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


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#3901 PACER

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Posted 07 October 2018 - 03:15 AM

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.

 

The two modes deal same amount of total damage per salvo. While the slight RoF increase definitely doesn't worth the micro.


Edited by PACER, 07 October 2018 - 03:16 AM.

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#3902 TrollWarlord

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Posted 07 October 2018 - 07:43 AM

 

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.

 

The two modes deal same amount of total damage per salvo. While the slight RoF increase definitely doesn't worth the micro.

 

 

Just to clarify things, I know both modes can do the same damage per salvo but the thing is the precise mode can demolish defenses since it throw all of its rockets in a single cell.

But yeah I realized the spread mode is much better vs blobbed infantries.



#3903 PACER

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Posted 07 October 2018 - 08:53 AM

 

 

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.

 

The two modes deal same amount of total damage per salvo. While the slight RoF increase definitely doesn't worth the micro.

 

 

Just to clarify things, I know both modes can do the same damage per salvo but the thing is the precise mode can demolish defenses since it throw all of its rockets in a single cell.

But yeah I realized the spread mode is much better vs blobbed infantries.

 

 

No matter on one spot or on various spots, in one salvo it always lobs the same amount of the same rocket.

 

Talking about infantry blobs, one Buratino is not nearly sufficient to stop them be it in one mode or the other. To counter them effectively some 10 buratinos are needed, and they do the job well in either mode.


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#3904 arandompersons

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Posted 07 October 2018 - 11:25 PM

is anyone else seeing people just spam out pteradons or whatever they are called. will they ever get toned down? i feel like they can so easily spam em out. well. its overused at least. i can't possibly think of anyone who can't agree there :O urgh. nothing but buzzard and pteradon spamming. its possible to counter air units, sure but its becomming increasingly difficult as its becoming more and more used slowly.. i wish we had fixed wing aircraft that can easily smash other air units. like in red alert 3... that would also give airfields a good use at least as well.


Edited by arandompersons, 07 October 2018 - 11:26 PM.


#3905 NorthFireZ

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Posted 08 October 2018 - 03:40 PM

I too wish we had anti-air capabilities on our fixed winged aircraft. 

 

To counter Ptrea at this point comes down to anti-air infantry and defense crawl. One or two Ptrea actually have terrible damage/rof so the only thing they got going for them is really just the AOE and tankiness. Plus, they can't repair themselves. 


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#3906 Divine

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Posted 08 October 2018 - 04:55 PM

As much as I'd like to see dogfights, they'd completely screw up balance. Some blimp-type aircraft are already useless or borderline useless, even without jets gunning at them.


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#3907 CrimsonRaider

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Posted 08 October 2018 - 05:09 PM

I too wish we had anti-air capabilities on our fixed winged aircraft. 

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#3908 BotRot

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Posted 09 October 2018 - 02:03 PM

The Mirage Tank's feature in 3.0 to disguise as other trees and props is "brought back" in 3.3.4, but it does not function in-game for some reason and the only evidence exists in the game code. I suppose this needs to be fixed. 

 

 

EDIT: Another oddity:

Is it intentional for the Quetzal Drones to have 2 "weapons"? The other one is used when attacking naval shipyards and ships, and what's different from the two is that for the anti-naval weapon, there is no visible projectile and the explosion just happens after it is marked by the Quetzal Drone.


Edited by BotRot, 09 October 2018 - 02:19 PM.

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#3909 Speeder

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Posted 09 October 2018 - 03:24 PM

That Mirage Tank diguise feature was not brought back and won't be. Quetzal Drones are supposed to have two weapons, the proper orbital bombardment weapon does not work on naval objects.


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#3910 OfficialLolicon

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Posted 09 October 2018 - 03:27 PM

 

EDIT: Another oddity:

Is it intentional for the Quetzal Drones to have 2 "weapons"? The other one is used when attacking naval shipyards and ships, and what's different from the two is that for the anti-naval weapon, there is no visible projectile and the explosion just happens after it is marked by the Quetzal Drone.

The Quetzal Drone's projectile is animation damage, and since explosions at water areas is converted into certain water effects that neutralize this animation damage, the second Quetzal Drone's weapon is an "instant-hit" effect the deals damage instead, since using its first weapon would just make it damage less against naval

 

Quetzal Drones are supposed to have two weapons, the proper orbital bombardment weapon does not work on naval objects.

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#3911 PACER

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Posted 09 October 2018 - 03:28 PM

The Mirage Tank's feature in 3.0 to disguise as other trees and props is "brought back" in 3.3.4, but it does not function in-game for some reason and the only evidence exists in the game code. I suppose this needs to be fixed. 

 

 

EDIT: Another oddity:

Is it intentional for the Quetzal Drones to have 2 "weapons"? The other one is used when attacking naval shipyards and ships, and what's different from the two is that for the anti-naval weapon, there is no visible projectile and the explosion just happens after it is marked by the Quetzal Drone.

 

Check my comment on the MGTK page for a fix. This is a very stupid mistake to commit, so I kinda believe it's intentional.

 

The majority of quetzal's damage is done by its ANIMATION, so you'll need to look into artmo.ini to figure out how it works. (same for Memelodon, whose animation I'm trying to study at the moment)


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#3912 PACER

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Posted 09 October 2018 - 03:35 PM

That Mirage Tank diguise feature was not brought back and won't be.

 

And so it is...


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#3913 LunaMoon

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Posted 10 October 2018 - 06:41 AM

I think the Driller is a bit OP :glare:. I fought with 3 Brutal AIs yesterday and one was Scorpion Cell. It sent a Driller directly into my base, got my HQ captured and sold in mere seconds. I did have walls but they collapsed moments before when a Wallbuster hit a nearby spot.


Edited by LunaMoon, 10 October 2018 - 06:42 AM.

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#3914 SukaHati

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Posted 10 October 2018 - 08:49 AM

It made me wish we can build concrete pavement just like in Tiberian Sun prevent this thing from happening.



#3915 GameMaster0000

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Posted 10 October 2018 - 10:23 AM

Possible to make text say "Subterraean Unit Detected" and "Clock Unit Detected" Like in TS?



#3916 BotRot

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Posted 10 October 2018 - 10:43 AM

I think the Driller is a bit OP :glare:. I fought with 3 Brutal AIs yesterday and one was Scorpion Cell. It sent a Driller directly into my base, got my HQ captured and sold in mere seconds. I did have walls but they collapsed moments before when a Wallbuster hit a nearby spot.

Subterranean units can be heard while they dig underground (a drilling noise). Listen for it!

Oh, and obligatory attack dogs to guard your base from not just sneaky Engis, but also spies.

Possible to make text say "Subterraean Unit Detected" and "Clock Unit Detected" Like in TS?

It is possible but it could be more annoying than helpful due to the potential spam, especially in the campaign missions where the upper left text is important to see.


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#3917 Handepsilon

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Posted 10 October 2018 - 01:18 PM

When fighting Epsilon, detection unit is always always mandatory. It will ping your radar if the units gets in the detector range.

Also, yes, noises, one of many reasons why Driller Engi rarely works in multiplayer

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#3918 NorthFireZ

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Posted 11 October 2018 - 12:10 AM

I will suggest some of the first rounds of balance whining by suggesting a revert of the recent Tyrant buffs. For those who don't know, besides the health buff, Tyrants also got its fire rate increased from 5 to 4. ( http://moapyr.wikia....3.3.4_Changelog )  This is quite bizarre considering how much building damage Tyrants actually did before the patch. Now, this only increases the amount of damage to such an extent that 4 Tyrants can easily destroy Conyards in mere seconds. 

 

This wouldn't be so much of a problem if the Tyrant didn't also have the ability to become practically (I'm using practically here not as an exaggeration but as its intended meaning) cloaked and invincible. Meaning, Tyrants can bypass any sort of defenses and hit where it hurts. In addition to the health and ROF buffs, the Tyrant becomes no small task to counter. In fact, since it has heavy armor and a very fast firing weapon, it can easily defeat the local defense force sent to counter its existence. 

 

To make matters even worse, the toxin Tyrants leave behind with their weapons often OUT DAMAGES building repairs. 

 

This would be annoying enough in 1v1s, but in team games, it is an even worse offender. 

 

I'm a firm believer that nothing should one hit K.O large buildings. Epsi and Soviet Capital submarines are probably the worse offenders of that. However, those don't nearly match up to the Mobility, the mass, the range of operations, the ease of use (anyone can mass Tyrants), and of course, the expandability of Tyrants. 

 

Revert dem changes, find other ways to make SC viable instead. Maybe start with Speeders idk! 


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#3919 0Weber0

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Posted 11 October 2018 - 12:47 AM

Revert dem changes, find other ways to make SC viable instead. Maybe start with Speeders idk! 

To be fair, a speeder buff would be very useful. As of right now, using them leaves very little room for mistakes, they barely outrange the units they are supposed to kite, so you need to micro them intensely to get any of their value and don't even deal that much damage. Maybe if they could shoot a little farther they would prove themselves more useful, but too much range and they would reach game breaking levels quite quickly (This is mostly based on PvE matches, but i believe it is still a valid take on the matter).



#3920 LunaMoon

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Posted 11 October 2018 - 03:01 AM

When fighting Epsilon, detection unit is always always mandatory. It will ping your radar if the units gets in the detector range.

Also, yes, noises, one of many reasons why Driller Engi rarely works in multiplayer

I often play as PsiCorp. Aside from the Mind Reader, I don't know what else can detect stealth / subterranean units and the Mind Readers have very limited range. Also, I have to force fire on the stealth units, which come from basically EVERY direction ( I'm a typical 1v7 AIs player).

I think we need more stealth detector structure for each faction. 

Heroes are decent detectors, but they often get blasted to oblivion by the AIs' Bloat Ticks Trap/ Devourer / Toxic Strike.


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