Jump to content


Photo

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


  • Please log in to reply
5127 replies to this topic

#4741 Divine

Divine

    NGL, I was kinda drunk when I registered with this name.

  • Members
  • 1,182 posts
  • Location:Hungary

Posted 23 December 2019 - 01:56 PM

Infantry Only gamemode could totally use a buildable Medical Bunker, but modified to use the Drakuv's AoE healing. Maybe even deployable via a support power, like the Instant Shelter?


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#4742 Spinosaurus

Spinosaurus
  • Members
  • 75 posts

Posted 23 December 2019 - 02:33 PM

Infantry Only gamemode could totally use a buildable Medical Bunker, but modified to use the Drakuv's AoE healing. Maybe even deployable via a support power, like the Instant Shelter?


That sounds reasonable to me!

#4743 Malekron

Malekron
  • Members
  • 240 posts
  • Location:The Abyssal Plains

Posted 27 December 2019 - 06:00 PM

How about a new EA support power or building upgrade made available via the Shield Command that causes friendly t1 and t2 base defenses that occupy one cell to be disguised as trees with the same traits as Mirage Tanks that force the enemy player to force fire on those structures. Naturally it will consume more Power if it is a building upgrade for those particular base defenses.

 

Maybe a new vehicle unit for the EA called the Deceiver that is disguised as a tree when not moving that instead of dealing damage causes a status effect on mutliple enemy units it attacks to change colors to the Deceiver's colors but not allegiance resulting in the "traitor" being automatically attacked and possibly killed by his own comrades for merely being the wrong color. In order to save the "traitor" the Deceiver must die and the "traitor's" paintjob will be restored and no longer be attacked by their comrades.



#4744 mrvecz

mrvecz
  • Members
  • 151 posts
  • Location:Czech Republic

Posted 28 December 2019 - 09:30 PM

A gamemode that disables base defences so you need to use troops to defend your base.

Would be a nice change of pace when playing against AI now when i'll just have to defeat the defenders and i wont have to drag a platoon of artillery units whos quality drops and rises from faction to faction. It would make for swift game too since its possible to break through enemy defenders even with regular units, no waiting for bunch of artillery units while AI rolls endless hordes at you.



#4745 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 8,998 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 28 December 2019 - 09:47 PM

No Defenses mode is actually a thing that's happening in the next update.


mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#4746 Malekron

Malekron
  • Members
  • 240 posts
  • Location:The Abyssal Plains

Posted 05 January 2020 - 08:00 PM

Should the Opus Tank change into an Opentopped MBT single troop transport (like a weaker but potentially more numerous Catastrophe Tank) or no? Too OP? It fits lorewise and gameplay with HQ's infantry warfare doctrine.

 

Maybe the Hazequad can be a makeshift Rage Inducer that not just turns friendlies invisible but also does a weaker but more enduring form of the Rage buff as long as the Hazequad is still alive.



#4747 JackoDerp

JackoDerp
  • Members
  • 179 posts
  • Location:Somewhere in the UK
  • Projects:Doing dumb shit to Red Alert 1
  •  Arrogant arsehole with questionable sanity.

Posted 05 January 2020 - 11:43 PM

Should the Opus Tank change into an Opentopped MBT single troop transport (like a weaker but potentially more numerous Catastrophe Tank) or no? Too OP? It fits lorewise and gameplay with HQ's infantry warfare doctrine.

 

Maybe the Hazequad can be a makeshift Rage Inducer that not just turns friendlies invisible but also does a weaker but more enduring form of the Rage buff as long as the Hazequad is still alive.

1. I have two words. Adepts. No.

2. ...Why? Stealth is a pretty strong mechanic as it is.


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


#4748 Malekron

Malekron
  • Members
  • 240 posts
  • Location:The Abyssal Plains

Posted 06 January 2020 - 03:10 PM

 

Should the Opus Tank change into an Opentopped MBT single troop transport (like a weaker but potentially more numerous Catastrophe Tank) or no? Too OP? It fits lorewise and gameplay with HQ's infantry warfare doctrine.

 

Maybe the Hazequad can be a makeshift Rage Inducer that not just turns friendlies invisible but also does a weaker but more enduring form of the Rage buff as long as the Hazequad is still alive.

1. I have two words. Adepts. No.

2. ...Why? Stealth is a pretty strong mechanic as it is.

 

 

1. Lower the survivability rate to Level One and modify the percentages to a lower number if that is an issue. And/Or make a new unit (or modify an old existing unit) for each faction that kills the passengers but not the driver in transports/opentopped vehicles.

 

2. The stealth is only as strong as how effective its element of surprise against the enemy is that is quickly lost when it attacks. Once revealed by attacking it becomes easy to eliminate. Stealth with a less powerful Rage effect via the Hazequad would make it a viable target to eliminate and would complement and buff HQ's infantry warfare doctrine. 


 



#4749 Divine

Divine

    NGL, I was kinda drunk when I registered with this name.

  • Members
  • 1,182 posts
  • Location:Hungary

Posted 06 January 2020 - 10:27 PM

No Defenses mode is actually a thing that's happening in the next update.

Good, but it should be a game rule, not a game mode! 


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#4750 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 8,998 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 06 January 2020 - 10:39 PM

Modes are for gimmicks, this is a gimmick. Choices for game settings try to keep the game balanced no matter what the setting is.


mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#4751 JackoDerp

JackoDerp
  • Members
  • 179 posts
  • Location:Somewhere in the UK
  • Projects:Doing dumb shit to Red Alert 1
  •  Arrogant arsehole with questionable sanity.

Posted 06 January 2020 - 10:54 PM

 

 

Should the Opus Tank change into an Opentopped MBT single troop transport (like a weaker but potentially more numerous Catastrophe Tank) or no? Too OP? It fits lorewise and gameplay with HQ's infantry warfare doctrine.

 

Maybe the Hazequad can be a makeshift Rage Inducer that not just turns friendlies invisible but also does a weaker but more enduring form of the Rage buff as long as the Hazequad is still alive.

1. I have two words. Adepts. No.

2. ...Why? Stealth is a pretty strong mechanic as it is.

 

 

1. Lower the survivability rate to Level One and modify the percentages to a lower number if that is an issue. And/Or make a new unit (or modify an old existing unit) for each faction that kills the passengers but not the driver in transports/opentopped vehicles.

 

2. The stealth is only as strong as how effective its element of surprise against the enemy is that is quickly lost when it attacks. Once revealed by attacking it becomes easy to eliminate. Stealth with a less powerful Rage effect via the Hazequad would make it a viable target to eliminate and would complement and buff HQ's infantry warfare doctrine. 

 

 

 

1. The issue is not Passenger Survivability. Try Catching an Armoured Adept that moves at a reasonably high speed, oh all while it can still mind control your units. No thanks.

 

2. Stealth is a delay/ambush mechanic, not for damage. It supports quick hit-and-run tactics and mind control traps, and with HQ's Low-Range-But-High-Damage units, Hazequads *already* fit their doctrine perfectly. Combine it with Rage, or some Shadow Tank flanks, or simply leave an empty Hazequad lying around as a decoy and you can get some mad value. It is more than powerful enough as it is.


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


#4752 Malekron

Malekron
  • Members
  • 240 posts
  • Location:The Abyssal Plains

Posted 07 January 2020 - 01:27 PM

 

 

 

Should the Opus Tank change into an Opentopped MBT single troop transport (like a weaker but potentially more numerous Catastrophe Tank) or no? Too OP? It fits lorewise and gameplay with HQ's infantry warfare doctrine.

 

Maybe the Hazequad can be a makeshift Rage Inducer that not just turns friendlies invisible but also does a weaker but more enduring form of the Rage buff as long as the Hazequad is still alive.

1. I have two words. Adepts. No.

2. ...Why? Stealth is a pretty strong mechanic as it is.

 

 

1. Lower the survivability rate to Level One and modify the percentages to a lower number if that is an issue. And/Or make a new unit (or modify an old existing unit) for each faction that kills the passengers but not the driver in transports/opentopped vehicles.

 

2. The stealth is only as strong as how effective its element of surprise against the enemy is that is quickly lost when it attacks. Once revealed by attacking it becomes easy to eliminate. Stealth with a less powerful Rage effect via the Hazequad would make it a viable target to eliminate and would complement and buff HQ's infantry warfare doctrine. 

 

 

 

1. The issue is not Passenger Survivability. Try Catching an Armoured Adept that moves at a reasonably high speed, oh all while it can still mind control your units. No thanks.

 

2. Stealth is a delay/ambush mechanic, not for damage. It supports quick hit-and-run tactics and mind control traps, and with HQ's Low-Range-But-High-Damage units, Hazequads *already* fit their doctrine perfectly. Combine it with Rage, or some Shadow Tank flanks, or simply leave an empty Hazequad lying around as a decoy and you can get some mad value. It is more than powerful enough as it is.

 

1. So the issue is catching mind controlling (but not immune to mind control) MBT with a reasonable high speed that needs extensive and somewhat pricey infrastructure/unit production to maintain its numbers and combat effectiveness. There are other infantry options in HQ's arsenal besides adepts that can be used that are viable if not more so. If they are too fast and the HQ player has a crippling overspecialized their opus for capturing their enemy can have mass Terror drones can shred them apart (if soviet), infantry based Adepts to mind control the Opus and see them to the enemy of the grinder for some juicy credits (if Epsilon), send rocketeers and aircraft to shred the air-defenseless Adept/Opus tanks (if Allied), Confusion rays (if Foehn), or finally have statistically weak mind controllable trash/chaff units for the main battle force to attack the Adept/Opus by enveloping and annihilating them (every faction can do that). You overestimate the OPness of the Opus with Adept combo.

 

2. Stealth is a delay/ambush mechanic with potential for more damage and first strikes on unprepared forces. I am saying to give the Hazequad a less powerful version of the Rage buff.



#4753 Divine

Divine

    NGL, I was kinda drunk when I registered with this name.

  • Members
  • 1,182 posts
  • Location:Hungary

Posted 08 January 2020 - 06:20 PM

Modes are for gimmicks, this is a gimmick. Choices for game settings try to keep the game balanced no matter what the setting is.

Well, it's your mod, you are the boss. I always thought that game modes are things that radically alter gameplay, while game rules are the special gimmicks that are applicable to more than one modes. 


Edited by Divine, 08 January 2020 - 06:30 PM.

Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#4754 mrvecz

mrvecz
  • Members
  • 151 posts
  • Location:Czech Republic

Posted 09 January 2020 - 09:43 AM

I would like it as game settings just for sake of combination of other game modes like Infantry only, bounty hunt etc... but i understand that you would like to keep such considerable change as standalone gamemode.



#4755 Malekron

Malekron
  • Members
  • 240 posts
  • Location:The Abyssal Plains

Posted 09 January 2020 - 05:31 PM

Modes are for gimmicks, this is a gimmick. Choices for game settings try to keep the game balanced no matter what the setting is.

What about a x10 mode? Everything times ten weapon attack, defense, speed, production, status effect duration, abilities range, etc. Gimmicky for those that want the x10.

 

Or a Chaos mode where random nonsense happens, where base MO units have new random weaponry, trait and abilities to their original like that RA1 mission with the Chrono Mishap changed the inherent traits of the units.


Edited by Malekron, 09 January 2020 - 05:32 PM.


#4756 Opus Custom Tank

Opus Custom Tank
  • Members
  • 99 posts
  • Location:Republic of Turkey
  •  Hijacker

Posted 13 January 2020 - 05:18 PM

You know every faction have a infantry heal thing. Allies Medic, Soviets Drakuv, Epsilons Rage, Foehns Huntress. You see Allies and Soviets are fine but Epsilon and Foehn have problems. If you are Foehn you have to find a enemy/natural infantry to heal your own troopers, this is like battlefield support or you have to sacrifice one of your troopers to heal others. For Epsilon its gets expert, Rage Inductor is a support sw, you cant just use is for healing. I am saying that Foehn and Epsilon especially Epsilon needs a infantry healer. I am sure you noticed if you are Epsilon and your infantries get red/low health you have nothing unless sending them to Grinder. I know there is Cloning Vats to use your troops disposable but for me every faction needs atleast one infantry healer.

footer.jpg


#4757 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 8,998 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 13 January 2020 - 06:35 PM

Huntress is Foehn's healer, if you can't use the enemy infantry, sacrifice the weakest one. Epsilon will get something new in the next update.


mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#4758 Divine

Divine

    NGL, I was kinda drunk when I registered with this name.

  • Members
  • 1,182 posts
  • Location:Hungary

Posted 14 January 2020 - 09:06 PM

Huntress is Foehn's healer, if you can't use the enemy infantry, sacrifice the weakest one. Epsilon will get something new in the next update.

https://www.youtube....h?v=P3ALwKeSEYs


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#4759 Malekron

Malekron
  • Members
  • 240 posts
  • Location:The Abyssal Plains

Posted 15 January 2020 - 03:46 PM

Huntress is Foehn's healer, if you can't use the enemy infantry, sacrifice the weakest one. Epsilon will get something new in the next update.

Will Epsilion's healer be called an Apothecary?



#4760 Opus Custom Tank

Opus Custom Tank
  • Members
  • 99 posts
  • Location:Republic of Turkey
  •  Hijacker

Posted 15 January 2020 - 05:59 PM

Huntress is Foehn's healer, if you can't use the enemy infantry, sacrifice the weakest one. Epsilon will get something new in the next update.


Will Epsilion's healer be called an Apothecary?

Why you think that? (I am playing my chance for Oracle.)

footer.jpg





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users