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


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#3161 Divine

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Posted 18 March 2018 - 11:50 PM

But if we fire the whole missile, that's 65% more missile per missile.


Edited by Divine, 19 March 2018 - 12:00 AM.

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#3162 Damfoos

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Posted 19 March 2018 - 12:14 AM

That tiny warhead is not easy as to spot as the whole rocket. And it's a part of RA2 silliness as well.

#3163 GameMaster0000

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Posted 20 March 2018 - 01:58 AM

Should be each side has own ultimate secret epic unit?(Cyborg Commando Tier)

Allied - Paradox Engine(with Nerf from Campaign)
Soviet - Super Apoc

Epsilon - Yuri
Fohen - Cyborg Commando?



#3164 Handepsilon

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Posted 20 March 2018 - 02:57 AM

Uhhh no


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#3165 StolenTech

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Posted 20 March 2018 - 10:34 AM

Should be each side has own ultimate secret epic unit?(Cyborg Commando Tier)

Allied - Paradox Engine(with Nerf from Campaign)
Soviet - Super Apoc

Epsilon - Yuri
Fohen - Cyborg Commando?

this was suggested multiple times before, the answer was always no.



#3166 Initiate

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Posted 20 March 2018 - 10:54 PM

Does Malver's debuff improve as he gains veterancy? (e.g. increased range, further debuff %)



#3167 BlackAbsence

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Posted 21 March 2018 - 01:02 AM

Well... here's a long one for ya.

 

- Harbinger circling around its target like an AC130. This way its flight path is more predictable / easier to shoot down.

- Diverbees able to attack air targets because why not?

- Nano Sync AoE being 3x3 cells of space (like the IC or chrono sphere). But maybe make it slightly more frequently usable as compensation.

- Barracudas attacking with 2 carpet bombing runs so that they stay in the area longer to be shot down better. Maybe make them slightly more durable as compensation.

- Increase plague splatter damage toward structures... or, instead, make it so plague splatters defuff structure armour.

- Drilling units moving slightly slower.

- Deployable tank-bunker for every Epsilon faction (Similar to the deployable battle bunker being available to every Soviet faction)

- EA force field turning off its owners power and stopping its owners production of everything when used.

- Fin being able to shoot terror drones (similar to snipers)

- Ailze's weapon having a longer cool-down

- Viruses walking slightly faster

- Shadray having less cool-down time to fire again.

- Sonic emitters / jackals having an attack similar to shadrays but to a shorter / weaker extent. 

- Jackals not being able to use their main weapon on the move and doing less damage to structures.

- Making all units intended for hit and run tactics slightly quicker... excluding road runners... make roadrunners slightly slower... please?

- Making the oxidizer similar to the cryo-copter... meaning it takes time to make an effect but the effect may stick around longer.

- Deploying a chrono miner commands it to teleport to the most available refinery.

- War miners get slightly more armour?

- Buff camels by %83.6

- All anti air having slightly more range.

- Alanqa deploy increasing its defence by %150

- Mastadons becoming more resistant to plasma weaponry so that they don't kill each other as often when shooting at targets nearby them.

- Gharials holding 6 infantry slots... they could still come made with 2 knight frames though.

- Humming birds having less EoA so that it requires more micro to hit multiple targets with each shot.

- Make the slowness de-buff from megalodons visible via a blue down arrow sign

- Fury drones being able to directly attack without deploy


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#3168 doctormedic

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Posted 21 March 2018 - 07:06 AM

Not this again



#3169 Solais

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Posted 21 March 2018 - 08:48 AM

Personally, I agree with the camel buff.



#3170 PACER

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Posted 21 March 2018 - 09:42 AM

Personally, I agree with the camel buff.

 

IMHO camels are OP, they deserve a nerf on firepower.


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#3171 Damfoos

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Posted 21 March 2018 - 10:28 AM

Meh a price increase by $50 will suffice, as always


Edited by Damfoos, 21 March 2018 - 10:28 AM.


#3172 Guest_Chaplain5_*

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Posted 21 March 2018 - 11:40 AM

Camels always needed a deploy function to make them viable in competitive PvP. Give them a light AA weapon and they should be solid.



#3173 BotRot

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Posted 21 March 2018 - 11:59 AM

Well, might as well join the bandwagon of absurd suggestions.

 

Since the Allied challenge has yet to appear, let me dump some ridiculous, likely impossible ideas here if said challenge hasn't already been thought out. 

 

Since the Allies are very reliant on Chrono tech, the main theme of the following suggestions would be some sort of unstable, out-of-timeline (or just invulnerable) Chronosphere (or some other time device) that causes time-related anomalies to happen. 

 

List of random ideas:

 

Neutral-aligned, assorted units (think No Bases gamemode) will be teleported to the battlefield after some minutes. Probably 2 strike forces; one for the enemies and one for the players to handle.  If not, how about the same idea but randomized Allied forces but aren't neutral?

 

Battlefield wide effect: The closer the players' forces get to the Allied bases, the slower their speed will go.

 

If a unit gets erased by a Charon Tank or abducted by a Chrono Prison (maybe even make this the special stolen tech unit), that particular unit cannot be trained for half a minute or something. Guess the explanation would be that your weapons protocol (or archives) have seemingly forgotten that the erased unit exists at all for the meantime.

 

Time Freeze for both parties to wreak havoc: after 20 minutes or something, the enemy forces get frozen; after a minute, the player forces get their turn. Then back to 20 minutes and cycle continues. If balance is demanded (which likely will be), how about weakened time freeze that only affects units?

 

 

If the AI can be programmed to do so, maybe even a "Chronoswap" power every 10 minutes or so: Switches the positions of the targeted friendly forces with your own.  Expecting a strategy like grouping up some Demo Trucks/Buggies to be hidden into a corner and wait for AI to miscalculate.


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#3174 Hardric62

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Posted 21 March 2018 - 12:23 PM

Euh, what are the camels exactly?



#3175 BotRot

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Posted 21 March 2018 - 12:42 PM

Euh, what are the camels exactly?

If I have to be serious, they are just harmless critters found in desert-themed maps that your forces can make target practice of.


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#3176 Ravenholme

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Posted 21 March 2018 - 12:44 PM

Euh, what are the camels exactly?

A camel is an ungulate which stores water in fatty deposits known as "humps" on its back.

 

They are also a contentious unit that is the source of much debate whether to nerf or buff them.



#3177 mevitar

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Posted 21 March 2018 - 01:48 PM

Does any of you remember your miners moving to a cell with a camel/cow/alligator on it and dying immediately?
Mevitar remembers. :sad:

Speedr nurf animlz plz :sad:

Edited by mevitar, 21 March 2018 - 01:48 PM.

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#3178 Divine

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Posted 21 March 2018 - 06:47 PM

Ok now serious suggestions now. How about a new unit for starters. My last idea about Epsilon's proposed new flying infantry, the Seraphim was quite popular, although concerns were raised that it would be too similar in its function to the Chinese Gyrocopter. So here's the idea for a new flying infantry:

 

Harpoon

No, not the Harpoon Trooper that was scrapped from MO in an earlier version. If I understand it right, that thing used to be a ground infantry with a railgun. Or at least that's that the scrapbook says. This idea that I'm presenting is about the implementation of an obscure concept art for Yuri's Revenge:

Spoiler

Also known as the "Parasite Trooper". As you can see, this infantry wears heavy armor, has a contraption on his back that appears to be a jetpack, and wields a massive harpoon gun. So, how would this go in Mental Omega? Well, the unit would obviously have a jetpack, or some other implement of levitation, and a harpoon gun. I don't think tho, that the concepts of flying and heavy armor go well together, so the later one would be dropped.

 

The catch is the gun. I think it would make sense if it had a slow rate of fire, but high damage against infantry wearing light armor, while at the same time it would do little to no damage to plate armor wearing soldiers. But more importantly, this would function as special kind of anti-vehicle unit. When facing a ground vehicle or a ship, the Harpoon would fire at it, attaching himself to the vehicle. Obviously, the puny penetrating power would make direct damage negligible, but the harpoon, now functioning as a grappling hook, would allow the airborne infantry that fired it to bear the strength of his jetpack against the targeted vehicle. This would have two results. The first is a movement speed nerf that effects the targeted vehicle. The second is that the Harpoon infantry would try to drag the target upwards, in an attempt to flip it over. Now obviously, a single, or even a handful of Harpoons couldn't flip a tank, but having several of them target the same vehicle would not only stop it in its tracks, but also flip it over, destroying it in the instant it happens. The larger the vehicle, the more Harpoons would be required to flip it, and the less a single Harpoon would affect its speed. Having a really huge swarm of Harpoons should be able to flip even the mighty Battleship, or Centurion. 

 

Obviously, the Harpoon would be completely useless against buildings, and due to the slow projectile, bad accuracy, and slow rate of fire, not to mention the hazards of suddenly being dragged at nearly the speed of sound, it couldn't target jets and other fixed-wing aircraft. It could, however target other flying infantry to damage them, and helicopters and blimps to slow them down.

 

The Harpoon's weapon, and the cable that connects the target to the infantry could be done using a similar logic as the Foehn Neutralizer. The continous, 1 pixel wide beam would be the cable. While doing no direct damage, it should use the vehicle flipping logic, similarly to Libra's anti gravity field, but with much less power. The problem is, what if the targeted vehicle is fast enough to move out of the Harpoon's range after he latched himself on? Normally, the connection would disappear. One can say that it's a perfect representation of the cable breaking but IMHO it would be less than ideal. Mind control units have a permanent link shown to the unit they mind conrol perhaps the Harpoon could have something similar as well, although he should be forced to stay close to the target nevertheless, unlike MC units that are free to move around once they caught something.


Edited by Divine, 21 March 2018 - 06:53 PM.

Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#3179 GameMaster0000

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Posted 21 March 2018 - 06:54 PM

Sound like....Engine can't do something like that.



#3180 Solais

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Posted 21 March 2018 - 08:06 PM

I like the idea, it's unique. So how many Harpoons it takes to flip the Paradox Engine? :V






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