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


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#2981 JackoDerp

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Posted 21 February 2018 - 10:38 PM

Rage Generator is a widely under-appreciated tool (even by myself). It's actual combat potential is monstrous, on the level of the Iron Curtain (but it applies to EVERYTHING)

 

As for disabling just big Supers, meh.

The game is balanced for supers being on anyway, and I think it would be unnecessary extra work to seperate them like that.


Edited by JackoDerp, 21 February 2018 - 10:39 PM.

Everyone seems to be arguing over how Yunru came into such a position of power,

yet nobody is willing to explain how Rahn's weapon is able to teleport a pair of shorts.

 

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#2982 legionnaire501

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Posted 22 February 2018 - 06:48 AM

Speaking of secondary super weapons, would it be possible to separate the "No superweapons" option to "No primary superweapons" and "No secondary superweapons"? Just in case I'm not the only one who's not a fan of nukes and other horrible WMD's, but have nothing against Iron Curtain and the likes.

i mean that is exactly what i asked so i will just take it as someone else agreeing with me



#2983 UNSC THE CHILL OF WAR

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Posted 22 February 2018 - 08:40 AM

Speaking of secondary super weapons, would it be possible to separate the "No superweapons" option to "No primary superweapons" and "No secondary superweapons"? Just in case I'm not the only one who's not a fan of nukes and other horrible WMD's, but have nothing against Iron Curtain and the likes.

i mean that is exactly what i asked so i will just take it as someone else agreeing with me
I also agree. I like to use chronosphere, but not when im getting nuked

#2984 CLAlstar

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Posted 22 February 2018 - 08:57 AM

I like to use Chronosphere to deny enemy nuke :V



#2985 CrimsonRaider

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Posted 22 February 2018 - 12:09 PM

What about new naval taskforces? For example siege ships vs. power/defenses/production, guarded by other (mainly AA) ships? I find the naval part of the enemies' attack system a bit.... underwhelming (they only use siege ships against naval yards).
Also: base defending task cound have a bigger guard radius (if they even have one) because most of the times they just sit around the war factories and conyard, and only attack when my units directly fire at them.


Edited by CrimsonRaider, 22 February 2018 - 12:13 PM.


#2986 Speeder

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Posted 22 February 2018 - 12:11 PM

There will be a lot of changes to the AI in update 3.3.3 actually, including new naval attack patterns.


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#2987 Divine

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Posted 22 February 2018 - 12:59 PM

There will be a lot of changes to the AI in update 3.3.3 actually, including new naval attack patterns.

Awesome!!! You have no idea just how long I've been waiting for this. So I tell: since vanilla RA2 came out. Tell us Speeder, are we going to see amphibious landings utilizing hovercrafts?


Edited by Divine, 22 February 2018 - 12:59 PM.

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#2988 PACER

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Posted 22 February 2018 - 03:15 PM

What about new naval taskforces? For example siege ships vs. power/defenses/production, guarded by other (mainly AA) ships? I find the naval part of the enemies' attack system a bit.... underwhelming (they only use siege ships against naval yards).
Also: base defending task cound have a bigger guard radius (if they even have one) because most of the times they just sit around the war factories and conyard, and only attack when my units directly fire at them.

 

WIth a larger guard radius, everything garrisoned in that base will rush out and attack at the same time. It'll become either too hard to stand the wave or too easy as all mobile defenders are lured outside and eliminated.


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#2989 CrimsonRaider

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Posted 22 February 2018 - 05:18 PM

 

What about new naval taskforces? For example siege ships vs. power/defenses/production, guarded by other (mainly AA) ships? I find the naval part of the enemies' attack system a bit.... underwhelming (they only use siege ships against naval yards).
Also: base defending task cound have a bigger guard radius (if they even have one) because most of the times they just sit around the war factories and conyard, and only attack when my units directly fire at them.

 

WIth a larger guard radius, everything garrisoned in that base will rush out and attack at the same time. It'll become either too hard to stand the wave or too easy as all mobile defenders are lured outside and eliminated.

 

I see the problem now, I didn't think of that.
What about scattering them a little bit more? I'm thinking of smaller groups around every building, not jut the more important ones, and maybe some a bit further away from the base (not in-the-middle-of-the-map kinda far, but a couple of cells away from the border - patrol around the base), so the relatively small guard radius wouldn't be an issue.



#2990 Handepsilon

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Posted 23 February 2018 - 08:58 AM

I found this in MentalOmegaMaps.ini. Is this a scrapped challenge or idea for one in the future?

Spoiler

 

PS : This may look like it's Madness Challenge, but no, it's not. For one, there's a separate entry for Madness Challenge itself, and two, Faction 9 is Haihead, while Faction 10 is Coronia.


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#2991 Divine

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Posted 26 February 2018 - 05:04 PM

I have this idea for an Epsilon infantry, because we can never have enough Epsilon infantry. 

 

Call it the Seraphim (plural: Seraphin). It would be a tier 2 or 3 flying infantry for the Epsilon. Or a new hero. While Rocketeers use jetpacks, and Gyrocopters use rotors, Seraphin would be kept in air by sheer awesomeness their masterful psychic control over heat, manifesting itself as six wings made of flame. I suggest them to be female, because that opens up the opportunity for a sick voiceover. Not quite as squeaky as Libra, but somewhat psychotic, and obviously pyromaniac nevertheless. Think of something like the Virus' voice but with a lot more enthusiasm and love for fire. Also, maybe some implications of that these lads do believe themselves to be actual Seraphin. Their weapon would be, you guessed it, pyromancy. For that, I have three ideas: they could throw fireballs, but I think that's boring. The second idea is that they could do strafing runs by swooping down on their target, leaving a blazing trail on the ground. The third idea is that they would do AoE by summoning a flaming whirlwind that starts out weak, but would get stronger over time, or if more Serpahin would attack the same thing. As for the whirlwind, a mechanic that traps things in its middle by applying a temporary speed debuff to them is an option.

 

In conclusion: the Seraphim would be a tier 2 or 3 flying unit, with falme as their weapon of choice. This would mean that they would be anti-infantry and anti-structure primarly. I think it would be optimal if they had the speed of Rocketeers, but firepower significantly greater than theirs, compensated by inability to engage airborne targets, and higher production cost, and perhaps less durability too. The high cost, speed, sufficient FIREpower, and relative fragility would make them ideal harrassers, but no good for prolonged confrontation with enemies that can shoot back at them.


Edited by Divine, 26 February 2018 - 05:06 PM.

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#2992 JackoDerp

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Posted 26 February 2018 - 05:10 PM

Sounds like a Dunerider with a really good Surfboard


Everyone seems to be arguing over how Yunru came into such a position of power,

yet nobody is willing to explain how Rahn's weapon is able to teleport a pair of shorts.

 

8QTUrX0.png


#2993 Divine

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Posted 26 February 2018 - 05:14 PM

Sounds like a Dunerider with a really good Surfboard

I see your point, but the Dune Rider is more like a counterpart to the Soviet Pyro and the Allies' Siege Cadre. This would be more like the Rocketeer or the Gyrocopter.


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#2994 TeslaCruiser

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Posted 26 February 2018 - 05:25 PM

I like this idea a lot, even more, it would be an amazing combo with D-A and Invaders
Now for in-game purpose, it would have to replace the bloatick (or the surfer?) -T2 epsilon infantry blob killer- for certain epsilon sub-faction -PC maybe?
This change would diminish the SF early power -I assume this unit would be kinda expensive and easy prey for AA weapons- In exchange for harassment power + superior air.
Now if you make it a T3 unit... not sure what purpose it would fill, I mean try to use rocketeers late game lul



#2995 Divine

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Posted 26 February 2018 - 05:37 PM

I like this idea a lot, even more, it would be an amazing combo with D-A and Invaders
Now for in-game purpose, it would have to replace the bloatick (or the surfer?) -T2 epsilon infantry blob killer- for certain epsilon sub-faction -PC maybe?
This change would diminish the SF early power -I assume this unit would be kinda expensive and easy prey for AA weapons- In exchange for harassment power + superior air.
Now if you make it a T3 unit... not sure what purpose it would fill, I mean try to use rocketeers late game lul

If you insist on it replacing an existing unit, it's a tricky question... by function, the Seraphim is obviously closer to the Dune Rider than to the Bloatick. On the other hand, the lore of the unit would make it fit solely for the PsiCorps for the PsiCorps or maybe even the Scorpion Cell. For the PsiCorps, it would make sense to replace the vat-grown abomination rather than the Dune RIder with a psychic human, but toxins being the signature weaponry of the Scorpion Cell, I don't think the Seraphim would be a fitting replacement for either in their case.

 

I imagined it as a bit like a flying glass cannon -great firepower against certain targets and mobility that is sufficient, but expensive and not quite durable.

 

I also suppose that as a tier 3, the unit would be balanced to be more powerful than it would be as a tier 2. Seraphin being pyromaniacs, that would be bad news for unprotected enemy buildings.


Edited by Divine, 26 February 2018 - 05:57 PM.

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#2996 TeslaCruiser

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Posted 26 February 2018 - 06:05 PM


I also suppose that as a tier 3, the unit would be balanced to be more powerful than it would be as a tier 2. Seraphin being pyromaniacs, that would be bad news for unprotected enemy buildings.

 

gyrocopter skin?



#2997 Divine

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Posted 26 February 2018 - 06:12 PM

 

 


I also suppose that as a tier 3, the unit would be balanced to be more powerful than it would be as a tier 2. Seraphin being pyromaniacs, that would be bad news for unprotected enemy buildings.

 

gyrocopter skin?

 

The gyro is a mistery to me. I've faced it countless times, used it countless times, but I just can't like it. Slow, and the firepower is garbage IMHO. At least it's somewhat durable. My proposal is quite the opposite: fast and powerful, but fragile, and unlike the Gyro, not AA.


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Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
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#2998 XoGamer

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Posted 26 February 2018 - 06:32 PM

I have this idea for an Epsilon infantry, because we can never have enough Epsilon infantry. 

 

Call it the Seraphim (plural: Seraphin). It would be a tier 2 or 3 flying infantry for the Epsilon. Or a new hero. While Rocketeers use jetpacks, and Gyrocopters use rotors, Seraphin would be kept in air by sheer awesomeness their masterful psychic control over heat, manifesting itself as six wings made of flame. I suggest them to be female, because that opens up the opportunity for a sick voiceover. Not quite as squeaky as Libra, but somewhat psychotic, and obviously pyromaniac nevertheless. Think of something like the Virus' voice but with a lot more enthusiasm and love for fire. Also, maybe some implications of that these lads do believe themselves to be actual Seraphin. Their weapon would be, you guessed it, pyromancy. For that, I have three ideas: they could throw fireballs, but I think that's boring. The second idea is that they could do strafing runs by swooping down on their target, leaving a blazing trail on the ground. The third idea is that they would do AoE by summoning a flaming whirlwind that starts out weak, but would get stronger over time, or if more Serpahin would attack the same thing. As for the whirlwind, a mechanic that traps things in its middle by applying a temporary speed debuff to them is an option.

 

In conclusion: the Seraphim would be a tier 2 or 3 flying unit, with falme as their weapon of choice. This would mean that they would be anti-infantry and anti-structure primarly. I think it would be optimal if they had the speed of Rocketeers, but firepower significantly greater than theirs, compensated by inability to engage airborne targets, and higher production cost, and perhaps less durability too. The high cost, speed, sufficient FIREpower, and relative fragility would make them ideal harrassers, but no good for prolonged confrontation with enemies that can shoot back at them.

 

nahhh nibbas what about bringing boris back


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#2999 StolenTech

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Posted 26 February 2018 - 06:45 PM

But he never left :p

#3000 CrimsonRaider

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Posted 26 February 2018 - 06:47 PM

Is ares capable of explosions having a killdriver effect? Like in generals (nuke cannons with neutron shells), or having an AoE which boosts defences' ROF, similar to the coordnode's damage, or nanocoat regulator's hp boost? It would be cool to use... for example the bomb buggies to eliminate enemy vehichles with one explosion, and capturing them! :D Also with the proper nerf to damage vs. buildings.






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