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


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#1981 FixenFrøjte

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Posted 05 September 2017 - 11:06 AM

Actually no, voiceset is much more complicated than simply a wav file being put into a mix

so what would you have me do then?

 

woo 100 pages!


Edited by FixenFrøjte, 05 September 2017 - 11:13 AM.


#1982 Handepsilon

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Posted 05 September 2017 - 11:17 AM

Well, I'd say unless you know how to edit the .bag file inside the locked mix, you should just make do with the current voice over


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#1983 FixenFrøjte

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Posted 05 September 2017 - 11:20 AM

Well, I'd say unless you know how to edit the .bag file inside the locked mix, you should just make do with the current voice over

time to trial and error test then. but does anyone know how to do that? ill get to it when i can, but until then, does anyone have knowledge on how to do dat?


Edited by FixenFrøjte, 05 September 2017 - 12:05 PM.


#1984 Bernadiroe

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Posted 05 September 2017 - 01:23 PM

Is it possible to make a mixed-adaptation weapon?

 

Sort of like:

Having 2 passenger slots or more

Weapon adaptation will change depending on the mixed infantry inside

 

So for example if you put Siege Cadre and SEAL together, it will make a laser machine gun weapon

or if you put Crazy Ivan and Desolator together, it will make a nuclear-lobbing weapon

or if you put Tesla Trooper, Initiate and Clairvoyant together, it will make a telekinetic zap weapon (stun both infantries and unit drivers, stopping the vehicle)

or if you put G.G.I and G.G.I together, it will make a 3-missile pods weapon

 

If only one infantry put inside, the weapon will follow the original single-infantry IFV combos.

 

I do believe such things will require so much work, so I don't have high expectation. Just to say that the idea is interesting and put alot of 'new' units without having to make tons on new units from scratch, only needing to create new turret designs. The unit I was thinking to work with this is Archon, seeing as it's an upgraded version of Stryker.



#1985 legionnaire501

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Posted 05 September 2017 - 02:02 PM

i was just wondering if it was possible to have a delayed mind control. like you create the link but dont control the enemy unit until you deploy them or something. i think it could tactical to create a link then wait till your enemies have moved on before turning them against each other and maybe the mind controller could be permastealthed but could have a sound cue when the link is made. just a thought


Edited by legionnaire501, 05 September 2017 - 02:02 PM.


#1986 Speeder

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Posted 05 September 2017 - 02:33 PM

i was just wondering if it was possible to have a delayed mind control. like you create the link but dont control the enemy unit until you deploy them or something. i think it could tactical to create a link then wait till your enemies have moved on before turning them against each other and maybe the mind controller could be permastealthed but could have a sound cue when the link is made. just a thought

 

No.


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#1987 UNSC THE CHILL OF WAR

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Posted 05 September 2017 - 04:56 PM

so I was looking on google images cos I was bored (plus sketchup keeps crashing and the harbinger is impossible to draw 3d) and I found this gif of a nuke

ra2 soviet nuke with smoke.gif

could this be added? or is it pointless?



#1988 PACER

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Posted 05 September 2017 - 07:16 PM

These are more like suggestions and not bugs.

 

1. In the client game room, maps are sorted in alphabetical order of map files, and some files have different map names, for example hillbetween.map is called 'A Hill Between' in game.

 

2. Please buff Cloud Piercer's view range by 1. A high tower deserves a big biew range, but now it can't even clear the shroud and reveal its tip.


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#1989 Tathmesh

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Posted 05 September 2017 - 07:30 PM

then force it to target tanks ? I don't see the issue here.... there is a reason you control your forces.


Late response, you might not care, but here it goes.

Yeah, you can force fire it I'm completely aware of that. Yeah it's having micro skills and anyone plays enough will probably get it. But it raises the skill level of the Neutralizer because to play Foehn to maximum effectiveness you have to manage Neutralizer. Whether or not this added micro is necessary or somehow nerfs Neutralize because of the mechanical skill needed I'm honestly not sure. I was just pointing out differences between the T3 defenses.

#1990 UNSC THE CHILL OF WAR

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Posted 05 September 2017 - 08:08 PM

Defense tab:

1 - remove the flashing when a super weapon is ready. It all ready flashes in the corner.

2 - can the support powers be organised better? Or at least move all the super weapons to the bottom. I know the nuke/lighting/domination/tempest/ harbinger are together, but the others are hard to find (mainly rage as it looks like half the other supports)

#1991 TheWankBank

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Posted 05 September 2017 - 08:10 PM

Cloud Piercer = defense tower, ok then


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#1992 Speeder

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Posted 05 September 2017 - 08:25 PM

These are more like suggestions and not bugs.

 

1. In the client game room, maps are sorted in alphabetical order of map files, and some files have different map names, for example hillbetween.map is called 'A Hill Between' in game.

 

What do you mean? 'A Hill Between' is supposed to be listed in the H section by design, the 'A' is ignored. It was like this in RA2 too, check 'A Path Beyond'.


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#1993 legionnaire501

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Posted 05 September 2017 - 10:11 PM

 

i was just wondering if it was possible to have a delayed mind control. like you create the link but dont control the enemy unit until you deploy them or something. i think it could tactical to create a link then wait till your enemies have moved on before turning them against each other and maybe the mind controller could be permastealthed but could have a sound cue when the link is made. just a thought

 

No.

 

is this an ares limitation or a balance one cause i cant really see it in any main arsenal other then stolen/ bonus tech but i could see it used in some campaign missions where you have to take enemies on patrol routes and activate them at the best moments



#1994 Atomic_Noodles

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Posted 05 September 2017 - 10:53 PM

It's an Engine Limitation. Mind Control Projectile uses an Invisible Instant Hit one. The only other way to somewhat make it that close is giving it a new projectile that move slower... you'd still need to time it right on WHEN to mind control but it'll still be limited to being instantly controlled once the projectile hits. And if the Mind Controller dies before it hits... well then it just gets cancelled out.


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#1995 Handepsilon

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Posted 06 September 2017 - 03:01 AM

then force it to target tanks ? I don't see the issue here.... there is a reason you control your forces.

Late response, you might not care, but here it goes.

Yeah, you can force fire it I'm completely aware of that. Yeah it's having micro skills and anyone plays enough will probably get it. But it raises the skill level of the Neutralizer because to play Foehn to maximum effectiveness you have to manage Neutralizer. Whether or not this added micro is necessary or somehow nerfs Neutralize because of the mechanical skill needed I'm honestly not sure. I was just pointing out differences between the T3 defenses.

That's actually more of the weakness of the other Tier 3 defenses. with the others you can easily move in a dog to bait them to shoot and while they get cooldown, tanks can spread and roll in to mitigate damage, delivering the killing blow before another shot can be fired. Meanwhile with Neutralizer you don't have the drawback of the long cooldown and can basically turn the thing and keep shooting.

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#1996 Bernadiroe

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Posted 06 September 2017 - 08:54 AM

I do hope the death animation for Clairvoyant will be changed in 3.3.3 (poison, tesla, prism, ...) it still shows a human.

 

And why not bring back the ability to get enemy MCV construction option from infiltrating it with spies? If it's unbalanced in multiplayer, maybe bring it back just on skirmish..?

I love doing combos of different factions, it makes the screen where I usually put units to intercept incoming enemies more colorful and chaotic :D

 

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#1997 Handepsilon

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Posted 06 September 2017 - 09:10 AM

I do hope the death animation for Clairvoyant will be changed in 3.3.3 (poison, tesla, prism, ...) it still shows a human.

Impossible, it is necessary for it to be that way or else it can't be Nanofiber Synced

If it's unbalanced in multiplayer, maybe bring it back just on skirmish..


Arguably also impossible. It uses the same game mode. Besides, MCV infiltration is used for Stolen Tech now

Edited by Handepsilon, 06 September 2017 - 09:12 AM.

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#1998 TheWankBank

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Posted 06 September 2017 - 09:12 AM

No need for something like that in Skirmish or multiplayer, where as in skirmish it's useless, if you're fighting a mental AI, you better start preparing defenses, I don't think you'd have TIME to even infiltrate and look at the MCV, for easy AI.... do you really need to know what an easy AI builds?

 

You see? it's useless scripting and a big time waste.

 

Does nobody think of suggestions before they post them here?


Edited by TheWankBank, 06 September 2017 - 09:12 AM.

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#1999 Bernadiroe

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Posted 06 September 2017 - 09:24 AM

 

I do hope the death animation for Clairvoyant will be changed in 3.3.3 (poison, tesla, prism, ...) it still shows a human.

Impossible, it is necessary for it to be that way or else it can't be Nanofiber Synced

If it's unbalanced in multiplayer, maybe bring it back just on skirmish..


Arguably also impossible. It uses the same game mode. Besides, MCV infiltration is used for Stolen Tech now

 

I see... I thought you can specifically change a death animation visual for a specific actor. It's abit jarring but oh well, thank you for the clarification x)

 

 

No need for something like that in Skirmish or multiplayer, where as in skirmish it's useless, if you're fighting a mental AI, you better start preparing defenses, I don't think you'd have TIME to even infiltrate and look at the MCV, for easy AI.... do you really need to know what an easy AI builds?

 

You see? it's useless scripting and a big time waste.

 

Does nobody think of suggestions before they post them here?

Pfft I sure have time to infiltrate Mental AI, not at the start tho. After I finish preparing my defenses, I start making a way to infiltrate enemy CV, since it is that fun for me to make multi-faction units back then.

And I never play Easy AI, least is Hard AI.

 

It's apparently not about hard scripting, more like it's impossible to begin with, which means not my fault that I don't know it's impossible.

 

And you forgot that not everyone understands how the game works, how the scripting works, what is the limitations at current Ares, how hard or easy a modification is (one could suggest something really easy to do whilst themselves thought it is pretty hard to be done).

 

If you are expecting good suggestions that actually good and/or probable, only view the beta-testers or developers suggestions. Any normal members will rarely ever put suggestions that actually fits. We're just eyeballing the suggestions from the game we can play, without knowing anything about the scripting.



#2000 Handepsilon

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Posted 06 September 2017 - 09:32 AM

It's not how the scripting works that WankBank was talking about, it's how the balance of the game works and how it holds up in single/multiplayer. I think people are getting tired of seeing people trying to suggest adding stuff for the sake of coolness, as well as stupid changes on units that is either unnecessary and gamebreaking, or both.


Edited by Handepsilon, 06 September 2017 - 09:34 AM.

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