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


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#3881 Handepsilon

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Posted 27 September 2018 - 10:45 AM

I'd focus the reply on Scorpion Cell.

 

Early game of SC is quite good though, with Mantis being able to be pumped at quite a high speed. It's their late game that's bad because they can't contest with other people's T3 on their own, and they need Malver to even out the odds.

 

Also, I hope this is based on Multiplayer? Skirmish AI, regardless of subfaction, just pumps all the things out just because it can.


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#3882 arandompersons

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Posted 27 September 2018 - 10:52 PM

yea it is mainly based in multiplayer. 1v1 battles are becoming lame cause everyone just wants to T1 rush or just IFV spam with USA. man. T1 infantry tear buildings to shreds when spammed enough....

 

I'd focus the reply on Scorpion Cell.

 

Early game of SC is quite good though, with Mantis being able to be pumped at quite a high speed. It's their late game that's bad because they can't contest with other people's T3 on their own, and they need Malver to even out the odds.

 

Also, I hope this is based on Multiplayer? Skirmish AI, regardless of subfaction, just pumps all the things out just because it can.



#3883 Handepsilon

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Posted 28 September 2018 - 07:24 AM

Are you playing on 10k btw? Initiates and archers should be good enough to fend things off. Not sure about other resources settings because people rarely play with such settings


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#3884 arandompersons

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Posted 28 September 2018 - 07:38 AM

Are you playing on 10k btw? Initiates and archers should be good enough to fend things off. Not sure about other resources settings because people rarely play with such settings

yea. i usually play on 10K. infantry rushing is becoming more frequent. its kinda annoying, and worrying especially in PvP matches. i dunno what you people see/face but i tend to either be fighting T1 infantry or a crap ton of late game anti structure weapons... its not impossible to fend off but i always loose in the long run since the soviets are all round OP usually. able to counter most things with ease and for low costs.

 

i mainly loose to epsilon due to T1 rushes

 

i loose to allies for Tanya IFV rushes

 

and foehn.. well... i barely find any foehn players surprisingly. and they are powerful but able to be countered quickly. and require alot of knowledge on how to use em right ( though i just sit like a rock as Last Bastion usually. man, i never understood how their tanks were kinda OP until i learned slightly more today, also FINALLY saw a USA IFV spammer finally loose. dam the IFV's and abram tanks i think they are called. ) its good to see that USA has got some big guns but they kinda steamroll me... but its not that bad.


Edited by arandompersons, 28 September 2018 - 07:39 AM.


#3885 arandompersons

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Posted 29 September 2018 - 12:19 AM

um. do skystations just perform terribly...? or is there a catch to em? they seem so squishy... do they need more hp to actually be able to do their jobs right? or am i just using them wrong via ending em with my other air units... i can't tell...

 

man. 3.3.4 is rough. 



#3886 BotRot

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Posted 29 September 2018 - 01:34 AM

I think Alanqas are more suited to defense than on the attack because of their not-so-great HP and speed.


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#3887 TrollWarlord

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Posted 29 September 2018 - 03:59 PM

I think Alanqas are glass cannon type of unit: They can deal enormous amount of damage at the expense of being fragile and slow. They don't need buffs tho since they can do their job well.



#3888 TrollWarlord

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Posted 29 September 2018 - 04:08 PM

One suggestion tho: (I think it was mentioned before)

Regarding updates, I think make separate patches for balance changes and massive updates like adding campaigns, challenges etc. Balance update should be released on a much shorter time than massive updates (like 1 or 2 month). I think that way, players won't have to wait for several months just to see Siegfried being nerfed or Charon tank being buffed.



#3889 Sizyfos31

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Posted 29 September 2018 - 05:18 PM

Alright. I think Ares is finally advanced enough to be able to better mimic hacked vehicles by Yunru. Why do I bring this up?

1. Currently, China players only rely on Yunru and EMP Blast to stop any vehicles/cyborgs they make contact with. Meanwhile Dragonfly is heavily underused as it gets overshadowed by previously mentioned China exclusive tech.

2. In the Yunru's description, there is this paragraph:

 

             The exo-suit is equipped with a rather curious wrist device as well; when a vehicle is targeted with the device, the vehicle's onboard computers would become flooded with useless, cluttered data, much like a DDOS attack. Victims of the device then become a vulnerable target to Chinese forces as their movement and firing systems are overwhelmed from the sheer overflow of data.

I am pretty sure this device works differently than an EMP blast. I had an idea of a area of effect that would shortly stun every unit in it's radius with a short stun (just like Volkov) and also short confusion effect due to all the excessive data Yunru sends to their victims. Of course the duration of this DDOS attack would have a similar lenght to the current itteration, it would just work differently. And because only motorized units can be affected by EMP she uses now, confused infantry wouldn't be a thing (except cyborgs, duh). And Dragonflies would get used to stun units you need to keep stunned for as long as possible.
 

If this is not possible, I would understand. I just wanted to put this out to plant a bug in your heads.


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#3890 LunaMoon

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Posted 02 October 2018 - 08:02 AM

Hails the mighty modders. I'm new to this forum but I love this mod to death. I have several suggestions:

  • A new type building or vehicle or even game function to automatically repair all other buildings across the map (cost money and can toggle on/off). I know we already have Tech Maintenance Facilitybut only several maps have these pretty neat buildings.

Some time your AA shoot down some spy planes and they keep crashing into your buildings, it's time consuming to identify which building has been hit and to  manually repair it.  This is even worse when you have a larger base  :sad2: , exspecially after you capture several enemy HQs   .

  • Propaganda truck from vanilla game! It's the annoying truck in Soviet mission: Chrono Defense . Well, we can deploy it near civilian structures and it will draw several armed civilians from these buildings to your side! Armed civilians are naturally bad at fighting but they can serve as meat shields  distractions or cheap scouts. An Epsilon proselyte might use the civilians for... many purposes while Soviet comrade generals can send the civilians to  gulags... I mean to the barracks to bolster their forces. 

Edited by LunaMoon, 02 October 2018 - 08:07 AM.

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#3891 PACER

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Posted 02 October 2018 - 12:31 PM

 

Hails the mighty modders. I'm new to this forum but I love this mod to death. I have several suggestions:

  • A new type building or vehicle or even game function to automatically repair all other buildings across the map (cost money and can toggle on/off). I know we already have Tech Maintenance Facilitybut only several maps have these pretty neat buildings.

Some time your AA shoot down some spy planes and they keep crashing into your buildings, it's time consuming to identify which building has been hit and to  manually repair it.  This is even worse when you have a larger base  :sad2: , exspecially after you capture several enemy HQs   .

  • Propaganda truck from vanilla game! It's the annoying truck in Soviet mission: Chrono Defense . Well, we can deploy it near civilian structures and it will draw several armed civilians from these buildings to your side! Armed civilians are naturally bad at fighting but they can serve as meat shields  distractions or cheap scouts. An Epsilon proselyte might use the civilians for... many purposes while Soviet comrade generals can send the civilians to  gulags... I mean to the barracks to bolster their forces. 

 

 

[IQ]
RepairSell=1
 
Change this to 0 and you'll get what you want. However this will desync multiplayer games.

Edited by PACER, 02 October 2018 - 12:31 PM.

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#3892 LunaMoon

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Posted 03 October 2018 - 01:50 AM

Umm... Would you mind explaining to a noob like me how to do that? I mostly play offline so it's fine.


Edited by LunaMoon, 03 October 2018 - 02:04 AM.

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#3893 BotRot

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Posted 03 October 2018 - 03:55 AM

Umm... Would you mind explaining to a noob like me how to do that? I mostly play offline so it's fine.

It involves modifying some in-game files, which beginners shouldn't do in the first place. 

 

 

Instead, the closest recommended option I'll suggest is changing a hotkey to toggle the Repair Tool (you can find this in Options menu). In other words, make a keyboard button perform the Repair tool command (say, F). Learning to get used to hotkeys is one way to improve your RTS skills (this applies to other games too but you get my point).


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#3894 Handepsilon

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Posted 03 October 2018 - 12:08 PM

Repair across map would be really OP especially in multiplayer.

Also, your Propaganda truck doesn't really serve much purpose in multiplayer.

And before you protest, yeah, most unit suggestions need to look on the multiplayer scene, or otherwise used for SP and co-op/challenge missions

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#3895 LunaMoon

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Posted 04 October 2018 - 01:55 AM

Umm... I haven't tried multiplayer so far so I guess you are right. But how about giving it a cameo return in campaigns? It doesn't need to be a buildable unit as well. It was so funny back then you hear it lied "Bring us the fat and lazy... come join in the decadent lifestyle of the west." and a bunch of armed civilians rush to your base.


Edited by LunaMoon, 04 October 2018 - 01:57 AM.

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#3896 LunaMoon

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Posted 04 October 2018 - 05:04 AM

And for auto repairing across the map, I think it would be balanced: it's completely optional and players who want to use it need to build a t2 (or t3) building which consumes energy and of course, a little costly.

The structure can be deployed / undeployed to active / deactivate the auto repair function.

As good as it might seem, automatic building repair function has it tradeoff: it consumes a considerable amount of base power and unlike vehicle auto repair, it still consumes cash. And when the players are low in cash or base power, they might want to deactivate the structure to direct the cash and energy on more important tasks.


Edited by LunaMoon, 04 October 2018 - 05:06 AM.

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#3897 Thesilver

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Posted 05 October 2018 - 11:12 AM

I have found a little bit of an issue with the futuretank X0 (the stolen tech variant). This unit is equipped with weapons to deal with all possible ground threats but the way it uses them is very inefficient and unreliable. The way it works is it first fires 3 blasts of it's anti tank lasers, then for 4 seconds it fires it's grenade launchers and after that it shoots the collider. Since the first 2 weapons have very hard weaknesses against their unintended targets this makes for periods of very lackluster damage.

 

For example, if it fights infantry you first have to wait for the volley of AT lasers to finish before it is capable of doing any kind of anti infantry damage. At the same time when fighting tanks it stops using it's effective lasers and starts firing the near useless grenades. This adds up to the futuretank becoming a very inconsistant unit. Couldn't it be better if the futuretank operates more like the wolfhound in that it only uses specific weapons against specific targets (lasers against vehicles, grenades everything else). It would make it much better, although i don't know how this will change the collider (which does deserve to have a pretty long cooldown).

 

 

Anyway, loving the update so far. But it's just been something on my mind.



#3898 Speeder

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Posted 05 October 2018 - 11:47 AM

Future Tank Alpha, which is what I assume you mean, will be reworked in the future. It'll probably use a weapon switch similar to Buratino.


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#3899 PACER

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Posted 05 October 2018 - 12:32 PM

Future Tank Alpha, which is what I assume you mean, will be reworked in the future. It'll probably use a weapon switch similar to Buratino.

 

Talking about Buratino, I really didn't get the point of switching it to spread mode. Spreading the shots provides a negligible RoF bonus but deals no extra damage. With the current accuracy buff it's already capable of dealing with infantry one-by-one. 


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#3900 TrollWarlord

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Posted 06 October 2018 - 12:24 PM

From what I understand, the more accurate mode is much more effective vs. defenses since they only take a single cell, while the spread mode is better vs. larger buildings.


Edited by TrollWarlord, 06 October 2018 - 12:25 PM.





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