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


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#2601 doctormedic

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Posted 13 November 2017 - 01:15 PM

what if the tempest damage was buffed slightly so the tempest can destroy it even when its being repaired,or of it applied that damage in a shorter interval?



#2602 PACER

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Posted 13 November 2017 - 07:14 PM

what if the tempest damage was buffed slightly so the tempest can destroy it even when its being repaired,or of it applied that damage in a shorter interval?


No instead of that, NERF REPAIR RATES PLZ

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#2603 BlackAbsence

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Posted 13 November 2017 - 11:32 PM

Test it for yourself. The tempest can't even kill one that's not being repaired. 


Edited by BlackAbsence, 14 November 2017 - 01:37 AM.

Infinitive absence.


#2604 mevitar

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Posted 14 November 2017 - 12:04 AM

Allied Lab has same stats as Pandora Hub, so if Pandora Hub isn't killed, Allied Lab won't be either.
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#2605 FELITH

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Posted 14 November 2017 - 12:22 AM

found these features on Zero Hour mod. If add these to MO. it would make the game more variety.
 
Default Disguises
Spies, Infiltrators, Saboteurs, Hijacker, Arsonist are no longer disguised themselves as regular soldiers at default when purchased and came out of the barracks. (you can see their SHP now xD)
 
Aircraft Pilots
Destroyed aircraft will eject a side-specific pilot out with a parachute. (MADMAN already have this logic)
-Allied Pilot have long sight and can detect cloaking. 
-Soviet Pilot can hijack a vehicle. but can't be disguised.
-Epsilon Pilot will be invisible after landing. when they die will make the Virus explode.(like the Virus dart) you can't force them to suicide.
-Foehn Pilot have nano-bomb for bridge huts. (Buzzard Pilot)
All Pilot will acts as engineer when entered IFV.
 
question: Is Mirage tanks reveal themselves when firing intended? If I'm not wrong Phantasms don't have this problem.

Edited by FELITH, 14 November 2017 - 12:34 AM.


#2606 Handepsilon

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Posted 14 November 2017 - 09:06 AM

Default Disguises
Spies, Infiltrators, Saboteurs, Hijacker, Arsonist are no longer disguised themselves as regular soldiers at default when purchased and came out of the barracks. (you can see their SHP now xD)

 

Pretty sure this is impossible with the engine

 

Aircraft Pilots

Destroyed aircraft will eject a side-specific pilot out with a parachute. (MADMAN already have this logic)
-Allied Pilot have long sight and can detect cloaking. 
-Soviet Pilot can hijack a vehicle. but can't be disguised.
-Epsilon Pilot will be invisible after landing. when they die will make the Virus explode.(like the Virus dart) you can't force them to suicide.
-Foehn Pilot have nano-bomb for bridge huts. (Buzzard Pilot)
All Pilot will acts as engineer when entered IFV.

 
Why do we need this again? This sounds both imbalanced and stupid.


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#2607 FELITH

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Posted 14 November 2017 - 03:02 PM

Aircraft Pilots

 
Why do we need this again? This sounds both imbalanced and stupid.

 

 

or just make them all useless.

and what is the point of MADMAN driver anyway? xD



#2608 Tathmesh

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Posted 14 November 2017 - 03:30 PM

So you can collect them all!

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#2609 TeslaCruiser

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Posted 14 November 2017 - 05:52 PM

 

Aircraft Pilots

 
Why do we need this again? This sounds both imbalanced and stupid.

 

 

or just make them all useless.

and what is the point of MADMAN driver anyway? xD

 

no idea

as useless as technicians

they can be used for the enemy to disguise spies... and that is all



#2610 NorthFireZ

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Posted 14 November 2017 - 08:49 PM

Petra, Jets, and heavy air all have the same problem. They are not being countered by the units that are supposed to be countering them. Basic infantry can’t carch up, T3 anti air vehicles get obliterated by Petra’s, and the basic T1 anti air structures are pretty much worthless in many situations. Personally I don’t believe nerfs are the way to go because they make the game much less dynamic, and more often than not, take away something fun people enjoy. So, what can we do?

Buff basic anti-air structures, they suck ass. Flak is terrible, Gatling is ok but not very effective, Shrike doesn’t stop air strikes or heavy air, and the Patriot, while the best out of the 4, can miss quite a lot. The stats for basic anti air structures should probably be adjusted to reflect more of a tier 2 defense (as air units don’t come out until tier two) while still being unlocked with a Barracks.

While the specifics can be argued I think the best path to go is to increase the aoe and rate of fire of Flak cannons so it becomes more dangerous for aircrafts to stack within Flak range than any other anti air defense. Increase the anti air range of the Gatling (not sure if this one is possible) or decrease the wind up time vs air units so it can start spinning its cannons faster and deal with heavy air much better. Increase the rate of fire and the launch speed of the Shrike significantly to allow it to actually intercept something for once. Finally, increase the missile speed of the Patriot.

Building an Anti-air defense should mean something. Many air units simply ignore these defenses like Monster tanks shrug off Pillbox shots. Just look at PF, when a player builds that Skyray people avoid it like the plague. Why? Because that thing is damn effective compared to the Basic Anti Air defenses. We need to put that kind of power back into the T1 defenses.

Now of course buffing Anti Air won’t entirely solve the problem of heavy air spam, but it believe it’s a step towards the right direction.

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#2611 Solais

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Posted 15 November 2017 - 12:09 AM

I wonder if that "Naval Expansion" idea is still a thing.



#2612 doctormedic

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Posted 15 November 2017 - 07:25 AM

I think that knightframes are balanced units on their own,the problem is that they are effective as a tier 2 unit in tier 1,which means that you can spam knightframes faster than spamming seals or pyroes as you dont have to wait for tier 2,of course by then you wont have enough money to reach critical mass but you can keep that mass of tier 1 units you got until the nanofiber sync comes up.



#2613 UNSC THE CHILL OF WAR

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Posted 15 November 2017 - 08:41 AM

I wonder if that "Naval Expansion" idea is still a thing.


Naval expansion?

#2614 UNSC THE CHILL OF WAR

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Posted 15 November 2017 - 08:41 AM

I wonder if that "Naval Expansion" idea is still a thing.


Naval expansion?

#2615 UNSC THE CHILL OF WAR

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Posted 15 November 2017 - 08:41 AM

I wonder if that "Naval Expansion" idea is still a thing.


Naval expansion?

#2616 Solais

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Posted 15 November 2017 - 03:57 PM

 

I wonder if that "Naval Expansion" idea is still a thing.


Naval expansion?

 

 

 

I wonder if that "Naval Expansion" idea is still a thing.


Naval expansion?

 

 

 

I wonder if that "Naval Expansion" idea is still a thing.


Naval expansion?

 

 

Naval expansion.

 

 

Speeder once talked about the idea of expanding the naval portion of the game more, starting with the inclusion of the Nautilus. "It is the first step of expanding the navy in Mental Omega even further to give more options to the players."


Edited by Solais, 15 November 2017 - 03:59 PM.


#2617 Tathmesh

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Posted 15 November 2017 - 06:27 PM

I think if they added more "support" units like the Angelshark and a "monster ship" like the Battleship to every faction it would be good.

Every faction has a well-defined T2, when they get an interesting vehicle that changes gameplay: irritators, demo trucks, jets, and speeder all create pressure for the opponent. These all change the flow of the game and build interest in the player.

Naval's problems are the lack of interesting units or any unit diversity whatsoever. Land units have wonderful personality to them, like the Mastodon which is like Big Fucking Tank. Own of the only interesting naval units IMO is the Leviathan, which is just Mastodon: Sea Edition.

Also maps are designed so that your base is either near water for not, I.e., abuse capital ships or ignore naval completely. I think I would like to play a map where land is still a necessary option to destroy the main base, but have naval fight over important resources like gem expansions.

Edited by Tathmesh, 16 November 2017 - 12:20 AM.


#2618 Solais

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Posted 15 November 2017 - 06:39 PM

What I liked in RA3 is that you could have bases on water, and even ore that you found there.



#2619 StolenTech

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Posted 15 November 2017 - 07:21 PM

sadly that is impossible with this engine :(



#2620 doctormedic

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Posted 15 November 2017 - 08:10 PM

what about terain that can be traversed by both seas and units is that possible?






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