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


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#261 Steelpoint

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Posted 01 January 2017 - 05:38 PM

Is it possible to mute the game sounds or to add subtitles for when a character is speaking to the player? I rarely can hear what is being said due to the sounds of the game blackening out what is being said.



#262 Arcadian

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Posted 01 January 2017 - 05:53 PM

What if you could rename certain infantry for different factions? Its a bit weird Europe and Pacific Front use Navy SEALs instead of regional equivalents.

Could be renamed to Special Forces / SpecOps / Black Ops or something like that.



#263 Damfoos

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Posted 01 January 2017 - 06:35 PM

Is it possible to mute the game sounds or to add subtitles for when a character is speaking to the player? I rarely can hear what is being said due to the sounds of the game blackening out what is being said.


Subtitles would be nice. There are some missions where Yuri tells you something, or some hero does (Siegfried in that mission with radar domes), or those KI scientists. Not only it doesn't always sound loud and clear, but those who don't know English good enough won't understand what's been said. That's why subtitles would be nice to have.

#264 Starkku

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Posted 01 January 2017 - 06:55 PM

You mean 16 per side, or 16 subfactions total?

 

16 total.


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#265 Asylum

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Posted 01 January 2017 - 10:26 PM

@Handepsilon: I actually meant the tracks which only appear in certain missions, not the tunes from faction soundtracks that play at mission start.

Examples include the really eerie one at the end of A17: Bottleneck, the RA3 Soviet March remix at the beginning of E13: Conqueror and the kickass electronic track later in the same mission, as well as the loading track for S14: Awake and Alive.  Among others. 



#266 CLAlstar

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Posted 01 January 2017 - 11:29 PM

@Handepsilon: I actually meant the tracks which only appear in certain missions, not the tunes from faction soundtracks that play at mission start.

Examples include the really eerie one at the end of A17: Bottleneck, the RA3 Soviet March remix at the beginning of E13: Conqueror and the kickass electronic track later in the same mission, as well as the loading track for S14: Awake and Alive.  Among others. 

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#267 Karpet

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Posted 02 January 2017 - 02:16 AM

@Handepsilon: I actually meant the tracks which only appear in certain missions, not the tunes from faction soundtracks that play at mission start.

Examples include the really eerie one at the end of A17: Bottleneck, the RA3 Soviet March remix at the beginning of E13: Conqueror and the kickass electronic track later in the same mission, as well as the loading track for S14: Awake and Alive.  Among others. 

Here's the Soviet march remix I found which I'm pretty sure is that one (just, ingame of course it's edited somewhat to loop over and over). 



#268 Chrono Stormer

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Posted 02 January 2017 - 11:37 PM

I know how some people tend to complain how the Allies don't have a God-tier weapon like Irkalla, Centurion, MADMAN, etc. We encounter the Super Thor, aaaaaand it's gone. Paradox Engine? Deemed overpowered.

 

...

 

Or is it? The Allies really don't need a super unit but I got to thinking, you could actually turn the Paradox Engine into a super support unit. How so? Easy enough. Make the Paradox a Harbinger esque weapon summoned onto the field as a bomber (Naturally for the EA because of their chrono tech focus) and have its weapon induce map-wide EMP or a 100% speed debuff with the attach effect on all your enemies. It doesn't have to last long, only ten seconds or so, but hypothetically it could make the Allies one with the Super Unit Club.

 

Or just get with the program and realize the Allies will never get a super unit. Unless you count Tanya IFV which imo is a little lackluster compared to the true supers



#269 Divine

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Posted 02 January 2017 - 11:44 PM

Or just make a multiplayer / skirmish version of the Paradox which is much weaker than the one encountered in the campaing. One thing that bugs me however, is that these epic units are coming out of the War Factory. Which is kinda strange because some of them have one or more dimensions that are larger than the building. Think of the Irkalla. Could they get a special production plant, similarly to the epic unit factories in C&C3: KW?


Edited by Divine, 02 January 2017 - 11:47 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

#270 alexthecat

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Posted 02 January 2017 - 11:51 PM

You guys pretty much nailed the Skirmish AI this time. They are smart, but not too aggressive on the easier levels, but I think the AI should be building a bit more power plants. I destroy one power plant and the base powers down.


Edited by alexthecat, 02 January 2017 - 11:57 PM.


#271 Divine

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Posted 03 January 2017 - 12:34 AM

IMHO the AI was much better in 3.0. Especially because now that every side got plenty of offensive and otherwise very strong and/or annyoing support powers, playing against multiple AIs is much less enjoyable, I mean come on, I don't want to be spammed with Wall Breaker, Mercury, Toxin Bombing, Bloatick Ambush etc every minute (the constant DAKKADAKKADAKKA as the Gatlings rip through the never ceasing rain of paratroopers is fun tho, reminds me when I played against 7 brutal USA in vanilla YR, on Bay of Pigs). Shooting down one Black Widow or a Smoke Bomber is hard enough, especially with Epsilon, now Imagine that there are 4 of them. Point is, that the AI became easier to beat, and it can't even be compensated by playing against many of them without the fight being very frustrating and unfair. That's why I desperately want an option to disable non-recon support powers. Please, make it happen.


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

#272 Solais

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Posted 03 January 2017 - 12:43 AM

It could be a Black Widow like power that the Paradox Engine just warps in from nowhere, stops time for the duration it moves through the screen, then disappears again. Except unlike the Black Widow, it only does a single flyby. And I guess it could be EA only. Kinda like how the US also got Mercury, the PF got Hunter Seeker, the EA would get Paradox. (Though I guess the EA version is the Force Shield, so... yeah.)

 

Btw, I wonder when the side information will be updated on the site. (Also, weird that there was no newspost about the 3.3 release on the site, but there was on Moddb.)


Edited by Solais, 03 January 2017 - 02:05 AM.


#273 CLAlstar

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Posted 03 January 2017 - 01:43 AM

Highly doubt that Paradox could be used as multiplayer unit.  Also, question of Allied superunit was mentioned many times - and according to numbers of players i fought against, Allies do not need it.

 

Custom production sites for superunits? Very highly doubt - idea is good, creating it would be not that easy.

 

Disabling non-scout powers? Super duper doubt because those are part of the game and many of them are related to units. They can either doom you or create an opening for your other attacks/plans. Reminder, its MO, not YR. Also, Looks like someone isnt using much of T3 AA.



#274 Solais

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Posted 03 January 2017 - 02:06 AM

I remember that custom production sites for super units idea came up before for 3.0, but I remember that there was some sort of limitation?



#275 Divine

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Posted 03 January 2017 - 03:08 AM

Highly doubt that Paradox could be used as multiplayer unit.  Also, question of Allied superunit was mentioned many times - and according to numbers of players i fought against, Allies do not need it.

 

Custom production sites for superunits? Very highly doubt - idea is good, creating it would be not that easy.

 

Disabling non-scout powers? Super duper doubt because those are part of the game and many of them are related to units. They can either doom you or create an opening for your other attacks/plans. Reminder, its MO, not YR. Also, Looks like someone isnt using much of T3 AA.

Half of the "support powers" in MO 3.3 are capable of insta-killing something or otherwise deal shitton of damage, they are more like neutered super weapons. Not a problem with few opponents, but they make 6-8 player / AI games unbearable. Wall Breaker can insta-kill tier 3 defenses and even the Plasmerizer, and Tech Concrete Fortresses too, btw. Mercury can insta-kill most infantry. Devourer, Toxin Bombing, Gene Burst are all capable of seriously hurting infantry blobs. I did not mention Bloatick Ambush because that's reserved to assassinate hero units who are not constantly moved around. Hunter Seeker, self evident. Boid Machine wrecks tanks, and don't get me  started on the Harbinger. The Smoke Bomber and the Black Widow capitalize on the game's retarded behaviour that sends all AA units blindly chasing after them.... which usually causes more damage than any offensive support power. As I said, with few opponents these are all fine, or at least bearable. But it's definetaly not fun to get all of these in the face when playing against many, because the need for constant damage control consumes the gameplay.

 

As for the AA, I challenge you to shoot down a Black Widow with Gehenna Platforms. But that's not the point because, having 4+ of them or smoke bombers constantly flying around is bollocks anyway.

 

I understand that the mod is balanced around PvP, however, single player is an integral part of the game regardless, and besides the camping, the player VS AI horde scenarios used to be the main source of fun in SP. The ever increasing amount of offensive and semi-offensive support powers in MO ruins this, that's why I'm asking for a simple option to turn these off.


Edited by Divine, 03 January 2017 - 03:15 AM.

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

#276 X1Destroy

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Posted 03 January 2017 - 05:52 AM

A new game mode with no support power should be possible.

Btw, 3.3 mental boosted hard AI is just pathetic compared to 3.0. 1vs1 against it is mostly camp and wait. I can live with easy becoming easier but hard is definitely not for beginners. It shouldn't be beatable without having huge armies on both sides. And no, playing against multiple AI at once means ignoring most of the beautiful 1vs1 maps, so don't even suggest it.


I dislike playing 8 player maps due to performance issues. The standard AI doesn't attack much while mental boosted just keep building gigantic bases and stay idle to lag everyone out.

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#277 Nicholas Chau

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Posted 03 January 2017 - 12:30 PM

one thing i must wonder though is why do knightframes and lancers take up one space in a garrison with their bulky armors, i seriously find it baffling that one tiny lifeguard hut could hold three foehn infantry without collapsing from weight  :flameblast:

i need more opinions on my nerf list and whether or not is it necessary, friends. That and the nanofiber synced versions of the foehn infantry(except for clarivoyants) need to be NERFED in their HP count.(they take too long to die at times)  :flame:


Edited by Nicholas Chau, 03 January 2017 - 12:35 PM.


#278 CLAlstar

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Posted 03 January 2017 - 01:04 PM

Foehn had no garrisonable infantry. On any city map Foehn was completely destroyed due to simply being held in corner thanks to garrisons. Due to that, Knightframes and Lancers were allowed to enter civilian structures. Their garrisons are more effective, but also cost a lot more to fill them. Also, im not sure if its possible to make foehn infantry take more slots in garrisons. That system works in different way than transports.



#279 Nicholas Chau

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Posted 03 January 2017 - 02:54 PM

Foehn had no garrisonable infantry. On any city map Foehn was completely destroyed due to simply being held in corner thanks to garrisons. Due to that, Knightframes and Lancers were allowed to enter civilian structures. Their garrisons are more effective, but also cost a lot more to fill them. Also, im not sure if its possible to make foehn infantry take more slots in garrisons. That system works in different way than transports.

ouch but couldn't ares have expanded to do something like that[though i admit i don't actually know much about ares beside the no save games issue :( ]


Edited by Nicholas Chau, 03 January 2017 - 03:04 PM.


#280 Divine

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Posted 03 January 2017 - 04:51 PM

A new game mode with no support power should be possible.

Nah. It should be an option. In fact, some of the already existing game modes are quite redundant too.  Making the old Meteor Shower game mode an option for all others was a very smart move, and the same should be done to Infantry War, Unholy Alliance, and Tech Share. They should be mutually exclusive tho, because all three overwrite the same rules. The reason why this mutator-like system would be better than the current one is that it would allow more flexibility. For example, one could play Oil Control mode with only infantry, or shared tech, or unholy alliance rules.

 

Other game types should be either uniquely affected by these options, or have them grayed out. For example, in the No Bases game mode, players would start with their subfaction's stuff by default, their faction's heroes as main units and only infantry if Infantry War is enabled, their faction's full arsenal if Tech Share is enabled, and a mixed arsenal if Unholy Alliance is enabled. A problem with this proposal is that not all subfactions have a Centurion-like unit to be their main unit, but a simple way to solve this problem would be to use the subfaction's T3 monsters as main units instead. Other game modes, such as Demolition Derby should have these options grayed out. The Islands game mode should have Infantry War greyed out and so on, just apply common sense.

 

If balance is a concern, then indicate the recommended settings for each game mode clearly. This is a simple matter, just make the recommended settings the default ones.


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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