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


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#781 Handepsilon

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Posted 21 February 2017 - 01:57 PM

If it's capable of shooting multiple vehicles' drivers down, then it's OP to the max and will give Morales much much less reason to exist

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#782 edumm

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Posted 21 February 2017 - 01:59 PM

If it's capable of shooting multiple vehicles' drivers down, then it's OP to the max and will give Morales much much less reason to exist

No, just one vehicle (impact point), and kill infantry around the main target (to prevent it being piloted again by infantry).

 

The Morales will continue to exist because it is cheaper and can attack unrestrictedly as long as the bomber needs reloading.


Edited by edumm, 21 February 2017 - 02:03 PM.


#783 Handepsilon

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Posted 21 February 2017 - 02:11 PM

Well, it's also something that will fit Scorpion Cell more. Latin Confed emphasize more on burning and exploding stuff than raw chems (See Buratino, Arsonist, Vulture, Morales... heck even the flag itself)

Edited by Handepsilon, 21 February 2017 - 02:13 PM.

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#784 edumm

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Posted 21 February 2017 - 02:18 PM

Well, it's also something that will fit Scorpion Cell more. Latin Confed emphasize more on burning and exploding stuff than raw chems (See Buratino, Arsonist, Vulture, Morales... heck even the flag itself)

SC is focused on a "pestilence" theme with toxic damages based on AOE, and sarin would be a toxin that emulates the effect of Morales. The sarin is present in the soviet theme since RA1 if I am mistaken and is also present in one of the MO missions, it is also a "cheap gas" and combine with the theme of mass destruction of LC .



#785 Divine

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Posted 21 February 2017 - 03:37 PM

 

Greetz again and admirations for all the work you have done so far. I am looking forward to new update and it's a great thing that navy will be expanded. Also it would be awesome if you add 'Tesla boat' for Soviet navy

Moreover there is an existing unit from RA3

https://encrypted-tb...uI2YXlknlqNno2G

 

This occured to me as well. I think the addition of the Battleship and now the Nautilus is the beginning of something: the addition of secondary tier 3 ships that focus more on ship-to-ship combat (even though the battleship can attack land targets with great success, it's not as good as the carrier). A "Tesla Boat" type of unit would be quite obvious for the Soviets, maybe even too obvious.

 

I think it would also be nice if Giant Squids regained their grasping attack to paralyse and eventually sink surface ships. At the moment, they aren't very useful for their price.


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#786 Bernadiroe

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Posted 21 February 2017 - 04:05 PM

Another targetable projectile lobbing artillery unit, like Scud Launcher.

 

Seems most of the targetable projectiles from naval units have been upward > straight line > downward.

How about changing the Leviathan's way of attacking to Scud Launcher's?

 

Instead of sending drones to drop plasma bombs, how about make them lobbing high their plasma bombs, and these bombs can be intercepted.

As an addition, (if possible) make it so if the bomb got intercepted midway, it will scatter droplets of plasma cells which deals good dmg against infantries, but next to nothing to structures or armored units.

 

Also if it can have this addition, lower the bomb's base damage to balance it out. Maybe 4/5 total damage of Resheph (I recommend only 1 or 2 plasma bombs, otherwise I don't think the anti-air can intercept all of them in one go).

 

The drones can be used as something else, for now I'm thinking about a support power unmovable repair drone that appear like how Foehn buildings constructed.

Or an unmovable anti-spy drone (only attacks spies), attacking with high pressure air maybe.

Probably better being exclusive to one of the Foehn sub-faction only.



#787 Solais

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Posted 21 February 2017 - 04:37 PM

That change to the Leviathan would make it basically the same as the Resheph, except not a sub. In another name: Dreadnought.



#788 Destroyencio

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Posted 21 February 2017 - 04:47 PM

I suggest putting the campaign colour of China in skirmish and multiplayer. Or is the colour on the map not bright enough?

 

I think the client doesn't support more colors.



#789 Bernadiroe

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Posted 21 February 2017 - 05:44 PM

That change to the Leviathan would make it basically the same as the Resheph, except not a sub. In another name: Dreadnought.

 

Maybe it could be better...? (with the lobbing thing) I mean as of now it's like some sort of carrier bombardment just like the one Allies has, right..?

 

And it seems to have an advantage over Resheph since the drone won't get stuck if the height of the target is too high from where it's being launched.



#790 Bernadiroe

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Posted 21 February 2017 - 05:55 PM

Or how about this;

 

A siege naval unit with a Sonicboom generator? It cannot send out projectiles or anything to deliver a payload.

Instead, it activates its Sonicboom device and generating it from where it is stationed. Damage per wave should be far lower, of course, and affecting all units including the ship itself and friendlies in the vicinity. Radius can be negotiated to reach a balanced number.

 

Low damage to armored units, but lightweight ones can be blown away (turn-over) if there's too many waves in one succession (multiple ships).

Low to Moderate damage to structures (not sure if possible with Ares, but the closer the building to the origin of the wave, more damage it receives compared to the ones far away from it), and low damage to infantries (just for balance sake).

 

The ship cannot move while generating the sonicbooms, and will keep getting damaged each waves.

 

its weakness would be that it can't deal enough damage to be worth it if the base is too far from the shore/water tiles. (while other siege ships can still deal 100% damage to the buildings they can reach)


Edited by Bernadiroe, 21 February 2017 - 05:59 PM.


#791 NorthFireZ

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Posted 21 February 2017 - 06:14 PM

I want to introduce a balance change that seems rather untouched, but I think becomes more and more realized in 3.3. Increasing the health of the Ally and Foehn battle labs. It is becoming increasingly clear that the t3 decides most games. One must protect their battle labs to produce their most powerful unit. So it becomes important to standardize the health of a building all factions consider important. The Ally tech lab has only 1000 health compared to the Epislon's Pandora hub's 1200. I suggest all tech lab like structures get a buff to 1300 health, but tweaking units like the Baracuda, SEAL, Ivan, and building special building destroyers so they are still as effective

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#792 HomeCountry

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Posted 21 February 2017 - 08:13 PM

What role would it exacly fill that the other soviet boats cant do?

Anti Unit of course and it would hit nearby structures like Allied Destroyer for example.



#793 CLAlstar

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Posted 21 February 2017 - 09:41 PM

There is a reason why Leviathans are carriers. MO already have Resheps, Dreadnoughts and Akulas that carry "missiles". Adding another missile launcher to game would be boring, leaving ACK as only carrier-type siege naval unit. Personaly, i like Leviathans, while they do not excel and surgical strikes, that splash makes them very helpful in naval engagements and attacking ground units.



#794 Martinoz

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Posted 21 February 2017 - 09:50 PM

 

Greetz again and admirations for all the work you have done so far. I am looking forward to new update and it's a great thing that navy will be expanded. Also it would be awesome if you add 'Tesla boat' for Soviet navy

Moreover there is an existing unit from RA3

https://encrypted-tb...uI2YXlknlqNno2G

 

It was long long ago in early stages of 3.0 beta.


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#795 Bernadiroe

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Posted 21 February 2017 - 09:58 PM

There is a reason why Leviathans are carriers. MO already have Resheps, Dreadnoughts and Akulas that carry "missiles". Adding another missile launcher to game would be boring, leaving ACK as only carrier-type siege naval unit. Personaly, i like Leviathans, while they do not excel and surgical strikes, that splash makes them very helpful in naval engagements and attacking ground units.

Well then the sonicboom idea is neither missile nor carrier, just in case maybe the dev want to try something new for the naval unit~

 

I do like Leviathan the way they are right now, because it's kinda OP...

Their drones have much much much better handling at acquiring target, whilst Aircraft Carrier UAVs sometimes circling 2 or 3 times before they can correctly drop their payloads.

I would say Leviathan is the one that has the highest accuracy, be it high or low target, plus AoE healing.

 

Is it possible to change all 'missile' projectiles from other siege naval units to lobbing type..? So that the projectiles won't get stuck when the target has too much height (or is that intentional)



#796 CLAlstar

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Posted 21 February 2017 - 10:55 PM

And there you are wrong. Unlike ACK Hornets, you can evade Leviathan Drone projectiles. ACK's precision strikes makes it at least 2x better at handling potential threats when properly controled.



#797 Dawbra

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Posted 21 February 2017 - 11:17 PM

Mission 10 The Lunatic
New feature you can destroy Psychic Becon by Volkow himself im not sure it can be done on 3.0 as normal way he goes to take power to flack canons but when you go to the place where sam site is he can destroy flacks and becon , but he need to get leveled but no need to be max lvl, what is still quite easy to done.



#798 Bernadiroe

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Posted 21 February 2017 - 11:57 PM

And there you are wrong. Unlike ACK Hornets, you can evade Leviathan Drone projectiles. ACK's precision strikes makes it at least 2x better at handling potential threats when properly controled.

Oh I was talking about structures. Structures can't evade.

Also nope, you can totally ignore the UAVs payloads if the moving unit is fast enough, like gatling tank, they can ignore all payloads from the UAVs by just keep moving into the opposite direction the UAVs coming (unless you make it so that the UAVs comes from multiple angles, which requires proper control as you said)

 

More than once that the UAVs sometimes need 2~3 times to circle when targeting certain buildings, and thus killed first before dropping their payloads.

But Leviathan's drones just flew over it and plop plop plop.



#799 Handepsilon

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Posted 22 February 2017 - 12:00 AM

I think that's fixed by making him unable to bomb through lower cliffs. I kinda cheesed the mission this way once

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#800 whi2468

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Posted 22 February 2017 - 02:06 AM

I think there should be some limitation on the AI as they some how magically are able to produce units even when they're miners are destroyed and no captured oil derricks. This happens on the "Hard AI" difficulty and Mental Boost feature. The AI is good but this little "cheat" for the AI can be a pain when practicing certain tactics.  






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