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


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#3421 Pegasus99

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Posted 30 May 2018 - 04:12 AM

A new(better) version of Tesla Trooper for Russia?

 

I'm not sure if this has been discussed but I like this idea any :)

Tesla Trooper is not much loved in my opinion(had been buffed before though), maybe because Soviets don't heavily use on infantry anyway, or due to the slow attack speed and poor range.

What I'm thinking is that at least Russia can have its own version of Tesla Trooper(own version of Evan for Latin is cool too, but I have no further thoughts). It can be two potential alternative:

1. Replace normal one, give higher price and strength(like China Eradicator).

2. Replace Desolator, as a T3 high strength Infantry for Russia, maybe even give some unique ability to make it special. Some idea comes to giving Tesla Coil full benefit(usually need 3 Tesla Trooper) with only 1 Super Tesla Trooper, or increase speed as well as range when treating Overcharge support power, etc. 

 

This comes to me when I found Desolator is so useful for all 3 Soviet Arsenal, while Tesla technology is not that impressive for Russia(unless you got Apocalypse, man this thing is so sexy!) so I tried to give some thoughts. Maybe the Tesla Coil thoughts are just cool but not practical, since I rarely use them. Unless the Russia T3 defense can switch to Tesla technology too.



#3422 Divine

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Posted 30 May 2018 - 10:57 AM

If more subfaction-specific infantry were to be added, I'd like to see different T1 riflemen first. It really breaks the immersion when the Chinese / Latin Conscript says "For Mother Russia!". Europeans and PF having G.I. is also rather stupid... Initiates and Knightframes are OK, obviously. Unfortunately, these kind of ideas have been discussed many times, and it's not likely that they will ever be implemented.


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#3423 Handepsilon

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Posted 30 May 2018 - 12:24 PM

Is there any particular reason as to why Malver and Yunru still can't be damaged by desolators? Yes I know their deploy logic requires them to have variable that will render them immune to vanilla desolator weapons.

Yet... I was able to make Eradicators capable of damaging Desolator in my challenge. And let's not forget Nuwa.

I'd guess it was to give consistency, but then again Yunru (and maybe Malver) can be shot by desolators, while desolators can't shoot robots or other desos at all. I ask more specifically about Malver anyways though, since Yunru's immunity is handwaved in Nobody Home. Malver's only wearing clothes and some minimal armor, and nothing he has indicates any capability to resist irradiation.

Edited by Handepsilon, 30 May 2018 - 12:24 PM.

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#3424 Kutulfu

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Posted 30 May 2018 - 02:13 PM

According to the description he can 'manipulate the matter on the molecular level', that sort of explains the radiation resistance. However, I guess only his inner sense of fair play stops him from obliterating everything with a mere thought.

#3425 PACER

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Posted 30 May 2018 - 02:51 PM

Is there any particular reason as to why Malver and Yunru still can't be damaged by desolators? Yes I know their deploy logic requires them to have variable that will render them immune to vanilla desolator weapons.

Yet... I was able to make Eradicators capable of damaging Desolator in my challenge. And let's not forget Nuwa.

I'd guess it was to give consistency, but then again Yunru (and maybe Malver) can be shot by desolators, while desolators can't shoot robots or other desos at all. I ask more specifically about Malver anyways though, since Yunru's immunity is handwaved in Nobody Home. Malver's only wearing clothes and some minimal armor, and nothing he has indicates any capability to resist irradiation.

 

For game balance reasons IMO. It'll be quite awkward to expose a perma-cloaked hero unit (and deny his infiltration at the same time) by hitting D.


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#3426 Handepsilon

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Posted 31 May 2018 - 12:31 AM

Same can probably be said to Shadow Tanks and Ghost Miners in that regard, and erad/deso deploy can cause friendly fire a lot (and miners, aside from Minermites are no longer irradiation-proof).

Granted, tanks are much more dense, so your reasoning is not exactly illogical.

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#3427 Divine

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Posted 31 May 2018 - 08:40 AM

Well it would be much more realistic if radiation killed the drivers of vehicles, rather than the vehicles themselves, but it would also be OP. On the other hand, radiation is also damaging to electronics so....


Edited by Divine, 31 May 2018 - 08:40 AM.

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#3428 PACER

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Posted 31 May 2018 - 04:02 PM

Well it would be much more realistic if radiation killed the drivers of vehicles, rather than the vehicles themselves, but it would also be OP. On the other hand, radiation is also damaging to electronics so....

 

Let deso's deploy weapon create a r=2 aura with depilot and EMP? 3 for erads


In-game speed vs real life speed?   
Malver in Obisidian Sands?   
Strength-Agility-Intellect subfactions?    


#3429 Malekron

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Posted 31 May 2018 - 07:50 PM

Is it possible to code a mind controller unit to die with its mind controlled victim if that victim dies or vice versa?



#3430 Tathmesh

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Posted 01 June 2018 - 02:58 PM

Is it possible to code a mind controller unit to die with its mind controlled victim if that victim dies or vice versa?


Might be funny in a custom map, but that would be completely unbalanced in multiplayer. Last Bastion would become useless against Epsilon for example.

#3431 Handepsilon

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Posted 02 June 2018 - 03:48 AM

Well it would be much more realistic if radiation killed the drivers of vehicles, rather than the vehicles themselves, but it would also be OP. On the other hand, radiation is also damaging to electronics so....


Let deso's deploy weapon create a r=2 aura with depilot and EMP? 3 for erads

Now *that* would be imbalanced

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#3432 PACER

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Posted 02 June 2018 - 07:14 AM

 

 

Well it would be much more realistic if radiation killed the drivers of vehicles, rather than the vehicles themselves, but it would also be OP. On the other hand, radiation is also damaging to electronics so....


Let deso's deploy weapon create a r=2 aura with depilot and EMP? 3 for erads

Now *that* would be imbalanced

 

 

I know what you mean, rest assured that t3 vehicles cannot be depiloted as always


In-game speed vs real life speed?   
Malver in Obisidian Sands?   
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#3433 fir3w0rx

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Posted 05 June 2018 - 02:14 AM

@Speeder - Hello, the Yuri's Revenge version at CnCNet recently got a screen resolution upgrade which allows you to observe/play the game in 4k/Ultra HD resolution, which is great for observing online matches (but obviously not so much for playing). I'd like to suggest for this to also be available for MO, if it's not too much trouble. I'm not sure if it was dkeeton and/or rampastring (creator of the MO client) that added this feature (or maybe someone else). It would be awesome to watch online MO matches with this!

 



#3434 PACER

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Posted 05 June 2018 - 02:56 PM

Higher resolution implies more units shown on one screen. Not really a good idea for a mod well known for game balance.


In-game speed vs real life speed?   
Malver in Obisidian Sands?   
Strength-Agility-Intellect subfactions?    


#3435 Handepsilon

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Posted 06 June 2018 - 01:24 AM

Yeah, atm the higher res people already has the edge against lower res. I'm honestly not too pleased at how resolution is implemented in RA2.

Besides, this would make the units look like ants and hard to distinguish


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#3436 fir3w0rx

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Posted 06 June 2018 - 01:42 AM

Yeah, atm the higher res people already has the edge against lower res. I'm honestly not too pleased at how resolution is implemented in RA2.

Besides, this would make the units look like ants and hard to distinguish

Not being a smart ass or anything, but your post contradicts itself. Even full HD (1920x1080) is a little difficult to play with at times, let alone any higher. I'm requesting this solely for observing purposes.



#3437 Handepsilon

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Posted 06 June 2018 - 01:56 AM

I'm aware of that, but those two are some of the reasons I'd advise against upping the max res. It's both inconvenient to the user, and unfair for the other users. And no, just because this is just trading things, doesn't mean it's a good thing.
 
Other reason is that the high res will break small sized maps. Ollerus said this in Discord server
 

> CnCNet begins to support 3840x2160 resolution
> The current 1920x1080 resolution has already broken maps less than 50x50
> RIP small maps, now every map in MO should be large enough as 100x100


Edited by Handepsilon, 06 June 2018 - 01:57 AM.

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#3438 NorthFireZ

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Posted 07 June 2018 - 01:04 AM

Speaking of Observing, can we implement observer info like Red Res already has?  


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#3439 Handepsilon

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Posted 07 June 2018 - 01:52 AM

^
 

As an addition, how about making ally capable to see build orders by clicking on factory and see money amount by clicking on refinery? Especially the latter actually. That'll be communication improvement, really.


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#3440 PACER

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Posted 07 June 2018 - 01:22 PM

^
 

As an addition, how about making ally capable to see build orders by clicking on factory and see money amount by clicking on refinery? Especially the latter actually. That'll be communication improvement, really.

 

I once thought of it for observers. It's not too hard to code, but such view on an AI could be quite disturbing ($500000 and different units being produced at each factory) :p


In-game speed vs real life speed?   
Malver in Obisidian Sands?   
Strength-Agility-Intellect subfactions?    





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