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


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#2641 Tathmesh

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Posted 17 November 2017 - 01:48 PM

Typically T1 has low-tech weapons. Foehn tanks for example use ReLoaders that just shoot normal guns.

I think if Naval has a tech-tree progression, iconic tech ought to show up at T2 or T3. But maybe not!

Some more boat ideas:

PF Avalanche - T2 - A remote controlled drone that races to the target and trigger an ice explosion that renders all targets in the area frozen.

Epsilon Neuromancer - T3 - A parasitic ship/infantry that "enters" a boat and controls it. When the boat is destroyed, the Neuromancer respawns.

HQ Hydra - T3 - The pinnacle of HQ animal experimentation. This is the final evolution of the spook, a horrific monstrosity with hunger for ship scrap. Can heal itself when it destroys ships.

Foehn (Lie)Pleurodon - T3 - Foehn battleship equivalent that fires an array of golden rockers, allowing it to attack both air and ground. When deployed, acts as an incredibly long range SODAR array but cannot fire.

Haihead Siren - T3 - Armed with several sonic arrays, allowing to attack air and sea. When deployed, release an extremely high frequency vibration that weakens the armour of enemy boats around it.

Edited by Tathmesh, 17 November 2017 - 02:18 PM.


#2642 Solais

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Posted 17 November 2017 - 01:58 PM

Maybe with this, the old MO 1.2 idea of naval defenses could be revisited. For instead, Tidewave Defense for the Soviets, which is basically a smaller version of the Hammer, only placeable on water and causing tidal waves; just like that Hammer Ship idea from before.

 

There might be also an alternate Tech Structure for Naval-based progression, so the player would have to choose between which Tech to pursue depending on the map style. So for instance, Allies could have a Port Authority building (placed on land), that unlocks the Naval Tier 2/3. Soviets could have a Submarine Pen attachment to the Naval Shipyard. Epsilon could have the Aquaplug for the Pandora Hub. Foehn could have a naval building called the "Atlantis Colony". (Which comes from the old theory that Foehn was Atlantis. :p)



#2643 StolenTech

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Posted 17 November 2017 - 01:59 PM

I think epsilon is bloated with naval especially Psicorps; since half of their unique arsenal and even heroine are amphibious.
 

Foehn are pretty much complete with what they currently have, not to mention that you can actually use their naval siege ship to attack other units because of how the orbs the drone shoot follow their targets and deal quite a damage.

 

soviets for sure need new units, their naval arsenal is nothing to brag about, typhoons can be so unreliable since they can miss even if the target moved half a cell, they have a slow Torpedo and even if it manages to land some shots it barely does anything, not to mention soviets have no real answer to squid spam.

and no. borillos don't dent squids.



#2644 Kirov_Fury

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Posted 17 November 2017 - 02:00 PM

Here are my suggestions for faction based ships
Allies:
USA: ZUMWALT destroyer that can target both air and naval targets with prism cannon, shall replace AEGIS if deemed overpowered
EURO Alliance: Stealth Corvette that becomes invisible in radar and armed with guided missiles-see real life swedish VISBY class corvette.
PACIFIC FRONT: Manta sub (i assume that it existed in RA3) that can fly upon deploy button, armed with crobeams

Soviets:
Russia: Tesla destroyer (name says it all)
China: Turtle ship (which is basically a floating battle tortoise that has infantry slots)
Latins: Inferno Fast attack craft: Similar size as piranha mini sub, cheap to build armed with an mg for seals, dolphins and also napalm launchers. (Looks similar to Vanilla RA2 Scorpion)

EPSILON:
PsiCorps: Ctulhu submersible: Mastermind submarine that has to surface to mind control units, has a hallucination device that multiplies the allied units nearby (only to cause confusion as multiplied units are only siluettes)
Epsilon HQ: Kraken: which is an enhanced giant squid that does more damage (i have to think more for an additional feature)
Scorpion Cell: Skiff: Which is similar to inferno boat of latins that has a grinder infront of it that scavenges enemy boats and turns them into resources (based on solais idea)
Skiff 2: Runs into enemy ship and hijacks it, invented by Rashidi's Somalian proselytes
What do you think :)

Edit: Kraken description

Edited by Kirov_Fury, 17 November 2017 - 02:14 PM.


#2645 TrollWarlord

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Posted 17 November 2017 - 03:46 PM

Some ideas for naval expansion:

Allies:
All: Riptide - Tier 1 amphibious boat armed with MGs and mini-torpedoes. Destroyer will be placed at T2. (Similar to RA3 Riptide)

USA: Laser Destroyer - T3 battleship. Multi-purpose warship armed with laser cannons capable of attacking both naval and aerial targets and painting them for more damage. 

EA: Warmaster - T3 battleship. Slow but durable battleship equiped with prism refractors, similar to Prism Tanks, but with higher damage.

PF: Shogun Battleship - T3 battleship. Armed with cryo-cannons that can slow the movement and weaken the armor of ground targets when hit.

Soviets:
All: Stingray - T1 fast-attack boat armed with short-ranged tesla coils. Typhoons will be placed at T2. (Similar to RA3 Stingray)

All: Demo Boat - T2 suicide boat similar to demo trucks.
Russia: Overlord - T3 fast-attack ship armed with tesla-enhanced tri-cannons. Can be affected by overcharge.
China: Tidehunter - T3 slow but durable warship armed with ship-portable hammer defense, capable of slowing down ships.

Foehn
All: Tigershark - T1 fast attack ship armed with reloader cannons. Can receive speed buffs from spinblade. Swordfish will be placed at T2.
All: (cant decide name ATM) - T2 support ship equiped with ECM capable of jamming enemy attacks. Basically a naval Racoon minus the signal jammer.
LB: (cant decide name ATM) - T3 warship armed with long-ranged dual railguns against ground and sea-based targets and golden rockets for anti-air.
HH: (cant decide name ATM) - T3 stealth ship armed with bond breakers that weakens both ground/naval units and structures.

Edit: Some descriptions.


Edited by TrollWarlord, 17 November 2017 - 05:07 PM.


#2646 CalmPhill

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Posted 20 November 2017 - 03:58 AM

Has it been discussed how Haihead's heroes Fin and Alize's self healing is still pretty absurd? In a match today, I had three buzzards and around 7 knight frames all focus firing on Fin and his health would sink into the yellow for a split second, but for the most part stay in the green because of how fast he was healing. The Haihead player even stopped paying attention to him, Fin just stood there next to Alize, no problem. Why not only give them slow passive healing like other hero units? 

 

Also, I'm still really torn about the MADMAN unit. I kinda like the idea of "wonder if we had a unit that could do THAT and somehow still be balanced?" It's really cool, but at the same time, I think it's too unforgiving. If the Haihead player has a big enough army to defend it, the match devolves to the other player targeting the MADMAN at all costs as it approaches their base and this doesn't really give the other player a choice in how to handle the situation. I feel nerfing its speed or hp might help. Perhaps it could do less damage to buildings further away from the center blast so the game wouldn't just end if the MADMAN is a success? 

 

And lastly, does anyone think Clairvoyants are still a problem? A group of 8 or 10 can pretty much get through most defenses, unless you have a major group of troops just waiting by a wallless structure. Getting cash stolen is a big problem I keep running into with them. With spies, a few dogs near your refineries will serve you well, but with Clairs, you gotta make sure you have 7+ turrets piled up around your refinery. A big hp nerf seems reasonable. 


Edited by CalmPhill, 20 November 2017 - 08:12 AM.


#2647 Handepsilon

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Posted 20 November 2017 - 08:06 AM

FinAlize healing is broken in 3.3.2. Instead of getting nerfed, the rate is getting buffed by... what, 2x? 1.5x?

 

 

Perhaps it could do less damage to buildings closer to the center of the blast so the game wouldn't just end if the MADMAN is a success?

 

It already does that. Most people who has the slightest idea about MADMAN mechanic would never detonate them in the middle of their prioritized target


Edited by Handepsilon, 20 November 2017 - 08:08 AM.

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#2648 Tathmesh

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Posted 20 November 2017 - 01:04 PM

Maybe the healing ring should be toggleable by deploy, except FinAlize can't attack while the ring is up (I feel like this was suggested before).

This would create windows of weakness where FinAlize can be killed easily if you have poor micro, but still keep their ridiculous healing and damage potential.

Edited by Tathmesh, 20 November 2017 - 01:06 PM.


#2649 CalmPhill

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Posted 20 November 2017 - 08:48 PM

Maybe the healing ring should be toggleable by deploy, except FinAlize can't attack while the ring is up (I feel like this was suggested before).

This would create windows of weakness where FinAlize can be killed easily if you have poor micro, but still keep their ridiculous healing and damage potential.

 

This could be interesting, but if there were to be a simpler change, their healing needs some kind of nerf.... It's just so annoying when units don't demand much from the player to do extremely well with them. 

 

 

FinAlize healing is broken in 3.3.2. Instead of getting nerfed, the rate is getting buffed by... what, 2x? 1.5x?

 

 

Perhaps it could do less damage to buildings closer to the center of the blast so the game wouldn't just end if the MADMAN is a success?

 

It already does that. Most people who has the slightest idea about MADMAN mechanic would never detonate them in the middle of their prioritized target

 

Wait why is FinAlize healing getting buffed? 

 

So the MADMAN does more damage to things on the outside of the blast?? I think it should be the opposite. It ends matches way too easily. 



#2650 Handepsilon

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Posted 21 November 2017 - 05:09 AM

FinAlize got buffed because of mathematical error when trying to nerf it, so the end result was the opposite of the intention. It was an accident

 

I do think that MADMAN is way a bit too destructive for its' price, added to the fact that you cannot cancel the detonation when it starts deploying. Even though epic units do get lesser repair rate, it's still hard to destroy it especially when escorted by minermites


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