments (which goes softer when i made it to the Amplifier somehow)

Hammer to Fall : ALMOST GOT CAUGHT IN SPOTLIGHT. Anyway, used Tanya to do pretty much everything. Though I made use of my GI to blow the base defenses on the left beforehand. As I infiltrated (during which a dog managed to nom on Tanya and left her barely alive) and blew up the mining camp , my GI and medic team was surprised and killed by an unexpected War Miner straying away from ore fields. My last spy was used to turn off the power in the right base and my Stallion blew up afterwards, so I had to do the rest of the mission using Tanya only. She prevailed though.

Wrong Side : I don't like the SEAL vs. Subs thing, really. The rest of the mission, just use rhe right type of unit to punch through. Damn buratino though...

Zero Signal : Kinda hard to sneak a Spy there so I had to sneak Siegfried and a small team of infantries to blow the Nuke Silo. Kinda hard ro even try backdooring. Lost Siegfried though, and then a Scud appeared and blew one of my domes just as I start pwning the base. Damnit

Edited by Handepsilon, 18 December 2016 - 01:13 AM.

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#15 Solais

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Posted 18 December 2016 - 01:52 AM

Yeah, the missions are definitely easier now it seems, but they still have that edge that makes them really satisfying to beat. Kudos... so far. :p



#16 GuardianTempest

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Posted 18 December 2016 - 03:42 AM

Is the game really meant to be played at Speed 5? It's much faster than what the trailers showed, personally I prefer 4, unless you took animation into account and it really should be that way?



#17 Handepsilon

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Posted 18 December 2016 - 06:07 AM

4 is RA2's 'normal speed'. Not sure why 5 is the default in skirmish


Edited by Handepsilon, 18 December 2016 - 06:08 AM.

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#18 X1Destroy

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Posted 18 December 2016 - 06:20 AM

4 is the speed used in campaign. But 5 seems to be used more in multiplayer, to compensate for the lag I think.


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#19 Damfoos

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Posted 18 December 2016 - 08:23 AM

I'm happy that Dogs don't kill Tanya (if she is Elite) in one bite anymore, this changes the stressfullness of walkthrough a lot. Though I'm not sure, does she still die on Mental in this case?

Edited by Damfoos, 18 December 2016 - 11:42 AM.


#20 Speeder

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Posted 18 December 2016 - 11:12 AM

No, she should survive one bite in any situation.


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