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


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#1421 UNSC THE CHILL OF WAR

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Posted 18 June 2017 - 08:19 PM

The tech missile bunker needs fixing. The tower and silo hatch are behind the structure and are only in front when the missile is ready.



Also I think the foehn leviathan should have the 2 drones visible, like the hailstorm or the gehenna platform, as it has 2 landing pads and the drones appear from nowhere

Cargo/reinforcements planes should be bigger. How can 3 rhino tanks or 5 Humvees + ifvs etc fit into it

The foehn neutraliser does not fire in a forward when firing. This needs fixing or should it do this

#1422 Speeder

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Posted 18 June 2017 - 09:10 PM

The drones are hidden inside the ship, just like in the Allied Aircraft Carrier. Cargo Planes won't be bigger.

 

Neutralizer turret wasn't rendered 100% correctly but there's no way to rerender it at the moment.


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#1423 Nicholas Chau

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Posted 23 June 2017 - 07:56 AM

Okay I got a few suggestion hopefully someone will like them. lol

 

Coronia/or one of Foehn factions: Typhon tank. The Typhon tank sort of looks like the Hot Wheels Bubble Gunner, it's a tank with a large vat of water that basically uses special water cannons that shoot pressurized water out that can cut thru infantry with ease and light tanks, would be siege as well. Would be slow and costly at around $1900 or so. T3 (Name based on Greek monster Typhon who controlled storms) Some quotes "Slice and dice!" "Time to liquidate!" "Why don't you have a drink!?" 

 

US/or one of other Allied factions: Heavy SWAT vehicle. T3 Comes with either two Riot troopers or two Navy Seal. Heavily armed transport with either a LRAD on it that stuns/or lower enemy infantry armor or smoke cannon *though that is LC feeling* would also have 5-6 slots for infantry. Cost $2000 or so.

 

Russia: Tesla grenadiers, T3 quick stun maybe on tanks and could counter Foehn better. Also good against buildings, could literally just tweak the volt mortors a bit and have those be them lol cost $1500

Typhon: NO. Because why the hell would foehn use water when they have wind manipulation and what for do they need another t3 to deal with infantry and tanks? *cough pteranodons and zorbs cough*

Heavy SWAT vehicle: dunno but i don't think need.

Tesla Grenadiers: NO. Tesla cruisers and volkov already do the stunning for Russia and why do you need another t3 building killer? just spam scuds for that.

 

DCizvS1XgAAKvb6.jpg

 

Everybody has seen these bad boys by now. 

 

But the thing is, will they appear in the campaign as enemies?  That would be cool.

 

Its cool and all to have a cool OP toy but it is much more interesting if the Allieds started using them more especially against the players, would be a waste of a unit otherwise.

 

I made this little poll that I originally dropped in the MO Discord. 
http://www.strawpoll.me/13219485/r

This thing. When I saw this thing i was unhappy it trashed my favourite apoc tanks too quickly >:( and besides why would european alliance need this?? they have charons as their monster tanks. Some more Charons are far more balanced than Paladins, which in the co-op campaign panzer ace are anti-ground and have way too much HP.



#1424 Destroyencio

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Posted 23 June 2017 - 09:48 AM

That Heavy Swat vehicles sounds like you want to give US it's own Gharial, but with Riot Troopers instead. I don't agree with that.


Edited by Destroyencio, 23 June 2017 - 10:09 AM.


#1425 UNSC THE CHILL OF WAR

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Posted 24 June 2017 - 08:05 AM

Why not make the swat vehicle a campaign only unit for the allied act 1 mission bad apple as that Is when you get riot troopers

#1426 Handepsilon

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Posted 24 June 2017 - 12:05 PM

Paladins are good against tanks

 

But they're absolute shit against infantry, and they can't even attack buildings... (or maybe they can, but the AI refuses to attack buildings with it for some reason)


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#1427 EtherealDark

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Posted 24 June 2017 - 05:57 PM

Since people have been talking about Russia not getting enough unique units before T3, how about making the tesla trooper unique to Russia, and give the other subfactions RA Aftermath's shock trooper?  

 

The shock trooper would have its tech modernized of course but would still be inferior in some way to the tesla trooper.



#1428 UNSC THE CHILL OF WAR

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Posted 24 June 2017 - 08:05 PM

Whilst on the topic of Russia, make the scud lancher not squeak when it drive. Tracks dont squeak!

#1429 Destroyencio

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Posted 25 June 2017 - 12:38 AM

About the Mercury IFV:

It's too powerful. The fact that you can just run at speed of light and destroy squads of infantries in a very efficient way or light-medium armored vehicles makes it already too cost efficient (and combined with Target Painter it's quite insane too). Appart that most of factions cannot even counter it properly due to the speed of the IFV.

 

I would like to suggest a Damage or RoF nerf since it really feels overwhelming and very frustrating to fight against.
No to mention that in team games you can get some insane advantatges with having many of them. Maybe it could also use a change and make only Tanya can use the Mercury mode?



#1430 Tathmesh

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Posted 25 June 2017 - 01:22 AM

Mercury IFV isn't broken. It's not even that fast. You just need a fast enough unit to respond against it.

If you're Allies, jets are almost always the go-to for sniping single units.

If you're Epsilon, Dybbuk-Attackers work pretty well. If they have too much AA, then Shadow Tanks, Speeders, and Marauders are all good options for catching an IFV.

I'm not so sure about Soviets, you might want to try Terror Drones and Foxtrot's. China has EMP, Russia has wolfhounds and Chitzkoi, I dunno about Latins.

Foehn can use Jackals with Lancers. Jackal + Spinboost easily outruns any IFV. You might also want to bring a Jackal with a clairvoyant to stun Tanya and finish her off with Jackal sonic beams.

#1431 TeslaCruiser

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Posted 25 June 2017 - 01:29 AM

Foxtroto can kill Striker Tanya



#1432 Damfoos

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Posted 26 June 2017 - 06:52 AM

This doesn't solve the teamgames problem. With a Russian ally US can have 3 Mercury IFVs at once, potentially with Iron Guard, and that's not funny at all. Why the hell does Chitzkoi use Mercury mode anyway?

#1433 TeslaCruiser

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Posted 26 June 2017 - 02:23 PM

Ye
Please remove multi mercury striker

#1434 BlackAbsence

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Posted 26 June 2017 - 05:07 PM

I too agree that there should be only one Mercury IFV per US player.

 

By the way, using jets to kill the Tanya IFV is a good idea and all, but if the player is good at timing and observant enough, they can always deploy her out and swap her into another.

Doing that with anti air means your gonna pick off a few jets every exchange, making it an inefficient tactic for the aerial attacker.


Edited by BlackAbsence, 26 June 2017 - 05:08 PM.

Infinitive absence.


#1435 NorthFireZ

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Posted 26 June 2017 - 05:37 PM

Let's think for a moment that the Striker IFV is a tier one vehicle with the armor of actual cardboard. If any t3 tank so much as touch it, it's going to die. That's the beauty of it, a fast hit and run vehicle that cost more than any other IFV combination out there. 

 

There are so many different ways and combinations to deal with the IFV it's not even funny.

 

USA: Warhawks, Stormchilds, even Bulldogs can chase it down. 

EA: Harriers, a mass amount of prisms, Siegfried one shots the IFV 

PF: Norio, Hailstorms, Black Eagles. 

All Allies can use the Hummingbird effect. 

 

Russia: Chitzkoi

LC: Vultures, Jaguars, Morales one shots the IFV 

China: Dragonflies, Emp support power, Yunru in the Centurion.

All Soviets can use terror drones and Foxtrots

 

Psicorp: Magnetron, Magnetic Satellite

SC: Speeder, Malver, Blotick trap

HQ, Rahn (if close enough one-shots the IFV), shadow tanks

All Epsilon can use the Dybbuk attackers, Risen inferno tower, and even shadow ringed adepts. 

 

HH: Fin and Alize, Diverbee

Coronia: ROAD RUNNERRRRRSSSS, Detached Draco Turrets, Petras are a thing. 

LastBastion: Sweepers are a thing, so are Godsbanes. 

All Foehn can use Super Speed Jackals with Lancers in them. 

 

Please no nerfarino


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#1436 TeslaCruiser

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Posted 26 June 2017 - 05:50 PM

Yep, it can be inefficient. But you don't kill heroes because it is 'efficient' you kill heroes because you have to.
Common 'inefficient' trades:
To Kill a Centurion
To Kill a Madman
To Kill a Megaarena projector
To Kill a Super Weapon/Tech/MCV using Jets (losing many Jets)

 

About the Mercury-Striker, players usually move the unit forward= cheap chance to destroy it



#1437 TeslaCruiser

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Posted 26 June 2017 - 05:51 PM

Magnetic Satellite? REEEEEEEEEEE



#1438 Tathmesh

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Posted 27 June 2017 - 03:39 PM

I didn't mention any team strategies, because it's not like you're going to fight a 1v3 and have to deal with 3 stryker IFVs by yourself.

 

In a 3v3, you have 2 other teammates, so you can apply any of the strategies mentioned three times. 



#1439 StolenTech

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Posted 27 June 2017 - 04:58 PM

so here is an Idea for clairvoyants, now I know what most people will say yes the Jackal+clairvoyant combo is nerfed and clairvoyants themselves were nerfed but there is still the issue of the spinblade making it impossible to react in time especially that now foehn players will be able to use it more often in the next patch.

 

anyways back to the Idea : what if clairvoyants get an armor debuff when they get boosted by a Spinblade ? it can also make sense lore-wise since they are the only infantry unit with a windspin engine and the clairvoyant may need to open up some of its' armor plates in order for it to work properly. Zorbs don't use the engine but instead manipulate wind with other methods and Eureka is a Hero.


Edited by StolenTech, 27 June 2017 - 05:01 PM.


#1440 BlackAbsence

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Posted 27 June 2017 - 07:25 PM

what if clairvoyants get an armor debuff when they get boosted by a Spinblade ?

Why? If Epsilon can indestructibly tunnel their spies directly to their targets, then I don't see why we need to nerf Clairvoyants more than they already have been.

I admit that not ably being fast enough to respond to speedy threats can be frustrating (Take the Tanya IFV for example) but all you have to do is wall and/or place static defence around key structures.

 

EDIT:

Suggestions:

- Pillboxes become mini "bunkers" that can house 2 infantry. The Sandbags around it appear when it is garrisoned. Cost is $200.

- A new T1 anti-infantry defence structure for the Allies called the Blitz Cannon. It uses lasers! *pew pew*. Cost is $400.

- The Wall Buster support power doesn't one-shot Battle Bunkers anymore; instead, it severely weakens them into the red-health zone.


Edited by BlackAbsence, 27 June 2017 - 07:43 PM.

Infinitive absence.





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