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


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#241 Divine

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Posted 31 December 2016 - 07:00 PM

One thing I am noticing is that Foxtrots in groups of 4 are oneshotting libra, Fin and Alize, maybe other heroes and they are also strong against units. They also leave napalm, which is pretty good of itself. Maybe it is too strong for 1300 credits? Not sure though. What do other people think of Foxtrots?

Libra has clones, hurray, they can distract the MiGs, amongst many other things, but it's a lottery. The enemy might target the true Libra either accidentally or due to skill. I wonder if her telekinetic field attack can save her tho? It increases her resistance, but is that enough?

 

I've thought more about the PsiCorps' perceivedly insufficient AA, by the way. I think the solution should be two-fold: first, Magnetrons should affect airborne units as well, although to a lesser extent. Secondly, the Gehenna needs a much more mobile, but less armored, hovercraft chassis to fit in well with the rest of the PsiCorps arsenal. As an addition, they should have better range, and the interceptor should have much faster reload speed. I think that the Magnetron should affect airborne units and missiles, because no matter how much the Gehenna gets buffed, if the missile impacts / the hit and runner jets get away before the interceptor takes off, which will always be the case. The Magnetron slowing down airborne units would give a better chance for at least the other AA units and defenses to shoot down the offender, while the Gehenna would remain primarily an anti-siege aircraft unit. On this note, the Magnetron should slow down siege aircraft to a lesser extent, to balance things out.


Edited by Divine, 31 December 2016 - 09:10 PM.

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#242 Chrono Stormer

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Posted 01 January 2017 - 12:26 AM

Logically though, wouldn't the Magnetron immediately bring a plane or missile crashing down rather than slow it? Also I don't know if that'd be possible because the Mag already has two weapons.

 

However, I could see PsiCorps getting their own magnetic version of the Skyray Cannon, short range and high power usage but quickly destroys aircraft or something like that.

 

On the topic though, does the Magnetron really turn vehicles into magnets? If so, how is that possible though ini editing?


Edited by Chrono Stormer, 01 January 2017 - 12:28 AM.


#243 Damfoos

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Posted 01 January 2017 - 12:35 AM

It could be a shrapnel weapon with speed modifier attach effect which also spawns "shrapnels" which give affected units a similar (but less powerful) speed modifier. Or Magnetron simply has an AoE.

Edited by Damfoos, 01 January 2017 - 12:37 AM.


#244 Divine

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Posted 01 January 2017 - 12:38 AM

Logically though, wouldn't the Magnetron immediately bring a plane or missile crashing down rather than slow it? Also I don't know if that'd be possible because the Mag already has two weapons.

 

However, I could see PsiCorps getting their own magnetic version of the Skyray Cannon, short range and high power usage but quickly destroys aircraft or something like that.

 

On the topic though, does the Magnetron really turn vehicles into magnets? If so, how is that possible though ini editing?

Yeah, technically, if you slow down an aircraft, it tends to fall out of the sky. I'm sure the Mentalmesiters can make up some technobabble / general bullshit reason for the contrary. An other thing I though of would be that magnetrons could force aircraft to land on the spot, but that too, would be OP as hell. I didn't know tho that it already has two weapons. While thirtanery weapons are not normally possible, I think something could be done either by merging the already existing two weapons into one, with a dummy projectile/animation doing damage to buildings at the end of the ray, or by abusing the dummy-passenger-that-can't-get-out-and-comes-with-the-unit logic.


Edited by Divine, 01 January 2017 - 12:41 AM.

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#245 Chrono Stormer

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Posted 01 January 2017 - 12:44 AM

I know it isn't possible with the logic (DirectRocker=yes doesn't work on planes) but it'd be cool to see aircraft repelled by the Magnetron. At super high speeds. (Team SCUD Rocket's blasting off again! )



#246 Divine

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Posted 01 January 2017 - 12:57 AM

I know it isn't possible with the logic (DirectRocker=yes doesn't work on planes) but it'd be cool to see aircraft repelled by the Magnetron. At super high speeds. (Team SCUD Rocket's blasting off again! )

Blasticade should totally do that.


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#247 X1Destroy

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Posted 01 January 2017 - 02:23 AM

I'm against having Magnetron targeting air. How do you counter Psicorps if your tanks are disabled and mind controlled, your infantry can't get close due to virues and now your quick respond attack helicopters and jets are slowed down as well? It'll be impossible to chase the mind control units down.

Buffing Geneha is fine as it is kinda clumsy.
 

However, I could see PsiCorps getting their own magnetic version of the Skyray Cannon, short range and high power usage but quickly destroys aircraft or something like that.


This is something good actually. Wouldn't mind seeing it ingame.

Edited by X1Destroy, 01 January 2017 - 02:26 AM.

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#248 CLAlstar

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Posted 01 January 2017 - 08:50 AM

There is no way to slow aerial units in game. Even when using attach effect.



#249 Arcadian

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Posted 01 January 2017 - 01:08 PM

Playing as Soviets I noticed that Soviets have the Tigr APC to replace the Halftrack which makes the Soviets more "unique" compared to the other factions. So, I was thinking, what about having 1 replacement infantry and 1 replacement vehicle/aircraft for each Subfaction.

 

Allied - USA:

Ranger - (replaces GI) - The Ranger is a slower, though stronger version of the GI. The Speed is decreased to 5 but the Hitpoints are increased to 135 and the range is increased to 5 normally and 7 when deployed or in garrison. Still, USA can use GIs through their Airbone special power in order to be coherent with their Rapid Deployment doctrine.

 

Swordfish VTOL - (replaces the Cryocopter) - The Swordfish VTOL is similar to the Orca/Venom in appearence armed with anti-vehicle/anti-air missiles.

 

Allied - European Alliance: 

Panzerfaust - (replaces Guardian GI) - Unlike the Guardian GI, the Panzerfaust cannot deploy and has an Anti-Air range of 7 but has 175 hitpoints and an anti-ground range of 8. (Technically is an unit specialized to fight against armor).
 
Stratofortresss - (replaces Barracuda) - A carpet bomber similar way to the Kirov but dealing less damage (and obviously needs to return to the Airforce Command after to reload).
 

Allied - Pacific Front: 

Sky Defender - (replaces Rocketeer) - While the Rocketeer is an Anti-Infantry/Anti-Air, the Sky Defender performs a similar role but as an Anti-Vehicle/Anti-Air Infantry.

Drone Tank -  (replaces the Robot Tank) - The Drone Tank is a version of the Robot Tank armed with a weak machine gun and two anti-light vehicle missiles, designed to be more effective in countering Soviet Terror Drones.

 

Soviet - Russia:

RPG Trooper - (Flak Trooper) - The RPG Trooper is practically the Soviet version of the Guardian GI (though can't deploy). It has a speed of 7, hitpoints of 125, same range and damage values as the Guardian GI vs. Vehicles/Aircraft.

Tigr APC - (Halftrack)

 

Soviet - Latin Confederation:

Guerrilla - (Conscript) - The guerrilla is a faster version of the Conscript (speed of 8) that can deploy to any position from where it remains camouflaged as long as does not fire. However it has only 85 Hp.

Bomb Buggy - (Demolition Truck)

 

Soviet - China:

Eradicator - (Desolator)

Armadillo - (Borillo)

 

Epsilon - Psi-Corps:

Epsilon Elite - (Epsilon Adept)

Dybbuk Controller - (Dybbuk Evolver) - Unlike the Dybbuk Evolver which uses Genebomb run, the Dybbuk Controller has one single bomb but that converts the targeted unit permanently into the player's side.

 

Epsilon - Scorpion Cell:

Black Widow - (Bloatick) - The Black Widow (scrapped RA2 concept) is a small drone similar to the Soviet Terror Drone but attacks with acid spray. Can "deploy" in a similar way to Yunru to spray a circular area around itself for a while damaging all nearby units.

Crop Duster - (Invader) - The Crop Duster is a light attack helicopter (see Generals 2 concept) that sprays with acid vs infantry and has 4 light missiles vs aircraft. It is much faster than the Invader, but with less hitpoints and cannot perform sabotage.

 

Epsilon - Headquarters:

Crossbowman - (Archer) - Armed with a Crossbow, the Crossbowman stronger AROs, a range of 7 / 7(garrison) / 10 (air) and 145 Hitpoints.

Vulcan Tank - (Gatling Tank) - A heavier version of the Gatling Tank with more armor and damage, similar in appearence (but in epsilon style) to this: http://img08.deviant...y_prinzeugn.jpg / http://i631.photobuc...te.jpg~original

 

The new factions I was thinking (I have rough sketches in my mind about them I still need to organize most ideas) are:

 

Allied - Royal Crown Commonwealth: United Kingdom, Canada, Australia and others. Still not decided what role exactly it will fill. Already thinking to pass Sniper to the RCC and maybe a Grenadier or an Anti-Air unit for the European Alliance. (If an AA unit, then make the Panzerfaust anti-ground only9

Soviet - Arab Socialist States: A middle-eastern faction since in the original RA2 Soviet side had Libya and Afghanistan. I was thinking to make it a faction which bases its main strength in chemical weapons and/or numerical superiority.

Epsilon - Mercenary Corps: A less sci-fi, more "military" subfaction for the Epsilon side.

 

 

Regarding The Foehn Revolt, since it is still mysterious, I still do not have any idea neither about replacement units nor about the new subfaction.

Regarding the Foehn Revolt, since its origins are still mysterious I still do not have any idea about the replacement units/new subfactions



#250 X1Destroy

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Posted 01 January 2017 - 02:49 PM

There won't be replacement for basic infantry like GI and conscripts because when you sell the buildings regardless of which faction you are they spawn the same infantry.

 


Edited by X1Destroy, 01 January 2017 - 03:10 PM.

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#251 Solais

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Posted 01 January 2017 - 02:56 PM

And also, infantry graphics is significantly harder to make than unit voxels. This is one of the reasons why stolen tech infantry was replaced by stolen tech units.



#252 Steelpoint

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Posted 01 January 2017 - 03:12 PM

What if you could rename certain infantry for different factions? Its a bit weird Europe and Pacific Front use Navy SEALs instead of regional equivalents.



#253 X1Destroy

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Posted 01 January 2017 - 03:18 PM

4x4 stolen tech infantry is an definitely not an easy job, and it would be quite redundant to have that many at once anyway.

No point in doing so if it's not gonna be a new unit with a different function. A buffed SEAL type unit for one faction would be nice however.

I also like to have missile rocketeer as well, but not as a replacement. A new anti-tank only rocketeer unit to complement the vanilla one for PF, using cryo missiles that can cause armor debuffs should be good.


Edited by X1Destroy, 01 January 2017 - 03:21 PM.

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#254 Steelpoint

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Posted 01 January 2017 - 03:31 PM

I suppose you could create three sub types of Navy SEALs Mark II that play to one factions particular strengths. Of course that's if you think its necessary to add in one.

 

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#255 Handepsilon

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Posted 01 January 2017 - 03:38 PM

Allied - Pacific Front: 

Sky Defender

Or Sky Angel, you know, like RA3's Rocket Angel. Or Sky Vanguard. I dunno, because 'Defender' is a bit too generic.

 

About factions though, I thought there's limit on how many can exist in a mod?


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#256 Divine

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Posted 01 January 2017 - 03:42 PM

I don't like it when people talk like"this is not possible" and "that can't be done". We are talking about MO here, everything is possible, or will be, as long as the Ares developers remain dedicated.


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#257 Solais

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Posted 01 January 2017 - 03:47 PM

1. Not everything is possible, the engine is still limited, and Ares can only do so much.

 

2. Ares doesn't have "developers", it is only developed by one single person, AlexB, in his free time.


Edited by Solais, 01 January 2017 - 04:15 PM.


#258 X1Destroy

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Posted 01 January 2017 - 03:48 PM

I think Ares already broke that faction numbers limit. But this game is already impossible to get real balance match ups as it have 4 asymmetrical factions spread into 12 distinct sub-factions.

I suppose more wouldn't change much, but what would be theirs theme? Tactics? Most are already covered by the old 9. The 3 new ones are very similar, only differences are offensive or defensive.

Also, assets. Need alots.


Edited by X1Destroy, 01 January 2017 - 03:50 PM.

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#259 Starkku

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Posted 01 January 2017 - 04:20 PM

There is no arbitrary, low limit on number of sides. For countries (or as they're used in MO, subfactions), certain features stop working once you go past 16.


Edited by Starkku, 01 January 2017 - 04:20 PM.

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#260 Damfoos

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Posted 01 January 2017 - 05:03 PM

You mean 16 per side, or 16 subfactions total?

Edited by Damfoos, 01 January 2017 - 05:03 PM.





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