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


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#3921 Handepsilon

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Posted 11 October 2018 - 04:19 AM

Detectors have magnifying glass in their icon

 

So for Epsilon, it's Stingers (which doubles as anti-spy btw) and Dune Riders, mainly. Bonus for Shadow Tanks if you're HQ. Libra Clones apparently can't detect stealth, so that's out. Mind Readers on the other hand is not a legit detector. It's just to tell you where enemies want to go


Edited by Handepsilon, 12 October 2018 - 10:14 AM.

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#3922 LunaMoon

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Posted 12 October 2018 - 01:56 AM

Detectors have magnifying glass in their icon

 

Thank you! I didn't notice that. I thought that was an icon for scouting units or something.


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#3923 Malver170

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Posted 12 October 2018 - 01:25 PM

Why you made a different ID in normal and deployed form at colossus. Unlike, for example GIs, now you can not select all of them, only normal and deployed ones.



#3924 PACER

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Posted 12 October 2018 - 03:17 PM

Why you made a different ID in normal and deployed form at colossus. Unlike, for example GIs, now you can not select all of them, only normal and deployed ones.

 

It's technically possible to make you select both at once, which is the case of Mirages and Buratinos. IMO it's very likely an oversight on Colossus


Edited by PACER, 12 October 2018 - 03:17 PM.

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#3925 Divine

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Posted 12 October 2018 - 09:07 PM

It would be nice if on the map World Rejector (8) the lighthouses near the bases got repalced with bunkers. They would fit the theme of the map better, and they don't leave rubble at such an inconvinient place. Or just simply remove the lighthouses.


Edited by Divine, 12 October 2018 - 10:13 PM.

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#3926 OfficialLolicon

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Posted 13 October 2018 - 09:47 AM

 

Why you made a different ID in normal and deployed form at colossus. Unlike, for example GIs, now you can not select all of them, only normal and deployed ones.

 

It's technically possible to make you select both at once, which is the case of Mirages and Buratinos. IMO it's very likely an oversight on Colossus

 

Or... maybe not

Since both forms has a different targets, able to select both of them at the sametime can be frustrating since they can't attack the same thing (cursor just showing the select cursor depending which of those is more).

Buratino, Mirages, Archelons, Shadow Tanks and Phantasm can still hit the same targets even in both forms, that's why they're still selectable (I assume)


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#3927 Malver170

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Posted 13 October 2018 - 10:34 PM

I think problem with selection is more important, than cursor error. Deployed Colossi will attack the flying target, even if cursor is crossed out.

And why i started discuss this. In 3.3.3 everything was alright and comfortable.

Edited by Malver170, 13 October 2018 - 10:37 PM.


#3928 Revan0123

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Posted 14 October 2018 - 09:39 AM

Kappas are not very good right now.

 

They have crap speed, can't crush infantry properly, do little damage and takes the longest route to your destination.

 

Even Draco tanks are better at this point.

 

Kappa's need to be made better (Not OP just don't make them shit).



#3929 BotRot

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Posted 14 October 2018 - 10:40 AM

Kappas are not very good right now.

 

They have crap speed, can't crush infantry properly, do little damage and takes the longest route to your destination.

 

Even Draco tanks are better at this point.

 

Kappa's need to be made better (Not OP just don't make them shit).

Kappa deals the same damage as other Allied MBTs, and even Draco as of the current version.

 

I'd have to partially agree with the speed though. Even though the speed is supposed to be 8, its actual speed in-game is 5 (same as Rhino Tank) because of the way Hover works.


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#3930 Revan0123

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Posted 14 October 2018 - 11:14 AM

Quite a few people on the Discord would disagree with ya about the damage Kappa's deal.



#3931 Divine

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Posted 14 October 2018 - 02:35 PM

Kappas are ambhibious. If they were as good as the other MBT's in other terms, they'd be OP.


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#3932 Thesilver

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Posted 14 October 2018 - 03:09 PM

Not really. Their amphibious nature can't be used very well since robot tanks are to weak on their own against infantry and nothing else in the early game goes over water. So any early game amphibious aggresion gets countered hardcore by any AT infantry. And in the lategame you would just use air units or actual naval units to do the job. They are also far to weak to have any influence in naval combat, no detection, bad health and damage, hell they can't even shoot at subs. And lets not forget the fact that most maps that people use don't have any water making it's supposed benefit pointless. I can safely say that the kappa is the worst of all the mbt's at the moment. In 3.0 they used to be better, they were much slower (only the quilin was slower) but had alot more health and damage, almost like an amphibious slower rhino. In 3.1 this got traded for a big speed increase i believe and now the jaguar has more health than the kappa.



#3933 PACER

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Posted 14 October 2018 - 03:48 PM

Not really. Their amphibious nature can't be used very well since robot tanks are to weak on their own against infantry and nothing else in the early game goes over water. So any early game amphibious aggresion gets countered hardcore by any AT infantry. And in the lategame you would just use air units or actual naval units to do the job. They are also far to weak to have any influence in naval combat, no detection, bad health and damage, hell they can't even shoot at subs. And lets not forget the fact that most maps that people use don't have any water making it's supposed benefit pointless. I can safely say that the kappa is the worst of all the mbt's at the moment. In 3.0 they used to be better, they were much slower (only the quilin was slower) but had alot more health and damage, almost like an amphibious slower rhino. In 3.1 this got traded for a big speed increase i believe and now the jaguar has more health than the kappa.

 

That's so true.

Don't expect Kappas to perform as well as Tsunamis. The latter's special ability is deadly against basic infantry, plus the fact that crushing is much more effective thanks to the engine.

 

... Perhaps we can make it so? A time-restricted ability (like Buzzards) which grants a temporary speed boost? (and on more PF unit designated to counter CN tactics)


Edited by PACER, 14 October 2018 - 03:49 PM.

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


#3934 OfficialLolicon

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Posted 14 October 2018 - 07:30 PM

I think problem with selection is more important, than cursor error. Deployed Colossi will attack the flying target, even if cursor is crossed out.

And why i started discuss this. In 3.3.3 everything was alright and comfortable.

I've done a few test with the selection method and it's really annoying...

Able to select both Ground Mode and AA mode is a pain if you're planning to deploy them, since it will no longer follow the same logic as of GIs and GGIs, but rather "cause all Ground Mode Colossus to switch into AA mode" and then "all AA Mode Colossus to switch into Ground Mode". This because the AA Colossus is a new unit type, unlike GIs, Snipers, GGIs or the previous Colossus that uses a logic of "Deploy everything first into Secondary weapons so everyone will be on the same weapon"  thing, but now, the Colossus just deploys when ordered so (regardless of weapons) causing it to switch weapons every single time (it doesn't do a weapon check similar to the GI/GGI Logic).

 

Entirely, I think both forms having a separate ID is intentional.

 

Not really. Their amphibious nature can't be used very well since robot tanks are to weak on their own against infantry and nothing else in the early game goes over water. So any early game amphibious aggresion gets countered hardcore by any AT infantry. And in the lategame you would just use air units or actual naval units to do the job. They are also far to weak to have any influence in naval combat, no detection, bad health and damage, hell they can't even shoot at subs. And lets not forget the fact that most maps that people use don't have any water making it's supposed benefit pointless. I can safely say that the kappa is the worst of all the mbt's at the moment. In 3.0 they used to be better, they were much slower (only the quilin was slower) but had alot more health and damage, almost like an amphibious slower rhino. In 3.1 this got traded for a big speed increase i believe and now the jaguar has more health than the kappa.

True.. I honestly prefer Destroyers or Beags for naval combat. The new buff speed is barely noticeable (like Botrot said, because of hover logic)

Also, in 3.0, I think they receive bonus repairs too, which made them last a little longer in combat with the old Backwarp back then.


Edited by OfficialLolicon, 15 October 2018 - 02:30 AM.

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#3935 Tathmesh

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Posted 14 October 2018 - 07:55 PM

 

I think problem with selection is more important, than cursor error. Deployed Colossi will attack the flying target, even if cursor is crossed out.

And why i started discuss this. In 3.3.3 everything was alright and comfortable.

I've done a few test with the selection method and it's really annoying...

Able to select both Ground Mode and AA mode is a pain if you're planning to deploy them, since it will no longer follow the same logic as of GIs and GGIs, but rather cause all Ground Mode Colossus to switch into AA mode and all AA Mode Colossus to switch into Ground Mode. This because the AA Colossus is a new unit type, unlike GIs, Snipers, GGIs or the previous Colossus that uses a logic of "Deploy everything first into Secondary weapons so everyone will be on the same weapon"  thing.

 

Entirely, I think both forms having a separate ID is intentional.

 

Not really. Their amphibious nature can't be used very well since robot tanks are to weak on their own against infantry and nothing else in the early game goes over water. So any early game amphibious aggresion gets countered hardcore by any AT infantry. And in the lategame you would just use air units or actual naval units to do the job. They are also far to weak to have any influence in naval combat, no detection, bad health and damage, hell they can't even shoot at subs. And lets not forget the fact that most maps that people use don't have any water making it's supposed benefit pointless. I can safely say that the kappa is the worst of all the mbt's at the moment. In 3.0 they used to be better, they were much slower (only the quilin was slower) but had alot more health and damage, almost like an amphibious slower rhino. In 3.1 this got traded for a big speed increase i believe and now the jaguar has more health than the kappa.

True.. I honestly prefer Destroyers or Beags for naval combat. The new buff speed is barely noticeable (like Botrot said, because of hover logic)

Also, in 3.0, I think they receive bonus repairs too, which made them last a little longer in combat with the old Backwarp back then.

 

 

 

The repair mechanic was kind of useless though because it was irrelevant throughout a game.

 

I don't remember my 3.0 tech tree, but I think Backwarp was a T3 support power from Allied Lab. By the time you got backwarp, you should have swapped to Battle Tortoises.

 

 

Either buff Kappa speed or give them an additional power like backwarp.

 

Some ideas that could fit with PF's theme:

 

- Give Kappas anti-air, to fit with PF's "multi-functional" units.

 

- Kappas shoot cryo-rounds that slow down enemy units in an area, allowing PF armies to catch up and destroy their enemies.


Edited by Tathmesh, 14 October 2018 - 07:56 PM.


#3936 Malver170

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Posted 14 October 2018 - 09:20 PM

 

I think problem with selection is more important, than cursor error. Deployed Colossi will attack the flying target, even if cursor is crossed out.

And why i started discuss this. In 3.3.3 everything was alright and comfortable.

I've done a few test with the selection method and it's really annoying...

Able to select both Ground Mode and AA mode is a pain if you're planning to deploy them, since it will no longer follow the same logic as of GIs and GGIs, but rather cause all Ground Mode Colossus to switch into AA mode and all AA Mode Colossus to switch into Ground Mode. This because the AA Colossus is a new unit type, unlike GIs, Snipers, GGIs or the previous Colossus that uses a logic of "Deploy everything first into Secondary weapons so everyone will be on the same weapon"  thing.

 

Entirely, I think both forms having a separate ID is intentional.

 

Not really. Their amphibious nature can't be used very well since robot tanks are to weak on their own against infantry and nothing else in the early game goes over water. So any early game amphibious aggresion gets countered hardcore by any AT infantry. And in the lategame you would just use air units or actual naval units to do the job. They are also far to weak to have any influence in naval combat, no detection, bad health and damage, hell they can't even shoot at subs. And lets not forget the fact that most maps that people use don't have any water making it's supposed benefit pointless. I can safely say that the kappa is the worst of all the mbt's at the moment. In 3.0 they used to be better, they were much slower (only the quilin was slower) but had alot more health and damage, almost like an amphibious slower rhino. In 3.1 this got traded for a big speed increase i believe and now the jaguar has more health than the kappa.

True.. I honestly prefer Destroyers or Beags for naval combat. The new buff speed is barely noticeable (like Botrot said, because of hover logic)

Also, in 3.0, I think they receive bonus repairs too, which made them last a little longer in combat with the old Backwarp back then.

 

I just can't understand the point. During my playtime for HQ in 3.3.3 I didn't find any bugs with Colossi. This GI and GGI logic perfectly works with Colossi, but for some reason they changed it. Any ideas?

 

And I also wanted to write about "cause all Ground Mode Colossus to switch into AA mode and all AA Mode Colossus to switch into Ground Mode" issue, but you described it better and faster, than me. Thanks.


Edited by Malver170, 14 October 2018 - 09:22 PM.


#3937 OfficialLolicon

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Posted 15 October 2018 - 02:26 AM

 

 

I think problem with selection is more important, than cursor error. Deployed Colossi will attack the flying target, even if cursor is crossed out.

And why i started discuss this. In 3.3.3 everything was alright and comfortable.

I've done a few test with the selection method and it's really annoying...

Able to select both Ground Mode and AA mode is a pain if you're planning to deploy them, since it will no longer follow the same logic as of GIs and GGIs, but rather cause all Ground Mode Colossus to switch into AA mode and all AA Mode Colossus to switch into Ground Mode. This because the AA Colossus is a new unit type, unlike GIs, Snipers, GGIs or the previous Colossus that uses a logic of "Deploy everything first into Secondary weapons so everyone will be on the same weapon"  thing.

 

Entirely, I think both forms having a separate ID is intentional. 

I just can't understand the point. During my playtime for HQ in 3.3.3 I didn't find any bugs with Colossi. This GI and GGI logic perfectly works with Colossi, but for some reason they changed it. Any ideas?

 

And I also wanted to write about "cause all Ground Mode Colossus to switch into AA mode and all AA Mode Colossus to switch into Ground Mode" issue, but you described it better and faster, than me. Thanks.

 

There was bug where Colossus was capable of attacking landed aircraft and able to move while deploy, and it was fixed using this logic.

I did a few test and it seems like it fixed those two bugs.

I did my best to make it sound understandable, glad you understand it.


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#3938 Divine

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Posted 15 October 2018 - 11:48 AM

I wonder if we will ever see Ares dll fix the thing that makes AA units chase after enemy aircraft. 


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#3939 JackoDerp

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Posted 15 October 2018 - 12:36 PM

On a note about Kappa Tanks:

They are an MBT and their gimmick is being able to hover. While I agree that the Kappa is pretty much useless there's no point buffing it because unless it gets to Qilin-levels of powerful it would still never be used.



As for Colossi: I actually like this change, now I can deploy and undeploy a mixed set seperately as I want and, as you mention, stops them from attacking grounded Aircraft and sometimes sliding around (which I have to admit was quite funny when I saw the AI do it)

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#3940 SukaHati

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Posted 15 October 2018 - 04:36 PM

Or land units chasing naval units.






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