Jump to content


Photo

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


  • Please log in to reply
5127 replies to this topic

#2101 Zmgg

Zmgg
  • Members
  • 9 posts

Posted 12 September 2017 - 10:44 AM

Could bring back Deviator (weapons: mutation gas like dybbuk-evolver's bomb that can turn enemy infantry into brute and dealing damage like dybbuk-evolver's bomb) from MO3.0 as epsilon headquarter tier 3 long range siege unit?

since epsilon headquarter dont have long range siege unit(and deviator will be good companion with colossus)



#2102 legionnaire501

legionnaire501
  • Members
  • 77 posts

Posted 12 September 2017 - 10:53 AM

stalker and rahn plus the barrier support power can be devastating plus irkalla can help cover basilisk attacks and the colossus is able to level base very fast without a siege attack all in all i think HQ has plenty of options for a defensive sub faction 


Edited by legionnaire501, 12 September 2017 - 11:07 AM.


#2103 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 8,998 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 12 September 2017 - 11:20 AM

Stalker is the Epsilon HQ's siege unit. Deviator won't come back.


mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#2104 Zmgg

Zmgg
  • Members
  • 9 posts

Posted 12 September 2017 - 11:39 AM

what about offensive? especially when dont have irkalla/ranh

and while all another faction have long range siege unit that can out range and break enemy defense structure(especially t3 tower) easily.



#2105 legionnaire501

legionnaire501
  • Members
  • 77 posts

Posted 12 September 2017 - 11:58 AM

yeah mate thats the stalker, he outranges towers. he is also a combat medic so he's really damn powerful in combo with rahn and his brutes and/or some duneriders and archers for additional firepower. plus hazequads and the previously mentioned basilisks and colossus HQ really doesn't lack attack power. they may lack CHEAPER attack power but thats their gimmick as a defense sub faction. hold your line building your funds while your enemy deletes their own then use that defense to switch to attack and crush everything


Edited by legionnaire501, 12 September 2017 - 12:07 PM.


#2106 BlackAbsence

BlackAbsence

    BlargleGargle

  • Members
  • 360 posts
  • Location:Bottom of the Abyss

Posted 12 September 2017 - 04:59 PM

So how about an additional ability for support super weapons?

 

The chrono sphere will additionally provide its user with a "Phase Lock" support power.

This support power, when used on structures and/or units, will put them in a state similar to being erased by a chrono legionnaire, however they will not become entirely erased; they will just stay incapacitated and invincible for 10 seconds. This may be used defensively or offensively: One could phase-lock an opponents nuclear reactor to temporarily turn off their power for an attack, or they could use it against their own things to protect them. The only thing that can attack something that's been phase-locked would be a chrono legionnaire, so if you have about 10 of 'em this is really useful.

 

The iron curtain device will not be given a new support power, however there will be a change to the iron guard.

The iron guard will now make structures invincible allowing their presence to be even more defensive.

 

The rage inducer will additionally provide a "Enrage Reactors" support power.

This support power will cause the players bio reactors to boil within, making a bubbling noises. When the bio reactors are in this state, your defences receive additional fire power and the base receives 50% more power. This support power works much like a firestorm generator so it may be activated or deactivated accordingly when fully charged. It lasts 2 minutes.

 

The blast furnace... um, well, the blast trenches would become extremely durability so that they could not be easily destroyed when inactive. They could also be built much faster, and remain active 50% longer.


Infinitive absence.


#2107 FELITH

FELITH
  • Members
  • 165 posts
  • Location:Thailand
  •  Gimme some smacks

Posted 12 September 2017 - 07:56 PM

Could you buff Epsilon Adept Elite some how? on no-water map, you just wasted more $200 for nothing. maybe give them a short-range mindreading.


Edited by FELITH, 13 September 2017 - 09:23 AM.


#2108 ahmed.osama

ahmed.osama
  • Members
  • 79 posts
  • Location:Egypt
  •  Visit Egypt as a tourist and don't live in it. you will die slowly...................

Posted 12 September 2017 - 08:58 PM

I heard that medic's IFV will heal troopers in 3.3.3 mental omega.

so it will heal one by one like units or what.......

WoW NO ONE answered me.amazing. -_-



#2109 Initiate

Initiate
  • Members
  • 32 posts

Posted 12 September 2017 - 09:27 PM

Could you buff Epsilon Adept some how? on no-water map, you just wasted more $200 for nothing. maybe give them a short-range mindreading.

 

I'm guessing you mean the elites. The floating Epsilon Elites have slightly more health (125 vs 100) over the Adepts, are faster, and they're uncrushable by normal vehicles while the Adepts are not. 



#2110 Bernadiroe

Bernadiroe

    Pepperoni

  • Members
  • 287 posts

Posted 12 September 2017 - 11:11 PM

 

I heard that medic's IFV will heal troopers in 3.3.3 mental omega.

so it will heal one by one like units or what.......

WoW NO ONE answered me.amazing. -_-

 

For your information, it's common for questions to get ignored and forgotten every now and then. Could be overlooked, could be no answer for the question, could be the answer too obvious so the devs don't reply, etc.

 

Just re-post it if at least after one page, no one answered your question yet.



#2111 Verthunder

Verthunder
  • Members
  • 34 posts
  • Location:Poland

Posted 13 September 2017 - 10:50 AM

Hello,

By the way

Why chrono legionares "chrono move sound" has been changed? what is the reason ? I suggest to restore that. It was amazing noisy and specific sound for that unit.  Now it sounds like teleporting tank or chrono miner :evilthinkin:



#2112 Handepsilon

Handepsilon

    Firestorm Gnome

  • Members
  • 2,325 posts
  • Location:Indonesia
  • Projects:Renegade X: Firestorm
  •  *intensely rolls around*

Posted 13 September 2017 - 12:11 PM

I for one believes it's rather a proposal from many players rather than official decision. Medic IFV change will cause several missions to need changes, particularly ones that uses medic IFV to repair vehicles. Glaring example of this is Wrong Side

The reason I didn't answer is because obviously I'm not one of the MMs, so I have no obligation to answer. Also, I cannot state the fact, so this may or may not be true. This is just what I believed is true.

Edited by Handepsilon, 13 September 2017 - 12:13 PM.

I like gnomes
 
YunruThinkEmoji.png
 
Visit us in Totem Arts site
(Firestorm is still SoonTM)


#2113 Bernadiroe

Bernadiroe

    Pepperoni

  • Members
  • 287 posts

Posted 13 September 2017 - 12:27 PM

oh by the way I will re-suggest this (since iirc no one really disagree with it, just dropping the suggestion it)

 

If it's possible, please add a command to make selected units/infantries to stay on their current tile and won't move from their position, at all.

But they still can attack anything that they can attack within their range.

 

Also of course, this command will be cancelled once ordered to move to a new spot manually or forced (mind control).

And this command should override the Elite's auto-evade when aircrafts trying to drop their payloads directly onto them.



#2114 CLAlstar

CLAlstar

    The one and only master of Scorpion Cell

  • Members
  • 1,095 posts
  • Location:Poland
  •  Worst MO Player

Posted 13 September 2017 - 03:12 PM

CLeg move sound was changed for consistency with Chrono Miner. Testers decided that CMiner sound will be used for all chrono type units, and imo it favors CLegs a lot - their movement isnt that stupidly sound that alarms enemy player even if he is looking at opposite part of map that something is in his base.



#2115 ahmed.osama

ahmed.osama
  • Members
  • 79 posts
  • Location:Egypt
  •  Visit Egypt as a tourist and don't live in it. you will die slowly...................

Posted 13 September 2017 - 08:44 PM

oh by the way I will re-suggest this (since iirc no one really disagree with it, just dropping the suggestion it)

 

If it's possible, please add a command to make selected units/infantries to stay on their current tile and won't move from their position, at all.

But they still can attack anything that they can attack within their range.

 

Also of course, this command will be cancelled once ordered to move to a new spot manually or forced (mind control).

And this command should override the Elite's auto-evade when aircrafts trying to drop their payloads directly onto them.

It's really a good idea I almost lose every base I made because of anti-air  units trying to catch  a plan 



#2116 0Weber0

0Weber0
  • Members
  • 37 posts

Posted 13 September 2017 - 10:17 PM

 

oh by the way I will re-suggest this (since iirc no one really disagree with it, just dropping the suggestion it)

 

If it's possible, please add a command to make selected units/infantries to stay on their current tile and won't move from their position, at all.

But they still can attack anything that they can attack within their range.

 

Also of course, this command will be cancelled once ordered to move to a new spot manually or forced (mind control).

And this command should override the Elite's auto-evade when aircrafts trying to drop their payloads directly onto them.

It's really a good idea I almost lose every base I made because of anti-air  units trying to catch  a plan 

 

There's the waypoint loop system, and ctrl+alt, which works well for those situations:

Ctrl alt puts them into guard mode, they'll engage nearby hostiles and return to their positions

Waypoint loop makes them walk around the area, if they find a hostile, they stop and shoot, after the hostile is gone, they go back to their path.



#2117 ahmed.osama

ahmed.osama
  • Members
  • 79 posts
  • Location:Egypt
  •  Visit Egypt as a tourist and don't live in it. you will die slowly...................

Posted 13 September 2017 - 11:08 PM

 

 

oh by the way I will re-suggest this (since iirc no one really disagree with it, just dropping the suggestion it)

 

If it's possible, please add a command to make selected units/infantries to stay on their current tile and won't move from their position, at all.

But they still can attack anything that they can attack within their range.

 

Also of course, this command will be cancelled once ordered to move to a new spot manually or forced (mind control).

And this command should override the Elite's auto-evade when aircrafts trying to drop their payloads directly onto them.

It's really a good idea I almost lose every base I made because of anti-air  units trying to catch  a plan 

 

There's the waypoint loop system, and ctrl+alt, which works well for those situations:

Ctrl alt puts them into guard mode, they'll engage nearby hostiles and return to their positions

Waypoint loop makes them walk around the area, if they find a hostile, they stop and shoot, after the hostile is gone, they go back to their path.

 

I know that guard mode but sometimes they stay in anther position and the waypoint its really a good idea too but boring to do. :D



#2118 Handepsilon

Handepsilon

    Firestorm Gnome

  • Members
  • 2,325 posts
  • Location:Indonesia
  • Projects:Renegade X: Firestorm
  •  *intensely rolls around*

Posted 13 September 2017 - 11:12 PM

Actually they don't always return to their position on guard mode, if ever.

I like gnomes
 
YunruThinkEmoji.png
 
Visit us in Totem Arts site
(Firestorm is still SoonTM)


#2119 ahmed.osama

ahmed.osama
  • Members
  • 79 posts
  • Location:Egypt
  •  Visit Egypt as a tourist and don't live in it. you will die slowly...................

Posted 14 September 2017 - 12:45 AM

I see that Russia doesn't have a special infantry(not a hero) like Latin Confadration's arsonist and Chinese gyrocopter.
so I have suggestion that you can add cosmonaut as a special infantry to Russia 



#2120 Bernadiroe

Bernadiroe

    Pepperoni

  • Members
  • 287 posts

Posted 14 September 2017 - 02:17 AM

Actually they don't always return to their position on guard mode, if ever.

For those who cares more about efficiency, then yes the waypoint loop is better to keep units in specific place.

But for those who are trying to make their base as symmetrical as some in campaigns, we can't use the Guard command since as you said they will wander off...

 

Most units would stay put even if their target move out of their range, but some is so annoying that they will chase aircrafts back to enemy base, or moves when their target leaves their range before they die.

 

 

I see that Russia doesn't have a special infantry(not a hero) like Latin Confadration's arsonist and Chinese gyrocopter.
so I have suggestion that you can add cosmonaut as a special infantry to Russia 

Probably better if Russia has an enhanced Tesla Trooper since their tech is Tesla-focused.






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users