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


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#561 Divine

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Posted 21 January 2017 - 02:10 AM

I'm still saying that we should swap the Harbinger and the Blasticade. Blasticade should become the new Coronia-exclusive support power, and Harbinger should be the secondary SW of Foehn. It's offensive, unlike the other support SWs, but it also has longer countdown, the Harbinger can be shot down (or at least in theory), and Chronoed / Curtained tanks can be just as devastating, so I don't think it's a problem.


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#562 Zharakov

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Posted 21 January 2017 - 08:40 AM

Buff Eureka and Make her fly so it can compliment Wings of Coronia's Playstyle.

 

Also i should mention that you should..

 

Buff Eureka and Make her fly so it can compliment Wings of Coronia's Playstyle.

 

But a MUST in the next patch would be to

 

Buff Eureka and Make her fly so it can compliment Wings of Coronia's Playstyle.

 
Alright that's probably everything that needs to be improved in the mod
 
oh wait i forgot i got another suggestion
 

Buff Eureka and Make her fly so it can compliment Wings of Coronia's Playstyle.

 
Alright i'm out


#563 XoGamer

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Posted 21 January 2017 - 09:30 AM

No.

 

 

 

lol

 

 

 

Give Foehn some kind of speed booster SW instead of Blasticade and just completely scrap Blasticade tbh

Also:

Nerf Harbinger plz


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#564 X1Destroy

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Posted 21 January 2017 - 10:05 AM

Don't scrap anything. Add MOAR.

MOAR is always better.

Have the standard Blasticade stay the same, and add an ability to directly deploy a series of blast trenches from no where like a risen railgun. Should disappear after awhile.

 


Edited by X1Destroy, 21 January 2017 - 10:08 AM.

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#565 Speeder

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Posted 21 January 2017 - 10:22 AM

Blasticade won't be scrapped and Coronia doesn't have a flying hero for a reason, which is to not oversaturate their arsenal with flying objects.


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#566 Nicholas Chau

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Posted 21 January 2017 - 10:32 AM

what for scrap the blasticade?? just leave it.

speaking of eureka, she should have a different way of attacking -_-



#567 XoGamer

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Posted 21 January 2017 - 11:40 AM

Blasticade won't be scrapped and Coronia doesn't have a flying hero for a reason, which is to not oversaturate their arsenal with flying objects.

If Blasticade won't be scrapped will you still consider having a different Foehn Mini-SW but keeping Blasticade as some kind of defence/support power or something?


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#568 Admiral_Pit

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Posted 21 January 2017 - 04:51 PM

Blasticade is fine.  It's just it's hard to apply its defensive nature compared to the offensive methods of Chronosphere/Rage and multipurpose of Iron Curtain.  Plus many maps don't call for it, and some just aren't flat so it can't be applied as well.  Besides, if it had to be subfaction specific, it'd belong to Last Bastion, not Coronia.  I would love to see it used effectively one day outside of those fortress maps, though.


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#569 Sizyfos31

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Posted 21 January 2017 - 11:57 PM

Not sure if mentioned before, but I still question the decision of creating Atomheart in it's current form. At least the page suggests it's drain to be -50 compared to other T3 labs of -300. There is no reason why chinese have T3 Lab that costs 5000$ to explode with radiation and mini nuke mushroom, yet still drain -300 energy. Or that will be fixed in next patch and was just overlooked?


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#570 Graion Dilach

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Posted 22 January 2017 - 01:01 AM

There is no way to make it disabled on low power

Structures placed by support powers are no different than ordinary ones, all of them can be disabled by low power. Not doing that was a design decision and not an engine limitation. If this Megaarena - whatever it is - is applied by a weapon fired from a building, then indeed the building can be disabled and the aura effect would fade out (Chimera does this actually, it fires a weapon all the time towards anything which explodes immediately and applies the stealth buff to friendly stuff around.)
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#571 Speeder

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Posted 22 January 2017 - 08:18 AM

Not sure if mentioned before, but I still question the decision of creating Atomheart in it's current form. At least the page suggests it's drain to be -50 compared to other T3 labs of -300. There is no reason why chinese have T3 Lab that costs 5000$ to explode with radiation and mini nuke mushroom, yet still drain -300 energy. Or that will be fixed in next patch and was just overlooked?

 

Atomheart drains 50 energy, not 300.


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#572 Tyhednus

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Posted 22 January 2017 - 05:56 PM

Has someone already mentioned in this topic that Sentinels are much weaker than other t3 aa units in 3.3?

Edited by Tyhednus, 22 January 2017 - 10:54 PM.


#573 Admiral_Pit

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Posted 22 January 2017 - 06:41 PM

Has someone already mentioned in thus topic that Sentinels are much weaker than other t3 aa units in 3.3?

 

Well, they shoot slowly/weirdly after their 4-shot burst.  I think they secretly use an ammo mechanic, but whatever it is, I'm hoping they'll be fixed.


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#574 Sizyfos31

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Posted 22 January 2017 - 09:40 PM

 

Not sure if mentioned before, but I still question the decision of creating Atomheart in it's current form. At least the page suggests it's drain to be -50 compared to other T3 labs of -300. There is no reason why chinese have T3 Lab that costs 5000$ to explode with radiation and mini nuke mushroom, yet still drain -300 energy. Or that will be fixed in next patch and was just overlooked?

 

Atomheart drains 50 energy, not 300.

 

Alright. Now I found out the inconsistency with Atomheart. The reality with it is that it drains -50 power everywhere except Tech Share (and maybe Unholy Alliance). In Tech share, it drains -200 power.

I can guess all T3 labs for Soviets drain -200 in Tech share for the sole purpose of easing their power drainage. I apologize for acting rude and present the evidence in comparision between both game modes

Standart Battle

Spoiler

Tech Share

Spoiler

Edited by Sizyfos31, 22 January 2017 - 09:41 PM.

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#575 Kaz.K.

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Posted 23 January 2017 - 02:15 AM

The real problem with the Blasticade is that it is a different superweapon that has lost its purpose.  The Firestorm Wall Generator in Tiberian Sun was, at a glance, the same weapon.  You build a generator, you lay down tiles, and when it's charged up, you create an instant-death wall that nothing can cross.  It was tricky to implement for the same reasons as the Blasticade, primarily in that wall-building in this engine is finnicky at best and frustrating at... usually.  You might recall that terrain deformation was a thing in TS, and for having lack of it in RA2, assume that this makes it all the better.  But at the end of the day, the Blasticade can't do what the Firestorm Generator's primary gimmick was:

 

It would stop other superweapons.   No, not artillery. No, not airstrikes.  The NOD Cluster Missile was their not-Nuke.  If you could reach your control panel in time after hearing the missile launch, you could possibly save yourself from taking a hit.  That it happened to stop units from crossing was a bonus, not the premier.  Without this functionality, its existence is left as a lingering "why...?" .  This is made doubly so by how easy it is to destroy the blasticade piping itself, a feat that can be done with just about anything that explodes and even has a hard counter against it in the form of China's barrier-busting missile.  It ends up being a massive waste of time and effort. Not to mention money and power.  I like the idea of the Blasticade, but it took an already situational and hard to apply superweapon and pulled its teeth out.  Maybe if it worked differently, like instead of walls you had nodes that projected the Blasticade effect over an area, so you didn't get your wall to a gentle slope and have to suddenly abandon your plan.  But it'd still need
something else going for it to make up for the inability to tell ICBMs to sit down and be quiet.  Perhaps cause the already superweapon-blocking jammers to temporarily project Megarena-style killshields?  It could be seen as a counter to spy, engineer, or paradrop rushes.

People do keep mentioning the Harbinger being OP, and even as a Foehn fan, I'm inclined to agree.  The M.A.D.M.A.N.  seems to be the ideal balance point of all the 3 subfactions' heavy support weapons. It's devastating, but if you let it get close enough to your base, you deserve it.  (Unless your Foehn enemy is teamed with an Allied faction that lends use of their Chronosphere, in which case hahahahaha.)  The Harbinger and the Boidmachine seem to trail off in opposite directions from here.  The Harbinger does more damage on its initial run than I've managed to get out of a shot of the Boidmachine. And then it comes back 7 more times.  In fact it comes back so many times that, when fighting AI, you're likely to not only kill everything they had at the target zone, but to kill its replacement when the AI redeploys the same structure 4 or so runs into the Harbinger's 8 run rampage.  The Boidmachine, by contrast, even when fully leveled up, manages to kill almost nothing.  Going by cost effectiveness, the biggest punch I've ever been able to deliver out of it was to wipe out the contents of an airfield. And it didn't even take out the airfield itself, just the planes.  ( I did catch that its charging sound effect was the audio cue for Final Fantasy VII's Ultima, another endgame weapon that fires a massive green energy explosion. I thought it was a cute touch. )   As much as the Harbinger seems to need a nerf, I think Boid needs a buff.

 

Shrike nests leave a lot to be desired.  I could even deal with their cooldown between volleys, but the SODAR buff requires the drone itself to remain in the radius, so you have to keep your SODAR out forward and exposed for them to synergize.  Often the drone will launch and lose the buff halfway to its target.  The Plasmerizer also seems to have some application problems.  I'm not sure, but it seems like it resets its chargeup timer every time it acquires a new target.  This means that without significant micro or just giving up and telling to force fire in the general direction of the enemy, it almost never actually engages anything, and especially not infantry blobs where each target dies in a few seconds from other defenses.  Some kind of independent charge tracking that diminishes when nothing's in range rather than resetting per target would help a lot.  All the other defensive structures are 10/10 and I love them, especially the Neutralizer.

 

I'm not sure if Urugan is OP or if people just don't think to counter him quickly enough.  He outputs so much damage over such an area that his collateral makes him difficult to use on your defensive lines.  Eureka is stylish and powerful, but somewhat awkward to apply.   I might narrow but extend her cone of effect.

The only thing I'm actually disappointed about is that for a faction based entirely on wind and stylistically similar phenomenon (sonic, plasma, etc), going so far as to have a subfaction dedicated entirely to it, Foehn has absolutely no airborne fast-movers at all.  Unless you count their scout power.  I wish we could get something similar to a fixed-wing fighter for them.  Heck, even a Wings-exclusive variant of the Rocketeer.  Seems up their alley.

 

I've been playing a lot of Skirmish matches, and I'm curious to know.  Do AI allied with a Human player lose the bonus to production that enemy AI normally get?  I've been dabbling with this to try and figure out what's up, but I can't see what's going on behind the scenes.  Two AI of the same level matched against eachother will draw out into a long fight. But myself and one AI versus an AI of the same level, even if I do nothing but turtle, will see the AI on my team steamrolled 100% of the time.  I've even had Easy AIs beat Hard AIs allied with me. 

 

While I'm on the topic of bonuses the AI gets, how is that production bonus actually conveyed?  Do they sometimes get additional units, Cloning Vat style? Last night an AI somehow got TWO Irkalla at the same time.

 

I had a lot more to say, but the coffee is wearing off and I'm crashing. I'll probably post again when I'm riled from an evening of MO.  Don't let my nitpicking fool you, devs. I love the mod, and thank you for making it.

 

Last thought: Y'know what I always really liked in Tiberian Sun and would look really good with Foehn's energy-based weapons?  An option to make them your team color.  Cyan Obelisk of Light beams were objectively superior to any other color.  It's the truth. Look it up or something.



#576 Wayward Winds

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Posted 23 January 2017 - 12:12 PM

I've noticed one thing about the Harbinger: never, never send anything of yours to support one.  It targets everything in its area of attack, enemy or otherwise, ground unit, air unit, everything.  I made the mistake of moving a small Quetzal team to clear out buildings stubbornly resisting it, result: no more Quetzals and the buildings were still there.  I'd argue it did more damage to me than it did the enemy.

Oh well, you learn from experience.  I certainly won't be doing that again.

 

The biggest problem with the Boidmachine for me is actually hitting the target.  A 6.5 minute timer doesn't exactly make practicing easy, even if you rack game speed up to the maximum.  But word to the wise; it's best used against unit clusters, it's not supposed to be effective against structures.

 

Regarding the Blasticade and the Firestorm Wall, there were actually a couple of things the Firestorm wall didn't touch.  The multi-missile may have been stopped cold (although it would still release its submunitions on the exterior side), but the chemical missile would go straight through unharmed.  Similarly, it didn't stop railgun weaponry - in Firestorm, you technically didn't have to capture all of the Firestorm Control Stations to turn CABAL's defences off, you could just build a Mammoth Mk. II, fire through the wall and blow the powerplants up instead (which would shut down the wall... and promptly unleash the Core Defender on your pitiful little Mammoth).  Easy to do as GDI, slightly harder as NOD (given you'd have to capture some of CABAL's GDI buildings scattered around the map).  The railgun issue has carried over to Twisted Insurrection as well.  And it obviously wouldn't stop the ion cannon or TIs Apocalypse Missile, because those don't actually pass through the wall but drop down/spawn from directly overhead... same as most superweapons in MO actually.

 

To be honest though, Blasticade doesn't seem to be worth it in skirmish, the AI doesn't send enough units to need such a thing when the right mix of regular units will be sufficient instead, and more versatile to boot.  Even Quetzals are much easier dealt with by putting a few Wolfhounds/Thors/Invaders/whatever in their way.



#577 Divine

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Posted 23 January 2017 - 12:31 PM

Disruptor Tanks and the flamethrowers of the Devil's Tongue could also fire through the Firestorm Wall. Additionally, Banshees could release one or two shots before they were destroyed by wall....and then crashed straight into the CABAL Core, if they were at the right angle. I once completed the last FS mission by amassing a huge blob of Banshees then used them to kamikaze attack the CABAL Core right through the Firestorm Wall.


Edited by Divine, 23 January 2017 - 12:31 PM.

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#578 Jargalhurts

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Posted 23 January 2017 - 02:03 PM

I reckon it would be more interesting if the Blasticade walls were undetectably invisible, along with the an extremely wide build reach.

 

Imagine trapping oncoming tanks inside a 6x6 Blasticade square.


Edited by Jargalhurts, 23 January 2017 - 02:07 PM.

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#579 Solais

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Posted 23 January 2017 - 03:27 PM

Imagine the same with a 6x6 Blasticade grid.



#580 XoGamer

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Posted 23 January 2017 - 04:47 PM

So Blasticade should be the soon-to-be Tank Trap?

 

The sounds ok for a SW that is basically terrible.


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