MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#101
Posted 22 December 2016 - 07:03 PM
#102
Posted 22 December 2016 - 07:10 PM
In PvP, around which this mod is balanced? Or in PvE, where the human player can do everything because the AI can't think strategically?
PvE. I doubt anyone would waste 27k on Gehennas in PvP.
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Skirmish Map: (2) Commietopia
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#103
Posted 22 December 2016 - 07:11 PM
So far i think that foehn basic infantry is just too good (good against miners, infantry, tanks, structures, immune to dogs) making them excell on early rushes (specially on small-medium maps whit gems-gold patches away from base)... yes, you spend a lot on infantry by doing this but you denied your enemy´s resources and the only good counter are structures so he is trapped and you can achive map control so gg. Maybe there is something i'm missing but so far i see this as a balance problem
In the other hand foehn heroes are pretty op (very very high damage-health) since mo3.0 I strongly dislike this 1 unit win type of mechanics but i see that they are here to stay so... can they be tuned down like previous heroes?
#104
Posted 22 December 2016 - 07:15 PM
So far i think that foehn basic infantry is just too good (good against miners, infantry, tanks, structures, immune to dogs) making them excell on early rushes (specially on small-medium maps whit gems-gold patches away from base)... yes, you spend a lot on infantry by doing this but you denied your enemy´s resources and the only good counter are structures so he is trapped and you can achive map control so gg. Maybe there is something i'm missing but so far i see this as a balance problem
In the other hand foehn heroes are pretty op (very very high damage-health) since mo3.0 I strongly dislike this 1 unit win type of mechanics but i see that they are here to stay so... can they be tuned down like previous heroes?
Tell me about that. Uragan is like the Irkalla, only better, and Fin&Alize.. well, no comment. Libra still reks Uragan in 1v1 tho . On the other hand, Eureka seems to be very weak.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#105
Posted 22 December 2016 - 07:51 PM
Agreed. Unlike the other 3, blasticade does not affect units or buildings, it is just an immobile invincible wall which can only be built near your base or near your expansions. Good for turtling I guess, but usually you can't wall off the entire base, so it will only slow down the attackers. And while Chronosphere, IC and Rage will greatly synergize with your strike force in assault, Blasticade won't help you in anything but defending your base. May be a good thing for LB, but how the other 2 factions (especially the offensive Haihead) benefit from its use? The only thing that comes to mind is an unexpected ambush of SCUDs, Kirovs, Basilisks and so on, but even then, Blasticade won't stay online forever.
Though usefulness of other 3 support SWs isn't as great as before, since you can't use them to kill enemy infantry anymore nor can you sink enemy tanks/miners anymore. Speaking of changes, is there a full changelog? Change of support SWs was quite a surprise.
Wait, you can no longer teleport enemy units with the Chronosphere? Why?? There's nothing more fun than sinking enemy tanks!
#106
Posted 22 December 2016 - 08:16 PM
I'm still kind of looking in suspicion at the mercury satellite for not doing enough damage... it cant even put foehn infantry into thee yellow! its a space laser for crying out loud! at least let me kill adepts or elites!
#107
Posted 23 December 2016 - 05:40 AM
Would it be possible to add a Random sub-faction option to skirmish mode? (IE Random Epsilon) That way you can pick your Base faction but have a surprise of which sub-faction you get.
#108
Posted 23 December 2016 - 07:49 AM
I posted this on the foehn island comp stomp video(though i deleted it because it's redundant), but i think several of foehn's units need nerfs:
( Here is a list of units i think need nerfs: (any unit that i never mentioned are either fine as they are or I am not sure whether they need changes or not)
Foehn infantry: Lancer: NERF their firepower and range please. They hit too hard already compared to Railgunners.
Clarivoyant: decrease their HP slightly.
Giantsbane: nerf their HP( they have too much of it) and ground attack range.
Godsbane: nerf their HP.
Uragan: nerf his firepower a little bit.
Foehn vehicles:
tier 1 no need changes
tier 2: Irritator: decrease their confusion AOE.
Roadrunner: extend their disabled duration and nerf their power.
tier 3: Shadray sonic tank: NERF their attack power against ground vehicles; Megalodon are supposed to handle vehicles, that's NOT the Shadray's role. Somemore, why are Shadrays taking a longer time to destroy aircraft while they can destroy ground vehicles in a much shorter time? :( also tweak their power against buildings properly.
Diverbee: NERF their range, attack power(though only by a little bit) and speed please; it's annoying that i can't shoot down and destroy diverbees before they crash onto my AA units. Also decrease their firepower a bit(not necessary i think).
Pteranodon: decrease their attack range, movement speed and HP.
Stolen Tech: Lionheart: Nerf their HP.
Syckle: Give a cooldown for their iron curtain ability to dissuade people from blindly moving and attacking players with them so recklessly.
Scavenger: NERF their HP please.
Wormqueen: This one I am not sure, maybe nerf their attack speed or attack power?
Phantasm MLRS: nerf their ground attack range, and make them weak against infantry(they are killing them too quickly).
Seitaad ballista: This one also i not sure; they are not that great against infantry or base defenses, yet they can thrash vehicles and large buildings quite quickly. Maybe nerf their splash damage since their splash damage I think are the reason why they hit so hard against vehicles?(this one though i still unsure about)
Ramwagon: NERF THEIR RANGE, ATTACK POWER AND HP. Whoever said Ramwagons can only fight buildings need a tight slap in the face; they are also able to function as a powerful anti-armor unit as well(the only thing they suck against are infantry and aircraft).
Yes i know that is a lot of changes and they can be unreasonable, but i think those are the units that need to be properly balanced first. Of course since you are the creator, you can choose not to do these nerfs; i am only suggesting and that i am sure that i could be wrong about the units that need to be nerfed(i could use more opinions on these units though :/).
Edited by Nicholas Chau, 24 December 2016 - 10:07 AM.
#109
Posted 23 December 2016 - 09:04 AM
Blasticade will destroy Harbinger in one shot.
#110
Posted 23 December 2016 - 09:53 AM
Can we have more voiceovers from the guy who've voiced Phantasm and Alanqua and the guy who've voiced RRRRRAMWAGON and Irritator (it was a big surprise for me that the guy behind The World Beyond is also a voice actor)? Those voiceovers are no less awesome than the sets recorded by Seoras or Crimson. Maybe re-record some of the older voiceovers from 3.0?
Edited by Damfoos, 23 December 2016 - 09:54 AM.
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#111
Posted 23 December 2016 - 12:36 PM
I posted this on the foehn island comp stomp video(though i deleted it because it's redundant), but i think several of foehn's units need nerfs:
( Here is a list of units i think need nerfs: (any unit that i never mentioned are either fine as they are or I am not sure whether they need changes or not)
Foehn infantry: Lancer: NERF their firepower and range please. They hit too hard already compared to Railgunners.
Clarivoyant: decrease their HP slightly.
Giantsbane: nerf their HP( they have too much of it) and ground attack range.
Godsbane: nerf their HP.
Uragan: nerf his firepower a little bit.
Foehn vehicles:
tier 1 no need changes
tier 2: Irritator: decrease their confusion AOE.
Roadrunner: extend their disabled duration and nerf their power.
tier 3: Shadray sonic tank: NERF their attack power against ground vehicles; Megalodon are supposed to handle vehicles, that's NOT the Shadray's role. Somemore, why are Shadrays taking a longer time to destroy aircraft while they can destroy ground vehicles in a much shorter time? :( also tweak their power against buildings properly.
Diverbee: NERF their range, attack power(though only by a little bit) and speed please; it's annoying that i can't shoot down and destroy diverbees before they crash onto my AA units. Also decrease their firepower a bit(not necessary i think). Pteranodon: decrease their attack range, movement speed and HP.
Stolen Tech: Lionheart: Nerf their HP.
Syckle: Give a cooldown for their iron curtain ability to dissuade people from blindly moving and attacking players with them so recklessly.
Scavenger: NERF their HP please.
Wormqueen: This one I am not sure, maybe nerf their attack speed or attack power?
Phantasm MLRS: nerf their ground attack range, and make them weak against infantry(they are killing them too quickly).
Seitaad ballista: This one also i not sure; they are not that great against infantry or base defenses, yet they can thrash vehicles and large buildings quite quickly. Maybe nerf their splash damage since their splash damage I think are the reason why they hit so hard against vehicles?(this one though i still unsure about)
Ramwagon: NERF THEIR RANGE, ATTACK POWER AND HP. Whoever said Ramwagons can only fight buildings need a tight slap in the face; they are also able to function as a powerful anti-armor unit as well(the only thing they suck against are infantry and aircraft).
Yes i know that is a lot of changes and they can be unreasonable, but i think those are the units that need to be properly balanced first. Of course since you are the creator, you can choose not to do these nerfs; i am only suggesting and that i am sure that i could be wrong about the units that need to be nerfed(i could use more opinions on these units though :/).
I kinda agree that the Foehn as a whole needs a hard hit with the nerfbat, but then again, I only play against AI, and often with mental AI boost where the economy doesn't matter, so I don't know how things work out in PvP. On the other hand, stolen tech units are supposed to be OP as hell, some of them could use a bit of tweaking, but no nerfs!
From the perspective of playing against the AI, I think that the Foehn unit that needs to be nerfed the most is the Quetzal, the drones are next to impossible to shoot down before they call in the orbital strike, and the Quetzal itself is waaaaaay too well armored for a supposed siege unit. I think it should be made much more fragile, along with the drones that it sends, but its range should be increased a bit. It should be more like a flying V3 launcher than a Kirov with a ranged attack.
Blasticade will destroy Harbinger in one shot.
The Harbinger is immune to the Blasticade, isn't it?
By the way, it would be nice to have a game mode that is the mix of Fortress and Infantry Only. Perhaps with the defender having access to tier 1 vehicles too. I think it could be done with map triggers. Also, an option to turn off non-scout support powers.
Edited by Divine, 23 December 2016 - 02:18 PM.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#112
Posted 23 December 2016 - 03:00 PM
#113
Posted 23 December 2016 - 03:13 PM
I've mentioned this in the SAGE engine thread already. Maybe a MIRV mechanism for nukes?(Peacekeeper, MIDAS or even its cousin), I think it will be cool. But not sure Ares can do that...
You don't even need Ares for that, the cluster-warhead logic exists ever since Tiberian Sun.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#114
Posted 23 December 2016 - 03:24 PM
Anyone know how to make Topol missile generate radiation upon detonation? Right now it just cause a big boomb and that's done. Adding rad level doesn't work.
Edited by X1Destroy, 23 December 2016 - 03:24 PM.
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#115
Posted 23 December 2016 - 04:08 PM
Foehn gate pls XD
#116
Posted 23 December 2016 - 05:38 PM
Foehn gate pls XD
Grids...
#117
Posted 23 December 2016 - 08:17 PM
IIRC you have to give the missile a weapon, maybe also ammo, since RadLevel is a weapon tag. Another option is to kill the missile midair and abuse death explosion for it, but noidea how radlevel acts when detonated inair.Anyone know how to make Topol missile generate radiation upon detonation? Right now it just cause a big boomb and that's done. Adding rad level doesn't work.
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#118
Posted 23 December 2016 - 09:27 PM
Is it just me, or does it feel like most of the main battle tanks are a bit too ineffective against infantry? I don't remember thinking about this in 3.0, but then again it's been a long time since I played it, so... This is purely based on campaign missions and AI skirmishes, so maybe it works out just fine in MP.
Edited by Hazapuza, 23 December 2016 - 09:28 PM.
#119
Posted 23 December 2016 - 09:47 PM
The American tank is good, but the Soviets are hopeless against infantry and their tanks are made of paper, yes. I say, just ignore tanks most of the time and use infantry. They are more useful.
#120
Posted 23 December 2016 - 10:11 PM
The American tank is good, but the Soviets are hopeless against infantry and their tanks are made of paper, yes. I say, just ignore tanks most of the time and use infantry. They are more useful.
Except maybe Nuwa back in MO 3.0, who practically says 'screw you' on any anti tank infantries and heroes. But magnetron and aircrafts reply 'well screw you too'
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