Jump to content


Photo

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


  • Please log in to reply
5129 replies to this topic

#3481 PACER

PACER

    RTS Lorewalker

  • Members
  • 547 posts
  •  Much to babble about

Posted 26 June 2018 - 02:15 PM

It is probably due to the bug where AI will build from any buildings it managed to place, whether it be base structures, defenses... heck, even grids... and this placement would still occur even if you destroy the offending buildings (I think?). The AI in Single Player will rarely, if ever build stuff without direction while Skirmish AI in standard, challenge and co-op will do whatever suits them.

 

I'm pretty sure you don't want to have to deal with Infernos, Psychic Towers, Gattling Guns and Antares spawning inside your base....

 

That's the Risen Inferno support power instead of the buildable defense.

 

The AI is not programmed to use it in Skirmish, that is all. (Though this will most likely be changed in the incoming patch)


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


#3482 Handepsilon

Handepsilon

    Firestorm Gnome

  • Members
  • 2,325 posts
  • Location:Indonesia
  • Projects:Renegade X: Firestorm
  •  *intensely rolls around*

Posted 26 June 2018 - 02:23 PM

Yes, but building's still building.

But then again, Zephyrobot didn't bug PF

I like gnomes
 
YunruThinkEmoji.png
 
Visit us in Totem Arts site
(Firestorm is still SoonTM)


#3483 PACER

PACER

    RTS Lorewalker

  • Members
  • 547 posts
  •  Much to babble about

Posted 26 June 2018 - 03:25 PM

Yes, but building's still building.

But then again, Zephyrobot didn't bug PF

 

They don't build anything near a deployed Soda Array yes? Then make it alike.


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


#3484 Handepsilon

Handepsilon

    Firestorm Gnome

  • Members
  • 2,325 posts
  • Location:Indonesia
  • Projects:Renegade X: Firestorm
  •  *intensely rolls around*

Posted 26 June 2018 - 03:52 PM

Isn't SODAR Array usually in the middle of the base though? That doesn't really indicate anything

I like gnomes
 
YunruThinkEmoji.png
 
Visit us in Totem Arts site
(Firestorm is still SoonTM)


#3485 winterspring

winterspring
  • New Members
  • 3 posts

Posted 27 June 2018 - 10:29 PM

Is it possible for there to be a harder AI level? Or enhance existing ones at least?

 

I feel like the AI always goes with the "Keep building stuff + headfront assault till you win" tactic. No smart play or at least stuff you would expect from a normal player, like using aircraft against attacking units rather than my buildings and my units parked at my base all the time, and using the chronsphere, and I'd love to see espilon factions using shadow ring on bloaticks or a bunch of tanks to infiltrate my base or smth.

 

Another request, can the mega arena projector be temporary? like a risen inferno or lightening rod because it has an insanely huge area for a power that makes megalodons nearly invulnerable to any infantry. that means that any infantry based attacks (like the brutes or siege cadres) do basically nothing to a base with a projector and a couple of megalodons.

 

Thanks in advance.



#3486 mrvecz

mrvecz
  • Members
  • 151 posts
  • Location:Czech Republic

Posted 28 June 2018 - 08:17 AM

Is it possible for there to be a harder AI level? Or enhance existing ones at least?

 

I feel like the AI always goes with the "Keep building stuff + headfront assault till you win" tactic. No smart play or at least stuff you would expect from a normal player, like using aircraft against attacking units rather than my buildings and my units parked at my base all the time, and using the chronsphere, and I'd love to see espilon factions using shadow ring on bloaticks or a bunch of tanks to infiltrate my base or smth.

 

Another request, can the mega arena projector be temporary? like a risen inferno or lightening rod because it has an insanely huge area for a power that makes megalodons nearly invulnerable to any infantry. that means that any infantry based attacks (like the brutes or siege cadres) do basically nothing to a base with a projector and a couple of megalodons.

 

Thanks in advance.

 

There are multiple downfalls of AI. It has no late game scaling, it doesnt produce giant death blobs,it sends its units one by one to be mown down by base defences. It also has some kind of hatred towards your miners. It will send hundreds of suicidal units just to damage them. This hatred makes maps where there ore is outside of your base bordeline impossible to play. It cheats like mofo, it rarely tries to flank your defences, the closest thing it can do is trying to sneak Jackals with clayrs inside of your base, or Borilos with crazy Ivans to bomb your factory or powerplants.

 

It also fails when attacking your base defences, since the odd Mental Omega balancing, there are only few artillery units that actually have longer range than T3 defences like Neutralizes or Grand Cannons so once you plug them to your defences, nothing will even come close to destroying your defences, let alone touch the CY. The only threats are SCUD launchers, Centurion, Hailstorms. These artillery pieces actually do their job as artillery so you need to send something to kill them (Which is easy since AI doesn't guard them at all)

 

It doesnt need harder difficulty (Which would just result in AI that just builds 2x larger bases and 2x larger stream of units 24/7) it needs to be improved as it is. More skill, less cheats, some kind of late game scaling so it actually has a chance of defeating humans. But most importantly, it needs to be better at siege, thats one of its massive downfalls.



#3487 BlackAbsence

BlackAbsence

    BlargleGargle

  • Members
  • 360 posts
  • Location:Bottom of the Abyss

Posted 29 June 2018 - 05:52 PM

A lot of people are talking about how this or that side is tech-ing up faster than the other(s).

It would be nice to see, on the factions page, the time it takes to build things so people can know for sure.

It doesn't have to be real-life units of time, because we all know that's dependant on in-game game-speed and computer processing.

Instead, it should be in-game units of time... like... ticks? or something? I'm not too sure...

You don't have to specify the unit of measurement; it could just be a number.

As long as it's comparable to the other things.

 

I'm pretty sure I suggested this a long long time ago in a galaxy far far away...


Infinitive absence.


#3488 PACER

PACER

    RTS Lorewalker

  • Members
  • 547 posts
  •  Much to babble about

Posted 30 June 2018 - 09:34 AM

A lot of people are talking about how this or that side is tech-ing up faster than the other(s).

It would be nice to see, on the factions page, the time it takes to build things so people can know for sure.

It doesn't have to be real-life units of time, because we all know that's dependant on in-game game-speed and computer processing.

Instead, it should be in-game units of time... like... ticks? or something? I'm not too sure...

You don't have to specify the unit of measurement; it could just be a number.

As long as it's comparable to the other things.

 

I'm pretty sure I suggested this a long long time ago in a galaxy far far away...

 

You may find their building time on the wiki. However I can't confirm every one of them is accurate.

Interesting. Noted. I'll make one as soon as 3.3.4 is released.


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


#3489 BotRot

BotRot
  • Members
  • 228 posts
  • Location:Philippines
  • Projects:Mental Omega English Wiki on Fandom
  •  Mental Omega Wiki Administrator & Contributor

Posted 30 June 2018 - 12:04 PM

 

A lot of people are talking about how this or that side is tech-ing up faster than the other(s).

It would be nice to see, on the factions page, the time it takes to build things so people can know for sure.

It doesn't have to be real-life units of time, because we all know that's dependant on in-game game-speed and computer processing.

Instead, it should be in-game units of time... like... ticks? or something? I'm not too sure...

You don't have to specify the unit of measurement; it could just be a number.

As long as it's comparable to the other things.

 

I'm pretty sure I suggested this a long long time ago in a galaxy far far away...

 

You may find their building time on the wiki. However I can't confirm every one of them is accurate.

Interesting. Noted. I'll make one as soon as 3.3.4 is released.

 

Many of them do not account their specific build time multipliers (if they had any) if I am not mistaken.


hT8PHUN.gif


#3490 PACER

PACER

    RTS Lorewalker

  • Members
  • 547 posts
  •  Much to babble about

Posted 30 June 2018 - 12:32 PM

 

 

A lot of people are talking about how this or that side is tech-ing up faster than the other(s).

It would be nice to see, on the factions page, the time it takes to build things so people can know for sure.

It doesn't have to be real-life units of time, because we all know that's dependant on in-game game-speed and computer processing.

Instead, it should be in-game units of time... like... ticks? or something? I'm not too sure...

You don't have to specify the unit of measurement; it could just be a number.

As long as it's comparable to the other things.

 

I'm pretty sure I suggested this a long long time ago in a galaxy far far away...

 

You may find their building time on the wiki. However I can't confirm every one of them is accurate.

Interesting. Noted. I'll make one as soon as 3.3.4 is released.

 

Many of them do not account their specific build time multipliers (if they had any) if I am not mistaken.

 

 

Do you mean the build time on the wiki is incorrect, or the ingame buildings don't follow the multipliers because of engine problem?


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


#3491 BotRot

BotRot
  • Members
  • 228 posts
  • Location:Philippines
  • Projects:Mental Omega English Wiki on Fandom
  •  Mental Omega Wiki Administrator & Contributor

Posted 30 June 2018 - 01:29 PM

 

 

 

A lot of people are talking about how this or that side is tech-ing up faster than the other(s).

It would be nice to see, on the factions page, the time it takes to build things so people can know for sure.

It doesn't have to be real-life units of time, because we all know that's dependant on in-game game-speed and computer processing.

Instead, it should be in-game units of time... like... ticks? or something? I'm not too sure...

You don't have to specify the unit of measurement; it could just be a number.

As long as it's comparable to the other things.

 

I'm pretty sure I suggested this a long long time ago in a galaxy far far away...

 

You may find their building time on the wiki. However I can't confirm every one of them is accurate.

Interesting. Noted. I'll make one as soon as 3.3.4 is released.

 

Many of them do not account their specific build time multipliers (if they had any) if I am not mistaken.

 

 

Do you mean the build time on the wiki is incorrect, or the ingame buildings don't follow the multipliers because of engine problem?

 

Incorrect wiki information.

 

EDIT: I'd fix it myself, but I have little idea on which building or which unit has a build time multiplier or not (unless mentioned in changelog).


Edited by BotRot, 30 June 2018 - 01:31 PM.

hT8PHUN.gif


#3492 PACER

PACER

    RTS Lorewalker

  • Members
  • 547 posts
  •  Much to babble about

Posted 30 June 2018 - 04:22 PM

 

 

 

 

A lot of people are talking about how this or that side is tech-ing up faster than the other(s).

It would be nice to see, on the factions page, the time it takes to build things so people can know for sure.

It doesn't have to be real-life units of time, because we all know that's dependant on in-game game-speed and computer processing.

Instead, it should be in-game units of time... like... ticks? or something? I'm not too sure...

You don't have to specify the unit of measurement; it could just be a number.

As long as it's comparable to the other things.

 

I'm pretty sure I suggested this a long long time ago in a galaxy far far away...

 

You may find their building time on the wiki. However I can't confirm every one of them is accurate.

Interesting. Noted. I'll make one as soon as 3.3.4 is released.

 

Many of them do not account their specific build time multipliers (if they had any) if I am not mistaken.

 

 

Do you mean the build time on the wiki is incorrect, or the ingame buildings don't follow the multipliers because of engine problem?

 

Incorrect wiki information.

 

EDIT: I'd fix it myself, but I have little idea on which building or which unit has a build time multiplier or not (unless mentioned in changelog).

 

 

Just search for it.

 

E.G. [FATRAP] BuildTimeMultiplier=0.9


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


#3493 TeslaCruiser

TeslaCruiser

    Elitist condescending prick, Arrogant cunt

  • Members
  • 324 posts
  • Location:Chile
  •  mp bot

Posted 30 June 2018 - 08:07 PM

Cyberkernel 1.25   Loom 1.2   Cloud Piercer 1.25   foehn power plant 0.9   Radar Spire 1.25   Field boureau 1.25 (3.3.4)   Nuclear reactor 1.25 (3.3.4)   Allied Air Force 1.25   Experimental Warpshop 0.8  Repair Crane 1.25 Aerodome 1.25 Tank bunker 1.4 Plasmerizer 1.25  Mines in general 1.2    

#3494 PACER

PACER

    RTS Lorewalker

  • Members
  • 547 posts
  •  Much to babble about

Posted 01 July 2018 - 02:45 AM

Cyberkernel 1.25   Loom 1.2   Cloud Piercer 1.25   foehn power plant 0.9   Radar Spire 1.25   Field boureau 1.25 (3.3.4)   Nuclear reactor 1.25 (3.3.4)   Allied Air Force 1.25   Experimental Warpshop 0.8  Repair Crane 1.25 Aerodome 1.25 Tank bunker 1.4 Plasmerizer 1.25  Mines in general 1.2    

 

Forget not the 0.7 multiplier on all three soviet T3s


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


#3495 TeslaCruiser

TeslaCruiser

    Elitist condescending prick, Arrogant cunt

  • Members
  • 324 posts
  • Location:Chile
  •  mp bot

Posted 01 July 2018 - 03:47 AM

right, right

that list includes 3.3.4 modifications so be aware


Edited by TeslaCruiser, 01 July 2018 - 03:48 AM.


#3496 Divine

Divine

    NGL, I was kinda drunk when I registered with this name.

  • Members
  • 1,182 posts
  • Location:Hungary

Posted 01 July 2018 - 11:50 AM

I think it would be nice if some unbuildable / campaign-only units and buildings had their own sidebar icons (cameos). Things like the Soviet Medic Bunker, watchtowers, Epsilon's Space Commando and Yuri Prime, or the Soviet Bomb Bike. This would give some freedom to mappers who'd like to make custom scenarios with some of these exotic units and buildings buildable / trainable.

 

Another, a not entirely unrelated suggestion, one that I hinted at erlier but not explicitly requested IIRC, is to implement the "Base Props" gamerule as it is in Twisted Insurrection. With "Base Props" toggled, players would be allowed to build miscellaneous structures that are related to their faction but have no direct use, including but perhaps not limited to: propaganda posters, guard shacks, watchtowers, sandbags, chain link fences, czech hedgehogs, neurotoxin vats and maybe even some units, such as secret service, officers & generals, trucks, or Yuri's "Utopia" car. The use of this gamerule, as you can surely imagine, would be primarily to make promotional material in-game easily, without having to make a map in FA2 just for a screenshot, but it would also benefit those who just like to make nice bases for its own sake.


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

#3497 PACER

PACER

    RTS Lorewalker

  • Members
  • 547 posts
  •  Much to babble about

Posted 01 July 2018 - 01:48 PM

I think it would be nice if some unbuildable / campaign-only units and buildings had their own sidebar icons (cameos). Things like the Soviet Medic Bunker, watchtowers, Epsilon's Space Commando and Yuri Prime, or the Soviet Bomb Bike. This would give some freedom to mappers who'd like to make custom scenarios with some of these exotic units and buildings buildable / trainable.

 

Another, a not entirely unrelated suggestion, one that I hinted at erlier but not explicitly requested IIRC, is to implement the "Base Props" gamerule as it is in Twisted Insurrection. With "Base Props" toggled, players would be allowed to build miscellaneous structures that are related to their faction but have no direct use, including but perhaps not limited to: propaganda posters, guard shacks, watchtowers, sandbags, chain link fences, czech hedgehogs, neurotoxin vats and maybe even some units, such as secret service, officers & generals, trucks, or Yuri's "Utopia" car. The use of this gamerule, as you can surely imagine, would be primarily to make promotional material in-game easily, without having to make a map in FA2 just for a screenshot, but it would also benefit those who just like to make nice bases for its own sake.

 

Keeping it the old way is perfectly fine. A most welcoming 'barrier' against low-quality map spamming.


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


#3498 J00B

J00B
  • Members
  • 42 posts
  • Location:Sydney Cloning Vats

Posted 03 July 2018 - 01:07 PM

techsathack.png

I've always thought the Tech Satellite centre a hindrance than a bonus. If it gets destroyed your radar gets reset.

 

How about if once captured, it creates a Support Power, 'Intelligence Download' or something. The unlocked map information/tech is transferred to the players Radar structure. If the Tech centre is captured or destroyed during support power ticker, players radar is reset. If players Radar structure is destroyed or captured, radar is reset.


Edited by J00B, 03 July 2018 - 01:09 PM.


#3499 JackoDerp

JackoDerp
  • Members
  • 179 posts
  • Location:Somewhere in the UK
  • Projects:Doing dumb shit to Red Alert 1
  •  Arrogant arsehole with questionable sanity.

Posted 03 July 2018 - 01:20 PM

techsathack.png

I've always thought the Tech Satellite centre a hindrance than a bonus. If it gets destroyed your radar gets reset.

 

How about if once captured, it creates a Support Power, 'Intelligence Download' or something. The unlocked map information/tech is transferred to the players Radar structure. If the Tech centre is captured or destroyed during support power ticker, players radar is reset. If players Radar structure is destroyed or captured, radar is reset.

 

1. What

 

2. Pretty sure thats impossible to do


Everyone seems to be arguing over how Yunru came into such a position of power,

yet nobody is willing to explain how Rahn's weapon is able to teleport a pair of shorts.

 

8QTUrX0.png


#3500 Divine

Divine

    NGL, I was kinda drunk when I registered with this name.

  • Members
  • 1,182 posts
  • Location:Hungary

Posted 03 July 2018 - 03:48 PM

I agree with the part that the tech sat doesn't worth it and should be reworked somehow. I know that a map trigger can be made to grow the shroud by one cell - I wonder if it's for only a select player or for all players, and if the opposite can be made as well: pushing back the shroud by one cell in all directions. Maybe if a player captures the tech sat, it could provide a passive ability that would periodically push the shroud furher and further back by one cell in all directions for that player.


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




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users