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MO 3.3 // Campaign, Cooperative & Challenge Discussion


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#301 Hazapuza

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Posted 03 January 2017 - 06:00 AM

What object are you speaking of? The only one I can come up with is the original Tiberium meteorite, but bringing that to Earth prematurely, instead of deflecting it away, seems like shooting yourself in foot, repeatedly.



#302 Damfoos

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Posted 03 January 2017 - 06:13 AM

I'd love to see some TI equipment in MO, and some connection between these two, not just a reference in mission/map/OST name. Too bad in TI Yuri escapes too early to potentially take any cool units with him (like railgun Goliath, MMkII, Venom walker), they haven't been created by this point yet. But those units which existed by this point (some Nod stuff maybe), could've been given to the Epsilon player as sudden reinforcements in that mission in Antarctica main base, not to greatly multiply his army's capabilities but more like a nice reference.
Maybe an Eclipse tank or two?

And I still wish MMkII from TI to become the new secret stolen tech unit :D

Edited by Damfoos, 03 January 2017 - 06:15 AM.


#303 umbracatervae

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Posted 03 January 2017 - 07:04 AM

It is possible if sooner or later MO will have prequel campaign set similar to TI' Twisted Dawn?

It may be interesting if we play RA1 but in RA2 flavor and play a remake version of campaign in RA1 when Soviets will kneel to Allies might, in MO way


Edited by umbracatervae, 03 January 2017 - 07:11 AM.

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#304 X1Destroy

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Posted 03 January 2017 - 07:41 AM

If anybody can make new RA1 assets with the same quality as Azri's voxels currently used by MO then maybe there will be a RA1 mode.

Probably won't happen though.

Also, infantry SHPs as well. I got tired of seeing G.I and conscripts in pre-war campaign maps, but I know the reasons so no complaint.

Still, would be wonderful if this will be considered in the future.


Edited by X1Destroy, 03 January 2017 - 07:43 AM.

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#305 Damfoos

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Posted 03 January 2017 - 09:53 AM

I've been playing the Act I campaign recently, and I must say Field Bureaus look really out of place as Radar Tower replacements for missions. The missions events suggest that these buildings are responsible for communications, and a Radar Tower fits this role much better than some prison facility. And no, simply changing "Radar Tower" to "Field Bureau" in mission briefings is NOT enough to compensate. Not to mention not every map has been accordingly updated, say, in Wrong Side mission the tiles under the objective building form a symmetric figure which looks fine with a 2x2 building (Radar Tower) in the middle but not with a 3x2 one. Also, the mission preview on the loading screen still shows the tower instead of the bureau. I think Radar Towers must return into campaign, at least for Act I, and either be given to player instead of Airbases when he isn't supposed to have airforce yet, or stay only as mission assets, like objective buildings in Wrong Side, Mad Monster and so on.

#306 Wayward Winds

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Posted 03 January 2017 - 10:08 AM

At least we've got Rangers and Flame Turrets in Archetype.  Given that Tiberian Dawn and Red Alert 1 had (mostly) the same arsenal, TI's got quite a few... but I'm not sure they could just be plopped straight into MO and look like they belong there.

 

...As for the radar/field bureau, I'd agree that the field bureau is far from a proper replacement.  It's already been noted how events in the Soviet campaign constantly refer to a minimap that no longer exists in 3.3 when the event is triggered (and in some cases can't even be obtained; Happy Birthday being the prime offender), and how the heck is a Field Bureau supposed to have equipment for contacting Morales?  And the Field Bureau in Dragonstorm looks really odd up on that peak, when the Radar Tower looked like it belonged there.

I'm actually glad I've kept my 3.0 install rather than just replacing it with 3.3, because despite the increased difficulty some missions in the Soviet Campaign are still more enjoyable than in 3.3.

As a stopgap measure for Happy Birthday, where the lack of minimap is most keenly noticed, why not just set the minimap as permanently on?  I notice that Side Effect does this, and the only excuse that one has is a civilian radar dome building hiding behind your main base.



#307 Solais

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Posted 03 January 2017 - 11:21 AM

Actually, I noticed many maps where you just happen to have a civilian radar dome building that provides you radar, until you get your own, which makes the civilian dome self destruct (most noticeable in Ghost Hunt, where the radar dome is area is visible on your map, like there's a square of shroud missing there). I find it kind of a weird approach... like, wouldn't a radar building outside of the map boundaries work? Or something along those lines? It's been like a decade since I last made a map for RA2, so I don't exactly recall how it works, but I still find it weird.


Edited by Solais, 03 January 2017 - 11:22 AM.


#308 RedFox34

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Posted 03 January 2017 - 09:11 PM

Re: TI, I wouldn't be surprised if Yuri's overall goal is take control of the world to provide a better defense against Tiberium



#309 Solais

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Posted 03 January 2017 - 09:43 PM

But why a NOD member would be against Tiberium?



#310 RedFox34

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Posted 03 January 2017 - 11:26 PM

There's always dissenters in every organization, even Nod would be sure to have doubters within it's ranks.    The world of TI is pretty bad, and Tiberium is the root cause of a lot of misery in that universe



#311 Damfoos

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Posted 04 January 2017 - 05:22 AM

TI world looks much more friendly than TS world, look at all the forests growing near the Tiberium :D

#312 Damfoos

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Posted 04 January 2017 - 10:21 PM

There's a bug in Happy Birthday. Well, not a bug, but not a feature either. If you capture Allied CY near Alamo, you can build Mercury Uplink and use both Mercury and Target Painter support powers, even though Mercury is not supposed to appear yet. And fry "Dugan" with a space laser beam! :D

Edited by Damfoos, 04 January 2017 - 10:29 PM.


#313 Handepsilon

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Posted 05 January 2017 - 06:30 PM

There's a bug in Happy Birthday. Well, not a bug, but not a feature either. If you capture Allied CY near Alamo, you can build Mercury Uplink and use both Mercury and Target Painterbase support powers, even though Mercury is not supposed to appear yet. And fry "Dugan" with a space laser beam! :D

Well plot wise it's a bug, though in Operation : Mirage in original RA2 mission, I can build Yuri Prime after infiltrating the battle Lab, as absurd as it is.

 

And IMO a game bug too. Although the base capping outside objectives are mostly non-canon, they shouldn't have reached that high of tech level, given that your own Confed isn't high as well (can't even build Nuclear Reactor or Airbase, go figure)


Edited by Handepsilon, 05 January 2017 - 06:32 PM.

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#314 Handepsilon

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Posted 07 January 2017 - 05:20 AM

I did Firewalking, in two tries. And it was a REALLY close call, and Solais was right on some aspects : The enemy is too relentless, AND seems to be forming a pseudo alliance just like Chinese and Pacific Front did. On scripted event they will attack each others, but on other times, they will outright ignore each others EVEN when there are nothing else to shoot at.

 

The lag spikes made this mission run in about 2 hours at best, with worst slowdowns in the end, but that did give me some edges. Nevertheless, it's probably one of the mission I will never ever play again until it's retweaked accordingly, if at all.

 

Here's the brief summary of my Easy run through

 

Phase 1 : Landing and Setting Up

 

I did as the mission tells me, wait it out. The Allies eventually came to my small port, and I had to mop them. Came additional reinforcements, and mopped that as well, trivial matter. I set up my starting engi on the Machine Shop to give me some edges in battle

 

I went a bit to the west, but not too far, just to set up guards on my ever so harrassed war miner and Machine Shop, as well as few on the entrances and inside, trained dogs to keep the spies away. Make sure to get your reinforcements recognized and moving. A lot of times I forgot about them and kept them hanging uselessly. Make sure not to lose too much in initial set up. The enemy will attack you a lot and with stronger forces as the time goes. It's so bad you will wonder why you aren't on the defending side while you're receiving the kind of attacks a defending mission would give you (like seriously. It's fine in Moonlight where your goal is cap and defend... or Death from Above where the enemy isn't that savage and you have unlimited times. Firewalking treats you like The Defender with nothing but your base and army to defend)

 

Losing a miner, cash, technology (giving veterancy to enemy via spy) or running out of power is a no no

 

Phase 2 : Expanding

 

There are at least 7 Derricks in the map. I managed to capture 5 and got 2 blew up. next to the 4 that gets shown on the minimap is an Expansion Post, with an ore field, and it's just close to Epsilon's base, so we will need that for faster and relatively safer travel (but Allies will visit now and then with cryocopters and warhawks, watch out)

 

Phase 3 : Teching Up, Preparation, Reinforcements

 

After you got Battle Lab all set, you'll get a LOT of reinforcements, including rhino tanks, Tesla cruisers and SCUD launchers. This will not give too much edge, but anything plus is necessary in this mission, considering the amount of attacks you're going to receive. Quickly build your superweapons (at least the Iron Curtain must be in the outpost for safety), and train some arsonists to set those pesky defenses on fire. Actually just set everything around the Epsilon base on fire, including their gates. I managed to coincidentally run my operation when Allied attack, opening the gate for me by accident. You will want to cause as many defense leaks as possible, so just go for the turrets, especially the Tech one since they can't replace it. Your Arsonists might get caught by mind control for some reason, but they will not be used by computer.... I guess  Bonus point if you can get their Conyard. They won't replace their gates for some reason though.

 

Use your nuke as early as possible to soften the defenses up. If anything, it will ease your travel without those walls slowing you down. At best case scenario where you keep your nuke AND power online, you can launch 2 nukes in one game. Save your Iron Curtain for climatic ending.

 

Kirov is purely optional, but every defense brought down, as well as destroyed ConYard will make your life easier

 

Phase 4 : Finishing

 

So you got some leaks or two, now time for the final phase. Make sure your iron curtain is running and ready. Set up some tanks on the bridge, especially something that can destroy infantry to deal with Adepts and Elites. Include at least one engineer-filled borillo, or two. Make sure you hit fast, because chances are your enemies are already mowing your base down, so you only got your outpost to hold onto.

 

Turn your Iron Curtain on to your tank regiment and proceed to rush on the Amplifier. Order your anti infantry non borillo to take care of as much adepts as possible. If you are sure you can kill them all before timer runs out, wait untl the curtain is done and unload your engies. Watch out if any machine guns are still there. If you can't be sure and want to take a gambit, immediately release your engies, chances are some of them are MC'ed, others dying by gatling etc. But at least make one of them make it to the Amplifier. Even after they retake it one miliseconds later, it just still will be treated as mission accomplished.

 

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Hey, who cares if they retook the amplifier? Our Engi has sabotaged it beyond repair.

 

9iu0jr.jpg

 

Mission Accomplished! sorta


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#315 Fatalis

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Posted 07 January 2017 - 08:14 AM

Firewalking is a disgusting mission.I beat it with huge army ignoring evrything and borillos with engineers just capturing the objective in a clusterfuck of action.I didn't feel satisfied after winning that way.The mission should have the timer extended for sure



#316 Damfoos

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Posted 07 January 2017 - 08:18 AM

Yeah, the win condition is really odd and makes little sense, it'd be much better to have player defend the device afterwards or at least clear the map (obviously endless off-map reinforcements should be disabled after you get the Amplifier).

My strategy (on Easy) was simple: set up a quick defence with Flak troopers and bunkers (don't waste cash on stationary AA and sentry guns, they are useless), put Desolators into Catastrophe tanks, wait until at least the second Catastrophe reinforcements arrive, have at least 6 Desolastrophe supported by repair drone on your western flank, they can take care of any American attacks. Then get a borillo/halftrack with engies, and go towards the American base with your Desolastrophe team. Capture the machine shop along the way, nothing will endanger it anymore once you finish. Move to their ore field, and find the less defended way in, then kill their WF and capture any building which is out of their range, immediately put a Barracks and a turret there (that's how you capture enemy bases in missions) and get rid of the nearby defences and units to produce more engies and take over the entire base. Optionally, you can capture and reverse-engineer a Riot Trooper, it will help you clear the bunkers quickly. Now you don't have to babysit your base (the bunker and its guards will take care of any Epsilon assault), have a rich resource field (don't forget to clear the bunkers) and can safely proceed with the main objective. I've managed to solve the problem with Allies in first 40 minutes of the mission (it can be done quicker though).

Now leave your tanks near the northern entrance to the Allied base (Allied reinforcements occasionally spawn there) or use them in your assault, they are most likely veteran already, it will help. Build more Desolastrophes, take SCUDs and Teslas with you, they are essential for taking out the Adepts from the safe distance. You can also nuke the entrance to the base to clear the path. Use the same capture tactic on Epsilon buildings, the only difference is that you can't mindlessly (pun intended) ram into base due to mind control units. But that's why you need the Teslas and SCUDs. Optionally you can deploy Airborne and Bloodhounds for additional anti-infantry firepower. Capture a Bio Reactor to deploy Barracks, then WF, and kill their Barracks/WF with SCUDs so they won't be able to make reinforcements. Then either capture the Amplifier right away, or clear the entire base, also capturing their CY and lab. Your main base won't even be attacked in the process, not to mention you won't have to divert attention to Allied attacks and paradrops. It is possible to capture the device in 5-10 minutes before its activation.

Also, why you didn't use that bunker near your base? Together with a few Drakuvs and some heavy infantry it can stop pretty much every assault.

Edited by Damfoos, 07 January 2017 - 08:25 AM.


#317 Thesilver

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Posted 07 January 2017 - 10:55 AM

Did you know that on firewalker the iron curtain is bugged? It charges within 6 seconds allowing you to keep units invincible forever. This mission becomes a joke once you can build an iron curtain, even on mental because invincible cata's with deso's can destroy the epsilon base with ease.



#318 Handepsilon

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Posted 07 January 2017 - 11:00 AM

Did you know that on firewalker the iron curtain is bugged? It charges within 6 seconds allowing you to keep units invincible forever. This mission becomes a joke once you can build an iron curtain, even on mental because invincible cata's with deso's can destroy the epsilon base with ease.

 

I did notice that my Iron Curtain don't have any counter (it is still alive when the mission is accomplished) So it feels a bit fishy as well


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#319 X1Destroy

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Posted 07 January 2017 - 11:17 AM

Winning through abusing bugs is kinda no fun if you ask me.

BTW, tried and beaten stone cold crazy. This mission is doable but things just happen a bit too fast IMO. Especially at the start. I have to rush my GGIs to the gate right after they were para dropped to quickly intercept the truck or else it's gone. Little buggers are just so damn fast.

The rest of the mission are all just rocketeer spam as expected.


Edited by X1Destroy, 07 January 2017 - 11:20 AM.

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#320 Tyhednus

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Posted 09 January 2017 - 06:36 PM

Anyone else think that the conyard you get in the Conqueror is nice, a bit unnecessary? You are too busy with the topols and you get the forces you need for taking the topols. Maybe the yellow ally could make more use of it?




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