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


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#861 Bernadiroe

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Posted 01 March 2017 - 03:12 AM

Maybe instead of insta-kill infantries, make it a DOT damage? I do agree, other support powers is never that good.

 

This is more like a support superweapon IMO.

 

How about:

Make it a temporary, self-destruct structure?

Make it work like Spinblade? You get inside its small range, get the buff for several seconds. Entering it again will reset the timer.



#862 Admiral_Pit

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Posted 01 March 2017 - 05:18 AM

I still think the megaarena buff applied to megalodons is too strong. I don't mind the armor buff, but the fact that it immediately kills infantry upon touch is a bit too much. Especially against epsilon, which doesn't have as much firepower in their units as other factions to take out the megalodons before they reach their infantry. Not only that, but epsilon is quite reliant on infantry aswell. You only need like 2-5 megalodons + megaarena to take out the entire opposing infantry army, 5 megalodons being quite a high number for the job. Crush all the infantry, and your reprocessor banks all that dank cash aswell.

 

There is hardly any way to do anything with your infantry other than letting them die. Scattering your infantry using "X" hardly helps either. The fact that megaarena will always be BEHIND the opposing army, doesn't exactly make it easier to destroy.

I played a match against ooo today as China. I had some nuwa's, a centurion, some standard tanks some dragonflies some terror drones and quite some teslas,pyros and flaktroopers and would it not have been for the current megaarena, i'd have destroyed his army.  Sadly only 3 megalodons killed my entire infantry army, with only one dying during the process of them stampeding everything. Using scatter didn't matter at all. Yes, I did kill a lot of his army, but the megaarena gave him too much of an unfair advantage in my opinion. 

 

I don't believe the way to "deal with this" should be "Not creating infantry" inb4 said reply.

 

I always felt that Qilins were more valuable in this matchup than Nuwas given the former able to shoot on the go as opposed to Nuwas (which also have a minimum range) when fighting those mechs.  Also, if you have a Wallbuster ready, use it on the MegaArena to take it out, then go after the unshielded Megalodons quickly, while having Yunru at the ready (usually having her out of the Cent for better control) to disable some of the Foehn troops, but keep her away from Finn and fiber'd troops at all times.  Also keep an eye out on how many Knightframes/Shads/t1 AA robots are in the group.  If there isn't much, you can use a few Dragonflies to suppress the Shads, and mass Gyros to take down other infantry (not the heroes).  

Also, for what I said earlier about the Haihead heroes, try to kill em if you can, and keep Alize away from the Qilins as I recall she can 1-hit em.  If the heroes are poorly defended, spread out Terrors are the way to go (Remember Finn can't target em; Alize does).  Keeping a few behind an Iron Guard (if you can get it fast), will be all you need to take down the heroes.  Oh, and if depending on the enemy infantry composition, if there's no Railguneers or Lancers (you can EMP the latter), then well, you should know how I use Irradiation.  If there isn't much AA, do what I said about Gyros before (A hint is that all of Foehn's AA from the ground can be EMP'd).  IMO, scouting and see what the enemy has beforehand is crucial in the matchup so you can build/train the necessary units to stop the opposition.

 

 

I don't really know how different things are yet before 3.3.1 since I'm still struggling to try to get past the DTA client problem so I can play, but it the scenario shouldn't be way too different, but I will be welcome to try it again.

However, I would surely agree that for a power that costs $1500, it is kinda too powerful, especially against infantry.  I'd still have to have a look at how bulky the Megas are when I can finally play, though, but it certainly sounds like it's still brutal for non Psi Corps, Coronia, and Pseudo China.


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#863 Handepsilon

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Posted 01 March 2017 - 05:49 AM

....as opposed to Nuwas (which also have a minimum range)....

....it does? I know in 3.0 it doesn't have one. Did I miss this in the update?

 

If there isn't much AA, do what I said about Gyros before (A hint is that all of Foehn's AA from the ground can be EMP'd).

 

Except Buzzard and Alanqa


Edited by Handepsilon, 01 March 2017 - 05:51 AM.

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#864 Admiral_Pit

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Posted 01 March 2017 - 06:07 AM

 

....as opposed to Nuwas (which also have a minimum range)....

....it does? I know in 3.0 it doesn't have one. Did I miss this in the update?

 

If there isn't much AA, do what I said about Gyros before (A hint is that all of Foehn's AA from the ground can be EMP'd).

 

Except Buzzard and Alanqa

 

 

 

Correct on the Nuwa, with a minimum range of 1, and that's why I mentioned Ground-based Foehn AA can be EMP'd earlier.  The matchup that was being discussed earlier was China vs Haihead, so Alanqas wouldn't be in it, and I've yet to see many Buzzards being used by Haihead players at all.


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#865 Zharakov

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Posted 01 March 2017 - 08:46 AM

The Soviets and Foehn need another Naval unit, 3 is to little for a mod so big ;)

 

They have to atleast challenge the allied battleship and epsilon nautlises capabilities...

 

This i believe this is a must, especially for the soviets since its quite boring if you always have to mass produce typhoon subs just to eliminate your enemys fleet...



#866 Bernadiroe

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Posted 01 March 2017 - 09:53 AM

Soviet might need a better AA naval unit.

Foehn might need a better anti-infantry naval unit.

 

Or if we go specific and not filling in the weak part,

 

Soviet could have a radiation-based,  anti-infantry naval unit.

Foehn could have a plasma railgun-based, anti-armor naval unit.



#867 Admiral_Pit

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Posted 01 March 2017 - 12:01 PM

Oh, talk of boats.  Let's see...  Soviets first.

 

-Typhoon:  Standard, stealthy, and high-damage vs naval

-Seawolf:  Low damage, but fast and versatile, and can fire on the move.  Effective against light armor and infantry that appear on the water.

-Dreadnought:  Long-ranged base siege.

-Akula:  Stealthy long-ranged base siege.  Russia only

 

We also have a reminder that Ivans and Borillos/Armadillos are amphibious.  In this state, Soviets lack reliable long-ranged siege against moving targets and heavy AA (Unless you're Russia with WH).  Filling these roles would probably be different to each subfaction as Russia would likely have a Tesla weapon, China nuclear, and LC with Flames.

 

 

Then there's Foehn's.

 

-Swordfish:  Strong anti-armor/naval, but poor against buildings and infantry, and short-ranged.

-Angelshark:  Stealthy naval disruption.

-Leviathan:  Powerful AoE siege, best against buildings and groups of armor that can't escape its attacks.

 

Reminders that Jackals, Gharials, Zorbs, and Clairvoyants are amphibious, whereas each can help with the infantry problem.  Coronia really has no problem with naval skirmishes if their air divisions and Zorbs are around and numerous, Gharials for anti-infantry and immunity to mind control for Bastion, and Haihead's Diverbees against naval stuff.  So personally, Foehn has it fine, but would require barracks/WF things too.  We also have to remind ourselves that there's multiple roles for each of the Foehn ships, especially the Swordfish.

 

 

And I'm against Foehn having any more powerful anti-armor navy.  Swordfish already have high damage output against naval units and nearby vehicles at the cost of being poor against infantry and buildings, not to mention they can AA as well.


Edited by Admiral_Pit, 02 March 2017 - 07:49 AM.

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#868 Destroyencio

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Posted 01 March 2017 - 12:14 PM

I still think the megaarena buff applied to megalodons is too strong. I don't mind the armor buff, but the fact that it immediately kills infantry upon touch is a bit too much. Especially against epsilon, which doesn't have as much firepower in their units as other factions to take out the megalodons before they reach their infantry. Not only that, but epsilon is quite reliant on infantry aswell. You only need like 2-5 megalodons + megaarena to take out the entire opposing infantry army, 5 megalodons being quite a high number for the job. Crush all the infantry, and your reprocessor banks all that dank cash aswell.

Appart from that, is pretty easy to mass Megalodons since they're not really expensive (1800$). Compared with other T3 Monster Tanks like Nuwa Cannons that cost exactly the same, the efficiency (of Megalodons I mean) is insanely huge (high mobility, efficient vs everything in ground) :p

Then there are the Mastodons that cost 2500$, have A LOT of health but they're slow and only are good vs tanks. 

Anyway. When I play Haihead, unless I am vs China (due to EMP thingy :p), basically massing Megalodons is the way I use to play and it works really good. Specially when sending some Megalodons (i'm talking about 4 only) to backdoor the enemy and shut down their Tech/ConYard (also using Black Out missile if possible to shut down the power for defenses).

 


Edited by Destroyencio, 01 March 2017 - 12:25 PM.


#869 doctormedic

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Posted 01 March 2017 - 12:31 PM

Would confusion from deviatress be a good counter to megalodons?After all they dont have immunity to confusion.



#870 Nicholas Chau

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Posted 01 March 2017 - 12:56 PM

i just tried the new update, and i am disappointed and furious with one damn thing:

 

WHY ARE THE REPROCESSORS STILL GIVING MONEY WHENEVER I KILL DEFENSES??

 

is this a bug, installation problem for my end or it just can't be fixed??

 

also the megalodons now can gain veterancy (;D) , though the way they gain veterancy is really odd; they take a REALLY long time to gain veterancy if they kill in groups but if you do it one by one they promote normally. strange.


Edited by Nicholas Chau, 01 March 2017 - 01:00 PM.


#871 CLAlstar

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Posted 01 March 2017 - 01:12 PM

Learn to read. Its DEFENSIVE BUILDING killing units that do not give bounty. Not reveresed.



#872 Nicholas Chau

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Posted 01 March 2017 - 01:21 PM

Learn to read. Its DEFENSIVE BUILDING killing units that do not give bounty. Not reveresed.

wait so it's saying the defenses can't give money by killing units??

 

goddamn it. But seriously the reprocessor is still broken :( can it not give money for killing enemy buildings regardless of what destroyed them?? ;_;



#873 X1Destroy

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Posted 01 March 2017 - 05:27 PM

Uhh.......if Megalodons no longer have the instant kill aura then they'll be easy preys for Brutes. They have melee range after all, so no hit and run like a real tank.

To be honest, the slashing attack sucks.

 


Edited by X1Destroy, 01 March 2017 - 05:28 PM.

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#874 Thesilver

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Posted 01 March 2017 - 05:46 PM

Are you freaking kidding me? That slash is one of the highest dps's in the game! Megalodons are very powerfull normally, having unmatched damaging power at the cost of it's range. Brutes are absolutely not a counter if the megalodon can kill 6 with 2 swipes.



#875 NorthFireZ

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Posted 01 March 2017 - 06:17 PM

@chau, units get expert enough based on what they killed individually. They do not share exp. So a massive group of Megalodons will not gain much veterancy. It's is actually easier to infiltrate a warfactory than trying to get vet based off combat.

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#876 DarkEmblem

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Posted 01 March 2017 - 11:26 PM

Uhh.......if Megalodons no longer have the instant kill aura then they'll be easy preys for Brutes. They have melee range after all, so no hit and run like a real tank.

To be honest, the slashing attack sucks.

 

It really doesn't. 

 

Also, units still don't auto target stungrids. Soviet units don't, atleast. Just wanted to let you know.



#877 NorthFireZ

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Posted 02 March 2017 - 06:27 AM

Ok, so I get that the Slashing attack is slow, but it CERTAINLY does not 'suck'. A giant sword in your face hurts, and the damage of the Megalodon reflect that statement. Also just curious, what made you think the Megalodon was a tank? It's a giant robot of doom and destruction! More like a Mega-zord than anything! I mean I would not count the Battle tortoise, Mastermind, Petrandon, as 'tanks' even if they do have tank like qualities so why would the Megalodon be compared to a tank ;p 


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#878 FELITH

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Posted 02 March 2017 - 09:07 AM

sniper still noob for Foehn :( just compared to knight/kingsframe

and I think kingsframe is too OP for riot trooper too. maybe Nanofiber Sync is too cheap or too big radius.

question: How much is Kingsframe cost if they are trainable. 1200?


Edited by FELITH, 02 March 2017 - 10:44 AM.


#879 Damfoos

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Posted 02 March 2017 - 11:11 AM

Select one and press "sort by veterancy" hotkey (should be Y by default), this will give you the cost. Works on any unit, friend or foe.

#880 Handepsilon

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Posted 02 March 2017 - 01:39 PM

question: How much is Kingsframe cost if they are trainable. 1200?


Why not try killing one with Reprocessor up to find out? :p

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