I fail to see as to why such a unit type should even be added in MO to begin with
MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#3682
Posted 10 August 2018 - 08:53 PM
Sounds like a useless gimmick at best and provides nothing to improve gameplay.
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.
#3683
Posted 10 August 2018 - 09:35 PM
Watched some star-craft-2 game-play and was amazed at how fast infantry could enter/exit transports.
Was thinking that it could be a good idea for MO.
Instead of individually entering/exiting, could infantry enter/exit all at once, similar to garrisons but with transports?
Would the game engine even allow that?
This would make infantry transport ambush/retreat slightly more viable, especially with high occupancy transports.
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Infinitive absence.
#3684
Posted 11 August 2018 - 01:14 AM
Impossible-I don't suppose the game engine would allow that.While SC2 allows some really fast infantry loading/unloading as Terrans and Protoss.Watched some star-craft-2 game-play and was amazed at how fast infantry could enter/exit transports.
Was thinking that it could be a good idea for MO.
Instead of individually entering/exiting, could infantry enter/exit all at once, similar to garrisons but with transports?
Would the game engine even allow that?
This would make infantry transport ambush/retreat slightly more viable, especially with high occupancy transports.
BTW,this idea of Command APCs was a concept from Ground Control.Right now,the idea doesn't sound great,so give me some time to polish it a little.
#3685
Posted 11 August 2018 - 07:50 AM
I forgot to include a few bits of info here-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.
T3 unit
Can heal infantry and repair vehicles on deployment.
Immune to mind control.
Immune to confusion.
EMP duration on it cut by 50%.
Cryobeams take twice as long to freeze it.
Cannot attack while deployed.
#3686
Posted 11 August 2018 - 07:50 AM
I think fast ejects were already mentioned - from what i recall (sadly) its not possible.
#3687
Posted 11 August 2018 - 08:07 AM
I forgot to include a few bits of info here-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.
T3 unit
Can heal infantry and repair vehicles on deployment.
Immune to mind control.
Immune to confusion.
EMP duration on it cut by 50%.
Cryobeams take twice as long to freeze it.
Cannot attack while deployed.
How to distinguish a "deploy" command from a "evacuate passenger"?
Edited by PACER, 11 August 2018 - 08:08 AM.
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#3688
Posted 11 August 2018 - 10:16 AM
Excuse me but what is the Solar Refractor and what is the UnderMiner?
#3689
Posted 11 August 2018 - 11:35 AM
Excuse me but what is the Solar Refractor and what is the UnderMiner?
The former is a designed yet unavailable unit. The latter is a cut siege unit originated from CNC4.
UnderMiner is also Malver's original name perhaps. [UNDER] (Malver) [UNDERBLADE] (his blade) and [UNDERMINE] (his deploy aura).
Edited by PACER, 11 August 2018 - 11:38 AM.
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#3690
Posted 12 August 2018 - 01:01 AM
i know this may not be the page to ask about something like this, but can i install mental omega 2.0 on my mental omega 3.0 folder or do i have to install it on a folder separate from the 3.0 folder?
#3691
Posted 12 August 2018 - 01:49 AM
i know this may not be the page to ask about something like this, but can i install mental omega 2.0 on my mental omega 3.0 folder or do i have to install it on a folder separate from the 3.0 folder?
separate
#3692
Posted 12 August 2018 - 03:24 AM
I wonder if someone mentioned it here but should Lizard Brain be moved as a Covert Ops? It's a pretty short mission (if you use massive amount of brutes like what a lot of players did and suggested) and just tells what happened to the prototypes after the Paradox Engine's launched at Godsend. This doesn't have much impact to the story since it's just escorting and tells what happened at Rashidi's Facility. The background is also given at Obsidian Sands.
I suggest replacing it with Blood Rage since it's an important and quick follow up to Machinehead. It tells what happened to Libra after Machinehead, and gives a complete background why you attacked the Scorpion Cell at Obsidian Sands. It's odd to see Libra being EMPed with a massive black electricity appearing at her and then appearing at Obsidian Sand like nothing happened.
I actually thinked the old Coop Cornered should also be placed as a Covert Op for singleplayer, but It seems really unnecessary, but gives a background where the Prototype MCV was escorted after Retaliation.
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#3693
Posted 12 August 2018 - 07:24 AM
Lizard Brain is more important to the story than Blood Rage, because it shows a glimpse of the Allied relentless attacks on Epsilon (and Scorpion Cell) settlements and one of the reasons Rashidi felt overwhelmed by the Allied invention. It would be weird if Yuri decided to deploy his trump card right after the Paradox Engine was deployed (a Godsend -> Dance of Blood transition). You can guess that Libra gets retrieved and restored after Machinehead, Blood Rage just shows how in detail. Cornered won't be back.
#3694
Posted 12 August 2018 - 09:01 AM
Lizard Brain is more important to the story than Blood Rage, because it shows a glimpse of the Allied relentless attacks on Epsilon (and Scorpion Cell) settlements and one of the reasons Rashidi felt overwhelmed by the Allied invention. It would be weird if Yuri decided to deploy his trump card right after the Paradox Engine was deployed (a Godsend -> Dance of Blood transition.)
Although with that point, you can actually switch it up still.. Godsend utterly destroys your taskforce in Britain thanks with the Paradox Engine, then Yuri sends his Ace Card against it. If Lizard Brain moves into a Covert op, it fills the gap what happened before Libra arrived, where the Basilisk, Opus, Tyrant and Utopia came from and a future reason why Rashidi shifted sides. This reason is also mentioned in Obsidian Sand's speech from Rashidi.
"You know, when I saw that flying fortress the Europeans built, I doubted our cause....."
Which means the only thing that needs explanation why in Lizard Brain (if it's a covert) is what's the prototypes for. These prototypes would later be seen: Basilisk was introduced in Machinhead + reintroduced in Obsidian Sand telling Rashidi's still unarmed, Tyrant as an enemy in Obsidian Sand too and Opus in Unthinkable. Still has no idea what the weird transport Pod is for still...
It's like Lizard Brain IMO, it shows the details why Yuri deployed Libra(relentless attacks in the entire Epsilon settlements) and a doubt to Rashidi's betrayal. I get the reason why Machinehead is just a detailed version tho.You can guess that Libra gets retrieved and restored after Machinehead, Blood Rage just shows how in detail
I thought as muchCornered won't be back
Just my thoughts, but thanks for clarifying it.
Edited by OfficialLolicon, 12 August 2018 - 09:26 AM.
#3695
Posted 12 August 2018 - 09:52 AM
Length of mission should not matter (See: Landlocked)
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.
#3696
Posted 12 August 2018 - 12:07 PM
I racked my brain for some ideas,but I couldn't get a viable one so far.
I forgot to include a few bits of info here-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.
T3 unit
Can heal infantry and repair vehicles on deployment.
Immune to mind control.
Immune to confusion.
EMP duration on it cut by 50%.
Cryobeams take twice as long to freeze it.
Cannot attack while deployed.
How to distinguish a "deploy" command from a "evacuate passenger"?
However,I have an alternative-remove the deployable healing field for a healing system that can heal upto 4 vehicles and 4 infantry at one time.This gets rid of the problem in a way.
#3697
Posted 13 August 2018 - 04:44 AM
I just got this mod and its great, however the time-to-kill is much higher that Yuri's Revenge. It feels like it can take forever to kill something. I watched 3 bulldogs with stars get wrecked by a tesla coil and they did next to no damage. 20 rocketeers couldn't kill a pigeon in this game, let alone a simple sentry gun. Kinda ruins it for me.
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#3698
Posted 13 August 2018 - 10:53 AM
You.... kinda used the wrong units to do the wrong things, and veterancy means very little compared to that to vanilla YR. You gotta something like Siege Cadre, SEAL, Borillo, Pyro, Dune Rider, or Lancer to kill 1 tile defense structures while MBTs like bulldogs are better suited for bigger main structures.
Though... Rocketeers, they kinda sucked at everything for no reason.
Edited by Handepsilon, 13 August 2018 - 10:54 AM.
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#3699
Posted 13 August 2018 - 12:42 PM
I just got this mod and its great, however the time-to-kill is much higher that Yuri's Revenge. It feels like it can take forever to kill something. I watched 3 bulldogs with stars get wrecked by a tesla coil and they did next to no damage. 20 rocketeers couldn't kill a pigeon in this game, let alone a simple sentry gun. Kinda ruins it for me.
Its not, its just that defences are extremely tough and strong. Units tend to die quickly and the mod is loaded to the brim with instant kill units. Aside from the obvious one's like dogs there are units that will delete your unit instantly like Charon tank (EA) except Epic units. Murder your entire infantry platoons one by one within few seconds (Fin).
Insta kill most vehicles in one shoot (Alize) stunlock groups of your units (Volkov) insta kill majority of infantry units in one hit (Rahn, Morales) demolish your entire base if she get in (Tanya) and so on....
But the super tough base defences cheapens the game since you need that much effort to take them down directly and in some maps they are way too strong to not be used. While it depends on your opponent though, he can sabotage your powersupply and you are in deep shit when his units go for the powerplants or MCV. And dont even get me started on artillery units, there are maybe 2 or 3 artillery units in the entire game that have longer range than T3 base defences. Meaning when you try to siege the base, the defences will fire back at your squishy artillery units. The other artillery units are well... meh when compared to something like SCUD. They have their redeeming qualities though, Prism tank is very good against infantry, Magnetron hovers over water, Plague splatterer lowers armour of units and so on....
And of course b4 someone says it, its PvE issue, i dont think this is PvP problem since players will use mobile forces instead. And yes, playing against AI is completely different game. The furious usage of offensive support powers doesnt help the case either. If you ever tried to defend your base with units against AI, they will wither away over and over under endless onslaught of enemy units and support powers (Bloattick trap inside your infantry squad as example). This discourages using units to defend your base and you will build massive choke points of death that will grind down everything since AI is extremely poor at laying a siege. So 98% of all matches i had are me sitting in my base till i hit last tech tier, then amass 4-8 MBT/Heavy tanks, 4 repair units, 12 artillery units, some anti aircraft units and hero unit and then this ball of units sits outside the enemy base and artillery and infiltrators assault the base. AI will never order all of its units inside of its base to attack that blob. The 2% of matches are rushes or cheesy tactics.
And i always have like 6 factories to make that attack force since you know... building them over time is bad tactics since they will be killed off one by one with support powers. AI has like 227 000 dosh by the late game if you take a peek with spy while you have 20k so you cannot win the war of attrition against AI. The second the AI has its powers recharged it will fire them off, atleast if it would wait for the right moment instead of wasting it just to piss of the player.
Kinda wish that support powers could be turned off just like in Twisted Insurrection... but hey, atleast playing as Foehn you can build signal inhibitors that will prevent AI targetting you with superweapons and support powers though it leads to unexpected consequences like AI lobbing its superweapons at the first unit that leaves the inhibitor field and you can exploit this too, just construct something like the wind booster inside the enemy base and watch how it destroys its own base. (thats how i won the superweapon's challenge btw)
And challenges... yes, something i love, great idea from the dev team. They are semi-scenarios with twists. They are well harder than normal skirmish but they are still enjoyable. Two players (buddy or AI) go against 3 AI on special maps. The maps rage from assaulting a floating fortress thats defended by the strongest defence faction and its super turrets to fending off waves of heroes in desert.
The difficulty varies on the faction you play as. In general, Soviet Union and Haihead are the most versatile, good in almost every scenario because of their nice arsenal of units. Soviet Union can create extremely dangerous blobs of SCUD's and Wolfhounds that will beat anything when massed. SCUD being the best siege unit in the whole game makes any siege a walk in the park. Haihead can build Madman's, a MAD tank like from original RA which when it sneaks near the enemy base it can blow it up, also superb hero units, Fin and Alize. Very versatile artillery unit that is good vs everything and extremely strong melee mech can be build too.
But sometimes theres a different choice. Scorpion Cell is also a good choice because you can ignore the defences and just sneak in loads of Tyrants inside the enemy base and blow it up from inside. Epsilon factions in general are good in the "Siege" like maps due to drillers.
You can play almost as any faction in any map however, the enjoyability (Or even playability) varies and theres multiple ways to aproach them. Let me give you example.
Theres a challenge against Russia where you face super apocalypse tanks (3x). You can defeat them either by massing anti infantry units or by using special units to stunlock them. Lancers from Foenh factions are the best candidate.... or you can build cryo copters as allies ! They will freeze the tank and it will shatter to pieces if random GI starts firing at it. The tank has thousands of HP btw. Or... you can stunlock it with dragonflies !. Multiple choices....
Or theres a challenge against Haihead where your base will be assaulted by mad man tanks (If even one gets inside, you have a decent chance of losing your entire base). You can either rely on your MBT's to destroy them... but your tanks needs to be good in first place. Quilins are the best... or Mirage tanks because they will be ignored by the other units. Or you can just rush for cryo copters and freeze them and shatter them... or stun lock them with magnetrons.... or tesla cruisers.... or dragonflies.
Or there is a challenge called Revolution, featuring a fortress and assaults of special campaign units at your base from all 3 Commie factions. As Scorpion Cell you can ignore the parade thats full of elite, respawning units. But as Allies you can chrono boost your units to quickly cross the parade with MCV.... so you can utilize the gap without risks of artillery unit following your units and MCV. Oh, and btw theres a nuke Kirov aproaching your base every now and then, dropping nukes..... as Americans you can melt these dirigibles with ease... or as PF you can make turrets that will kill them quickly. But if you play as factions with crappy AA options... this challenge can be a pain.
Multiple choices, some are better than others... but you need to know what to use and when.
I went abit to off topic, but hey, some insight for newcomers about other features of the mod doesnt hurt right ?.
Edit: Minor wording edits... not sure why i remember Haihead as Hailhead
Edited by mrvecz, 13 August 2018 - 05:56 PM.
#3700
Posted 13 August 2018 - 02:47 PM
Hailhead
IT'S HAIHEAD
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