2 magnetrons is all you need to step a horde or megalodons, and you can poke them from safe distance and kite them around since they tend to go after stuff mindlessly
MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#1301
Posted 10 May 2017 - 09:34 AM
#1303
Posted 10 May 2017 - 10:43 AM
Since conditions to get stolen tech were changed, maybe this may be an opportunity to bring back stolen infantry? This is how I see it: if you infiltrate just the lab, you will only get stolen infantry and if you in addition to that infiltrate CY, you will get a stolen vehicle as well. Thoughts?
Edited by SPCell, 10 May 2017 - 10:43 AM.
#1304
Posted 10 May 2017 - 10:54 AM
Needs new Stolen Infantries. Means needs more art.
Also. some stolen infantries are regulars now *cough*Virus*cough*
Edited by Handepsilon, 10 May 2017 - 10:54 AM.
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#1305
Posted 10 May 2017 - 11:49 AM
"Protecting the land of the Free."
#1306
Posted 10 May 2017 - 02:01 PM
Also I have an idea what to do with Voltmortar if he gets back in the game. How about making him weak against structures like TT and TC, but strong against infantry and vehicles? This way SCUDs will be anti-structure artillery while Voltmortars will be anti-unit artillery.
#1307
Posted 10 May 2017 - 02:14 PM
I would also like something for Russia, at least to counter masses of infantry effectively. Honestly Desolators doesn't fit Russia much I would say, they get outranged by Viruses, Kingsframes and Zorbtrooters, and their deploy ability is not really effective enough either. Also, Desolators are too slow to fit in with Russia's units.
I purposed once a unit which would be like a Riot Trooper (which would be pretty mobile, fitting Russia's mobility) but for Russia which uses Tesla Greandes like Voltmortar, but for infantry (anti-tank would be too overkill and people would just spam those along with SCUDs and anti air). At least I feel that Russia is one of the worst factions at the moment to play against masses of infantry.
#1308
Posted 10 May 2017 - 02:50 PM
Conscripts might not be spammable, but any amount sure does nothing if they can't even get into range. Let's give conscripts a fancy new ability: CHARGE! When they are roughly out of range of an enemy infantry and target it, they will temporarily increase their own speed to close the distance. (e.g. using arbitrary stats: if targeting an infantry only, the conscript, once at range 7, gives himself a +33% speed buff for 120 frames. idk what should happen if he's already in firing range, maybe he gets a +50% damage for 15 frames so if he shoots immediately he isn't weakened. Give the ability a long cooldown)
#1309
Posted 10 May 2017 - 03:19 PM
I've been asking about something alike since release, good luck
Jokes aside, the halftrack/tigr buff -range 6 (+0,5) and ROF buff (25 to 22) is a nice change to T1 combat. Consider also knightframe range reduction - 6 to 5,5.
The one anomaly at T1 level is the GI IFV, they are, for some odd reason, range 6.5, outranging stationary defenses and can simply lurch around infantry, they are fun to use but not balanced. Suggestion: 0,5 range reduction.
#1310
Posted 10 May 2017 - 04:10 PM
Also I have an idea what to do with Voltmortar if he gets back in the game. How about making him weak against structures like TT and TC, but strong against infantry and vehicles? This way SCUDs will be anti-structure artillery while Voltmortars will be anti-unit artillery.
Anti-unit arty? Iron dragon is already here
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#1311
Posted 10 May 2017 - 04:55 PM
Also I have an idea what to do with Voltmortar if he gets back in the game. How about making him weak against structures like TT and TC, but strong against infantry and vehicles? This way SCUDs will be anti-structure artillery while Voltmortars will be anti-unit artillery.
Anti-unit arty? Iron dragon is already here
Iron Dragon is a stolen tech which you acquire only from Foehn.
#1313
Posted 10 May 2017 - 08:25 PM
You're suggesting adding another stolen tech unit which does exactly the same thing?
No, there was an idea of getting Voltmortar back to MO as Russia's exclusive T3 infantry unit. Then some people said that SCUDs will be forgotten in that case and I came up with an idea of making Volts as an anti-unit artillery while SCUDs will be anti-building artillery.
#1314
Posted 11 May 2017 - 04:31 AM
If Volt Mortars are ever going to come back I'd imagine they'd be added specifically for Meat Grinder so the Soviets have their own equivalent for Siege Infantry that can outrange the "Tower" Defenses.
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
#1315
Posted 12 May 2017 - 10:49 AM
So since PsiCorps lack the breakthrough ability and have a very hard time against Foehn factions (especially Hailhead and their Megalodon) at times to the point they become powerless to them (without stolen tech)..
We need this... Build limit 1 ofcourse
Ofcourse it would be heavily balanced and a new design , just keep the Laser and Voice..
This isn't a joke btw.. Its difficult to really go against experienced players with PsiCorps, unless its a team game and HQ is an Ally
^this guys got a great idea..
#1316
Posted 12 May 2017 - 12:56 PM
Trust me, it's not.
#1317
Posted 12 May 2017 - 01:15 PM
PsiCorps are already strong, they don't need more stuff. And something like that would be a huge overkill, and it wouldn't fit with PsiCorps' arsenal anyway
#1318
Posted 12 May 2017 - 05:22 PM
Well no need for that, Since Gharials can be mind controlled now
#1319
Posted 12 May 2017 - 06:28 PM
Naturally, friendly buildings also suffer the same consequences (inoperable) as long as the fire is put off.
Edited by Kirov_Fury, 12 May 2017 - 06:29 PM.
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