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


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#2261 Handepsilon

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Posted 24 September 2017 - 10:25 AM

Handepsilon, tone down on feeding those Duplicants, or they'll eat us all. You're getting duplicated posts way too often. :p


I'm trying, but apparently there's something new about Revora mobile that makes laggy internet post duplicates when using Opera Mini now :<

I once made Scavenger Challenge as a replication of 3.0 Scavenger mode, but your enemies are capable to build tanks while you don't. On the bright side, you get hijackers and Grinder that spawns Stalin's Fist and is capable to reverse engineer tanks.

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#2262 SPCell

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Posted 24 September 2017 - 10:44 AM

I never understood one thing about MO: why Psi-Tower and Adepts lost their spy detection ability from vanilla YR and RA2? It makes sense because they can read minds to find an enemy spy.



#2263 Handepsilon

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Posted 24 September 2017 - 10:47 AM

Because that would make Epsilon OP

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#2264 SPCell

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Posted 24 September 2017 - 10:57 AM

How come? The only spy detection units they have are Spooks and Stingers. Soviets and Foehn have Observer Towers and Stun Grids, which are pretty reliable against spies and arsonists. Allies have Robot Tanks which are used even in late game against spies, arsonists and hijackers. Epsilon has the least options against spies aside from spamming Spooks since Stingers are used mainly for repairs.



#2265 StolenTech

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Posted 24 September 2017 - 11:16 AM

How come? The only spy detection units they have are Spooks and Stingers. Soviets and Foehn have Observer Towers and Stun Grids, which are pretty reliable against spies and arsonists. Allies have Robot Tanks which are used even in late game against spies, arsonists and hijackers. Epsilon has the least options against spies aside from spamming Spooks since Stingers are used mainly for repairs.

mind readers.



#2266 Handepsilon

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Posted 24 September 2017 - 11:19 AM

Adepts and Towers have long firing range, even further than Robot Tank, and upon detection, can give you free spy (mind control, duh)

Sensor Tower doesn't cause people to autotarget the spy. Stun Grids also don't kill, and it can be disabled before the players take notice.

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#2267 legionnaire501

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Posted 24 September 2017 - 11:40 AM

also sensor towers compensate for the terror drones detection as they like to run off to kill other shit



#2268 Solais

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Posted 24 September 2017 - 12:01 PM

A challenge where every enemy unit moves like the Quickshifter/Chrono Legion.



#2269 John Carver

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Posted 24 September 2017 - 03:30 PM

I am thinking the Chronosphere abuse may be featured in the All Allied challenge. :p

Good xD

Btw, did you liked the "Mechanized" challenge? Basically, steamroll of Centurions. Also right now im trying to make a map,  but since im newbie in map making... that is going terrible. :D
Or ill can just tell how it suppose to look via paint "map" schemes and describing the details.


Edited by John Carver, 24 September 2017 - 03:44 PM.


#2270 StolenTech

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Posted 24 September 2017 - 04:44 PM

Btw, did you liked the "Mechanized" challenge? Basically, steamroll of Centurions. 

 

that has been done before, but it did not end well... 



#2271 John Carver

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Posted 24 September 2017 - 05:59 PM

 

Btw, did you liked the "Mechanized" challenge? Basically, steamroll of Centurions. 

 

that has been done before, but it did not end well... 

 

Can you descibe that more detally? From my perspective, Centurions do not replace all units, as you read the description (I will not tell twice the same thing cx). Also, they can come as "reinforcments" from the corner of the map, like super apocs, or like Epsilon air armada in Ascension, not by production. And addttional 3 centurions are regular AI centurions, with Yunru exeption (since i do not imagine 3 clones of Yunru).
Another forces in general: terror drone waves (wich, without proper care, can end your economy and units, infantry specially), chineese cyborgs/other heavy infantry as replacement of regular ones. And, maybe, "early versions" of Foehn vehicles, as seen in Tread Of Dread and other (wich feturing Gharial). And, of course, heavy vehicles as nuwa cannons, and probably something heavy too.

The centurion "reinforcments" can come-out from central factory building (not mistaken with war factory), wich heavyly defended from Air by grumbles. And, a lot of Grumbles. So, that will deny early aviation rush at factory to stop centurions from appearing. Maybe thell have they own "team AI", colored different from the main enemies. Also, the cyborgs in centurions and just regullar attacks will basically deny any infantry (exept some heroes), not mention Grumble blocade.
The only solution left - use anti armor/anti-tank. I thinked about this idea really good, so, i can pretty much answer the most of the challenge questions.



#2272 John Carver

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Posted 24 September 2017 - 06:04 PM

 

I once made Scavenger Challenge as a replication of 3.0 Scavenger mode, but your enemies are capable to build tanks while you don't. On the bright side, you get hijackers and Grinder that spawns Stalin's Fist and is capable to reverse engineer tanks.

 

 

 

 

Are this is answer to mine? Actually, that a good idea too. But i meant just scattered vehicles, thats all. But your idea more interesting, i say.



#2273 StolenTech

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Posted 24 September 2017 - 06:48 PM

 

 

Btw, did you liked the "Mechanized" challenge? Basically, steamroll of Centurions. 

 

that has been done before, but it did not end well... 

 

Can you descibe that more detally? From my perspective, Centurions do not replace all units, as you read the description (I will not tell twice the same thing cx). Also, they can come as "reinforcments" from the corner of the map, like super apocs, or like Epsilon air armada in Ascension, not by production. And addttional 3 centurions are regular AI centurions, with Yunru exeption (since i do not imagine 3 clones of Yunru).
Another forces in general: terror drone waves (wich, without proper care, can end your economy and units, infantry specially), chineese cyborgs/other heavy infantry as replacement of regular ones. And, maybe, "early versions" of Foehn vehicles, as seen in Tread Of Dread and other (wich feturing Gharial). And, of course, heavy vehicles as nuwa cannons, and probably something heavy too.

The centurion "reinforcments" can come-out from central factory building (not mistaken with war factory), wich heavyly defended from Air by grumbles. And, a lot of Grumbles. So, that will deny early aviation rush at factory to stop centurions from appearing. Maybe thell have they own "team AI", colored different from the main enemies. Also, the cyborgs in centurions and just regullar attacks will basically deny any infantry (exept some heroes), not mention Grumble blocade.
The only solution left - use anti armor/anti-tank. I thinked about this idea really good, so, i can pretty much answer the most of the challenge questions.

 

it was a map where you had to defend yourself from waves (Art Of Defense of AoD) and the last wave was a centurion wave.

to sum it up... you could hear centurion stomp sounds a billion times over the game would slow down to a crawl and that's not even talking about how difficult it would be to fend off :p
(but the timer ended before they arrived...hue)



#2274 TeslaCruiser

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Posted 24 September 2017 - 07:20 PM

there is a different thread for challenge discussion

#2275 UNSC THE CHILL OF WAR

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Posted 24 September 2017 - 08:07 PM

What happened to being able to capture civvie vehicles with engineers? I liked that feature. Plz bring back.

#2276 Speeder

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Posted 24 September 2017 - 08:14 PM

It was removed, because it caused several issues there was no other way to deal with.


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#2277 mevitar

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Posted 25 September 2017 - 02:05 AM

How come? The only spy detection units they have are Spooks and Stingers. Soviets and Foehn have Observer Towers and Stun Grids, which are pretty reliable against spies and arsonists. Allies have Robot Tanks which are used even in late game against spies, arsonists and hijackers. Epsilon has the least options against spies aside from spamming Spooks since Stingers are used mainly for repairs.

No appreciation for Stingers. :sad:

You can place Stingers in Tank Bunkers near important structures to guarantee they will always sit there and never wander off, so it's actually only Allies that don't have a structure to deal with spies.
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#2278 Handepsilon

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Posted 25 September 2017 - 02:44 AM

Well robot tanks have the longest offensive range, so I suppose that makes up for it.

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#2279 John Carver

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Posted 25 September 2017 - 06:10 AM

it was a map where you had to defend yourself from waves (Art Of Defense of AoD) and the last wave was a centurion wave.

to sum it up... you could hear centurion stomp sounds a billion times over the game would slow down to a crawl and that's not even talking about how difficult it would be to fend off :p
(but the timer ended before they arrived...hue)

 

 

 

 

Ow, that explains everything. xD

Thru, i knew about the stomping sound (wich will bring terror), also that would be unfortinate to have slow game. Maybe, is there was "special" version of centurion without volume or with lower, it could resolve the problem. But, i will not argue with you, you know better than me. c:
Still, would be cool to have that challenge for thoose who wants to test themselfs and their PC`s.

Also, i think there will be a max amount of centurions per "backup": since that not completly a centurion wave, there can be 10-12 max. Minimum - 4-5 (Easy), 6-8 (Medium), and said max count - Hard. As i did not meant to spawn them endlessly, just summon like backup. As i know that replacing all units with centurions - way too overkill even to me. Still, that pure centurion overkill would be fun i think. And since they vulnerable to mangetic weapons, mangetrons should work at stopping them. Thats only one way to deal with them.

But the other "gimmicks" sholud work well i think, as terror drones not causing much lag as mass centurion, or nuwa compared to this epic unit.



#2280 FixenFrøjte

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Posted 25 September 2017 - 08:31 AM

  • why are psychics sooo bad at using their mindblast? i deploy them, and they just hover in the air. no mind blast. cant even command then. its an order for them to become sitting ducks, more times than actualy doing the mindblast. its way too unpredictable. is it the same with yunrus deploy after just using emp? so, no blast after mind control?
  • is foehn supposed to suck allied IFV dick, in the early stages by design? knightframes cant damage enough, and lancers cant keep up with their short range weapons, and jackals usualy just die before the ifvs.
  • i feel riot troopers flashbang is doing too much damage+splash damage. its like the zorb, almost.
  • im honestly confused by the new psychic tower cameo. i would rather have the old iconic cameo back for the psychic tower, rather than a cameo where i cant even see, what it is. i know the inferno tower is working on the old psychic tower, but so what realy? i feel like MO is making too many unnecessary cosmetic/asthetic changes that is just making the experience worse.
  • honestly, i feel like the squid and nautilus' slowing roles are very similar, why should i choose one over the other?





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