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MO 3.3 // Campaign, Cooperative & Challenge Discussion


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#41 Handepsilon

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Posted 18 December 2016 - 11:19 PM

Managed to beat Zero Signal by applying the last strategy, keeping Siegfried alive AND not capping domes before Soviet gets wiped. By pure accident I capped the ConYard of Soviet, before rolling over the base with prism rifles and flamethrowers. Lost my outpost on the Soviet frenzied 'sell everything throw everything' assault.

The Gardener : Not too much challenge, though I had a little searching for the Battle Tortoise since the message scrolled a bit too fast

Panic Cycle : Siegfried inflicted too much friendly fire on my GIs, but by the end of the escort I had just enough tanks to mount assault and defend the base. I rolled the bases with prisms, both tanks and cadres, while others stay around to blow any units on the way. As an added measure, I captured the Conyards

Oh and regarding Act 2, I glanced a few Soviet missions, The second mission is well done, even including a glitchy loading screen and eerie soundtrack to describe the situation

Edited by Handepsilon, 19 December 2016 - 12:32 PM.

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#42 Allied Commander ???

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Posted 19 December 2016 - 01:57 AM

Are the unplayable campaign missions remain unfinished or they are just locked from players which will unlock whenever the devs update the mod?

Edited by Allied Commander ???, 19 December 2016 - 01:58 AM.

Spoiler

#43 Speeder

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Posted 19 December 2016 - 01:58 AM

There are some which are finished but require additional testing and some polish and there are some which are not finished, mostly at the end of Act Two.

 

They'll be patched in in batches.


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#44 optimum_crime

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Posted 19 December 2016 - 05:05 AM

ussr01.png

In every campagn the system just displays the message like these instead of proper scripts.



#45 Ollerus

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Posted 19 December 2016 - 06:08 AM

ussr01.png

In every campagn the system just displays the message like these instead of proper scripts.

Seems you didn't use the original English Yuri's Revenge. Other languages' YR will cause this problem.

You need to download original YR 1.001. Or you can just put these 7 necessary files in 3.3's directory instead of the whole YR:

gamemd.exe* ra2.mix ra2md.mix language.mix langmd.mix BINKW32.dll blowfish.dll



#46 Allied Commander ???

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Posted 19 December 2016 - 08:25 AM

Spoiler

Spoiler

#47 The Jovian

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Posted 19 December 2016 - 10:13 AM

Okay my quick thoughts on the Act II Missions I've made a serious attempt to beat so far:

 

A1: The Mermaid: Awesome, Siegfried and Tanya are so badass together. MISSION ACCOMPLISHED

A5: Bottleneck: Goddamn it where's that damn Gehenna Platform!?! MISSION FAILED

 

S1: The Raven: Well, didn't expect that ending. Also rest in peace Mental Omega fans with heart conditions. MISSION ACCOMPLISHED (FAILED?)

S2: Awake and Alive: Goddamn it Reznov why did you walk right into that Terror Drone?! MISSION FAILED

S3: Exit to Exist: RIP Colonel Hose Arcadio Morales, killed by Gatling Tank. MISSION FAILED

S5: Juggernaut: TOO!!! MANY!!! ENEMIES!!! MISSION FAILED

 

E2: Huehuecoyotl: Well... that was easy. Maybe replay it on Mental. MISSION ACCOMPLISHED

E3: Memory Dealer: Brainwave overload, brainwave overload, brainwave overload, brainwave overload, brainwave overload, brainwave overload, brainwave overload, brainwave overload, brainwave overload, brainwave overload. MISSION FAILED (Yeah that's what I get for saying that a mission is easy)

E4: Divergence: I wasn't expecting Malver to die this easily. MISSION FAILED



#48 delulytric

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Posted 19 December 2016 - 01:00 PM

Casual player. Out of the 5 Allied mission and 4 Soviet missions I played, S16 is really hard even on easy, its even harder than Unshakable. Firewalking, is really trying to walk on fire except you'll get burned to death by the constant reinforcement and the tight time frame on capturing the Psychic Dominator. I suggest that the surrounding buildings should be on yellow healthbar, drop more conscript and flak troopers around the buildings, and shift the paradrops from the enemies away from your base, right at the building doorstep.



#49 Solais

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Posted 19 December 2016 - 01:16 PM

A08 Wrong Side is my current stuck point. First of all, I need a rulesmo.ini to set the Terror Drones' health to 1. Or make them instantly explode or anything, because they are awful. Second, I need a way to make the clock 3 times longer. Seriously, stop giving so little time! Oh, 30 minutes is enough? Too bad the RA2 timer is 3x faster than what it shows! Seriously. This mission just tires me out so much I have to rest a day to try again.

 

Edit: Wait what? I looked up Speeder's video about the mission and he gets double units paradropped!


Edited by Solais, 19 December 2016 - 01:35 PM.


#50 X1Destroy

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Posted 19 December 2016 - 01:36 PM

I also wish to have the ini files. I miss my old private version of MO 3.0. I wanna update it for 3.3.


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#51 CLAlstar

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Posted 19 December 2016 - 02:06 PM

But that mission had probably least of changes from Act 1 ones.



#52 GDIZOCOM

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Posted 19 December 2016 - 02:10 PM

I posted a message about this in the cncnet lobby but I think it's more appropriate here.

 

Are the buildings in Panzer Ace intentionally super resistant to Paladin tank fire? I think you should add a warning along that, probably something about ineffective ammunition or something. Me and my partner tried for quite some time to get the buildings (smoke turrets in particular) before we gave up on them. 



#53 Speeder

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Posted 19 December 2016 - 02:11 PM

I think it's more of a Tank Destroyer rather than universal tank.


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#54 need my speed

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Posted 19 December 2016 - 02:11 PM

A general observation I have is that way too many missions rely on keeping certain critical units alive. That, combined with map design that, for example, hides Terror Drones underneath trees, and especially combined with the inability to save, makes many missions just an exercise in frustration. You have to know what's going to happen and what is where beforehand. I, however, am a very slow player, and I like to explore every nook and cranny of a map. So I'm afraid the campaign still isn't really something for me - yes, it is certainly doable on Easy (at least, the half a dozen or so missions that I tried), but... But it isn't fun, not for me.

 

It's fun, for those who like a challenge, who like to beat sneaky tricks, who like to prevail despite this and that and whatnot. But I just want to play at my own pace, exploring, observing, appreciating the design, the logic, and the story. I don't want to feel rushed, tense, or replay the exact same thing over and over because I didn't follow an optimal pathway.

 

This isn't really criticism, mind; again, the missions are designed very well - just not for the kind of player that I am, I suppose. Or maybe the lack of a save feature is the main thing, and I am just reasoning the rest around it. Who knows. :p


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#55 Solais

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Posted 19 December 2016 - 02:50 PM

I managed to beat Wrong Side. Turns out SEALs have the magical power to turn Terror Drones to have one hp. :V

 

Then started next mission and I was immediately overwhelmed. Two domes to protect, a timer ticking down for nuclear strike, limited money. I just couldn't really figure how to start anything. Then the mission sends me to capture an ore refinery, I'm like finally some point of actual stability in the mission. And then I capture it, mission is like "lawl, soviets have scuds now, enjoy your refinery being blown up". At that point, I just felt an overwhelming sense of tiredness and just shut down the game.



#56 CLAlstar

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Posted 19 December 2016 - 03:03 PM

Just grab your forces and head straight through upper edge to soviet base. Gte sniper IFV + some engies. Leave rocketeers at top dome and mirages near bridge where your starting point is.



#57 Solais

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Posted 19 December 2016 - 03:46 PM

Alright will try it tomorrow. Thanks!



#58 CLAlstar

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Posted 19 December 2016 - 04:09 PM

And honestly, dont bother with that small Allied outpost. Its not worth it as it can be easily destroyed by SCUDs. Capture soviet base, build economy there, destroy production facilities and prepare for all to hunt event. Bunkers should do the job.



#59 Handepsilon

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Posted 19 December 2016 - 04:32 PM

I managed to beat Wrong Side. Turns out SEALs have the magical power to turn Terror Drones to have one hp. :V

 

Then started next mission and I was immediately overwhelmed. Two domes to protect, a timer ticking down for nuclear strike, limited money. I just couldn't really figure how to start anything. Then the mission sends me to capture an ore refinery, I'm like finally some point of actual stability in the mission. And then I capture it, mission is like "lawl, soviets have scuds now, enjoy your refinery being blown up". At that point, I just felt an overwhelming sense of tiredness and just shut down the game.

Not sure what difficulty you're playing, but I ignored the soviet ore refinery on Easy, and capped the stranded Allied outpost on the south instead.

 

I divided my units to north and south, north to sneakily siege the soviet base and Nuclear missile with infantries and siegfried, south to capture the outpost to enable access to medic, rocketeers, cadres (and this is the vital part for me) and SEALs. The domes we initially have is usually not under too much pressures that only few units of our own is needed.

 

Train Harriers, slowly press to the soviet's base with your tanks and down the anti airs, then when the scuds arrive, make sure every single one of them is destroyed. Use the harriers when it's close enough. For north side, just slowly mince through the sentries and coils. Be quick about it because they will keep replenishing the defenses.


Edited by Handepsilon, 19 December 2016 - 04:33 PM.

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#60 CLAlstar

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Posted 19 December 2016 - 04:41 PM

Its actually easier to breach Soviet base from upper edge. All what stands between you and soviet conyard there is single tesla coil and barracks. Also from soviet base direction it's easier to destroy War Factory - critical building for Soviets in this mission. Also that stops them from rebuilding.






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