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


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#5061 JackGranger

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Posted 09 September 2021 - 03:36 AM

Antares is trash though, even against tanks. I'm not sure why but you're better off using Inferno Tower

Doesn't Antares has the exact same stat(damage, ROF, range, splash radius) as Hammer?  And roughly the same as Grand Cannon, too, except Grand Cannon's damage is about 3.5% stronger and have a fragment. 



#5062 Handepsilon

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Posted 09 September 2021 - 01:00 PM

That's honestly why I was confused. On paper it should've had the exact same performance. It just performs really badly for what it is though....

 

Then again your Archers and Adepts can do a lot more than both anti-vehicle defenses. Maybe that's why it feels underperforming


Edited by Handepsilon, 09 September 2021 - 01:01 PM.

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#5063 Malekron

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Posted 29 September 2021 - 03:44 PM

Should prism tanks be unable to shoot over walls?

 

Seeing how they are a direct energy system I don't see the logic of a straight shooting laser over walls. It also acts a narrative foil. The allies love their cutting edge technology that can be stopped by simple solutions which the soviets love.



#5064 Handepsilon

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Posted 01 October 2021 - 02:56 AM

Blocking prism from shooting over walls doesn't make sense in gameplay perspective. Any other artillery units can shoot through wall, and game balance sort of dictates either shared perk or equivalent compensation.


Edited by Handepsilon, 01 October 2021 - 03:00 AM.

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#5065 Malekron

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Posted 01 October 2021 - 03:05 PM

Blocking prism from shooting over walls doesn't make sense in gameplay perspective. Any other artillery units can shoot through wall, and game balance sort of dictates either shared perk or equivalent compensation.

Scud launchers/hailstorms can be rendered ineffective from sufficient AA defence.

 

I am suggesting that direct energy artillery like prisms and the magnetron have potential to be rendered ineffective from sufficient walls.



#5066 mrvecz

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Posted 02 October 2021 - 10:01 AM

I would like to request 2 new features for the config menu before the match starts, alongside things like immune oil derricks, free radar etc...

 

1) Immune Tech Structures

One thing i would really like is that all tech structures (with exception of tech defences ofc) would be something that should be constant contests between players and AI's rather than something that can be smashed and forgotten. Oil Derricks can be already made as such and its alot more interesting when its an asset that can change constantly and something worth capturing even if you cannot directly defend it with full might.

 

It would also solve the problem of lots of maps where there are tech structures so far off your base that capturing them is almost guaranteed way to get them destroyed by an attack force you cannot stop without massive money investment or creating an entire new base just to keep one structure alive.

 

2) Shared Tech Structure Benefits

Not sure if it is possible via ARES, but this option could make that veterancy gaining, repair/healing giving structures would be shared with entire team. So only 1 person in team 1 needs to capture a hospital so player 2 and player 3 could benefit from it too.



#5067 Handepsilon

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Posted 02 October 2021 - 06:02 PM

Scud launchers/hailstorms can be rendered ineffective from sufficient AA defence.

 

That rarely happens though. Scud's rockets are too high and too fast for AA to deal effectively. Hailjets were also fast enough to drop things to AA.

Besides, i feel like it'll promote turtling too much if you can just null subfaction artilleries by walling off your T2 and T3 defenses. It also would break a lot of campaigns and challenges because defenses are usually behind walls


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#5068 Malekron

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Posted 07 October 2021 - 12:18 AM

How about a new unit for the Soviets and Allies.

 

A Russian infantry that can turn tanks temporally invincible by attaching a iron curtain device on them. Of course it will take time for the invuln to start up and will damage the vehicles.

 

A Chinese Red Guard infantry that when attacked by enemy tanks performs an EMP wave and has the ability to designate targets beyond the attack range of the Centurion Siege Crawler.

 

A Euro-Alliance spy infantry that can plant neutron time bombs like the arsonist but unlike the arsonist his devices can after a grace period and no engineer to disarm the device the structure will be instantly removed.

 

The US can get a support power which upgrads their SEAL in to a Devil Dog that can decrew tanks and is invisible.



#5069 PACER

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Posted 15 October 2021 - 01:57 PM

A Nuwa, with support power speed buff, to a Catastrophe:

 

"Patience, my friend"


Edited by PACER, 15 October 2021 - 02:15 PM.

In-game speed vs real life speed?   
Malver in Obisidian Sands?   
Strength-Agility-Intellect subfactions?    


#5070 Verthunder

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Posted 17 October 2021 - 03:48 PM

Hello, what do you think to add special mode when player will be able to set up any limitation for max numbers of units ? (maybe numbers of buildings too) 



#5071 Tempo7an

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Posted 19 October 2021 - 07:42 AM

Oil Derrick
ProduceCashDisplay=no
 
not sure If I had suggest this before
there is no need for oil derrick to display income when it's fixed value, just like you dont get to see income from miners, this break consistency, ruin screenshot there are just more downside than little benefit it gives.
so Please *-*

...cant wait for finale

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Edited by Tempo7an, 19 October 2021 - 08:25 AM.

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#5072 Malekron

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Posted 19 October 2021 - 10:57 PM

Should the Tempest Super Weapon induce a permanent confusion status when used on enemy units?



#5073 Handepsilon

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Posted 20 October 2021 - 04:53 AM

I'm certain it doesn't need to be more powerful than it is. Even the Dominator barely mind controls people and you don't need to force fire to kill them.

 

Also, would be utterly broken against AI if they don't know how to handle it


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#5074 Malekron

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Posted 20 October 2021 - 10:48 PM

I'm certain it doesn't need to be more powerful than it is. Even the Dominator barely mind controls people and you don't need to force fire to kill them.

 

Also, would be utterly broken against AI if they don't know how to handle it

Challenge mode?



#5075 mrvecz

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Posted 22 October 2021 - 11:13 AM

 

I'm certain it doesn't need to be more powerful than it is. Even the Dominator barely mind controls people and you don't need to force fire to kill them.

 

Also, would be utterly broken against AI if they don't know how to handle it

Challenge mode?

 

There is already a superweapon related challenge and for general challenges... i dont know about others but i dont like ever play them with superweapons on, only minor superweapons due to the nature of these maps and how heavily fortified enemy bases are and constant 3 super weapons raping your ultra crammed base is so outside of what i would find fun to deal with. And i am pretty sure everyone doesnt want to play as Foehn every challenge for their jamming tech.



#5076 Verthunder

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Posted 31 October 2021 - 05:09 PM

Hi, Its specialy made or its a bug ? Stringer+enginner inside tank bunker dont want to repair units automatically 



#5077 Speeder

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Posted 31 October 2021 - 10:54 PM

That might have some targeting issues.


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#5078 Moonreaper666

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Posted 02 November 2021 - 06:37 AM

Not sure if this is the right place but Foehn should have Coop and Covert Ops missions (Dealing with Foehn recruiting/rescuing forces from other factions before and during Foehn Origins)

Foehn Coop Mission: Strange Friends - Malver destroys a Psychic Beacon in France allowing 2 Volknet subrountines to command the newly freed prisoners

-Player 1 commands the newly-freed Scorpion Cell-Latin Confederation Hybrid base in the Northwest WITH A CLONE OF MALVER. Player 2 commands a small group of freed Russian and Euro Alliance soldiers as well as Civilians in the Southeast with another Clone of Malver (First half is a Timed Mission)

-Player 1 has to hold out as well as destroy TWO Epsilon bases (PsiCorps and Hq subfactions) within a Time-limit

-Player 2 has to rescue more prisoners (keeping a certain number alive) and destroy Power Plants of the two enemy bases AND destroy bridges as well as trains to extend the timer

-Player 1 has +350% cost to non-Robotic units, that's why you can recruit Robot tanks. but has 75% discount to all buildings! Both Players can give money to each other

-Player 2 can turn Civilians into certain Epsilon units and upgrade Conscripts/GIs into better units for a price. Lots of Crates to get Money and boost your troops

-Once enough Prisoners are rescued and the two enemy bases are destroyed is when the 2nd Phase starts. Player 1 needs to turn one of his two MCVs into a Psychic Beacon to protect them from Mind-Control

-Both Players must defend a coastal port full of ships both at land and at sea from waves of Epsilon forces until the new timer ends. Trying to evacuate as many people as possible while ensuring one Cloning Vat survives

-The mission ends with most of the Survivors leaving for the Arctic. Malver and his two clones plus a small force stay behind to start a Guerilla campaign against Epsilon (Similar to Reznor/Krukov)

Foehn CovertOps: Mass Exodus - Takes place in northern Norway. It's a Survival Mission that makes Juggernaut simple by comparison. Survive while Escorting as many Survivors as possible so they can make it to either Alaska or the Arctic/North Pole

-You have a small Chinese base with a Chinese and Foehn MCVs (can't build Foehn stuff) that CAN ONLY recruit MOST land units via expensive support powers, but they are Elite with triple boosts to Firepower, Speed and Armor. (Exceptions are Conscripts and Engineers) You start out with Elite Buffed units from Russia, China, LC, SC, PF, EA and US (You're going to need them)

-You must survive until the Timer ends while protecting the Foehn MCV as well as ONE of the following buildings (1 of 2 Psychic Beacons or the Psychic Amplifier. Losing the latter makes the mission harder)

-Expect to be attack by land, sea, air and offmap by HORDES of Epsilon forces. Enemy Engineers will try to capture your MCVs and Psychic Beacons escorted by Epsilon troops!

-It gets better! You have to protect wounded allied soldiers and civilian refugees as they cross the map (only units that can move and fire at the same time fight back). You have to keep a certain number from dying or you lose. AND THE NUMBER GOES UP if you lose certain structures or lose too many of your own soldiers (Refugees are land, sea AND Air Units!)

-You also start out with three Elite Clone Morales, one Elite Boris and two Elite Tanyas as well as two Cloning Vats! (When you summon Elite Infantry they get Cloned twice at your base by the CVs)

-You do have a powerful and competent ally. HOWEVER, if you lose either Psychic Beacon ONE-FOURTH of his buildings/units are permanently mind-controlled by Mental Omega

-Speaking of MO, losing your Psychic Amplifier means that periodically MO causes you to go BATTLEFIELD OFFLINE for a few seconds!!! Have fun!

#5079 mrvecz

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Posted 06 November 2021 - 08:42 AM

Alright, some thoughts on the newest additons

 

Land Grab for AI ?

This is the most ludicrous thing ever, with full house AI's this map could be described as utter mayhem as AI is so clueless and has no clue what it suppose to do and deploys its MCV at the closest aviable spot, which creates a massive mosh pit of rainbow as their bases melt to one.

 

I thought the promise of it was like that starting positions are completely random, like you can play at any map and the starting positions are 100% random and you are forced either to settle down in a crappy spot on the map but start building up or rush somewhere else for more defensive spot.

 

Is it fun ? Yes, but Chocolate Disco seems to crash instantly on launch, so its my last missing gold star.

 

 

New Quetzal

YES, i like this harder hitting version.

 

Synchronin for all Foehn

This is a really nice change, i always felt like Haihead didnt actually need this guy that much given they have plenty of ways of destroying defences. But Last Bastion would given they have NO long range anti building unit, with Mastodons, Ghariels and Godsbane having to replace the function, this will make breaking AI's bases much easier.

 

New support powers

Great, more annoyance that AI will constantly waste to annoy me the nanosecond the cooldown is gone, though i like that i can get the Paladins, an otherwise campaign unit and i actually like the concept that you can get powerful campaign units through support powers as this limits the number of them AND makes them feel unique and standout in battle.

 

 

 



#5080 Moonreaper666

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Posted 06 November 2021 - 01:24 PM

Ever consider doing Alternate/Hypothetical Scenarios? Some easier and some ABSOLUTELY BONKERS DIFFICULT compared to the Original Campaign, Covert Ops and Co-op Missions?




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