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


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#1881 AlexB

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Posted 30 August 2017 - 01:35 AM

That's one of the things that Ares won't change for sure, so we have to work around the limitations.

(Speeder about the hardcoded limit on IFV variations)
 
it's almost like AlexB read this post by Speeder and thought: "LOL u wanna bet?"

It was exactly like that. :ninja:
 

That's probably a secret language to get AlexB motivated

It doesn't always work that easily, though. I'm no McFly. :lol:
 

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[...] Keep up the good work AlexB! :thumbsupcool:

Yeah, that's right. Thank you! :D



#1882 Handepsilon

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Posted 30 August 2017 - 01:57 AM

A field medic IFV with its AoE healing would greatly help with that


Not possible without tweaking much of the Allied mission which uses Medic and IFV as infantry/vehicle recovery hybrid.

Eg. Wrong Side

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#1883 lovalmidas

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Posted 30 August 2017 - 03:07 AM

Some missions probably will be tweaked :p


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#1884 Gameman112358

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Posted 30 August 2017 - 05:08 AM

Wrong Side? Just give the Allies an Engineer or two, and maybe a few more IFVs just in case? Wouldn't be hard to tweak missions like that.



#1885 Handepsilon

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Posted 30 August 2017 - 05:56 AM

And then you would end up giving them abilities to capture soviet buildings, unless you make them all uncapturable


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#1886 Bernadiroe

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Posted 30 August 2017 - 06:16 AM

I guess that's why it's a hard decision to make changes on current, commonly-used units...

 

Since then you need to re-tweak the missions everytime something changed, or at east checked, just to make sure nothing is broken.

 

By the way does Scavenger already at the limit for adaptation slots?

 

1. Pink Laser                         - both

2. Bigger original weapon     - ground

3. Double-barreled cannon   - ground

4. Single-barreled cannon     - ground

5. Machine gun                      - both

6. Mastodon weapon             - ground

 

These are the only ones I know. Oh by the way, why AI in skirmish never use stolen tech..?

 

EDIT: A suggestion for skirmish, how about adding an option for a random sub-faction from a selected faction? So that the system will choose one of the 3 sub-faction of the selected faction, instead of choosing randomly from every sub-faction.

 

I do want surprises but most of the time the game start with multiple of sub-factions from the same faction. I would like it more if every AI is different. (hopefully the coding for this is easy enough...)


Edited by Bernadiroe, 30 August 2017 - 06:21 AM.


#1887 Gameman112358

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Posted 30 August 2017 - 07:10 AM

And then you would end up giving them abilities to capture soviet buildings, unless you make them all uncapturable

 

Make it like that of Bad Apple; if you capture any Soviet buildings, you lose automatically. Something like that. There's gotta be a way. 



#1888 lovalmidas

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Posted 30 August 2017 - 10:46 AM

We will probably not make that much of a change for some missions. :p

Better learn to preserve your tanks better :p


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#1889 PACER

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Posted 30 August 2017 - 05:56 PM

I guess that's why it's a hard decision to make changes on current, commonly-used units...
 
Since then you need to re-tweak the missions everytime something changed, or at east checked, just to make sure nothing is broken.
 
By the way does Scavenger already at the limit for adaptation slots?
 
1. Pink Laser                         - both
2. Bigger original weapon     - ground
3. Double-barreled cannon   - ground
4. Single-barreled cannon     - ground
5. Machine gun                      - both
6. Mastodon weapon             - ground
 
These are the only ones I know. Oh by the way, why AI in skirmish never use stolen tech..?
 
EDIT: A suggestion for skirmish, how about adding an option for a random sub-faction from a selected faction? So that the system will choose one of the 3 sub-faction of the selected faction, instead of choosing randomly from every sub-faction.
 
I do want surprises but most of the time the game start with multiple of sub-factions from the same faction. I would like it more if every AI is different. (hopefully the coding for this is easy enough...)


Maybe the wiki could help. By now there's 14 weapons available. The other 3 are defined but unused.


Edited by PACER, 30 August 2017 - 06:10 PM.

In-game speed vs real life speed?   
Malver in Obisidian Sands?   
Strength-Agility-Intellect subfactions?    


#1890 Gameman112358

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Posted 30 August 2017 - 07:21 PM

We will probably not make that much of a change for some missions. :p

Better learn to preserve your tanks better :p

 

 

Considering I'm talking to probably the most sadistic map designer I've ever seen in YR modding history, I shouldn't be surprised to hear this. Not everyone is a gaming god, you know.  :p

 

More seriously though, basic tanks don't really last too long against either AT units or just unit spam in general. Wrong Side for example only gives you Cavaliers and Archons. Neither of which will last against even a small group of flak troopers. Asking me to "preserve my tanks better" is a little ridiculous since the enemy tends to throw AT units everywhere, not mentioning most of Act I has a bunch of ugly surprises waiting for you. For example, terror drones hiding in the scenery. Lovalmidas, I'm talking to you.  :glare:  :glare:  :glare:

 

I really want the Field Medic IFV so bad. I'm trying to think of ways to make sure missions don't get broken in some way or form from doing so. Though to be honest, infantry in this game simply don't last long enough to justify their use. Most people prefer tank spamming, and quite frankly, I can't blame them, since there's very little reason to use infantry later in the game unless you're Epsilon.



#1891 UNSC THE CHILL OF WAR

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Posted 30 August 2017 - 08:14 PM

Can the field medic ifv have some function to remove toxin clouds and fire when nearby (bloattick trap is annoying af. And the LC challenge, hell... Fire patches the size of your base and slowly crawls along, destroying everything and anything, laughing at your mere attempts to repair... Everything!

#1892 Divine

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Posted 30 August 2017 - 09:01 PM

Can the field medic ifv have some function to remove toxin clouds and fire when nearby (bloattick trap is annoying af. And the LC challenge, hell... Fire patches the size of your base and slowly crawls along, destroying everything and anything, laughing at your mere attempts to repair... Everything!

I don't think that's possible.


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#1893 Bernadiroe

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Posted 31 August 2017 - 04:53 AM

Maybe the wiki could help. By now there's 14 weapons available. The other 3 are defined but unused.

 

Oooh I never knew the wiki has been created! Thank you~~ :D



#1894 Handepsilon

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Posted 31 August 2017 - 05:52 AM

it's unofficial, some facts are right, others are wrong


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#1895 ZΞPHYɌUS

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Posted 31 August 2017 - 07:48 AM

Chitz should be made unsuppressable IMO.

Today I lost chitz when he attacked a GI.

#1896 Bernadiroe

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Posted 31 August 2017 - 01:39 PM

Please buff Future Tank's damage against armored targets. (its dual teal beams, not the Harbinger projectile)

 

It seems to be doing fairly average or low damage to Foehn's tier 3 tanks, even when in groups.

 

And please increase Archelon's range to 8 or 9. It seems fairly useless right now, at least against AI. Or keep the range but make them perma stealth like Sweeper.

 

Also I just realized AlexB successfully removed the 17 limit for IFV and Scavenger types. (I know it's old news, sorry)

OMG OMG OMG Please remove the 2-slot passenger for Foehn infantries so they can fit into IFVs xD

 

And I imagine with this removal, it's virtually possible to make Scavenger adaptation to be unique to EACH unit it absorbed, instead of same type from several different units!!

I hope it's possible to make Scavenger to even target and absorb air units (with its original Drain Beam only). Oooh the possibilities are overwhelming~~


Edited by Bernadiroe, 31 August 2017 - 01:43 PM.


#1897 Handepsilon

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Posted 31 August 2017 - 02:00 PM

OMG OMG OMG Please remove the 2-slot passenger for Foehn infantries


pls no

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#1898 Bernadiroe

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Posted 31 August 2017 - 02:03 PM

 

OMG OMG OMG Please remove the 2-slot passenger for Foehn infantries


pls no

 

Well maybe make it exclusive to Stryker and Archon only? (if that's possible?)


Edited by Bernadiroe, 31 August 2017 - 02:04 PM.


#1899 Divine

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Posted 31 August 2017 - 02:16 PM

Please buff Future Tank's damage against armored targets. (its dual teal beams, not the Harbinger projectile)

 

It seems to be doing fairly average or low damage to Foehn's tier 3 tanks, even when in groups.

 

And please increase Archelon's range to 8 or 9. It seems fairly useless right now, at least against AI. Or keep the range but make them perma stealth like Sweeper.

 

Also I just realized AlexB successfully removed the 17 limit for IFV and Scavenger types. (I know it's old news, sorry)

OMG OMG OMG Please remove the 2-slot passenger for Foehn infantries so they can fit into IFVs xD

 

And I imagine with this removal, it's virtually possible to make Scavenger adaptation to be unique to EACH unit it absorbed, instead of same type from several different units!!

I hope it's possible to make Scavenger to even target and absorb air units (with its original Drain Beam only). Oooh the possibilities are overwhelming~~

 

Scavenger absorbs a Barracuda or Kirov, it should become a  Stuka zu Fuß.


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Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
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#1900 UNSC THE CHILL OF WAR

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Posted 31 August 2017 - 03:01 PM

About 2-slot passengers, why is it alize takes 2 slots but libra only takes 1 (when she has the hive thing)? (Just a question.)




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