MO 3.3 // Campaign, Cooperative & Challenge Discussion
#1621
Posted 24 March 2018 - 05:09 AM
#1622
Posted 24 March 2018 - 05:17 AM
Done with Obsidian Sands and like most who done it saw that Jackal Racer. But there is something I saw when I manage to hover my mouse on the unit before it moves out of the map.
#1623
Posted 24 March 2018 - 08:22 AM
Done with Obsidian Sands and like most who done it saw that Jackal Racer. But there is something I saw when I manage to hover my mouse on the unit before it moves out of the map.
Spoiler
Probably Malver.
Mostly in it for the lore. Although, I do enjoy basebuilding as well.
#1624
Posted 24 March 2018 - 10:56 AM
So if VOLKNET is the player character. Does this means Uragan is also the player character or are they separate personalities...
More of an extension of player character, that is if VOLKNET remains as the player character outside of Foehn Origins.
#1625
Posted 24 March 2018 - 11:20 AM
Reptoir can't be just Epsilon+mind-controlled Allies and Soviets at least because in that unit showcase video line about Reptoir data appeared after the line about Epsilon and Foehn data. I can totally see Reptoir as some kind of a rogue tech faction like Forsaken and GloboTech in TI.
Edited by SPCell, 24 March 2018 - 11:28 AM.
#1626
Posted 24 March 2018 - 11:22 AM
Probably, but something similar to CABAL is also possible.
#1627
Posted 25 March 2018 - 02:45 PM
Crossposting from the bugs topic because this actually veers into mission discussion instead of bug reporting:
Playing 'Heaven or Hell', I can order a unit to move into this automobile - and then I lose control of this unit forever.
Also, it's maybe a bit silly that the Allied base in the south-east corner is considered to be an enemy base until I capture the Port Authority building. Shouldn't it revert to my control when Tanya reaches it?
The Stormchildren blowing up targets that were already destroyed was also a bit silly.
Should the Typhoon Submarines be present during the entire mission, I wonder? They only spawn after capturing the Port Authority building, but that might be odd?
I really didn't need SEALs to deal with them, though; Tanya works perfectly fine.
And why couldn't my Engineers capture the Coal Plants?
Edited by need my speed, 25 March 2018 - 02:46 PM.
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#1628
Posted 25 March 2018 - 03:47 PM
That's quite normal, you should never enter civilian units like that, they're not under your control.
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#1629
Posted 25 March 2018 - 03:53 PM
its okay, we forgive act 1 mistakes, it's only a tutorial.
Games -
Command and Conquer Red Alert 2/3 and Yuri's Revenge
Command and Conquer Tiberium Wars/ Kane's Wrath/ and Sun
Command and Conquer Generals and Zero hour
#1630
Posted 25 March 2018 - 05:04 PM
its okay, we forgive act 1 mistakes, it's only a tutorial.
Praise the save functionality.
#1631
Posted 25 March 2018 - 05:19 PM
Is it just me, or is the Russian navy in Stormbringer overwhelmingly large? I mean, I was churning out Destroyers all through the first phase, but I was only able to survive by supplementing with Rocketeers, and it was extremely close. I couldn't even get a Naval Yard up in the 2nd phase because it would get swarmed with subs.
#1632
Posted 25 March 2018 - 07:25 PM
The Allied navieswere large too, as was seen in Death From Above and Relentless.
Essentially, don't expect to own large navies as a player :3
Edited by lovalmidas, 25 March 2018 - 07:25 PM.
#1633
Posted 26 March 2018 - 01:08 AM
If Reptoirs is indeed the fifth playable faction, It's safe to say that they are the Horde type of faction trope-wise. Their playstyle would be similar to the Zergs of Stracraft or Tyranids of W40k, employing swarm tactics (even larger than the Epsilon's infantry spam) to overwhelm their opponents.
#1634
Posted 26 March 2018 - 02:56 AM
Do we really need a "5th" faction? :thinking:
#1635
Posted 26 March 2018 - 04:18 AM
Hint : We don't
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#1636
Posted 26 March 2018 - 08:04 AM
But Conscripts are swarm units already :thinking:
And they are built with a maximal training speed possible for infantry already, so how would you make an even cheaper infantry?
#1637
Posted 26 March 2018 - 10:40 AM
I just started A08: Wrong Side and right at the start there is a conscript on the bridge. My SEALs outright refuse to attack it. When I give an attack order they swim for the closest shore which is protected by two tesla coils.
I looked in the playthrough on youtube and there the SEALs do attack the conscript, but mine are simply not doing that.
#1638
Posted 26 March 2018 - 12:15 PM
I just started A08: Wrong Side and right at the start there is a conscript on the bridge. My SEALs outright refuse to attack it. When I give an attack order they swim for the closest shore which is protected by two tesla coils.
I looked in the playthrough on youtube and there the SEALs do attack the conscript, but mine are simply not doing that.
I think SEALs have been balanced since then and are incapable of attacking that conscript, you just have to swim past him and bait the subs out of his range.. usually best to destroy them after clearing the beach as a result.
#1639
Posted 26 March 2018 - 02:06 PM
I just started A08: Wrong Side and right at the start there is a conscript on the bridge. My SEALs outright refuse to attack it. When I give an attack order they swim for the closest shore which is protected by two tesla coils.
I looked in the playthrough on youtube and there the SEALs do attack the conscript, but mine are simply not doing that.
I think SEALs have been balanced since then and are incapable of attacking that conscript, you just have to swim past him and bait the subs out of his range.. usually best to destroy them after clearing the beach as a result.
How about we take away the conscript and two subs, only one leaving one. Maybe on easy........
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