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MO 3.3 // Campaign, Cooperative & Challenge Discussion


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#181 GDIZOCOM

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Posted 28 December 2016 - 12:16 PM

Does anyone of you remember the Mental Omega device back in 2.0, the centre point of the mod? For some reason it's still in the files, but it seems that Yuri didn't mention it in 3.0 onwards...

 

I'm just going to assume it'll appear in time again, after all it's what the mod name is too :p

 

 

As for Puppet Master, I actually legitimately tried to infiltrate the enemy tech labs, but alas, no Chrono Prisons or Lionhearts for me. 

 

 

Also, for Memory Dealer, what's the main trigger to get the Bloaticks to your side? Mind controlling the Engineer? I put an Invader and Driller beside them and they still wouldn't transfer to my side.


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


#182 Fatalis

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Posted 28 December 2016 - 12:28 PM

While A-Move is wonky, it still works.

 

Hint about Veteran units in Singularity: Pay close attention to locations of shelters. If any infantry reach it after you attack, alarm will ring. If you attack any patrol with vechicle, Alarm will ring. Later on when you destroy Field Bureau, you can simply allkill everything due to communication lost on soviet side. Same counts for Allied side and AFCHQ.

 

That's actually something I haven't figured out,so thanks.



#183 Thesilver

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Posted 28 December 2016 - 01:17 PM

Memory dealer gives you 2 repair stingers once you reach the airfield, becomes much easier once you get that. Anyway, i have been trying the soviet campaign on mental difficulty and managed to beat every mission except for one, the lunatic. I tried around 11 times but it just wouldnt work, volkov can't kill enemies fast enough to keep up with the kirov. So after failing so many times i decided to look at the walkthrough's speeder made to see what i did wrong and as it turned out. Volkov has been nerfed significantly in between that video and 3.3 and thus deals only half the damage he deals in speeder's video, no wonder i keep failing. That mission wasn't designed with that nerf in mind.

 

 

(so any patrol with a vehicle raises the alarm instantly? Man, i wish that was said somewhere because i was certain this mission is bugged, speeder also just attacks patrols with vehicles in the first part hence my thinking)


Edited by Thesilver, 28 December 2016 - 01:18 PM.


#184 Damfoos

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Posted 28 December 2016 - 01:25 PM

There's a script which gives you a paradrop of 3 repair stingers on Easy if you clear the airstrip, but it is bugged sometimes. I played twice, and it worked fine first time (CBA finishing the mission back then), and when I was playing it second time (this time completely) it only happened when I already destroyed half of that Soviet base with my recaptured base, although the airstrip has been secured long before that. Also, even without the Stingers you can capture some Engineer and take the repair building near the airstrip. Or use the one you find with Bloaticks.

 

EDIT: Oops, it seems it was answered while I was typing.

 

Also, for Memory Dealer, what's the main trigger to get the Bloaticks to your side? Mind controlling the Engineer? I put an Invader and Driller beside them and they still wouldn't transfer to my side.

 

You are supposed to find them during the first phase, when you only have the Mastermind. If you still have it, try to come close to them. 

 

Volkov has been nerfed significantly in between that video and 3.3 and thus deals only half the damage he deals in speeder's video, no wonder i keep failing. That mission wasn't designed with that nerf in mind.

 

Yeah, and I'm afraid the same can be said about certain other missions which involve altered units, like Virus or Volkov. I haven't played all yet, but I'm sure there will be surprises.

Played Unshakable btw, nice work on toning it down. Though on Easy the Chinese attack ends way too quickly and all you have to do after that is to clear the area. I'd be fine with one more wave after 5 minutes, I have just enough forces to defend myself anyway (finally the amount of units has been halved for Easy, so it is actually possible). Also, it could use a hint to tell the player how to stop explosions inside the Stabilizer (the player has to capture the Assembly).

 

 

 

Does anyone of you remember the Mental Omega device back in 2.0, the centre point of the mod? For some reason it's still in the files, but it seems that Yuri didn't mention it in 3.0 onwards...

 

Yeah, and I still hope it will get a better model. Maybe Nooze has ideas? It is defenitely still a part of the story, read the Irkalla's description, there's some "Ultimate weapon of Yuri", which most likely IS the MO device.


Edited by Damfoos, 28 December 2016 - 01:44 PM.


#185 Solais

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Posted 28 December 2016 - 01:27 PM

Oh yeah, in The Conqueror, I don't know if it was a bug or story reasons, but the 8th Topol-M just disappeared and 7 was enough to complete the objective.



#186 Solais

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Posted 28 December 2016 - 03:21 PM

Tried Divergence, I got the Moonlight treatment... Is it me, or enemies in general attack more fiercely if you happen to have a base as Epsilon? I swear this mission is like a copy of Moonlight, with relentless enemy attacks and endless kirovs that wreck your base.

 

And it's kinda weird. One would say that the Act 2 missions should be harder. Yet Puppet Master with the Allies was just perfect. I got enemy attacks here and there, but still giving me time to build up a bajillion thors a sizeable base and attack forces. But when it comes to Epsilon, the attacks are relentless and I feel weak, whatever I build, I can't seem to be able to defend well. Maybe the AI VS Epsilon is too hard?

 

Back to Memory Dealer, I think this mission was also scripted with Free Radar in mind, because there are messages like "Soviets set up a blockade here", but you don't know where the "here" is, because it's not shown directly.

 

Edit: Damfoos:

Spoiler


Edited by Solais, 28 December 2016 - 03:38 PM.


#187 CLAlstar

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Posted 28 December 2016 - 03:37 PM

Fun fact: Barely any of testers passed Divergence in less than 1.5h on any difficulty before it was nerfed. Also, remember one thing: Soviet production does not proc unless you goin control of Epsilon base. Suggestion? Gather as many brutes as possible, head BELOW the base of Confeds, unleash your brute army straight to CY so enemy wont rebuild their stuff. You can in the same time support them with Rahn, while Malver enters the base - just to be safe if any Terror Drone suddenly snatch your Rahn. You can also start by immediately producing 2 drillers, filling them with engineers and capturing Confed infrastructure + battle lab, just for sake of your own Catas and Kirovs - Cata with Adept = mini mastermind which packs a punch.

 

At least thats how i used to do it, and didnt suffer too much - after few tries i kept completing mission in that way on any difficulty.


Edited by CLAlstar, 28 December 2016 - 03:38 PM.


#188 Solais

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Posted 28 December 2016 - 03:40 PM

Thanks! Good advice. Though wish it was sorta communicated better in game. Like, give a few hints and such, because we can't just try 1.5 hour long missions over and over.



#189 CLAlstar

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Posted 28 December 2016 - 04:11 PM

It isnt supped to be communicated. What, you think that messages like "Enemy will not build anything unless you reach base" should be clearly visible? :V

Those are simply my observations - and i adapt to use them well.



#190 Solais

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Posted 28 December 2016 - 04:39 PM

Nah, but something like "The Soviets have started mobilizing against your base."



#191 Steelpoint

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Posted 28 December 2016 - 04:51 PM

Maybe on Easy and perhaps Normal the game somewhat telegraphs more to the player about things they should consider doing.

 

To give a example, on the first Allied mission of Act 1 the game should pretty much tell you to fortify troops at the three main soviet beachheads, instead of making you have to figure that out yourself. Or on the second Allied mission to put up some anti-air defences to intercept soviet paratroopers.

 

Its those small things that can help players on lower difficulties prepare for those unexpected moments, or at least moments that are hard to figure out before hand. A good example being defending the Chronosphere on the 11th Allied mission, if you look at the base you can see two alternative entrances to you're base on your south east and north west sides that are not covered in defenses, a better/experienced player would see this but a new or more casual/someone who is not a genius would not notice at first.



#192 X1Destroy

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Posted 28 December 2016 - 06:05 PM

I don't get why we have to do the conyard rushes to win said missions. Why can't the enemy be beatable through brute force in a fair open fight?

This kind of map design just promotes exploiting and cheap tricks rather than having actual battles. Granted, Epsilon is all about dirty jobs but when it's an all-out battle at least let it be a winnable one. To compensate, possibly increases theirs defenses against said anti-production tactics via structure placements so players wouldn't be able to use said tactics against them.

Wasting 3 hours in a loop of never ending defenses and counter attacks only to loose either due to the time limit or suddenly a critical unit died during the chaos is stressful.


Edited by X1Destroy, 28 December 2016 - 06:15 PM.

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#193 Handepsilon

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Posted 28 December 2016 - 06:20 PM

Nah, but something like "The Soviets have started mobilizing against your base."

 

The funny thing is that some missions actually say something like this for similar occasions

 

 

Anyway, i have been trying the soviet campaign on mental difficulty and managed to beat every mission except for one, the lunatic. I tried around 11 times but it just wouldnt work, volkov can't kill enemies fast enough to keep up with the kirov. So after failing so many times i decided to look at the walkthrough's speeder made to see what i did wrong and as it turned out. Volkov has been nerfed significantly in between that video and 3.3 and thus deals only half the damage he deals in speeder's video, no wonder i keep failing. That mission wasn't designed with that nerf in mind.

 

 

(so any patrol with a vehicle raises the alarm instantly? Man, i wish that was said somewhere because i was certain this mission is bugged, speeder also just attacks patrols with vehicles in the first part hence my thinking)

 

Managed to get it in two tries, the last one lost the ever-so-aggresive Chitzkoi (which is fine because the Soviet Russia has the technology to rebuild Chitzkoi). You basically just need that dog to kill most soldiers and tanks because it takes Volkov two tesla shots to perform shocking therapy on kill a soldier. While Chitz runs rampant, you can either help the dog or just go your way to wherever you're supposed to go. Before you reach the set of flak cannons, make sure your kirov is mostly healthy enough to tank a few flak cannon shots in case you take your sweet time going to the reactor like me.

 

Also, destroy that tech missile bunker before going to the tesla reactors. I failed the first attempt because I neglected them. Turns out I can't make it back before the bunkers and stationed flak troopers destroy it (one would think the bunker is also powered by the reactors though... :l )

 

About veterans in Singularity though, it seems to barely exist in Easy. Oh, and speaking of Singularity

Spoiler

Edited by Handepsilon, 28 December 2016 - 07:18 PM.

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#194 CLAlstar

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Posted 28 December 2016 - 07:28 PM

Thats because Show Hidden Objects only works on units behind buildings.

 

 

[...]

Think like a proselyte, not like a brute. You can go easy way or harder way. Choice is yours.



#195 Solais

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Posted 28 December 2016 - 07:35 PM

Just give me something to break!

 

(I guess that's why I liked Huehuecoyotl. :V)



#196 X1Destroy

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Posted 28 December 2016 - 07:39 PM

Is harder way even possible to begin with?

I like to fight with honor lol. Sunlight was the nasty mission with entire Kirov armadas and Dreadnoughts but with effort they can and was beaten back.

Epsilon missions are like.....LOL nope you can't, you have a base yes but it's not for fighting, so go poke that one, lure it out and steal its stuffs......Or run out of time and wasted.



 


Edited by X1Destroy, 28 December 2016 - 07:49 PM.

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#197 CLAlstar

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Posted 28 December 2016 - 08:12 PM

Yes, it is possible. But if i can do something in way more efficent way, then why bother with it?



#198 Tyhednus

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Posted 28 December 2016 - 09:02 PM

Human Shield is a chill mission on Easy. Kind of relaxing. I took one of the Humvees, made it heroic and cleared out the path to the Wf's.Good job of toning it down for Easy.

Also: how did the Russians have another 8 Midases in the Conqueror after two years? I thought those were fake. And who is controling the yellow units? Yuri? It is an awesome mission though. A whole capital caught off guard during a parade. Genius. I guess the yellow ally is just as a diversion for your forces to take the Topols. Or just for fun for Yuri to see Moscow fall before him.

Edited by Tyhednus, 28 December 2016 - 09:03 PM.


#199 Terminal Velocity

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Posted 28 December 2016 - 09:54 PM

In E15:Memory Dealer, before capturing the ConYard, you can mind control an enemy Apocalypse and destroy enemy base, then kill an MCV  when it spawns. Though I'm not really sure if it's faster or not.


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#200 CLAlstar

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Posted 28 December 2016 - 10:41 PM

Your ally's faction in Conqueror is Scorpion Cell. It is mentioned at start of mission.






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