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MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)


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#141 X1Destroy

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Posted 24 December 2016 - 11:16 AM

 

Uh, Foehn have the worst stealth detection method. Babysitting the mobile sensor vehicle in the face of entire Epsilon forces being stealth is such a pain. It also die alots.

If only there's something like the robot tank.

 

People are saying that Foehn needs a nerf and you want to make them stronger? :p

 

I have this feeling that Foehn is actually well balanced, it just needs people some time to figure out the counters.

 

How would getting a fast detection unit make them OP?

Try playing the Epsilon Challenge, the entire base is freaking invisible. The only way to win as Foehn is base crawling because the mobile sensors just keep dying to ambushes everytime it try to go to the front and deploy. Before it can detect any freaking thing it's screwed by either an Adept, an Antares battery or stealth Brutes.

It's not that I'm saying they are weak, it's just that this kind of play is so damn annoying and tedious.


Edited by X1Destroy, 24 December 2016 - 11:18 AM.

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#142 Allied Commander ???

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Posted 24 December 2016 - 11:16 AM

Just tested the spectator mode. All three Foehn subfactions (HH, LB and WoC) Hard AI vs all three Epsilon subfactions (PsiC, EHQ and SC) Medium AI in Standard Mode in a 3v3 map. I'm surprised why Medium Epsilon manage to build Superweapons faster than the Hard Foehn... And those AIs... They just tend to blindly run into the centre of the enemy base ignoring those base defenses like a kamikaze squad. *Facepalm*

#143 CLAlstar

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Posted 24 December 2016 - 11:19 AM

Death_Kitty, "Here is my analysis: keep hawk how it is, and it will remain useless."

I suggest you give a talk to either Toveena or iForce. They are both more experienced USA players than me and im pretty sure they would agree that insta-painter would be broken. That idea was also suggested long time ago during beta - you can guess what was Speeder's response.

 

This might sound stupid, but the way to greatly reduce Harbinger's damage output in your base are... 1 cell defensive structures. Harbinger is never accurate, it will target anything in designated area - with impact damage being biggest, the more defenses you have in base, bigger the cahnce that harbinger shots will land on them, lwoering damage on your buildings. Also, adding such things like SODAR array in Foehn's bases, if you are SC then Malver/Oxidizer, Gehenna's out of range to make harbinger splitshot at them, HQ can deploy collosi which are super effective vs such units, Sensor towers in Soviet bases also works on aerial units. Allies can deploy either Skyrays, Aeroblazes and Thors to deal with it. Just dont attack it with blobs and keep the spread on your defenses.

 

How to properly use Marauders btw? And how to stop Tyrant blobs popping out of the ground here and then there?

Marauders are perfect Hit'n'Run units. Their speed and damage output makes them perfect miner harrasers, and even in head on combat they are quite efficient against enemy tanks. Their range is also superior.

 

About Tyrants, detectors and defenses in base. People who played against me know that way too well that. They are not that strong in HP, but catching enemy off guard may result in endgame result screen very easily. Against SC, defenses in base is a must have.

 

Another thing: I agree with Solais. People need time to figure out the counters, because right now we are at beginning of 3.0 where everyone yelled "Nuwa/Wolfhound spam is OP, unbeatable, fucking balance, 1/10, suck a dick devs" kind of rage, which was solved weeks later, when people figured out a proper counters.



#144 X1Destroy

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Posted 24 December 2016 - 11:25 AM

3.0 SCUD was freaking OP. Unless you're US and have Aeroblazes, you may as well forget about intercepting the rockets.

Yet nobody said anything.


Edited by X1Destroy, 24 December 2016 - 11:25 AM.

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#145 Allied Commander ???

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Posted 24 December 2016 - 11:33 AM

3.0 SCUD was freaking OP. Unless you're US and have Aeroblazes, you may as well forget about intercepting the rockets.

Yet nobody said anything.


Norio can also do the job well.

#146 Solais

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Posted 24 December 2016 - 12:00 PM

Just tested the spectator mode. All three Foehn subfactions (HH, LB and WoC) Hard AI vs all three Epsilon subfactions (PsiC, EHQ and SC) Medium AI in Standard Mode in a 3v3 map. I'm surprised why Medium Epsilon manage to build Superweapons faster than the Hard Foehn... And those AIs... They just tend to blindly run into the centre of the enemy base ignoring those base defenses like a kamikaze squad. *Facepalm*

Did the same with Mental AIs, they were doing the same, but they never even built a single superweapon. After about a hour, they just ended up in a stalemate so I quit.



#147 Allied Commander ???

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Posted 24 December 2016 - 12:19 PM

Just tested the spectator mode. All three Foehn subfactions (HH, LB and WoC) Hard AI vs all three Epsilon subfactions (PsiC, EHQ and SC) Medium AI in Standard Mode in a 3v3 map. I'm surprised why Medium Epsilon manage to build Superweapons faster than the Hard Foehn... And those AIs... They just tend to blindly run into the centre of the enemy base ignoring those base defenses like a kamikaze squad. *Facepalm*

Did the same with Mental AIs, they were doing the same, but they never even built a single superweapon. After about a hour, they just ended up in a stalemate so I quit.
Yep I just leave it for about three hours and the game didn't end, all bases are still well intact and WAIT A MINUTE...I saw the AI built a legit Con Yard without a MCV.

#148 FELITH

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Posted 24 December 2016 - 12:42 PM

I think all foehn faction on early game, They have too fast ability to train infantries than it should be. compared with soviet, They can produce 1 Knightframe while Soviet can produce only 2 Conscripts. This suck because I need more than 6 Conscipts to faced with 1 Knightframe. It should be nerf because they will get faster training by build more barracks on late? game anyway.(1 Knightframe per 1 Conscript)


Edited by FELITH, 24 December 2016 - 12:43 PM.


#149 X1Destroy

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Posted 24 December 2016 - 01:13 PM

I think build time is determined by the cost of the unit and isn't changeable unless you make them more expensive. 400$ is already too much IMO.


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#150 Nicholas Chau

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Posted 24 December 2016 - 01:19 PM

Death_Kitty, "Here is my analysis: keep hawk how it is, and it will remain useless."

I suggest you give a talk to either Toveena or iForce. They are both more experienced USA players than me and im pretty sure they would agree that insta-painter would be broken. That idea was also suggested long time ago during beta - you can guess what was Speeder's response.

 

This might sound stupid, but the way to greatly reduce Harbinger's damage output in your base are... 1 cell defensive structures. Harbinger is never accurate, it will target anything in designated area - with impact damage being biggest, the more defenses you have in base, bigger the cahnce that harbinger shots will land on them, lwoering damage on your buildings. Also, adding such things like SODAR array in Foehn's bases, if you are SC then Malver/Oxidizer, Gehenna's out of range to make harbinger splitshot at them, HQ can deploy collosi which are super effective vs such units, Sensor towers in Soviet bases also works on aerial units. Allies can deploy either Skyrays, Aeroblazes and Thors to deal with it. Just dont attack it with blobs and keep the spread on your defenses.

 

How to properly use Marauders btw? And how to stop Tyrant blobs popping out of the ground here and then there?

Marauders are perfect Hit'n'Run units. Their speed and damage output makes them perfect miner harrasers, and even in head on combat they are quite efficient against enemy tanks. Their range is also superior.

 

About Tyrants, detectors and defenses in base. People who played against me know that way too well that. They are not that strong in HP, but catching enemy off guard may result in endgame result screen very easily. Against SC, defenses in base is a must have.

 

Another thing: I agree with Solais. People need time to figure out the counters, because right now we are at beginning of 3.0 where everyone yelled "Nuwa/Wolfhound spam is OP, unbeatable, fucking balance, 1/10, suck a dick devs" kind of rage, which was solved weeks later, when people figured out a proper counters.

hmm if that's the case then better not anyhow spam AA blobs to fight harbinger the next time we encounter it just because we can't destroy harbinger tower on time  :trickydick:

wolfhounds though can be dealt with. When you see wolfhounds you should kite them and avoid blindly attacking them head on; wolfhounds are outranged by all the AA units anyway and besides they are slow so you can at least try to prepare some more AA to deal with them.

 

I think all foehn faction on early game, They have too fast ability to train infantries than it should be. compared with soviet, They can produce 1 Knightframe while Soviet can produce only 2 Conscripts. This suck because I need more than 6 Conscipts to faced with 1 Knightframe. It should be nerf because they will get faster training by build more barracks on late? game anyway.(1 Knightframe per 1 Conscript)

knightframe don't train that fast and they are not really that OP compared to lancers, but maybe they may need a bit of tweaking. Though again as i have said in my nerf list i rather hear more from other ppl and also let the creators decide.



#151 TeslaCruiser

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Posted 24 December 2016 - 01:29 PM

I think all foehn faction on early game, They have too fast ability to train infantries than it should be. compared with soviet, They can produce 1 Knightframe while Soviet can produce only 2 Conscripts. This suck because I need more than 6 Conscipts to faced with 1 Knightframe. It should be nerf because they will get faster training by build more barracks on late? game anyway.(1 Knightframe per 1 Conscript)

Yes, i think that there is a glitch with conscripts-flack troopers training: when you train a lot of them you always get less so the real training time is much higer because you need to pause your production every 3-5 units (i guess)
 
As i sayed earlier, the major problem whit foehn basic infantry is that they are anti anything and that gives foehn a high advantage on early game


#152 Nicholas Chau

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Posted 24 December 2016 - 01:41 PM

 

I think all foehn faction on early game, They have too fast ability to train infantries than it should be. compared with soviet, They can produce 1 Knightframe while Soviet can produce only 2 Conscripts. This suck because I need more than 6 Conscipts to faced with 1 Knightframe. It should be nerf because they will get faster training by build more barracks on late? game anyway.(1 Knightframe per 1 Conscript)

Yes, i think that there is a glitch with conscripts-flack troopers training: when you train a lot of them you always get less so the real training time is much higer because you need to pause your production every 3-5 units (i guess)
 
As i sayed earlier, the major problem whit foehn basic infantry is that they are anti anything and that gives foehn a high advantage on early game

 

all the more reason to give foehn a good hit with the nerfbat, though not all of their infantry are really anti-everything. Just either overly strong for their role or too damn durable as shit(I AM LOOKING AT YOU GIANTSBANE AND GODSBANE).

 

The attack range is also too high for some of the foehn units and vehicles when you compare them to other units from other factions. That also needs to be tweaked or nerfed.

 

One more thing what do people think of the ramwagon? In my point of view that vehicle needs nerfing or tweaking; it's too strong for a stolen tech unit  :flame:


Edited by Nicholas Chau, 24 December 2016 - 01:44 PM.


#153 TeslaCruiser

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Posted 24 December 2016 - 01:49 PM

 

 

I think all foehn faction on early game, They have too fast ability to train infantries than it should be. compared with soviet, They can produce 1 Knightframe while Soviet can produce only 2 Conscripts. This suck because I need more than 6 Conscipts to faced with 1 Knightframe. It should be nerf because they will get faster training by build more barracks on late? game anyway.(1 Knightframe per 1 Conscript)

Yes, i think that there is a glitch with conscripts-flack troopers training: when you train a lot of them you always get less so the real training time is much higer because you need to pause your production every 3-5 units (i guess)
 
As i sayed earlier, the major problem whit foehn basic infantry is that they are anti anything and that gives foehn a high advantage on early game

 

all the more reason to give foehn a good hit with the nerfbat, though not all of their infantry are really anti-everything. Just either overly strong for their role or too damn durable as shit(I AM LOOKING AT YOU GIANTSBANE AND GODSBANE).

 

The attack range is also too high for some of the foehn units and vehicles when you compare them to other units from other factions. That also needs to be tweaked or nerfed.

 

I mean the 2 basic units as a all, the combination kill miners, tanks, infantry, and is decent against structures



#154 Solais

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Posted 24 December 2016 - 01:53 PM

I remember something about Allied T3 anti-infantry infantry, or Epsilon Virus being readded especially to counter the Foehn.



#155 TeslaCruiser

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Posted 24 December 2016 - 02:06 PM

I remember something about Allied T3 anti-infantry infantry, or Epsilon Virus being readded especially to counter the Foehn.

those units are counters to infantry but are not available on early game (btw a seal ifv rekt foehn blobs)



#156 CLAlstar

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Posted 24 December 2016 - 02:14 PM

But its same for the remeaning factions. It's just changed that Foehn Anti-Infantry also deals with air units, while other factions have that role assigned to their Anti-tank counterpart. Also, you cannot really spam Foehn Infantry in early game due to their cost.



#157 Zent96

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Posted 24 December 2016 - 02:16 PM

Hi Speeder.. I checked through Facebook and I saw interesting and challenging maps that you can consider to add in the next update.. The link is given in the description below.. I sincerely hope for more maps in the future..

https://www.facebook...144657002320569

#158 X1Destroy

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Posted 24 December 2016 - 02:48 PM

Lancer have short range and cost up to 500$, far from OP it's quite balanced. Deploy Guardian G.I are better at anti tank IMO.

Foehn doesn't have a big infantry roster like the other 3 factions so I think them relying on basic infantry for everything from the beginning to the end is fine.

The thing is, it's too easy to get a blob of more than 20 nano fibered infantry for quite a cheap price. And they trash everything.

 


Edited by X1Destroy, 24 December 2016 - 02:51 PM.

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#159 CLAlstar

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Posted 24 December 2016 - 02:54 PM

During first beta i received, nanofiber did cost less, had lower cooldown and affected bigger area. Imagine what it was back then :p



#160 Divine

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Posted 24 December 2016 - 03:43 PM

Third time I ragequitted today because all my AA units incontrollably wander away whenever a flying bunker cargo plane appears, they get slaughtered, and other nasty shit happens in the inevitable chaos, for example infiltration. Whatever you do mentalmeisters, please make fixing the god-damn retarded AA your #1 priority. If more than one support power aircraft is present at the same time, then the AA units basically just don't give a shit to my orders, this is ridiculous and semi-game breaking.


Edited by Divine, 24 December 2016 - 06:38 PM.

Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread




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