New pinned thread, for feedback on balance of existing features, suggestions of possible new features and alterations to the things that are already available in the mod.
MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#2
Posted 17 December 2016 - 08:21 PM
#3
Posted 17 December 2016 - 10:25 PM
"Protecting the land of the Free."
#4
Posted 17 December 2016 - 10:28 PM
Is it just me or does it seem like the Black Widow tanks way too much damage? It's already cloaked and fast.
So far I'm not really sure what the point is of the Mercury Laser, even with the Target Painter applied it hardly does any damage. About the only use I could think of for it would to be to finish off a building you couldn't quite kill in an attack. Especially disinclined to use it since it costs me $800 to do so for the minimal return.
Kinda wish in future releases missions had briefings before they're ready to play. I'd like to start the new missions but they/I don't feel ready yet without an understanding of the story context you get from the briefing.
Edited by RedFox34, 17 December 2016 - 10:30 PM.
#5
Posted 17 December 2016 - 11:16 PM
make the foehn anti air have a tad bit more ammo, they don't really seem to have much to begin with, thats all i can think of at this time.
#6
Posted 17 December 2016 - 11:29 PM
Use SODAR arrays deployed in your base to boost their firepower and you should be fine.
#7
Posted 18 December 2016 - 12:13 AM
Kinda wish in future releases missions had briefings before they're ready to play. I'd like to start the new missions but they/I don't feel ready yet without an understanding of the story context you get from the briefing.
You can click the briefing icon in game to read the story... though I do agree that it's a little unintuitive. But alas, I think this is an engine limit.
#8
Posted 18 December 2016 - 12:18 AM
Oh, I know about that. What I meant is that the Act 2 missions have text that says "BRIEFING NOT HERE, will be in later update" or along the lines.
#9
Posted 18 December 2016 - 12:59 AM
Wait, really??? Dang, I haven't checked the Act 2 missions yet, but that's somewhat disappointing. Hopefully it will be patched once I'm done with replaying (and hopefully, actually beating) Act 1, the missions can be quite long to play more than one a day in one sitting.
#10
Posted 18 December 2016 - 01:28 AM
Is a morale mechanic possible? Or is it even possible to code it in to the engine?
I remember a code in which civilians would run around aimlessly in a panicked manner. I think the code was either "Cowardly" or "Coward". Not necessarily it but it is in spirit.
Maybe a unit that can be devised that uses fear gas or terror rays that causes a panicked disorder throughout the opponent's ranks. On that note...
==Terror Crebain==
Requires: Special Mercenary Services Camp (Neutral Structure) or Tech Secret Lab
Cost: 1300
Armour: Light
HP: 125 / 50 (dummy)
Speed: 7
Equipment: Terror Raygun / Fear Gas Dummies (deployed)
Range: 8 / 12 (deployed radius)
Role: Unit Disruption and Driver Removal, Terror, Area Denial
Description: Mercenaries that dress up as scarecrows. They are armed with Terror Rayguns that cause fear (the target will run around aimlessly and be unable to fire) in units and will eventually result in death by heart attack (uses a delayed death mechanic that can also affect vehicle drivers). They can also deploy dummies that leak out fear gas that also does the same job, only as a static defense for area denial.
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#11
Posted 18 December 2016 - 02:28 AM
Use SODAR arrays deployed in your base to boost their firepower and you should be fine.
oh, i didn't know their were effected by them
#12
Posted 18 December 2016 - 03:06 AM
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#13
Posted 18 December 2016 - 03:17 AM
I think I'm gonna need a build order guide for Foehn. I can build everything in Skirmish slowly but I don't think I'll last 5 mins playing as Foehn in multiplayer, because I have no idea what to do first and next. Theirs tech tree and gameplay just feels so alien to me.
Usually one would spam dogs first to scout and eat engineers, but not here. A single infantry cost so much that it would bankrupt you early game, so a completely new approach is needed.
Edited by X1Destroy, 18 December 2016 - 03:21 AM.
"Protecting the land of the Free."
#14
Posted 18 December 2016 - 08:04 AM
So far I'm not really sure what the point is of the Mercury Laser, even with the Target Painter applied it hardly does any damage. About the only use I could think of for it would to be to finish off a building you couldn't quite kill in an attack. Especially disinclined to use it since it costs me $800 to do so for the minimal return.
You use it against units, not against structures. Useful for finishing blobs of wounded infantry and damaging light units, especially when you also have the Tanya IFV nearby. It also instantly kills dogs, in case you want to C4 a base.
#15
Posted 18 December 2016 - 09:03 AM
I think I'm gonna need a build order guide for Foehn. I can build everything in Skirmish slowly but I don't think I'll last 5 mins playing as Foehn in multiplayer, because I have no idea what to do first and next. Theirs tech tree and gameplay just feels so alien to me.
Usually one would spam dogs first to scout and eat engineers, but not here. A single infantry cost so much that it would bankrupt you early game, so a completely new approach is needed.
Ill think about this.
#16
Posted 18 December 2016 - 09:37 AM
Yes it kinda bugs me to. At start of the battle I allways make horde of dogs to kill enemy infantry and with foehn it's impossible because spying drones are only available later in game and katching infantry with knightsframes is painful.I think I'm gonna need a build order guide for Foehn. I can build everything in Skirmish slowly but I don't think I'll last 5 mins playing as Foehn in multiplayer, because I have no idea what to do first and next. Theirs tech tree and gameplay just feels so alien to me.
Usually one would spam dogs first to scout and eat engineers, but not here. A single infantry cost so much that it would bankrupt you early game, so a completely new approach is needed.
#17
Posted 18 December 2016 - 09:52 AM
So I played Skirmish with Wings of Coronia 3v3, versus a whole army of Epsilon subfactions. After capping MCVs of HQ and PsiCorps, I noticed something interesting.... This is Battle game mode, mind you
GOTTA CAP THEM ALL
As a side note, I like Wings of Coronia. Instead of tanks, I decided to strike with all the aircrafts in the arsenal. They're terrible at structure destruction though, and the Epsilons massed a lot of Bio Reactor just to keep a handful of towers and gatling guns running
Edited by Handepsilon, 18 December 2016 - 09:54 AM.
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#18
Posted 18 December 2016 - 09:59 AM
BTW, I've played a game vs Allies, Soviet, Epsilon and Foehn to obtain the super-stolen tech. Guess what I've got? The Cyborg Commando! Too bad his projectiles are just as unreliable as in 3.0, I'd love if his weapon worked like in TI (instant vaporizer with cool green effects). Besides, after all the cool stolen tech units (RRRRRAMWAGON!) the Cyborg doesn't look that interesting for a super-stolen technology, not anymore. Maybe replace it with some super cool vehicle unit?
Edited by Damfoos, 18 December 2016 - 10:31 AM.
#19
Posted 18 December 2016 - 10:02 AM
#20
Posted 18 December 2016 - 11:58 AM
Yeah, it seems now you can get the full tech from all the factions.
Yeah, blame me. FactoryOwners was only merged into Ares 0.6 while it was planned to be used from the start, but technical issues prevented it to be finished beforehand.
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ComradeCrimson: AS is the product of Hungarian acid
ComradeCrimson: And magical hussars
Dutchygamer: and Weird Al.
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