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


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#4041 CrimsonRaider

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Posted 05 November 2018 - 02:14 PM

Is there a difference between anti-structure and anti-building?



#4042 Attenpeter

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Posted 05 November 2018 - 02:20 PM

"1. Some of what you're asking is basically impossible unfortunately."

:( i already suspected that because i could not place ore an water tiles in the map editor. its is possible to make some spots were is like a floating oil slick were you can place an oil rig with the construction menu? call me crazy but in the twin tower mission of vanilla RA2 you could only place the psychic bacon on a specific spot cant we use this logic for that to make the rig only construable were the oil slick is?

 

"2a. Dolphin is also a good scout, ever thought of that?" i already got most of the map scoutet with dogs at the time were i got the dophin :(

 

"2b. I am honestly confused why Russia gets Akula really. They're already a good all rounder, also got a good aircraft to support the navy. I honestly thought it's better to just remove Akula and just give Russia Dreadnought." 

so your fine with changing the roll of the Akula? iam fine with having subfraktion sec units for navy becouse it can be used to balance the navy a bit out for example Russia is way better at navy than LC just because of the Wolfhound.

 

"3 Seawolves are antitank", actually Really in my experience they get eaten by destroyer and swordfish without killing anything. but they are way better against infantry as typhoons. My wikki says" harassing other ships" "Purpose: Assault" that fits the description quite well.



#4043 OfficialLolicon

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Posted 05 November 2018 - 02:22 PM

I rather have the Leviathan's Spinblade and Nano-charge buff remove and have the homing and self heal instead.

If IRC, aren't dolphins good against Ivans?

I still think Battleships are bad and underused. They do splash yes, but precise and longer range attacks can be done by a Carrier really. The only advantage the BS has against th AC is that the battleship's attack can't denied once it shoots (AC's hornet can be destroyed)

Repeating certain buildings on water is brought out and it was assumed to be impossible due to the amount of work needed. I think at least special water defenses should be added. (Wanna have a buildable soviet naval mine?)

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#4044 Drezalnor

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Posted 05 November 2018 - 04:21 PM

I’ve wanted to give my unqualified opinion to a possible navy expansion as well and some of the mayor problems with the current navy.
 
1 there is no big reason on most maps to invest in a shipyard
Possible fixes:
 - give each fraction a viable amphibious unit build option at the shipyard. (for example for allies the Riptide from RA3 and for the soviets an anti-tank units which complement the borillo/armarillo for an effective assault from water.)
- neutral tec buildings to water tiles (drilling rigs) would be nice to fight for. (Not sure if ARES is allowing that)
- Floating ore on the water surface which can be harvested would also give a good option to kill miners with navy units.
-make more buildings build-able on water if possible, for example power plants, airfields, tec buildings, anti-air towers  … so like in RA3.
- Ad an anti-ship tower with detection for each fraction
(Maybe even better power plants for water? (Would most likely require changing the current power plants a bit, for example put the turbine upgrade and the nuclear reactor up to tec 3.)
 
2 Some of the naval units feel really unfair to play against
Dolphins it’s basically just a Siege cadre on crack now. Its nearly impossible to catch. The only use of it is to kill ship yards and structure near the coast one it has done it its makes it for the other player way to hard to get back to the navy game, on the other hand it doesn’t have any use in a navy battle. I my mind it should be get rebalanced to a anti infantry and anti-structure role at the cost of some anti-building power.
Akula submarines the main reason why fighting Russia on a heavy water focus map feels like having cancer. The main problem is the extreme damage they can do against buildings while the player who plays against than can’t really do much against then because of an wolfhounds and other subs. Even one alone one is ridiculous because if the submarine starts to fire and  gets a move command its submerged and still fires its rockets which its just stupid. (works too with the Resheph)
my proposal to fix the unit: give it the same role as the battle ship: beating groups of naval units to death at cost of some range, the missiles can be no longer be shoot down + reduced damage against buildings, basically the RA missile sub with better splash. (+give Russia the Dreadnought back.)
- Resheph same problems with the Akula
my fix: Its must be deployed to go to the surfaced mode its takes a little bit of time to doing so if on the surface it can shoot press d again to get to the submerged mode. Maybe add a small hp nerv to make it easier to kill.
Leviathan its way too strong against units in my opinion, it doesn’t help that the projectile a homing against units for some reason. Also it got way to much gimmicks inside: - homing projectile, spinblade engine, selfheal + for last bastion Nano charge. 2 gimmicks should be enough for a capital ship scrap the Nano charge and the homing projectiles.
 
3 not enough variety for some fractions
- it feels like Fhoen could need an additional navy unit. Now you just build mass Swordfish some anti air and late game leviathans, angelsharks are really underused they could need some buffs.
- Maybe a haihead only water units now it has by far the worst water options of Fhoen (LB has uragan which kills army’s by himself + gariels+ Sweeper, WoC got awesome air power + Zorbtrotter + Tachia cannons (kinda wish Eureka could walk on water Jesus stile), HH just got Diverbees) 
- Soviets could need a t2 anti tanks ship maybe something like the stingray form RA3?, it would fit the roll of an amphibious attack unit quite nicely. (give it lesser range and less hp to make it different to the tesla cruiser.
- Allied-/Epsilon-navy seems fine in terms of units diversity, maybe a better anti air ship for epsilon.

1.Practically none of what you say is allowed by ARES,so sorry.

2.Dolphins are meant for recon and harassing.

The Akula-by Hell,Russia doesn't deserve to have that monster.Make it like the RA3 Akula and give Russia the Dreadnought.

Hmmm...the Resheph-this is a toughie.I need some time to think on this.

Well the Leviathan has too many tricks up it's sleeve.A few of them-like the Nanocharge,need to be scrapped.

3.Hmmm...I had suggested earlier to give Foehn a vessel capable restoring naval units(and thus scrapping the Naval Nanocharge).
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#4045 NorthFireZ

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Posted 05 November 2018 - 04:36 PM

Playing Psicorp vs Haihead is practically cheating at a higher level. If you're losing to Foehn as Psicorp you're doing something terribly wrong. Playing against friends and computer opponents don't prove much. Here are some examples of why you shouldn't be losing to Haihead

 

1: Libra one shots Fin and Alize 

 

2: Magnetrons stops everything (Nanosync makes infantry immune to emp but not magnets) 

 

3: Almost an extreme range advantage with Libra, Viruses, Magnetrons, and Mauraders 

 

4: Shadow ringed Masterminds combined with big magnetic satellite. 

 

5: Driller harass is extremely hard to stop as foehn due to one immobile detector before T3 

 

Psicorps can't brute force their way into fights like HQ or the current SC but that doesn't mean they are bad at all. The ability to immobilize the entire enemy army and chip away at them from a longer range gives you a massive advantage. 

 

Psicorp might be relatively the worst Epsi faction right now but that's because their gameplay is more micro intense than "LUL Irkella and Rhan is here at 7 minutes" or "Is that a driller or a Tyrant I can't tell anymore" I'd take them any day even if playing HQ might be a lot easier.  


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#4046 Tathmesh

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Posted 05 November 2018 - 05:55 PM

For future reference: the subfactions listed in their level of micro required to maximize their potential.

 

Micro is defined here as "giving precise movement or attack commands to a single unit to maximize its effectiveness"

 

This list doesn't count tasks that would be common to all subfactions, e.g. microing heroes, managing a 2-3 unit strike force to kill off important tech.

 

Factional differences, e.g., Allies all have to manage jets, tend to cancel themselves out. So Allies will be focused on hummingbird, jet micro, etc, but Soviets have Foxtrot/Dustdevil Micro Demo Truck micro, Foehn has Jackal micro, Epsilon has raven micro, driller micro. 

 

PsiCorps is one of the Significant Micro subfactions, that can be hard-countered by your own Stupiditytm if you don't micro enough.

 

 

Significant Micro Tier (becomes a bad subfaction if you don't micro)

EA, Haihead, PsiCorps

 

Basic Micro Tier (some micro helps, but it isn't necessary)

China, LC, US, PF, SC, LB

 

Ctrl-Shift-D Tier (very little micro required)

Russia, Coronia, HQ

 

 

Justification:

US - Arguably has some micro with paradrops and Warhawk debuff, but people usually ignore it, and go T3 deathball.

 

EA - Charon Tanks are either the worst unit in the entire game, or the best unit depending on how zealous you are with micro. 

 

PF - Same as US. Suppressors could be really good with micro, but T3 deathball basically dominates matches.

 

 

RU - Adds no significant micro. T3 deathball.

 

China - Has dragonflies which technically count, but players can just T3 deathball.

 

LC - Fury Drones and Arsonists requires some micro but it's not a use-it-or-lose-game scenario. T3 death ball.

 

 

HQ - Ctrl-Shift-D brutes, colossi, and stalkers. 

 

PC - Like Charons, basically Masterminds are either the worst unit or the best unit. 

 

SC - I think pre 3.3.4 SC was Significant Micro Tier because they needed Hijacker micro to overcome their weak T3 monster tank. But now Tyrants melt ConYards and that weakness is thrown out of the window.

 

 

LB - Giantsbane stun makes heroes useless +  Sweeper positioning. 

 

HH - Haihead is kind of the same place as PsiCorps, in that they don't have a good offensive T3 tank. Megalodons are shit in direct fights because they get kited and don't do well outside of Megaarena. Diverbee micro is pretty much required if you want to win fights without significant losses.

 

WC - From all the games I've seen, it's mostly Pteranodon/Alanqa/Quetzal/Buzzard spam. Alanqa has the tornado but it's such a vulnerable and slow unit that there's almost no opportunity to use it against infantry. Tornado works against aircraft, but that doesn't require significant micro to use. 

 

General themes

Has T3 monster tank that is good in direct fights = less skill to win

 

If the T3 monster tank doesn't specialize in direct fighting. Don't use the subfaction for direct fighting, i.e., SC, HH, PC. 


Edited by Tathmesh, 06 November 2018 - 03:15 AM.


#4047 Endless

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Posted 05 November 2018 - 10:36 PM

Playing Psicorp vs Haihead is practically cheating at a higher level. If you're losing to Foehn as Psicorp you're doing something terribly wrong. Playing against friends and computer opponents don't prove much. Here are some examples of why you shouldn't be losing to Haihead

1: Libra one shots Fin and Alize

2: Magnetrons stops everything (Nanosync makes infantry immune to emp but not magnets)

3: Almost an extreme range advantage with Libra, Viruses, Magnetrons, and Mauraders

4: Shadow ringed Masterminds combined with big magnetic satellite.

5: Driller harass is extremely hard to stop as foehn due to one immobile detector before T3

Psicorps can't brute force their way into fights like HQ or the current SC but that doesn't mean they are bad at all. The ability to immobilize the entire enemy army and chip away at them from a longer range gives you a massive advantage.

Psicorp might be relatively the worst Epsi faction right now but that's because their gameplay is more micro intense than "LUL Irkella and Rhan is here at 7 minutes" or "Is that a driller or a Tyrant I can't tell anymore" I'd take them any day even if playing HQ might be a lot easier.

Actually,if you are losing as Haihead to PsiCorps-you are a genuine noob.Here are a few reasons why-
1.Fin-Practically murders Viruses and Elites.

2.Alize-Wrecks Magnetrons,Masterminds and Gehennas with relative ease.

3.Irritators-Put enemies in a state of frenzied infighting.

4.Teratrons,Buzzards-Can keep Dybbuk Interceptors at bay.

5.Diverbees-Can annihilate Magnetrons,Masterminds without trouble;alomst same for Gehennas.

6.Megalodons-The ultimate response to mind-controllers and several other units - except Magnetrons.

7.M.A.D.M.A.N-If used properly,well...... goodbye,PsiCorps.

8.Driller Raid-Tbh,it's a tactic preferred by most SC players,rather than PsiCorps fellas.

9.Range-PsiCorps' only advantage in some situations,otherwise they have none.

Now for Wings of Coronia-
1.Eureka-Pretty destructive to ground armor,but needs very careful handling.

2.Zorbtrotters/Zorbfloaters-The bane of infantry in general.Zorbfloaters have the addded bonus of being able throw units like toys.

3.Alanqa Skystations-Though a bit prone to friendly fire,they can deny the skies very well.

4.Pteranodons-Kinda slow,but dangerous to ground armor.Need some help from the ground in a few cases.

5.Draco Tanks-A weird mention,but they are damn swift,and sometimes,very good Magnetron bait.

6.Harbinger-Unleashes havoc where you want it to.

And finally,Last Bastion.
1.Uragan-Literally an angel of destruction.Can destroy most vehicles with ease.

2.Giantsbanes/Godsbanes-Not just infantry,but also vehicles are afraid of them.(Though magnets and mind-control force them to retreat.).

3.Raccoons-If close enough,they can disable most vehicular weapons-including Magnetrons.

4.Gharials-Jack of all trades(Can't attack air though.).Resistant to MC.

5.Boidmachine-A decent anti-armor arillery,if used properly.
Are you sure you actually play multiplier?
All you've done is say theoretical stuff that should work but in practice it is a whole other world.

Not to mention you're trying to disprove the points of a seasoned MP player.

I doubt you have any clue about what you're talking about.

Edited by Endless, 05 November 2018 - 10:40 PM.

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#4048 Divine

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Posted 05 November 2018 - 11:04 PM

Hmm. Here's an actual suggestion: The game already collects statistics, but AFAIK it is not collected centrally, it's just there for the user. Collecting that data and processing it to show certain trends in online games would probably end all the tug of war on the forum about what being OP and what not. Especially if the statistics also included things like which units are being used and to what efficency etc. I'm pretty sure that it would have to be implemented either by the DOTA client or as a separate program. Either way, it would help balancing immensely.


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#4049 Handepsilon

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Posted 06 November 2018 - 12:12 AM

1.Fin-Practically murders Viruses and Elites.

2.Alize-Wrecks Magnetrons,Masterminds and Gehennas with relative ease.

3.Irritators-Put enemies in a state of frenzied infighting.

4.Teratrons,Buzzards-Can keep Dybbuk Interceptors at bay.

5.Diverbees-Can annihilate Magnetrons,Masterminds without trouble;alomst same for Gehennas.

6.Megalodons-The ultimate response to mind-controllers and several other units - except Magnetrons.

7.M.A.D.M.A.N-If used properly,well...... goodbye,PsiCorps.

8.Driller Raid-Tbh,it's a tactic preferred by most SC players,rather than PsiCorps fellas.

9.Range-PsiCorps' only advantage in some situations,otherwise they have none.

1. How... how does FIN, murder a VIRUS? Virus has an insanely long range compared to Fin. You bring in more stuff into the mix and a virus is well guaranteed to kill Fin

2. How the HELL would Alize destroy Magnetron with ease?? That thing has a lot more range than she is, and it practically EMPs your infantry if it got them while they're walking! Seriously!

3. Magnetron, Marauders, also Mastermind and Elite are practically just shrugging irritator off.

4. Are you for real!? Interceptors are too fast for Teratorns and Buzzard does jack shit against air!

6. Yeah, Magnetrons... and Marauders. One Magnetic beam is enough to ruin your day really.

7. That applies to everyone. PsiCorps has a lot of tactics against MADMAN. They can stop it completely with Magnetron, intercept it with Marauders, flip it with Libra... etc. etc.

PsiCorps is really a subfaction where you actively try to ruin your opponent's day by bamboozling their army. Out of all Foehn, Haihead will probably has the least fun facing against them. LB has long range anti tank + MC immune Gharial and WoC's arsenal are mostly on air, which leaves only Gehenna.

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#4050 Tathmesh

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Posted 06 November 2018 - 12:59 AM

 

1.Fin-Practically murders Viruses and Elites.

2.Alize-Wrecks Magnetrons,Masterminds and Gehennas with relative ease.

3.Irritators-Put enemies in a state of frenzied infighting.

4.Teratrons,Buzzards-Can keep Dybbuk Interceptors at bay.

5.Diverbees-Can annihilate Magnetrons,Masterminds without trouble;alomst same for Gehennas.

6.Megalodons-The ultimate response to mind-controllers and several other units - except Magnetrons.

7.M.A.D.M.A.N-If used properly,well...... goodbye,PsiCorps.

8.Driller Raid-Tbh,it's a tactic preferred by most SC players,rather than PsiCorps fellas.

9.Range-PsiCorps' only advantage in some situations,otherwise they have none.

1. How... how does FIN, murder a VIRUS? Virus has an insanely long range compared to Fin. You bring in more stuff into the mix and a virus is well guaranteed to kill Fin

2. How the HELL would Alize destroy Magnetron with ease?? That thing has a lot more range than she is, and it practically EMPs your infantry if it got them while they're walking! Seriously!

3. Magnetron, Marauders, also Mastermind and Elite are practically just shrugging irritator off.

4. Are you for real!? Interceptors are too fast for Teratorns and Buzzard does jack shit against air!

6. Yeah, Magnetrons... and Marauders. One Magnetic beam is enough to ruin your day really.

7. That applies to everyone. PsiCorps has a lot of tactics against MADMAN. They can stop it completely with Magnetron, intercept it with Marauders, flip it with Libra... etc. etc.

PsiCorps is really a subfaction where you actively try to ruin your opponent's day by bamboozling their army. Out of all Foehn, Haihead will probably has the least fun facing against them. LB has long range anti tank + MC immune Gharial and WoC's arsenal are mostly on air, which leaves only Gehenna.

 

 

if you try to comprehend it, you'll go insane.

 

It just seems like rabid fanboyism for Foehn without any regard to the topic at hand. 



#4051 NorthFireZ

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Posted 06 November 2018 - 02:00 AM

I feel a mad raving coming up but it's more of a sad truth than anything. Drezalnor is deranged. Not because he's mentally sick, but because he is unable to see things from other points of view besides his own established, Foehn indulgent, bias. This with probably a lack of experience with MP, as he has quoted his games vs his friend has supporting evidence, is more than enough to convince me that he hasn't faced good Psicorps players in his run. The previous two points in addition to the fact he's basically tried to teach the game to some of the oldest and experienced members of the community (the time he tried to teach Alstar how the game works) is mind-numbing. 

 

That said what Drezalnor is true to... some level. Haihead out dps Psicorp in close combat, too bad they are never going to get there. (Yes that was a reference to Tau) 

 

Magnetrons, Magnetic Satelite, and Masterminds are more than capable of shutting down some of the higher value units Haihead can put out. 

 

Let me remind everyone that build timers are a thing. Fin + Alize is not going to be popping out before Libra. Again, if it wasn't clear the first time, Libra out ranges, out maneuvers, and one-shots Fin or Alize in a single burst. So yes, Fin and Alize murders infantry and scraps vehicles, thank you for pointing that out. However, you'll never be able to reach there especially with the twins being vulnerable to magnetism. 

 

Secondly, build timers hinder the production of Memeadons. It's common knowledge that Megas perform extremely well when boosted with the Magnareea, however you'll see most higher level hai head players either go for the Shardray production first or the MADMAN for map pressure. Why you may ask? Because of the production costs and time that goes into building enough Megas to be able to do decent damage against the enemy. If the megas can't reach close range, they are a wasted investment. With Magnetrons and Magnetic Satellite being a factor. 

 

Third, Diverbees. Once again going back to cost, this time the unit will prove even more useless than the Megalodon trapped by magnets. You'll need an investment of 2000 credits and production time to counter one Magnetron or one Mastermind. AkA, not that worth it. It's better to build something that can survive. However I won't disregard they can turn a fight around by killing high priority targets in a crucial fight. 

 

Fourth, *Laughs in Magnetron vs Madman* Same as using the MADMAN vs China, just a big bullet sponge. 

 

Fifth, Irriators are great units no doubt, one of the saving graces vs a lot of factions because their Flare ability combined with the Shardray can kill a lot of Heroes in a jiffy such as murdering Libra. Although I don't think Irritator confuses mind control links, someone can prove me wrong on that. So yeah, thanks for pointing out what a unit does with no regards to the context of the premise. 

 

Sixth, Driller raids are universally used by Epsilon factions. Feeling one way or another doesn't change the fact they are available and usable. 

 

I don't want to touch on the Coronia stuff since this is already getting pretty long but let me say that in practice Zorbs are unable to effectively counter Libra in the least. I can quote a certain 1v1 game where Topazjuan played vs Alstar on Little Big Lake. Topaz, even with spin bladed Zorbs, was completely unable to counter Libra on the ground or the water. Buzzards are also a poor excuse for hero killers as their single target damage is pretty piss poor. We call them flying knightframes for a reason. 


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#4052 Drezalnor

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Posted 06 November 2018 - 03:05 AM

Whoa,whoa,whoa.This discussion is getting way too much out of hand.It is about to descend into trolling and abusing,rather than proper criticism.It needs to stop right now.

First of all,let me be honest-I positively hate PsiCorps.I used to main it before Foehn even existed,but stopped 1.5 years ago-when I realized it was broken in every sense of the term.From then on,while I don't mind discussing,I hate it when people sing its praises like Nod Fanatics.That is precisely what got me pissed off - and I wrote all that botched up stuff about Haihead.Tbh,I do have a bit of a soft spot for Haihead,which worsened matters.

Try nerfing PsiCorps' T3 big time - and they will get bloodied noses more often.

Btw,I was thinking of a unit for Haihead - it could help somewhat against PsiCorps(considering that PsiCorps are unlikely to be nerfed any time soon.).I'll give particulars later.

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#4053 LunaMoon

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Posted 06 November 2018 - 03:58 AM

Hail Head isn't that weak, though. Normally when I play Hail Head I just mass Megalodon, support them with Shadray, take care of Magnetron with your Diverbee and start kicking Yuri's ass.


Edited by LunaMoon, 06 November 2018 - 04:10 AM.

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#4054 ArtanisGriffin

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Posted 06 November 2018 - 04:24 AM

Not talking about situation so yet , here is my opinion on Haihead vs Psicorps good level :
Haihead > Psicorps in most of maps except some maps like big little lake ,... in early and mid game
Psicorps > Haihead in late game with T3
Hell a reason to answer why the tech rush with epsilon becomes a way to counter Haihead. Imo, there are not many differences between both . This duel requires skills and micros here .
Just my experience and opinions there.

Edited by ArtanisGriffin, 06 November 2018 - 04:27 AM.


#4055 Handepsilon

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Posted 06 November 2018 - 04:41 AM

That's kinda hypocritical statement, Drez... considering Haihead was pretty much even more broken than Epsilon until 3.3.3 hits, and Foehn in general is still considered OP.

Hail Head isn't that weak, though. Normally when I play Hail Head I just mass Megalodon, support them with Shadray, take care of Magnetron with your Diverbee and start kicking Yuri's ass.

Are you completely missing North's point? You won't be able to dish all those in time before you have to fight PsiCorps in their capable arsenal. Haihead isn't weak, yes, but it's pretty much one of the worst option to go for against PsiCorps

Also, it's HAIhead. Goodness sake, it's 2 years already.

Edited by Handepsilon, 06 November 2018 - 04:45 AM.

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#4056 Drezalnor

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Posted 06 November 2018 - 06:51 AM

That's kinda hypocritical statement, Drez... considering Haihead was pretty much even more broken than Epsilon until 3.3.3 hits, and Foehn in general is still considered OP.

Hail Head isn't that weak, though. Normally when I play Hail Head I just mass Megalodon, support them with Shadray, take care of Magnetron with your Diverbee and start kicking Yuri's ass.

Are you completely missing North's point? You won't be able to dish all those in time before you have to fight PsiCorps in their capable arsenal. Haihead isn't weak, yes, but it's pretty much one of the worst option to go for against PsiCorps

Also, it's HAIhead. Goodness sake, it's 2 years already.
If the Mentalmeisters buff Foehn any further,it runs a heavy risk of being even more OP to the point of being broken.

Also,I'm thinking of a possible alternative to the Magnetron,instead of a new Haihead unit.
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#4057 Divine

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Posted 06 November 2018 - 07:30 AM

Consider the following: Would you agree to have PsiCorps completely reworked? Sending some of its legacy YR stuff to the trash bin, adding a couple of new unique units, and more importantly, new technologies for them. 
 
 

Also,I'm thinking of a possible alternative to the Magnetron,instead of a new Haihead unit.


What a coincidence, I was just doing the same thing. How about this: Telekinetic Tank. AKA early Magnetron concept Mental Omegafied.
Spoiler


It would have a shorter range than the current Magnetron, and it wouldn't be amphibious, and no ability to damage buildings (optional). PsiCorps would get a dedicated siege unit. Its weapon would generate gravitic anomalies not unlike those created by Libra. Said anomalies should be reworked btw, it makes no sense that a vehicle that is lifted in the air and is being flipped can still move and shoot, at the very least being caught in it should apply a massive RoF and speed debuff. The anomalies would slowly damage vehicles and infantry caught within them, and also rock them - though they should be weaker than the field created by Libra, multiple TK Tanks firing at the same target should be able to flip it over..
Balancing would be done by adjusting the vehicle's characteristics and the AoE of the anomaly. I'd also suggest that the anomaly should only last while the TK Tank fired at the spot.

Edited by Divine, 06 November 2018 - 07:38 AM.

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#4058 Drezalnor

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Posted 06 November 2018 - 08:13 AM

Consider the following: Would you agree to have PsiCorps completely reworked? Sending some of its legacy YR stuff to the trash bin, adding a couple of new unique units, and more importantly, new technologies for them.   

Also,I'm thinking of a possible alternative to the Magnetron,instead of a new Haihead unit.

What a coincidence, I was just doing the same thing. How about this: Telekinetic Tank. AKA early Magnetron concept Mental Omegafied.
Spoiler
It would have a shorter range than the current Magnetron, and it wouldn't be amphibious, and no ability to damage buildings (optional). PsiCorps would get a dedicated siege unit. Its weapon would generate gravitic anomalies not unlike those created by Libra. Said anomalies should be reworked btw, it makes no sense that a vehicle that is lifted in the air and is being flipped can still move and shoot, at the very least being caught in it should apply a massive RoF and speed debuff. The anomalies would slowly damage vehicles and infantry caught within them, and also rock them - though they should be weaker than the field created by Libra, multiple TK Tanks firing at the same target should be able to flip it over..Balancing would be done by adjusting the vehicle's characteristics and the AoE of the anomaly. I'd also suggest that the anomaly should only last while the TK Tank fired at the spot.
I concur-PsiCorps is in desperate need of an overhauling.

Why,this is.......mind-blowing!It could be great on further development.

Btw,I also have my Magnetron alternative ready-it's in your PsiCorps thread,don't know what you'll say.(I'm kinda nervous.)
"Just die already!"-Libra

#4059 Handepsilon

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Posted 06 November 2018 - 09:53 AM

 

Would you agree to have PsiCorps completely reworked

No I won't. Imo, PsiCorps' unique gameplay style is not something that should be thrown down the trash bin. The current one tech they have does just fine, there's really no need to take them all down.

Also, nah. Your idea defies the doctrine of most PsiCorps tanks that relies on not getting hit in the first place. That sounded more like a tank for a powerhouse faction. Not even HQ has tanks that relies on getting close. Besides, your idea is really impossible to work with because you will need the tank to fire next to the tank instead of towards the tank. Plus Libra's flipping mechanic is very prone to friendly-fire

 

Magnetron is fine, it's just that the limitation that causes it to pseudo-EMP infantries that I have a problem with.


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#4060 Drezalnor

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Posted 06 November 2018 - 11:15 AM

 
Would you agree to have PsiCorps completely reworked

No I won't. Imo, PsiCorps' unique gameplay style is not something that should be thrown down the trash bin. The current one tech they have does just fine, there's really no need to take them all down.

Also, nah. Your idea defies the doctrine of most PsiCorps tanks that relies on not getting hit in the first place. That sounded more like a tank for a powerhouse faction. Not even HQ has tanks that relies on getting close. Besides, your idea is really impossible to work with because you will need the tank to fire next to the tank instead of towards the tank. Plus Libra's flipping mechanic is very prone to friendly-fire
 
Magnetron is fine, it's just that the limitation that causes it to pseudo-EMP infantries that I have a problem with.
Well,you refuse to see that PsiCorps is broken.It simply needs either an overhauling or a tuning down-either by cutting a few units or calling in replacements.

Well,when I said I was mindblown,I could have meant either of these two-
1.I liked it a lot, or
2.I was about to go nuts.
I had actually meant the second,tbh.But I also told Divine to work it out further.

I have a Magnetron alternative in Divine's PsiCorps topic,you could have a look,Handepsilon.If you want to ,that is.
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