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


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#3661 BlackAbsence

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Posted 07 August 2018 - 05:36 PM

don't we have Grids for spy prevention?

We do, but it can be a bit tedious gridding off your entire base, grids require power, and grids are T2.

Other sides just get to simply scatter some dogs around at T1 with little effort.

Huntress was designed to become a combat medic. You are supposed to maintain the HP while pushing through enemy soldiers. Ultimately you can sacrifice a low HP unit to heal everyone else.
And first person to post a response in style of "Muh foehn doctrine of limited numbers so doing that doesnt fit" gets his post booted into corner of shame.

And what if there is no soldiers to push through? What if they're up against tanks or struck by support powers?

And you only think that the engineer-sacrificing argument is shame worthy because it's a good argument. Theme's important too.

Regarding spy hunt, Clairvoyant/Duplicant already get that.

Yeah but don't you think it's silly that the spy-hunters of other sides are T1 whereas Foehn spy hunters are T3? and that these spy-"hunters" can't even kill them alone / cost 3.5x as much?

Foehn spy-hunting was originally T2 to begin with anyway - So what's the big deal? Duplicants are like T4! and production restricted. :[

 

Edit: The only shame worthy argument I can think of is 'Lol Foehns not suppose to have good detection cuz I say so' 

Yeah... that makes sense for a high-tech oriented faction *sarcasm* 


Edited by BlackAbsence, 07 August 2018 - 06:05 PM.

Infinitive absence.


#3662 JackoDerp

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Posted 07 August 2018 - 06:20 PM

don't we have Grids for spy prevention?

We do, but it can be a bit tedious gridding off your entire base, grids require power, and grids are T2.
Other sides just get to simply scatter some dogs around at T1 with little effort.

Huntress was designed to become a combat medic. You are supposed to maintain the HP while pushing through enemy soldiers. Ultimately you can sacrifice a low HP unit to heal everyone else.
And first person to post a response in style of "Muh foehn doctrine of limited numbers so doing that doesnt fit" gets his post booted into corner of shame.

And what if there is no soldiers to push through? What if they're up against tanks or struck by support powers?
And you only think that the engineer-sacrificing argument is shame worthy because it's a good argument. Theme's important too.

Regarding spy hunt, Clairvoyant/Duplicant already get that.

Yeah but don't you think it's silly that the spy-hunters of other sides are T1 whereas Foehn spy hunters are T3? and that these spy-"hunters" can't even kill them alone / cost 3.5x as much?
Foehn spy-hunting was originally T2 to begin with anyway - So what's the big deal? Duplicants are like T4! and production restricted. :[
 
Edit: The only shame worthy argument I can think of is 'Lol Foehns not suppose to have good detection cuz I say so' 
Yeah... that makes sense for a high-tech oriented faction *sarcasm*


1. Considering how devastatingly good grids are against any kind of infantry sneak (including spies), I'm disgusted you even want to consider buffing them.

2. You seem to ignore that Huntresses are also Hijackers, also Foehn Infantry tend to shit on most vehicle-only-armies, so this is moot.

3. See point 1.

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.

 

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#3663 BlackAbsence

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Posted 07 August 2018 - 08:52 PM

1. Considering how devastatingly good grids are against any kind of infantry sneak (including spies), I'm disgusted you even want to consider buffing them.


2. You seem to ignore that Huntresses are also Hijackers, also Foehn Infantry tend to shit on most vehicle-only-armies, so this is moot.

3. See point 1.

1. I'm not considering buffing them. I'm only considering buffing the huntress. How about reading next time?

2. So what? and so what?

3. See point 1.


Infinitive absence.


#3664 JackoDerp

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Posted 07 August 2018 - 09:14 PM

You're arguing that Grids aren't good enough to stop spies
and I'm telling you they are.

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.

 

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#3665 BlackAbsence

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Posted 07 August 2018 - 09:22 PM

You're arguing that Grids aren't good enough to stop spies
and I'm telling you they are.

No I'm not xD

I'm saying that dogs are just much much better and therefore there is a anti-spy imbalance.

 

You also seem to assume that I forgot that huntresses could hijack. It's just beside the point, just like your 'oh but they have super-anti-tank infantry' "argument".

xD

 

Also, I find your talk of disgustment to be, frankly, rude! (I guess, your self claimed personality of 'arrogant arsehole with questionable sanity' is true)


Edited by BlackAbsence, 07 August 2018 - 09:37 PM.

Infinitive absence.


#3666 Handepsilon

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Posted 08 August 2018 - 12:42 AM

Well, let's see. Dogs are spammable, but weak af. Grids are expensive and stationary, but can catch the unaware. There's also clairvoyant, duplicant, and roadrunner if you're Coronia. The rest is just your constant awareness.

Most people I know doesn't even need dogs to kill spies, soooo yeah. Besides, duplicant is essentially a dog for Foehn. You don't get spies until T3 anyways (and don't bring up the fact that AI can make spies earlier. That's a bug and you know it). And no, Duplicant ain't T4. Nanofiber Loom can be done in T2 and you can nanosync clair at T3 fairly quicker than an Epsilon gets a Virus or Allied gets a Legionnaire.

Also, lancers and rails shit on any tanks so I don't see your point, and what support power that can kill Foehn infantries in one hit again? And I don't see you or anybody complaining the fact that Epsilon has no healing capability outside of a freaking SUPERWEAPON. That is far more convulted than Huntress needing to kill something to heal.

Edited by Handepsilon, 08 August 2018 - 12:48 AM.

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#3667 Drezalnor

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Posted 08 August 2018 - 03:37 AM

You're arguing that Grids aren't good enough to stop spies
and I'm telling you they are.

No I'm not xD
I'm saying that dogs are just much much better and therefore there is a anti-spy imbalance.
 
You also seem to assume that I forgot that huntresses could hijack. It's just beside the point, just like your 'oh but they have super-anti-tank infantry' "argument".
xD
 
Also, I find your talk of disgustment to be, frankly, rude! (I guess, your self claimed personality of 'arrogant arsehole with questionable sanity' is true)
The thing is simple-you only need to report his posts to a moderator.He is sensible enough,when it comes to MO,but he is the biggest jerk when it comes to expressing his opinions-he sounds like a troll when he does so.

And I don't see you or anybody complaining the fact that Epsilon has no healing capability outside of a freaking SUPERWEAPON. That is far more convulted than Huntress needing to kill something to heal.

That is one of the biggest issues with Epsilon.Other than the Rage Inductor,they have no other means of reliable healing.It sucks.
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#3668 Handepsilon

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Posted 08 August 2018 - 04:46 AM

Well to be perfectly honest...

 

Spoiler

 

And yeah, it kinda sucks, but Epsilon doesn't lose just because their infantries can't heal right? Besides, they got cloning vats.


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#3669 GuardianGI

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Posted 08 August 2018 - 06:59 AM

Grids are much more reliable than dogs for quite the number of reasons, and let's begin:

Dogs can be sniped by a decent amount of stuff, like jets, inferno towers, mercury strikes, tyrants (sounds ridiculous, but it does happen if someone is desperate enough), bloatick traps, shadowringed spooks (it's full on desperation, but you get the idea), bombed by suicidal saboteurs (I mean, they have that bomb for a reason, right?) and also, dogs can be baited away by other spies if there's more than one (I mean, dog AI isn't the most reliable, right...?).

 

Grids, on the other hand, are permastealthed (meaning that you don't know they are there until you either scout with a detector or you walk something right into them), denies building placement (especially inferno towers, since those can also break walls and kill other stuff nearby), doesn't trigger bloatick explosions on their own (I know it sounds stupid, but it's better to leave em there until you can deal with em and replace the grids too) and much easier to manage compared to dogs (I mean, grids don't exactly get baited by random stuff and instead just sits there quietly).

 

And if we are gonna go onto the topic of healing (and repair, while I'm at it):

Allies: Repair IFVs (kinda hard to micro when you have other IFVs meant for attacking), Medics (heals infantry nicely, but takes up precious space in a firefight, and is also vulnerable)

Soviets: Repair Drones (Amphibious, can be dropped almost anywhere on land when you need em, also easy to micro), Drakuvs (T3, but with the chance to get yourself free infantry that can be potentially added to your techtree),

Epsilon: Repair Stingers, Stalkers (HQ  only, mainly to be used in conjunction with brutes or even lancers and duplicants), Rage Inductor (Buffs firepower, heals infantry rather rapidly for its duration)

Foehn: Minermites (obviously spammable for a reason), Huntresses (mainly to be used in conjunction with lancers or even duplicants, may also get you a Drakuv)


Don't mind me, I'm just pretty broke nowadays...

Spoiler

#3670 JackoDerp

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Posted 08 August 2018 - 11:03 AM

Grids are much more reliable than dogs for quite the number of reasons, and let's begin:

Dogs can be sniped by a decent amount of stuff, like jets, inferno towers, mercury strikes, tyrants (sounds ridiculous, but it does happen if someone is desperate enough), bloatick traps, shadowringed spooks (it's full on desperation, but you get the idea), bombed by suicidal saboteurs (I mean, they have that bomb for a reason, right?) and also, dogs can be baited away by other spies if there's more than one (I mean, dog AI isn't the most reliable, right...?).



Grids, on the other hand, are permastealthed (meaning that you don't know they are there until you either scout with a detector or you walk something right into them), denies building placement (especially inferno towers, since those can also break walls and kill other stuff nearby), doesn't trigger bloatick explosions on their own (I know it sounds stupid, but it's better to leave em there until you can deal with em and replace the grids too) and much easier to manage compared to dogs (I mean, grids don't exactly get baited by random stuff and instead just sits there quietly).

^this.

The thing is simple-you only need to report his posts to a moderator.He is sensible enough,when it comes to MO,but he is the biggest jerk when it comes to expressing his opinions-he sounds like a troll when he does so.

¯\_(ツ)_/¯

Anyway Huntresses work just fine as they are.
With this current changelog the only thing we need now is an improvement to SC Anti-Armour and probably a Siegfried Nerf.
Oh and a Coronia siege buff.

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.

 

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#3671 Divine

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Posted 08 August 2018 - 08:30 PM

And yeah, it kinda sucks, but Epsilon doesn't lose just because their infantries can't heal right? Besides, they got cloning vats.

 

Still not fair, tho. I've been thinking, and came up with an idea that would fit Epsilon's theme of doing nasty stuff to human beings to keep the war machine going. A support power that would heal friendly infantry in an area, but the catch is that this support power would not charge over time. Instead, infantry under the player's command could be sent into the cloning vats where they'd be killed and processed. Each processed infantry unit would put some charge into this support power, which should be called something like, "Tissue Grafting". It would be healing Frankeinstein style. Sacrificing badly wounded soldiers or mind controlled enemies would be the most viable way of charging this support power. 

 

Sadly, I have no idea how such a thing could be implemented in the game.


Edited by Divine, 08 August 2018 - 08:30 PM.

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#3672 0Weber0

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Posted 09 August 2018 - 01:04 AM

 

And yeah, it kinda sucks, but Epsilon doesn't lose just because their infantries can't heal right? Besides, they got cloning vats.

 

Still not fair, tho. I've been thinking, and came up with an idea that would fit Epsilon's theme of doing nasty stuff to human beings to keep the war machine going. A support power that would heal friendly infantry in an area, but the catch is that this support power would not charge over time. Instead, infantry under the player's command could be sent into the cloning vats where they'd be killed and processed. Each processed infantry unit would put some charge into this support power, which should be called something like, "Tissue Grafting". It would be healing Frankeinstein style. Sacrificing badly wounded soldiers or mind controlled enemies would be the most viable way of charging this support power. 

 

Sadly, I have no idea how such a thing could be implemented in the game.

 

If i remember correctly, we could put infantry into the cloning vats to never be seen again in the unmodded Yuri's Revenge. That sounds like a cool idea, i just wonder if we can:

1 - Make a support power that loads that way.

2 - Set separate values for different units. Otherwise we'll just keep cheap spooks to be sacrificed there.

Maybe if only mind controlled units could be used, so as to keep it from being too easy to charge.



#3673 Handepsilon

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Posted 09 August 2018 - 03:42 AM

sounds like an interesting idea, but does RA2 or Ares have that logic?


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#3674 NorthFireZ

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Posted 09 August 2018 - 07:56 AM

Honestly this patch is hype enough. There’s a lot of things to look forward to cause apparently Speeder decides to listen to the community for once Yay! Btw EA is getting super buffed so next patch everyone should play them aye, probably too good imo cause they are getting like 5 or 6 buffs that affects them.

Foehn’s weakness to spies and stealth are probably just a faction gimmick by this point.

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#3675 Drezalnor

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Posted 09 August 2018 - 07:57 AM

And yeah, it kinda sucks, but Epsilon doesn't lose just because their infantries can't heal right? Besides, they got cloning vats.

 
Still not fair, tho. I've been thinking, and came up with an idea that would fit Epsilon's theme of doing nasty stuff to human beings to keep the war machine going. A support power that would heal friendly infantry in an area, but the catch is that this support power would not charge over time. Instead, infantry under the player's command could be sent into the cloning vats where they'd be killed and processed. Each processed infantry unit would put some charge into this support power, which should be called something like, "Tissue Grafting". It would be healing Frankeinstein style. Sacrificing badly wounded soldiers or mind controlled enemies would be the most viable way of charging this support power. 
 
Sadly, I have no idea how such a thing could be implemented in the game.
Interesting.It could be a great addition to Epsilon,but I wonder,how can it be implemented?
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#3676 Handepsilon

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Posted 09 August 2018 - 08:28 AM

We make a blood sacrifice to summon AlexB and get him to work on something :shiftee2:


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#3677 Drezalnor

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Posted 09 August 2018 - 08:35 AM

We make a blood sacrifice to summon AlexB and get him to work on something :shiftee2:

Very amusing.
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#3678 PACER

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Posted 09 August 2018 - 02:07 PM

 

 

And yeah, it kinda sucks, but Epsilon doesn't lose just because their infantries can't heal right? Besides, they got cloning vats.

 
Still not fair, tho. I've been thinking, and came up with an idea that would fit Epsilon's theme of doing nasty stuff to human beings to keep the war machine going. A support power that would heal friendly infantry in an area, but the catch is that this support power would not charge over time. Instead, infantry under the player's command could be sent into the cloning vats where they'd be killed and processed. Each processed infantry unit would put some charge into this support power, which should be called something like, "Tissue Grafting". It would be healing Frankeinstein style. Sacrificing badly wounded soldiers or mind controlled enemies would be the most viable way of charging this support power. 
 
Sadly, I have no idea how such a thing could be implemented in the game.
Interesting.It could be a great addition to Epsilon,but I wonder,how can it be implemented?

 

 

There's a slight chance. Remember the Weed-Eater from Tiberian Sun?


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#3679 BotRot

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Posted 10 August 2018 - 12:33 PM

The speed values of hover units found in the official website are accurate, but can be misleading. If I understand correctly, the actual values within the code are "reduced" in-game.

 

 

For instance, both the Stryker IFV and Robot Tank display 8 as their speed value in the website and within the code., meaning that they should have the same speed.

 

In-game, this is not the case: Stryker IFV is faster than the Robot Tank, since the latter's actual speed is 5 (similar to Rhino Tank speed).

 

 

Reference: https://moapyr.wikia.../Category:Hover


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#3680 Drezalnor

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Posted 10 August 2018 - 05:21 PM

I had a little idea in mind-I hope it doesn't do much harm.

The idea was regarding the introduction of Command APCs.I'll explain what they'll be like.

Universal features-Heavy armor,possesses an anti-personnel weapon(Faction dependent) and a secondary weapon(Subfaction dependent).Has 8 infantry slots.Can repair vehicles on deployment.Build limit-1.

Allied Nations
General Features-Armed with Laser Cannon.
USA-APC equipped with laser-guided missile launchers.
European Alliance-APC equipped with Prism Cannon.
Pacific Front-APC equipped with Cryobeam.

Soviet Union
General Features-Armed with HMG.
Russia-APC equipped with miniature Tesla Coil.
Latin Confederation-APC equipped with Pyrogenic Grenade Launchers.
China-APC equipped with EMP Missile Launcher.

Epsilon Army
General Features-Armed with Biotoxin Spray Gun.
PsiCorps-APC equipped with Portable Psychic Beacon.
Scorpion Cell-APC equipped with Corrosive Rockets.
Epsilon HQ-APC equipped with Miniature Plasma Blaster.

Foehn Revolt
General Features-Armed with Miniature Sonic Emitter and 100 mm Cannon.
Haihead-APC equipped with Atomic Destabiliser.
Wings of Coronia-APC equipped with Windspin Engine.
Last Bastion-APC equipped with Portable Nanoshield.
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