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


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#3461 GameMaster0000

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Posted 16 June 2018 - 11:50 AM

- nerf: Charon Tank price increased from $1700 to $1800
+ buff: Charon Tank firepower increased from 250 to 800 and 1000 when elite

Does it's dmg buff has any effect? Doesn't it intantly delete any ground unit in this patch?

+ buff: Knightframe strength increased from 250 to 260

Does him need to get buff? He now is the best basic Inf compare to cost. Some body still complain that he is OP.


#3462 StolenTech

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Posted 16 June 2018 - 11:55 AM

- nerf: Charon Tank price increased from $1700 to $1800

+ buff: Charon Tank firepower increased from 250 to 800 and 1000 when elite

Does it's dmg buff has any effect? Doesn't it intantly delete any ground unit in this patch

right now it doesn't instantly erase units, it takes a few seconds depending on how much health it has. this sometimes causes the charon tank to bug out and cancel the erase effect while still depleting its' ammo which means you end up not getting any benefit from using charons.


Edited by StolenTech, 16 June 2018 - 11:56 AM.


#3463 BotRot

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Posted 16 June 2018 - 12:53 PM

 

- nerf: Charon Tank price increased from $1700 to $1800

+ buff: Charon Tank firepower increased from 250 to 800 and 1000 when elite

Does it's dmg buff has any effect? Doesn't it intantly delete any ground unit in this patch

right now it doesn't instantly erase units, it takes a few seconds depending on how much health it has. this sometimes causes the charon tank to bug out and cancel the erase effect while still depleting its' ammo which means you end up not getting any benefit from using charons.

 

That explains why Libra wasn't instantly erased during my playthrough in Unthinkable. And I thought it was a difficulty tweak...


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#3464 PACER

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Posted 17 June 2018 - 07:14 AM

"improved use of various support powers": Brilliant. However I fear some of them could make AIs extremely hard (Imagine a CN which always wall-busts your defensive chokepoints)

 

"hold Iron Curtain effects for 20% longer": some more 9 seconds won't make much difference. I suggest 40% in exchange for removing the repair buff (which doesn't always work anyway)

 

"Demolition Truck and Bomb Buggy are now 50% more resistant to their explosions": Individual sneak attacks are annoying enough already. And the devs wants them to be used en masse?

 

"Knightframe, Kingsframe, Lancer, Railguneer, Huntress, Deviatrees now take 1 slot in a transport": Kinda wonder what the new IFVs look like. Btw typo here.

 

 

We gonna need an official thread for changelog discussion.


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#3465 BotRot

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Posted 17 June 2018 - 12:53 PM

Now that SPAACE is a thing in 3.3, will Lost Colony game mode from version 2.0 return at some point in the future?


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#3466 Divine

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Posted 17 June 2018 - 06:09 PM

"improved use of various support powers": Brilliant. However I fear some of them could make AIs extremely hard (Imagine a CN which always wall-busts your defensive chokepoints)

 

I've stated numerous times that the Wall Buster is pure cancer in its current form, but nobody seems to listen. It should not be able to destroy defensive structures by itself at all, only damage them heavly... otherwise might as well give it a countdown and classify it as a superweapon, because the damn thing makes any sort of static defenses obsolete by the luxury of it existing, and being dirt cheap for what damage it can cause. Not that a price hike would help in the case of AI, tho.

 

Or maybe China could be given a proper artillery unit to replace the WB... Like a zeppelin that would act as a flying aircraft carrier, or some sort of a mobile seismic cannon.


Edited by Divine, 17 June 2018 - 06:10 PM.

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#3467 Sammy Stallion

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Posted 17 June 2018 - 06:53 PM

Apparently, Panic Cycle used to give players an Engineer IFV: https://www.youtube....h?v=1zQbniQ-CGA

It has since been changed to a medic IFV, and I'm not sure why.  That definitely creates a balance issue in this mission; it makes protecting the MCV seemingly impossible, as it and the Tortoise split up.



#3468 Speeder

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Posted 17 June 2018 - 06:53 PM

It was always a Medic, but Medic used to form a vehicle repair IFV mode until recently. It will be replaced with an Engineer.


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#3469 StolenTech

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Posted 21 June 2018 - 10:57 PM

can Athena cannons not auto acquire targets ? it's awful how they tend to target random things then when you need them they just sit there needing to reload.



#3470 JackoDerp

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Posted 23 June 2018 - 11:59 PM

I've stated numerous times that the Wall Buster is pure cancer in its current form, but nobody seems to listen. It should not be able to destroy defensive structures by itself at all, only damage them heavly... otherwise might as well give it a countdown and classify it as a superweapon, because the damn thing makes any sort of static defenses obsolete by the luxury of it existing, and being dirt cheap for what damage it can cause. Not that a price hike would help in the case of AI, tho.
 
Or maybe China could be given a proper artillery unit to replace the WB... Like a zeppelin that would act as a flying aircraft carrier, or some sort of a mobile seismic cannon.


Or you know, a giant Siege Crawler that kills everything ever.
Wait a minute...

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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#3471 Sammy Stallion

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Posted 24 June 2018 - 06:42 AM

This is strictly a lore issue, so spoilers: in Heatwork, why are you given Quilin tanks? Since the plot is that you're a Russian task force sent to shut down some unauthorized Chinese skunkworks, shouldn't they be rhinos instead?

#3472 Solais

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Posted 24 June 2018 - 09:19 AM

It is mentioned that you are disguised as a Chinese taskforce so you are not suspected to have betrayed the Chinese.



#3473 BlackAbsence

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Posted 24 June 2018 - 08:43 PM

Suggestions about repairing:

- Could repair units also slightly repair structures? If they could, would you implement that feature?

- Could the Soviet repair crane become T2? It would balance out fact that they're the only side/faction/dudes that can't mass produce repair units.

- Could repairing structures be togglable between constantly being repaired when damaged and not constantly being repaired when damaged?

For example; you click on a structure with the repair command and that structure now gets a wrench icon on it but the wrench icon won't move unless it's repairing damages and will constantly repair damages when there is some. This way, you can allocate your funds to repairing certain structures with permanent care.

It would be very good in A.i. games where you're constantly taking structural damage so you don't need to tediously tend to all your structures.

 

Edit: Does anyone here know exactly how expensive it is to repair? Maybe we could make repairing less tedious but more expensive?


Edited by BlackAbsence, 24 June 2018 - 08:48 PM.

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#3474 JackoDerp

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Posted 24 June 2018 - 10:58 PM

Suggestions about repairing:
- Could repair units also slightly repair structures? If they could, would you implement that feature?
- Could the Soviet repair crane become T2? It would balance out fact that they're the only side/faction/dudes that can't mass produce repair units.
- Could repairing structures be togglable between constantly being repaired when damaged and not constantly being repaired when damaged?
For example; you click on a structure with the repair command and that structure now gets a wrench icon on it but the wrench icon won't move unless it's repairing damages and will constantly repair damages when there is some. This way, you can allocate your funds to repairing certain structures with permanent care.
It would be very good in A.i. games where you're constantly taking structural damage so you don't need to tediously tend to all your structures.
 
Edit: Does anyone here know exactly how expensive it is to repair? Maybe we could make repairing less tedious but more expensive?

1. Yay Minermites are even more OP
2. No. The Whole point of soviets is they cant spam repair units that easily, which at the moment is both an advantage and disadvantage and not worth changing.
3. You mean because you're too crap at the game to click the repair key or use the hotkey, I understand. Still no.

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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#3475 mevitar

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Posted 24 June 2018 - 11:45 PM

- Could repair units also slightly repair structures? If they could, would you implement that feature?

Maintenance Facility is a thing so it wouldn't happen even if it was possible.

- Could repairing structures be togglable between constantly being repaired when damaged and not constantly being repaired when damaged?

It's possible to make all buildings repair automatically, but it won't happen in MO.
 

Does anyone here know exactly how expensive it is to repair? Maybe we could make repairing less tedious but more expensive?

Repairing structures and units is 10% of their cost. Dedicated repair units do it for free.
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#3476 Damfoos

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Posted 25 June 2018 - 09:27 AM

It is mentioned that you are disguised as a Chinese taskforce so you are not suspected to have betrayed the Chinese.

 

At the same time you use LC Buratinos and Russian tesla tanks, doesn't it kinda contradict the idea? I thought it was a case of "use everything we could find".


Edited by Damfoos, 25 June 2018 - 09:28 AM.


#3477 Solais

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Posted 25 June 2018 - 02:41 PM

Maybe, I don't remember the briefing exactly.



#3478 PACER

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Posted 25 June 2018 - 02:54 PM

Maybe, I don't remember the briefing exactly.



[mission:heartwork11]
Our agents managed to capture some of Chinese equipment to support Reznov and Krukov.

[mission:heartwork12]
Several Tesla Cruisers are also approaching the complex through mountains.


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#3479 GameMaster0000

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Posted 26 June 2018 - 03:12 AM

I just notice that Epsilon AI use Risen Inferno against me in Insomnia, but never use it in skirmish.

 

Why?



#3480 Handepsilon

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Posted 26 June 2018 - 05:26 AM

It is probably due to the bug where AI will build from any buildings it managed to place, whether it be base structures, defenses... heck, even grids... and this placement would still occur even if you destroy the offending buildings (I think?). The AI in Single Player will rarely, if ever build stuff without direction while Skirmish AI in standard, challenge and co-op will do whatever suits them.

 

I'm pretty sure you don't want to have to deal with Infernos, Psychic Towers, Gattling Guns and Antares spawning inside your base....


Edited by Handepsilon, 26 June 2018 - 05:26 AM.

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