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


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#2021 FixenFrøjte

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Posted 07 September 2017 - 07:54 AM

Meanwhile, making Rocketeers make Norio go slower makes absolutely no sense not only in the engine mechanic, but also in gameplay. That will just make players avoid using Rocketeers as PF even more because that will nerf their own Norio's speed, something he's quite (in)famous at.

 

- you didnt get my sarcasm

 

And judging how you probably never played online, I will have to inform you that Rocketeers are well known for their uselessness. Giving more reason why NOT to build them is not a good way to go.

 

- top kek. "never played online"


Edited by FixenFrøjte, 07 September 2017 - 07:58 AM.


#2022 FixenFrøjte

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Posted 07 September 2017 - 08:43 AM

another thing. dustdevils usualy dont last to deliver all of their smoke bombs (x4). +armor?



#2023 GuardianGI

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Posted 07 September 2017 - 09:33 AM

Are you kidding? Those things are already tough enough to provide a heck of a good distraction AND debuff for anything coming next, which include foxtrots and a forced engagement

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#2024 Destroyencio

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Posted 07 September 2017 - 12:03 PM

Dustdevils are fine. Not sure how you actually use them, but since 3.3.1 there's a strat that it's about getting 3 Foxtrots and 1 Dustdevil in 1 airfield. That's a really solid strat for soviets, increasing Foxtrots' survivality by 50%. If you are going to only use that strat with 1 or 2 payloads from the Dustdevil will be more than enough. If you are fighting also with ground troops just let the dustdevil keep delivering smoke bombs. But be aware: Micro him! Cause sometimes you may order him to attack a unit and when the unit dies it may return to the airfield in the middle of the fight :p



#2025 lovalmidas

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Posted 07 September 2017 - 01:12 PM

You might be doing something wrong if you are ordering two Dustdevils to bomb the same location. :p Might as well use the extra airfield space to store some napalm (not barrels kek). :p


Edited by lovalmidas, 07 September 2017 - 01:14 PM.

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#2026 TeslaCruiser

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Posted 07 September 2017 - 04:55 PM

Can madman be less powerful against units? if you intercept it using ground units -imb4 winning the fight against irritators megalodons and finalize- you should be able to kill it without losing your own army in the process. This is particullary bad for some subfactions like SC, LC and HQ because no anti armor air (foxtrots and D-A can't deal enough damage)
Plus the madman-minermite swarm still a doable strat and quite retarded if you ask me. Can the repairs be limited in any way? Something like a limit of how much repairs a unit can get? so it is not the more minermites the more repairs beyond a certain amount of minermites?



#2027 Handepsilon

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Posted 07 September 2017 - 05:59 PM

Or we can reduce minermite's repair on other units to an acceptable amount but keep the repairs amongst themselves at their current pace


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#2028 Damfoos

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Posted 07 September 2017 - 06:16 PM

Considering how easy it is for Foehn to get repair units (you don't play without harvesters so there's always a few nearby), nerfing their repair effectiveness against all vehicles except minerm8s themselves sounds reasonable and fair.

#2029 MrDeath666

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Posted 08 September 2017 - 06:00 AM

Still not sure about overall efficiency of Oxidizer and Syncronin, considering their only one type of enemy - single target - no damage by itself - 20-25% debuff, which isn't really scarry (havle damage aoe smoke laughs at it). Yeah, with a mass of ~20 GattTanks / Lancers the effect will be noticible, but for me it's quite limited usage of late tier tech.


Edited by MrDeath666, 08 September 2017 - 06:08 AM.


#2030 Handepsilon

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Posted 08 September 2017 - 09:38 AM

Syncronin, combined by a PF ally, can be devastating. A few well-placed Syncs, a Zephyrobot and a few Zephyr Artilleries can potentially level even a Construction Yard

 

Even by themselves, Sync allows Diverbees (which does more damage to tanks than to buildings) to destroy key structures or defenses. Granted Megalodon spam overshadows them, especially with how infamously broken they are with megashield up.

 

It also further guarantees an already guaranteed destruction by MADMAN, suppose you don't detonate it in a strategic point.

As for Oxidizer, I think more people such as Alstar can describe their usefulness more. Do note that both of them stacks damage debuff.


Edited by Handepsilon, 08 September 2017 - 09:39 AM.

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#2031 FELITH

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Posted 08 September 2017 - 12:59 PM

buff War Miner health to make them a little bit more tough against Allied Aircraft. well Minermite can repair themself, Chrono Miner can teleport away, nothing to say with Ghost Miner.  :shiftee: or maybe give them more repair rate just like the Rhino.

 

edit: What are you guys thinking about USA vs Mastermind? I easily lost to my friend yesterday after he got T3.


Edited by FELITH, 08 September 2017 - 01:09 PM.


#2032 TheWankBank

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Posted 08 September 2017 - 01:31 PM

Why do you want a buff to war miner? you do know it counters terror drones and early inf rush pretty well for it's already tough armour?


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#2033 FELITH

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Posted 08 September 2017 - 03:33 PM

Why do you want a buff to war miner? you do know it counters terror drones and early inf rush pretty well for it's already tough armour?

hmm terror drones. well War Miner is the only miner that can't deal with terror drone if that spidy already jump to it. and yeah War Miner is tough but War Miner is the only one that can't get away from troubles by itself.



#2034 TeslaCruiser

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Posted 08 September 2017 - 03:34 PM

War miners are easy prey for harriers but that is EA advantage -best anti armor jet-  enough flak troopers can protect them -well not really cause jets are 2 fast :v

A bit more armor for miners could be a nice change or a secondary AA weapon -how about that? Felith is on point about miners advantages and ghost miners need to reveal more often or something

 

Also invader need a buff to its firepower, now they are a bit better at doing its job but it is hard to find a situation where they are the best option. Maybe they can recieve a buff to its anti infantry damage so they can help to take down heroes like volkov or finalize. Not op because crappy armor. 

Something around buzzard anti infantry damage


Edited by TeslaCruiser, 08 September 2017 - 03:48 PM.


#2035 NorthFireZ

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Posted 08 September 2017 - 06:07 PM

Currently the Warminer is the only miner incapable of defending itself from the 4 Harrier strike of EA. Just give the Warminer enough health so that it doesn't get entirely one shot by the Harriers and it will be fine, the buff could be like 20-50 health.

Invader buff again!!! Also buff Warhawk plz!!!

On another note, I almost cannot believe three-four pages were spent arguing over a voice over. Reminds me of my spoiled little brother.

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#2036 ZΞPHYɌUS

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Posted 08 September 2017 - 06:12 PM

hmm terror drones. well War Miner is the only miner that can't deal with terror drone if that spidy already jump to it. and yeah War Miner is tough but War Miner is the only one that can't get away from troubles by itself.


Uh ghost miners too?

Edited by ZΞPHYɌUS, 08 September 2017 - 06:14 PM.


#2037 FixenFrøjte

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Posted 08 September 2017 - 06:45 PM

Currently the Warminer is the only miner incapable of defending itself from the 4 Harrier strike of EA. Just give the Warminer enough health so that it doesn't get entirely one shot by the Harriers and it will be fine, the buff could be like 20-50 health.

Invader buff again!!! Also buff Warhawk plz!!!

On another note, I almost cannot believe three-four pages were spent arguing over a voice over. Reminds me of my spoiled little brother.

  • how many terror drones are required to be spammed to get a war miner? instakill and that.
  • invader buff is neccesary, yes
  • it was about how it was justified.
  • why buff warhawk? im curious.


#2038 NorthFireZ

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Posted 08 September 2017 - 07:22 PM

If you catch the Warminer coming out of the refinery, only one terror drone is needed. Also, terror drones don't care about health, once vehicle is infected, 20-50 health is not going to matter in the end. Unless some how that 20 health will allow a repair drone from the heavens to come down, which in that case, good timing!

Warhawks are on the same level as invaders, practically anyways, with a bit more firepower due to the fire rate. The thing is, the Warhawk just doesn't do its job well, like the rocketeer for example. It's a incredibly expensive and fragile unit (at T2 anyways) that is only good when enmassed and isn't more appealing than Stormchilds in most situations (because of their extreme fall off when T3 comes up) They are good against many units ( like the tanks it is supposed to counter) , but I love the unit to death. I just wish that it wasn't so risky to invest in.

Feels USA man :(

Edited by NorthFireZ, 08 September 2017 - 07:23 PM.

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#2039 Bernadiroe

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Posted 08 September 2017 - 09:27 PM

Maybe add 2 weak AA missile pods on Warhawk? I do feel like for T2, Warhawk feels...weak. It seems to take 1 or 2 secs too long to kill T1 infantry.

 

Either add another functionality on Warhawk (average or weak AA weapon) or buff its current weapon base damage.

 

About War Miner, it does feel left behind when compared to other faction's miner gimmicks.

 

 

Chronominer can teleport to safety, even leaving Terror Drones behind if infected.

Ghost Miner can basically deny early targeting of any units by entering cloaking (de-cloak > targeted with jets > cloak > jets: welp back to base then)

Minermites can repair each other to survive jets and Terror Drones and early infantry rush.

 

War Miner may be able to take care 1 Terror Drone (if alone), 2 or more War Miners near each other can definitely take care 1 or more Terror Drones.

And the other pro about War Miner is probably they deliver credits the most..? (but in having longer harvesting time, I guess that cancels it)

 

I would say maybe buff War Miner's weapon base damage and increase the weapon range to 7..? (so 1 Terror Drone will definitely get killed) Either that or decrease their harvest time maybe.

It just feels abit weak, like, just a tad bit weak when compared to the other miners.

 

But on the other hand you do get repair drones as soviet tho.



#2040 0Weber0

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Posted 08 September 2017 - 10:21 PM

Maybe add 2 weak AA missile pods on Warhawk? I do feel like for T2, Warhawk feels...weak. It seems to take 1 or 2 secs too long to kill T1 infantry.

 

Either add another functionality on Warhawk (average or weak AA weapon) or buff its current weapon base damage.

It had missiles back on 3.0, it feels better with it''s laser (besides, i believe the target painter wouldn't fit then because of weapon limit per unit).

I think we should NOT add AA capacities for the Warhawk. The Aeroblaze is probably the best anti-air unit in the game, adding AA to Warhawk would just add another function that would quickly overshadowed by better weapons (also, it feels unique being an helicopter that can't attack air. Wolfhound, Thor, Salamander, Vulture, Buzzard, Irkalla, and even Gyrocopter and Rocketeer can attack air, this way the Warhawk differs from them). A bit more of damage and probably health would be great, as of right now it looks like a Rocketeer with lasers that can fire on the move and die to anything that hits him thrice.






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