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MO 3.3 // Campaign, Cooperative & Challenge Discussion


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#101 Solais

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Posted 23 December 2016 - 02:44 AM

Hmm, so you're saying that it should happen in some other phase of the mission? Would be still kinda weird, attacking without any sort of warning.



#102 lovalmidas

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Posted 23 December 2016 - 02:48 AM

 

Soviet Co-op Intoxicated:

- Sometimes brutes (when attacked) end up running to where the Cloning Vats are (or where they were) and just idle there until you actually fire at them again

It is on purpose Cloning Vats might do something when the Brutes run back to base.

 

- Brutes sometimes attack sandbags (or walls in general) instead of going around to attack you when you're on the other side of said barrier 

Typical AI. Use it to your advantage.

 

 


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#103 Black/Brunez

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Posted 23 December 2016 - 03:37 AM

Hmm, so you're saying that it should happen in some other phase of the mission? Would be still kinda weird, attacking without any sort of warning.

 

Not exactly saying it should happen in another phase, but AT LEAST during the set up and assassination stuff like rocketeers and warhawks are not supposed to be an issue for mr José A. Morales



#104 Allied Commander ???

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Posted 23 December 2016 - 04:42 AM

I rarely see Soviet AI utilize the Medic Bunker, though it appears in most Soviet bases in the missions, they look more like a decoration.
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#105 Damfoos

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Posted 23 December 2016 - 08:11 AM

I think the first Act01 Soviet missions have to be modified according to radar changes (I still don't get why transfer radar into airfield, this was always Allied feature). Just move radar functions to Field Bureau, and pop up a message like "for this mission radar equipment will be available in Field Bureau", or make the old Radar Tower buildable in campaign until the first mission where the player gets authority to build Airbase, then remove the tower. This way, hovewer, might require to modify tech trees of enemy Soviet forces in Allied and Epsilon missions, because the player will be able to build things which are not supposed to exist at this point of campaign if he captures enemy CY.

Edited by Damfoos, 23 December 2016 - 08:12 AM.


#106 FELITH

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Posted 23 December 2016 - 10:19 AM

i agree with your idea that bring Radar Tower back to soviet missions. it's kinda weird when I get a free radar without having any Radar Tower.


Edited by FELITH, 23 December 2016 - 10:30 AM.


#107 Allied Commander ???

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Posted 23 December 2016 - 10:34 AM

I agree, the old Radar Tower is kinda nostalgic, maybe make it an mission only building.
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#108 Solais

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Posted 23 December 2016 - 12:00 PM

I think the first Act01 Soviet missions have to be modified according to radar changes (I still don't get why transfer radar into airfield, this was always Allied feature). Just move radar functions to Field Bureau, and pop up a message like "for this mission radar equipment will be available in Field Bureau", or make the old Radar Tower buildable in campaign until the first mission where the player gets authority to build Airbase, then remove the tower. This way, hovewer, might require to modify tech trees of enemy Soviet forces in Allied and Epsilon missions, because the player will be able to build things which are not supposed to exist at this point of campaign if he captures enemy CY.

Yeah I agree. For now, I'm playing the Soviet campaign with radar added to the Field Bureau via the rulesmo.ini, because that's how those missions were meant to be played, and I kinda consider this a bug.



#109 Allied Commander ???

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Posted 23 December 2016 - 12:06 PM

So as a conclusion the old Soviet Radar is completely scrapped?
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#110 Solais

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Posted 23 December 2016 - 12:20 PM

I actually wonder about that, because in the rulesmo, the Field Bureau is using the same code (NARADR) as the Soviet Radar.



#111 Allied Commander ???

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Posted 23 December 2016 - 12:32 PM

IMO the Field Bureau looks more like a prison facility and the reverse engineering feature is quite creepy, logically POWs won't yell like that went they are sent into prison camps. They are not killed for the technology right? Sorry for a little of topic.

Edited by Allied Commander ???, 23 December 2016 - 12:37 PM.

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#112 Solais

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Posted 23 December 2016 - 01:44 PM

Well, originally the Field Bureau WAS a Prison Facility building that was planned for BR2 version, but changed to this building come 3.3.



#113 Damfoos

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Posted 23 December 2016 - 01:49 PM

logically POWs won't yell like that went they are sent into prison camps. They are not killed for the technology right?


I guess this is a side effect of this mechanic, when unit enters a Grinder=yes building it technically dies, hence why the scream.

#114 Allied Commander ???

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Posted 23 December 2016 - 02:32 PM

I like how Alive and Awaken gave us the brief moment when we control “ourselves”, in a semi-RPG way. This quite reminds me of Yuriko's campaign in RA3 uprising. Except that 'You' is unarmed.
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#115 Solais

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Posted 23 December 2016 - 02:39 PM

Played through Peace Treaty and Recharger. I'm kinda wondering if the Soviet Missions were touched at all since 3.0. Then again, my stuck point in 3.0 was Peace Treaty. However, the mission didn't actually feel easier this time; I feel I could only do it because I tried doing it for dozens of times before 3.0, and I just knew what to do, so I managed to do it on the second try. On the first try, I tried to be more casual about it, and I instantly lost because suddenly enemies from everywhere. So second time I did what I learned from 3.0, garrisoning all buildings, mass flak, mass engineer, mass terror drone (actually really nice units when not going against them), destroying early MCV, etc.

 

I do have to say, I still think it is a really dumb mission. The Psychic Tower built not in the middle of the base but a drop of a hat from the base is stupid enough, but it was handwaved that "Yuri thinks that's the best position". But I ask, why the hell we don't have control of the fully built soviet base from the start on? Before the allies start, we could have enough time to prepare for the defense (which we know from the briefing that it WILL happen), not scrambling to do anything after they started attacking. Not to mention, having access to the base would help building reinforcements to the team you get at the start; which sometimes can still not be enough to deal with the small allied base because you mostly gets tanks, while infantry in MO is op, allied infantry doubly so and soviet tanks are made of paper.

 

Recharger was okay, had little problems with it.


Edited by Solais, 23 December 2016 - 02:41 PM.


#116 X1Destroy

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Posted 23 December 2016 - 02:54 PM

In case people didn't know, you can play Coop maps by yourself through LAN now.

Thunder God is perfectly playable without another player, just put an allied Hard AI. It's not bad at all.

I just have lots of fun shooting down those Super Thors. They're nasty.

 


Edited by X1Destroy, 23 December 2016 - 05:53 PM.

"Protecting the land of the Free."
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#117 Solais

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Posted 23 December 2016 - 04:57 PM

Oh that's cool, will try it myself.



#118 Solais

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Posted 24 December 2016 - 07:48 PM

Gone through Idle Gossip, Death From Above and Road to Nowhere.

 

The first two were alright, not a lot of problems there. Idle Gossip in a way is just a better made Side Effect. Death From Above is intense until I destroyed most of the shipyards as only one is rebuilt by the AI. Then it only took time. Until I realized that I could have just skipped the main island. :V

 

Road to Nowhere was intense as hell, but fortunately it was also quick, so I could do it on my third try.


Edited by Solais, 24 December 2016 - 07:48 PM.


#119 Handepsilon

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Posted 24 December 2016 - 08:00 PM

I got tricked by Idle Gossip's Mercury Strike. I thought if I run out of time I'm gonna lose.

 

Peace Treaty on Easy is.... a bit off on the enemy swarms. 5 minutes in you're suddenly ambushed by Siege Cadres on two sides of the Beacon PLUS a squadron of Warhawks.

 

Then it starts to become easier once you placed the pyros, conscripts, teslas and flaks on the landing spots of the base and units in the front yard of the beacon

 

NOTE : I killed blue MCV before deployment


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#120 Martinoz

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Posted 24 December 2016 - 08:11 PM

NOTE : I killed blue MCV before deployment

All these destroying MCVs before deployments in any missions are intended for speedrunning.


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