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


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#4541 Ebonight_5i8er

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Posted 25 April 2019 - 12:14 AM

About exclusive units, is it possible that the 3.0 stolen tech infantry (Voltmortar and Reaper) make an appearance in the campaign for the final missions of Act 2? They are too awesome to be abandoned. The Reaper is especially fitting as Headquarters pinnacle of their genetic technologies and can fit as protectors of the MODevice.

#4542 BotRot

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Posted 25 April 2019 - 04:27 AM

About exclusive units, is it possible that the 3.0 stolen tech infantry (Voltmortar and Reaper) make an appearance in the campaign for the final missions of Act 2? They are too awesome to be abandoned. The Reaper is especially fitting as Headquarters pinnacle of their genetic technologies and can fit as protectors of the MODevice.

Reapers are part-cyborg however...not sure if Soviet reverse-engineered stuff by the Epsilon was able to reach Antarctica before the Allies invaded.


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#4543 Opus Custom Tank

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Posted 25 April 2019 - 10:28 AM

About exclusive units, is it possible that the 3.0 stolen tech infantry (Voltmortar and Reaper) make an appearance in the campaign for the final missions of Act 2? They are too awesome to be abandoned. The Reaper is especially fitting as Headquarters pinnacle of their genetic technologies and can fit as protectors of the MODevice.

I think we will never see Voltmortar again for some reason. I heard it was a... weird unit. (Yes, I have never used them.)

 

Maybe we can see Reaper again but in camping, I hope. Why not, Space Commando was a Chinese* tech cyborg. They can be MOD's black guards, somehow.

 

By the way, what is Utopia's purpose? We just saw it few times. It is for transport for parts yeah but it was prototype so isn't this mean Utopia has a important purpose?

 

* Edit: Alright. It's a EPSILON unit with RUSSIAN cybernetics and CHINESE weapons.


Edited by Opus Custom Tank, 25 April 2019 - 02:28 PM.

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#4544 Divine

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Posted 25 April 2019 - 11:06 AM

 

About exclusive units, is it possible that the 3.0 stolen tech infantry (Voltmortar and Reaper) make an appearance in the campaign for the final missions of Act 2? They are too awesome to be abandoned. The Reaper is especially fitting as Headquarters pinnacle of their genetic technologies and can fit as protectors of the MODevice.

I think we will never see Voltmortar again for some reason. I heard it was a... weird unit. (Yes, I have never used them.)

 

Maybe we can see Reaper again but in camping, I hope. Why not, Space Commando was a Chinese tech cyborg. They can be MOD's black guards, somehow.

 

By the way, what is Utopia's purpose? We just saw it few times. It is for transport for parts yeah but it was prototype so isn't this mean Utopia has a important purpose?

 

My guess is that the Utopia is Yuri's personal car.  As for the Voltmortar... it was an artillery infantry, that could deploy like a Guardian GI, unraveling a Tesla mortar. It had decent range, and packed quite a punch, and thanks to the stolen Epsilon tech, it had a personal chimaera core that made it invisible when it was deployed and not firing. It was probably the coolest of the bunch of stolen techn infantry, though not the strongest, I miss it too. The problem with Reapers IIRC is that they are just recolored Stalkers, not unique enough. Maybe one day, with a new SHP, they could return. One can dream, at least.


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#4545 Handepsilon

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Posted 25 April 2019 - 12:00 PM

Space Commando was NOT a chinese tech

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#4546 Opus Custom Tank

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Posted 25 April 2019 - 12:11 PM

Space Commando was NOT a chinese tech

I mean he made by stolen Chinese cybernetics and weapons. So it created by epsilon. Or I know wrong?


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#4547 Fortranm

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Posted 25 April 2019 - 02:09 PM

Yes, you know wrong.
It's an Epsilon unit by all means, and don't forget that Soviet cybernetics originated in Russia.

#4548 Ebonight_5i8er

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Posted 25 April 2019 - 11:38 PM

About exclusive units, is it possible that the 3.0 stolen tech infantry (Voltmortar and Reaper) make an appearance in the campaign for the final missions of Act 2? They are too awesome to be abandoned. The Reaper is especially fitting as Headquarters pinnacle of their genetic technologies and can fit as protectors of the MODevice.

Reapers are part-cyborg however...not sure if Soviet reverse-engineered stuff by the Epsilon was able to reach Antarctica before the Allies invaded.

Perhaps it can be retconned, maybe as Epsilon's own twisted research with cybernetics? I mean, not all 3.0 content is concurrent with their 3.3 variants (Such as Chaos gas being repurposed into Confusion Ray tech and belonging to Foehn, so Deviators and Dream Weavers no longer exist, where the Irritator, Deviatress, and Angelshark fulfill the old role and Dream Weavers becoming Bloaticks).

#4549 Spinosaurus

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Posted 26 April 2019 - 01:58 AM

Ebon, the Space Commando is just Boris fitted with Yuri's understanding of cybernetics, and placed in a very heavily armored pressure suit that can survive the vacuum of space.

It is to my observation, he's Yuri's attempt at making a Volkov, except you incapacitate him on Earth Rise.



#4550 Ebonight_5i8er

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Posted 26 April 2019 - 03:20 AM

I know who the Space Commando is, and I wasn't even talking about him. I was making the theory that Reapers were made entirely by Epsilons geneticists and not stolen Soviet cybernetics. Considering that a few 3.0 items were retconned into another form (i.e. Railgun technology used to belong to Epsilon before becoming thernal weaponry), I don't see this too far off for a possible inclusion of Reapers being a campaign unit. The Cyborg Vanguard used to be stolen-tech before becoming in the campaign. Then again, there's always fan missions.

#4551 Tathmesh

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Posted 27 April 2019 - 02:20 PM

 I was making the theory that Reapers were made entirely by Epsilons geneticists and not stolen Soviet cybernetics.

 

This could fit in easily with Act 2 lore, if Reapers were retconned to be smart brutes like Stalkers in big suits of armor rather than cybernetics.

 

However, I feel that making Reapers an Act 3 exclusive instead would be better for the story. It can show how Epsilon is still improving their technology with Allied and Soviet tech even after they won the Act 2 war. This would make the Foehn campaign feel urgent and desperate, because Epsilon is improving every day, and soon, Foehn's technological advantage will be gone. 


Edited by Tathmesh, 27 April 2019 - 02:20 PM.


#4552 Opus Custom Tank

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Posted 27 April 2019 - 08:58 PM

Scorpion Cell need a more effective Toxic Strike.


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#4553 Damfoos

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Posted 27 April 2019 - 10:43 PM

Maybe the bombs should not just deal damage that makes the victims explode into toxins if they die, but instead attach poison trails to them kind of like the toxin Invaders in Lagtagion challenge. That'd make it more useful vs combined forces of infantry and vehicles, though a big downside would be the possible performance drops caused by many particles spawning from a big army.

#4554 Opus Custom Tank

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Posted 27 April 2019 - 11:29 PM

Maybe the bombs should not just deal damage that makes the victims explode into toxins if they die, but instead attach poison trails to them kind of like the toxin Invaders in Lagtagion challenge. That'd make it more useful vs combined forces of infantry and vehicles, though a big downside would be the possible performance drops caused by many particles spawning from a big army.

Just 4 planes will drop toxic clouds, I don't think it will be a problem for performance.


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#4555 Handepsilon

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Posted 28 April 2019 - 01:25 AM

Maybe the bombs should not just deal damage that makes the victims explode into toxins if they die, but instead attach poison trails to them kind of like the toxin Invaders in Lagtagion challenge. That'd make it more useful vs combined forces of infantry and vehicles, though a big downside would be the possible performance drops caused by many particles spawning from a big army.

Just 4 planes will drop toxic clouds, I don't think it will be a problem for performance.
Oh it will be. Damfoo's idea does not depend on the number of planes, but instead the number of enemy units. If one plane gets to hit 50, you'll get 50 units spewing gas, which would be framekilling already.

What if the toxic strike also becomes sort of a short-timed less potent Malver debuff? Where if units get struck they become more vulnerable to attacks and reduced attack damage? Ideally tho, the debuff does not affect allies.

Edited by Handepsilon, 28 April 2019 - 01:25 AM.

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#4556 Opus Custom Tank

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Posted 28 April 2019 - 02:34 AM

 

 

Maybe the bombs should not just deal damage that makes the victims explode into toxins if they die, but instead attach poison trails to them kind of like the toxin Invaders in Lagtagion challenge. That'd make it more useful vs combined forces of infantry and vehicles, though a big downside would be the possible performance drops caused by many particles spawning from a big army.

Just 4 planes will drop toxic clouds, I don't think it will be a problem for performance.
Oh it will be. Damfoo's idea does not depend on the number of planes, but instead the number of enemy units. If one plane gets to hit 50, you'll get 50 units spewing gas, which would be framekilling already.

What if the toxic strike also becomes sort of a short-timed less potent Malver debuff? Where if units get struck they become more vulnerable to attacks and reduced attack damage? Ideally tho, the debuff does not affect allies.

 

Oh, I was think different. You are right.

 

About debuff enemies, If you mean plague's armor debuff ok but a toxic thing how can suppress enemies minds?

 

Also planes just release toxic clouds from air instead firing toxic heavy bullets. Like Tyrant's did.


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#4557 Handepsilon

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Posted 28 April 2019 - 06:25 AM

It doesn't need to 'suppress enemies mind', only has the same effect. One can think of different explanation pretty quick.

Besides, visuals can change in a whim if you got the asset. Inferno and Marauder used to fire psychic energy railgun on 3.0. For these kinds of stuff you realy need to overlook the whole tidbits and focus much more on the game mechanics

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#4558 Ebonight_5i8er

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Posted 03 May 2019 - 12:48 PM

What about adding the Mobile Gap Generator for the Allies? Like it's RA1 version, it shrouds an area on the radar and map, but smaller than the Gap Generator defense. Maybe an ability to deploy so that the radar shrouding can take effect. 



#4559 Opus Custom Tank

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Posted 04 May 2019 - 10:59 PM

What about adding the Mobile Gap Generator for the Allies? Like it's RA1 version, it shrouds an area on the radar and map, but smaller than the Gap Generator defense. Maybe an ability to deploy so that the radar shrouding can take effect. 

Wait, it isnt in old versions?


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#4560 Ebonight_5i8er

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Posted 04 May 2019 - 11:42 PM

No, I believe it doesn't exist in the older versions.




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