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


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#1121 X1Destroy

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Posted 07 April 2017 - 02:26 PM

Foehn don't have dogs so theirs scouting is down right shit. Having lone knightframes/lancers running into unexpected groups of initiates while pushing for map control is not a funny thing.


Edited by X1Destroy, 07 April 2017 - 02:26 PM.

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#1122 DarkEmblem

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Posted 07 April 2017 - 03:24 PM

- I suggest that the Magaarena enables Magalodons to become immune to magnetic effects like it does for EMP effects (also you might want to add that they can become immune to EMP to their info page)

 

Sometimes I facepalm so hard at how much you love OP megalodons / megaarena and you're like "OH SEE I KILLED 5 MEGALODONS WITHOUT MEGAARENA SO EASILY WITH A FULL TANK ARMY LOL MEGALODONS NOT OP AT ALL FK U" (As soviets)

 

- I suggest that Giantsbanes / Godsbanes get less health but more healing power as compensation.

- I suggest a range increase for the Shardray Sonic Tank so that it can kill Morales, the Irkalla, or T3 ranged defences better.

 

-Godsbanes/giantsbanes are made to be bulky. I am pretty sure that giving those units healing powers. (They are AA, Anti-armor) n shiet. So even better units to counter other units with than zorbs would be even more unbalanced.
-Shadray does a load of damage against pretty much everything. Increasing it's range would defintely break the balance more.



#1123 RushingRasputin

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Posted 07 April 2017 - 03:27 PM

- I suggest that the Vulture becomes a T2 unit because it's practically a Buzzard. I also think you should scrap the Vultures deploy function (because it's practically useless) and make it launch molotov cocktails as a secondary instead. It'll be like a weaker yet faster Borillo without the transport space... and flying!

No. Its current deploy function is fine. With a fairly big squadron, you can easily overwhelm static air defenses and burn them to crisp then proceed on wreaking havoc on their base. It forces the enemy to keep AA units back at home instead of marching around with their main army.  



#1124 BlackAbsence

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Posted 07 April 2017 - 05:50 PM

- I suggest that the Magaarena enables Magalodons to become immune to magnetic effects like it does for EMP effects (also you might want to add that they can become immune to EMP to their info page)

AKA Lets make possibly the only epsilon counter to mass megalodons and put it into trashbin. Not like i would expect this suggestion from haihead main.

- I suggest that the Magaarena enables Magalodons to become immune to magnetic effects like it does for EMP effects (also you might want to add that they can become immune to EMP to their info page)

Sometimes I facepalm so hard at how much you love OP megalodons / megaarena and you're like "OH SEE I KILLED 5 MEGALODONS WITHOUT MEGAARENA SO EASILY WITH A FULL TANK ARMY LOL MEGALODONS NOT OP AT ALL FK U" (As soviets)

 

With magnets, Megaladons become completely useless though. Haihead is about fast, hit 'n' run units. At least make a Magnetron stop a single target, then, instead of 1 countering 10 :p

Or maybe make the outer area of effect from magnetic weapons slow units to a lesser degree? I believe this would make the Magnetic beam require more micro too.

Honestly, taking away Haiheads legs is cruel.

 

- I suggest that Giantsbanes / Godsbanes get less health but more healing power as compensation.

Fuck no, they're counterable because they don't heal without support from healer units. Now even with less health, with fast regen it's all the more reason to spam more of them and ignore other units.

- I suggest that Giantsbanes / Godsbanes get less health but more healing power as compensation.

Godsbanes/giantsbanes are made to be bulky. I am pretty sure that giving those units healing powers. (They are AA, Anti-armor) n shiet. So even better units to counter other units with than zorbs would be even more unbalanced.

 

I figured since their faction is more about nano healing, it'd be apt, plus they'd still be bulky as Hell given the healing, kinda like how the Haihead hero + heroine or Zorbs are (Not saying they should heal as fast a Zorbs)

 

- I suggest that psychic infantry become T3 infantry... whereas the Scorpion Hijacker could become a T2 infantry.

So, what would HQ and PC use at tier 2 infantry in place of Adept/Elite? Don't say that they don't need one.

 

You have to admit that one-shooters are OP, especially when they claim your units and can be cloaked. I believe that's why they were T3 in vanilla.

Psychics just seem like a push-this-to-win button for me and they've helped me out way to immensely in battles.

You don't need them because there's Brutes :p

 

- I suggest that Fury Drones could run to to their target and explode because I'm too lazy to deploy them and once they're deployed they kinda just instantly attack stuff you might not have wanted them to attack. It's cool that they have this auto target jumping mine ability, but sometimes they're easier to control when you can just tell them to directly attack something.

Sounds cool, until you see a whole group of them chasing after a single fast enemy running toward your army and you didn't pay attention............

 

That is good point, but, just make it so you have to deliberately command them to attack when in their un-deployed state as oppose to them chasing every car they see?

 

- I suggest a range increase for the Shardray Sonic Tank so that it can kill Morales, the Irkalla, or T3 ranged defences better.

Shadray does a load of damage against pretty much everything. Increasing it's range would defintely break the balance more.

 

Shadrays effectiveness towards tanks was diminished from 3.3 to 3.3.1, so now they're only good at killing infantry and moderately good at killing air. Against structures they do a long, yet consistent attack towards structures, which doesn't give them an okay time frame for killing T3 ranged defences like most other siege units. With Syncronin, they're okay, but feel like that makes things too expensive.

 

- I suggest that the Vulture becomes a T2 unit because it's practically a Buzzard. I also think you should scrap the Vultures deploy function (because it's practically useless) and make it launch molotov cocktails as a secondary instead. It'll be like a weaker yet faster Borillo without the transport space... and flying!

No. Its current deploy function is fine. With a fairly big squadron, you can easily overwhelm static air defenses and burn them to crisp then proceed on wreaking havoc on their base. It forces the enemy to keep AA units back at home instead of marching around with their main army.  

 

Their deploy function is shit. You cannot "easily overrun static air defences" with them, especially when they never drop their napalm directly on them. It takes at least 10 + a lot of time to kill one little structure, let alone the most sturdy defensive structures.


Edited by BlackAbsence, 07 April 2017 - 05:55 PM.

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#1125 Handepsilon

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Posted 07 April 2017 - 09:11 PM

Alt click, maybe?

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#1126 NorthFireZ

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Posted 07 April 2017 - 09:55 PM

There are other ways of dealing with Magnets than just running up a bunch of Meglodons up to them. Diverbees for example.

Gaintbanes will get healing when paired with Masterdons. There's is absolutely zero reason to make that unit self sustaining.

Fury drones are suppose to be erratic and uncontroable. It is even in their names. You have the fast as fuck Bomb Buggies to deal with buildings.

Shardrays are at a good spot, they are currently the only anti air artillery unit, which is neat. Increasing their range will only improve their effectiveness, which is not something a multi role vehicle should be able to do. Adaptable and aggressive, but not extremely effective.

As for vulture they are a good unit to have around maybe tier two? But then it just kind of feels like a complete counter to warhawks any sort of infantry out at said tier two. Not to mention Soviet "tier two" is way cheaper than other factions. It should stay at tier three as a niche support unit.

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#1127 Famiance

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Posted 08 April 2017 - 12:25 PM

Foehn T1 infantry are better than allied,soviet,epsilon T2 infantry(even some of T3 ones).Their plate armor or immunity to dogs should be changed.



#1128 X1Destroy

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Posted 08 April 2017 - 12:27 PM

They don't have dogs either, so that's fair.

 


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#1129 aethiraes

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Posted 08 April 2017 - 02:36 PM

Foehn T1 infantry are better than allied,soviet,epsilon T2 infantry(even some of T3 ones).Their plate armor or immunity to dogs should be changed.

 

If Foehn infantry were not immune dogs, they would easily go from god tier to trash tier. 

 

Who is willing to spend $400 for a Knightframe that gets one-shot by a dog that costs $100. 



#1130 Solais

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Posted 08 April 2017 - 05:16 PM

Dogs should be able to debuff their armor by rusting them. :V



#1131 mevitar

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Posted 09 April 2017 - 12:05 AM

Who is willing to spend $400 for a Knightframe that gets one-shot by a dog that costs $100.

People are willing to spend 1k for a slow infantry that can "one-shot" an enemy tank but easily dies to just one dog, so i'm pretty sure they would be still willing to spend $400. :p
It won't happen, though. Might as well remove it from Siege Cadres, Tesla Troopers and Brutes too (and that won't happen either :p ).

Dogs wouldn't help anyway when 20 Knightframes and 20 dogs take more or less same amount of time to produce, and most of them will die before they even get in range.

Edited by mevitar, 09 April 2017 - 12:07 AM.

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#1132 Famiance

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Posted 09 April 2017 - 12:26 AM

 

Foehn T1 infantry are better than allied,soviet,epsilon T2 infantry(even some of T3 ones).Their plate armor or immunity to dogs should be changed.

 

If Foehn infantry were not immune dogs, they would easily go from god tier to trash tier. 

 

Who is willing to spend $400 for a Knightframe that gets one-shot by a dog that costs $100. 

 

Pyros cost $400 and  Navy-Seals cost $650, they can be killed by dogs.They are T2 too and they dont have plate armor unlike T1 Knightframes.


Edited by Famiance, 09 April 2017 - 12:27 AM.


#1133 TeslaCruiser

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Posted 09 April 2017 - 12:52 AM

Knightframe should be a bit slower, they remain too good, easy to use, fast to train, bulky, outrange any other faction, immune to doggo, AND 400 isn't a great deal, in MO you can spam pyros/surfers/other things easily



#1134 Gameman112358

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Posted 09 April 2017 - 08:27 AM

 

Who is willing to spend $400 for a Knightframe that gets one-shot by a dog that costs $100.

People are willing to spend 1k for a slow infantry that can "one-shot" an enemy tank but easily dies to just one dog, so i'm pretty sure they would be still willing to spend $400. :p
It won't happen, though. Might as well remove it from Siege Cadres, Tesla Troopers and Brutes too (and that won't happen either :p ).

Dogs wouldn't help anyway when 20 Knightframes and 20 dogs take more or less same amount of time to produce, and most of them will die before they even get in range.

 

 

Uhhhhhhhhhh... $1000 slow infantry that can OHKO an enemy tank but easily dies to one dog? Which infantry are we talking about here? I actually can't remember an infantry like that, at least not off the top of my head...

 

I'll be honest, I prefer Knightframes have plate armor. Part of it is the look; I would personally find it incredibly silly if an armored soldier in a giant exosuit was able to be killed by a dog biting it.  :p Another part, I feel, is that because Foehn doesn't have something like an attack dog like unit (fast, cheap, used to scout the map out), their infantry sorta have to fill that gap. Losing $400-$500 (Knightframe and Lancer prices respectively) scouting units because of unlucky dog attacks would not be fun. At all. XD

 

Also, regarding Pyros and Navy SEALs; those two units, yes, they're T2, and can still get killed by dogs. But at the same time, how I see it, none of it matters because the units we're discussing (Knightframes, SEALs, Pyros) mow down dogs like they're nothing. Knightframes IMO get to no sell dogs strictly because Foehn has no scout units like dogs, so they need to use their infantry to do that (at least that's my reasoning. Perhaps the devs have different reasons).

 

I would actually be more concerned about Knightframes being too strong if they were capable of beating the aforementioned Pyros and Navy SEALs with little problem; that would be something to be concerned about, since it's a T1 infantry beating T2 specialized anti-infantry, especially for the case of the SEAL, since they cost more than a Knightframe. Basically, if Knightframes are stronger than a T2 specialized anti-infantry unit that either costs the same or more, that's when I would consider weakening Knightframes a bit. Otherwise, they're fine where they are now. Just my two cents. :)



#1135 X1Destroy

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Posted 09 April 2017 - 09:56 AM

SEAL can swim and use C4 on buildings why Pyro have AOE attack. We can't really compare them.

Also, keep in mind that except for Epsilon other factions don't use basic infantry at late game. But Foehn need to spam Knightframes, because there are no versatile yet quick to build alternative that can replace it. Huntress have a minimum range and is even more expensive while not immuned to dogs. The tier 3 infantry units cannot replace KFs, because they are too specialized and even more expensive to mass.

On the other hand, who would bother with conscripts and G.Is when Pyros, Eradicators and Riot troopers are on the field?
 


Edited by X1Destroy, 09 April 2017 - 10:00 AM.

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#1136 EtherealDark

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Posted 09 April 2017 - 12:01 PM

 

People are willing to spend 1k for a slow infantry that can "one-shot" an enemy tank but easily dies to just one dog, so i'm pretty sure they would be still willing to spend $400. :p

 

Uhhhhhhhhhh... $1000 slow infantry that can OHKO an enemy tank but easily dies to one dog? Which infantry are we talking about here? I actually can't remember an infantry like that, at least not off the top of my head...

 

I think he's talking about Epsilon adepts.



#1137 aethiraes

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Posted 09 April 2017 - 01:19 PM

Late game, dog spam might be irrelevant if there's a Knightframe blob.

But dog spam might hurt Foehn early game, if I recall correctly, dogs take two KF attacks to be killed. So a pack of four dogs can easily take out lone KFs.

#1138 DarkEmblem

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Posted 09 April 2017 - 08:21 PM

Late game, dog spam might be irrelevant if there's a Knightframe blob.

But dog spam might hurt Foehn early game, if I recall correctly, dogs take two KF attacks to be killed. So a pack of four dogs can easily take out lone KFs.

Yeah 3 dogs should be able to take out 5 KFS's if micro'd well. Especially due to their deploy ability that makes the dogs run up to 1.5 times as fast. Fortunately due to the mechsuit it's skeletal blueprint, dogs get a buff due to the fact that it's attracted to "bones" causing them to move faster with 0.1 MS as easter egg. These buffs make up for an easy pick off thus make spamming dogs very useful against a KF spam.



#1139 Gameman112358

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Posted 09 April 2017 - 08:35 PM

Wait what? I can't tell if you're making a joke or if you're being serious (kinda hard to tell over the internet)...

 

In case you're serious: Dogs to my knowledge have no deploy ability that makes them go faster, and Knightframes can't even be attacked by Dogs/Spooks in the first place, so spamming dogs against Foehn is relatively pointless. Which is fine by me; I'd rather not lose my group of relatively expensive basic infantry to a pack of cheap mad dogs charging up and biting my troops.  :p



#1140 DarkEmblem

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Posted 09 April 2017 - 08:44 PM

Wait what? I can't tell if you're making a joke or if you're being serious (kinda hard to tell over the internet)...

 

In case you're serious: Dogs to my knowledge have no deploy ability that makes them go faster, and Knightframes can't even be attacked by Dogs/Spooks in the first place, so spamming dogs against Foehn is relatively pointless. Which is fine by me; I'd rather not lose my group of relatively expensive basic infantry to a pack of cheap mad dogs charging up and biting my troops.  :p

Once you put your 15 dogs (equals the 1.5x speed boost) in your field bureau your dogs will get upgraded and get a deploy ability that makes them run faster. And of course, as you may have guessed already they can screw KF's up too. Otherwise there would be no point in using dogs later in the game. So the devs came up with this to fix this case. That's also how they can start killing clairvoyances. Sadly because clairvoyances look like turds, dogs don't get turned on and don't get the easter egg ability.

Sad thing is that dogs are too op when buffed. Speeder please nerf this. Thank you!






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