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


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#2661 TrollWarlord

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Posted 25 November 2017 - 02:55 PM

--Coronia doesn't need that unit. I mean they have Pteranodons for anti-tank and Buzzards for anti-infantry (tho arguably the former is OP). 

--Alanqa IMO is fine. With enough numbers and proper positioning they can stop most air attacks and aerial support powers. 

--Making Zorbtrotters a siege overlaps the role of Tarchia Cannons so its a no-no. Making them amphibious? But they are already amphibious.

--Deployed SODAR Arrays can detect stealth, even wider than most stealth detectors of other factions. Clairvoyants can detect and stun disguised units. Stun grids do work also against spies.



#2662 Handepsilon

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Posted 25 November 2017 - 04:19 PM

-ive played Foehn factions and Coronia needs an aerial unit who makes a huge damage on ground targets Huge damage=Long reaload time who can be overwhelmed by anti-air infantry

 

-Alanqa's skystation is too expensive what it does

 

-Huntress is much better than Zorbttrotter about it does, i mean Huntress can hijack vehicles and attack infantry, and makes Zobttrotter something low about they does. I Suggest making Zorbttroter an Siege unit and anti-naval capabilities and amphibious.

 

Foehn faction doesnt have a decent scout unit, they need an aerial scout unit who detects stealth and disguised units unarmed could be fine.

Do you even Coronia, mate?


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#2663 StolenTech

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Posted 25 November 2017 - 06:50 PM

-ive played Foehn factions and Coronia needs an aerial unit who makes a huge damage on ground targets Huge damage=Long reaload time who can be overwhelmed by anti-air infantry

 

-Alanqa's skystation is too expensive what it does

 

-Huntress is much better than Zorbttrotter about it does, i mean Huntress can hijack vehicles and attack infantry, and makes Zobttrotter something low about they does. I Suggest making Zorbttroter an Siege unit and anti-naval capabilities and amphibious.

 

Foehn faction doesnt have a decent scout unit, they need an aerial scout unit who detects stealth and disguised units unarmed could be fine.

I think you need to play the game some more.



#2664 mevitar

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Posted 25 November 2017 - 08:47 PM

-ive played Foehn factions and Coronia needs an aerial unit who makes a huge damage on ground targets Huge damage=Long reaload time who can be overwhelmed by anti-air infantry

Sounds like a Quetzal to me.
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#2665 CalmPhill

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Posted 25 November 2017 - 09:33 PM

Haha, no it is not him. This player is a fine lad who happens to main WC

Yeah well the difference between a bomb and an engi is the ability to start building on enemies base. And there is some nasty things you can start building on his base.

In my opinion, it is too easy to do ATM and the reward can be huge considering how little it costs + engi is T1.

 

That has to be ASH_Coronia, it's so funny because this is the same player that made me come to the this forum about Pters. Actually, pretty much everything I've mentioned here recently is cause of him. Signal Inhibitors, Clairvoyants, MADMAN, FinAlize..... He has used all these things relentlessly and without shame. I agree with the engi nerf, defense structures definitely don't defend against an engi rush. Perhaps having engi's near exposed buildings could counter infiltrate, but if multiple enemy engi's are infiltrating at pretty much the same exact time, then that doesn't work. A cool down time after an engi enters a structure sounds like a good idea to me. 


Edited by CalmPhill, 27 November 2017 - 08:03 AM.


#2666 Handepsilon

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Posted 26 November 2017 - 04:11 AM

How about just post an anti infantry vehicle around the place? Defense structures are overrated, really


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#2667 StolenTech

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Posted 26 November 2017 - 03:45 PM

 

Haha, no it is not him. This player is a fine lad who happens to main WC

Yeah well the difference between a bomb and an engi is the ability to start building on enemies base. And there is some nasty things you can start building on his base.

In my opinion, it is too easy to do ATM and the reward can be huge considering how little it costs + engi is T1.

 

That has to be ASH_Coronia, it's so funny because this is the same player that made me come to the this forum about Pters. Actually, pretty much everything I've mentioned here recently is cause of him. Signal Inhibitors, Clairvoyants, MADMAN, FinAlize..... He has used all these things relentlessly and without shame. I agree with the engi nerf, defense structures definitely don't defend against an engi rush. Perhaps having engi's near exposed buildings could counter infiltrate, but if multiple enemy engi's are infiltrating at pretty much at the same exact time, then that doesn't work. A cool down time for engi's to enter sounds like a good idea to me. 

 

that sounds ASH_Coronia to me, he always abused the jackal clairvoyant thing back in 3.3.1 and almost every game just camps and plays in the dirtiest ways imaginable. (picking coronia being one of them ofc)



#2668 Tathmesh

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Posted 26 November 2017 - 04:06 PM

Haha, no it is not him. This player is a fine lad who happens to main WC
Yeah well the difference between a bomb and an engi is the ability to start building on enemies base. And there is some nasty things you can start building on his base.
In my opinion, it is too easy to do ATM and the reward can be huge considering how little it costs + engi is T1.


That has to be ASH_Coronia, it's so funny because this is the same player that made me come to the this forum about Pters. Actually, pretty much everything I've mentioned here recently is cause of him. Signal Inhibitors, Clairvoyants, MADMAN, FinAlize..... He has used all these things relentlessly and without shame. I agree with the engi nerf, defense structures definitely don't defend against an engi rush. Perhaps having engi's near exposed buildings could counter infiltrate, but if multiple enemy engi's are infiltrating at pretty much at the same exact time, then that doesn't work. A cool down time for engi's to enter sounds like a good idea to me.
that sounds ASH_Coronia to me, he always abused the jackal clairvoyant thing back in 3.3.1 and almost every game just camps and plays in the dirtiest ways imaginable. (picking coronia being one of them ofc)

I've never played again him. I'm kinda curious, what kind of tricks does he pull?

#2669 TeslaCruiser

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Posted 26 November 2017 - 04:58 PM

 

 

"Abusing" and "dirty"?
So, using something you don't like is an abuse?
This kind of mentality is what helps to keep bad balance.
If something is in the game, then it is not an abuse to use it.
If something is unbalanced then you do what you can to address the actual problem.

Everyone has his own taste about what things are fair or not. The players who try to improve will use any tool the game has to offer.



#2670 StolenTech

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Posted 26 November 2017 - 05:11 PM

that's not what I'm saying.
rather that guy has abused every thing we complained about thus far with foehn.

and when in one of the games I tried to use his tactics on him he called me "cheater" and another time where I sent spies to his base, stole all of his cash, shrouded his radar and got stolen tech off of him (which is what he does with claivoyants and used to do every single game back when clairs were T2) got salamanders just to stop the Coronia bullshit he pulls every game.



#2671 TeslaCruiser

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Posted 26 November 2017 - 05:21 PM

understood



#2672 CalmPhill

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Posted 27 November 2017 - 11:14 PM

Another idea that could work for an engi rush nerf is have it so engineers load into buildings like infantry load into transports. A player could easily select all the engi's to enter the structure, but they would enter one after another (and if that's too harsh of a nerf, make it so engi's enter structures faster than infantry enter transports). This would make it less tedious to individually select the engineers to enter the structure. 



#2673 mevitar

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Posted 28 November 2017 - 12:58 AM

The way that engineers capture buildings cannot be changed, so anything that attempts that is out of the question.
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#2674 Magma1Lord

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Posted 28 November 2017 - 07:11 AM

The guys and I were talking in the MO DC about units a little. Mostly messing around but nonetheless interesting.

Epsilon has the haze quad. A mobile chimera
Foehn has the racoon. A mobile signal inhibitor.

The other 2 are lacking.
The Allied should get a mobile gab generator.

The soviets should get a mobile sensor tower that detects stealth and spies close by, while the unit it targets should get a stage 1 debuff.


#2675 Sizyfos31

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Posted 28 November 2017 - 07:27 AM

Do not forget that Hazequad is HQ exclusive. So this may not work that well. Unless you would let all of epsilon to have Hazequad. Which would in general make them even more annoying.


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#2676 BlackAbsence

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Posted 28 November 2017 - 03:27 PM

- The Alanqa Skystation is kinda fragile for a $2500 unit so I was thinking that when deployed, its defence raises greatly (because the tornado could redirect AA projectiles).

That way they can actually get to their target before they die?

 

- The Roadrunner is too quick and powerful (imo). They seem to obsolesce any tank rush =.= 

 

- How about a Battle Stronghold for China as a Battle Bunker replacement? Essentially, it's everything a Battle Bunker is except 25% stronger/expensive and also holds 8.

 

- Could Flaktracks and Stingers cost $50 less because they're so fragile?

 

- Since some people have been complaining about engineer rushing, why not make engineers have a delay when capturing stuff?

Similar to EMP Mines prep-ing, Engineers could have that loading thing above them when capturing, except instead of a skull it could be a wrench.

 

- How about two types of "walls"? The regular walls would become 2.5x stronger yet cost 2x more. Then there's new ones: Sandbags for Allies - Barbwire for Soviets - Prison Fence for Epsilon - Pylon Drone for Foehn. Now these new "walls" are spam-able and cost $50 so that "walling" an entire base isn't tedious.

About the Pylon Drone... It's like the Pylon that was removed from the game but on a miniature scale - They're movable laser fences, essentially, but they're very weak like the sandbags and whatnot.

EDIT: Forgot to mention that all the $50 "walls" can be shot through/over - They're mostly intended to stop spies/engineers.

 

- Scorpion Cell exclusive War Factories that look like C&C3 Nod Factories. They cost 25% less ($1500), take 25% less time to make, and take up 3x3 cells of space.

Because Scorpion Cell units suck and require a production handicap?


Edited by BlackAbsence, 28 November 2017 - 09:18 PM.

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#2677 Divine

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Posted 28 November 2017 - 04:05 PM

IMHO adding secondary wall types is a good idea, but it should be done using Ares' max tech level logic. Let's say, from tech level 1 to 5 these weaker walls are available, then from 6 to 10 the concrete walls replace them.


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#2678 Guest_Chaplain5_*

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Posted 28 November 2017 - 09:24 PM



- How about two types of "walls"? The regular walls would become 2.5x stronger yet cost 2x more. Then there's new ones: Sandbags for Allies - Barbwire for Soviets - Prison Fence for Epsilon - Pylon Drone for Foehn. Now these new "walls" are spam-able and cost $50 so that "walling" an entire base isn't tedious.

About the Pylon Drone... It's like the Pylon that was removed from the game but on a miniature scale - They're movable laser fences, essentially, but they're very weak like the sandbags and whatnot.

EDIT: Forgot to mention that all the $50 "walls" can be shot through/over - They're mostly intended to stop spies/engineers.

 

Seems to me that this makes spies/engi rush too weak.

 



#2679 Handepsilon

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Posted 29 November 2017 - 02:54 AM

About the Pylon Drone... It's like the Pylon that was removed from the game but on a miniature scale - They're movable laser fences, essentially, but they're very weak like the sandbags and whatnot.

 

 

You can only have one type of Laser Fence, and Windbelt is not removed from the game.

 

Also, Wallbuster makes it rather weak/strong.


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#2680 Divine

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Posted 29 November 2017 - 02:37 PM

 

About the Pylon Drone... It's like the Pylon that was removed from the game but on a miniature scale - They're movable laser fences, essentially, but they're very weak like the sandbags and whatnot.

 

 

You can only have one type of Laser Fence, and Windbelt is not removed from the game.

 

Also, Wallbuster makes it rather weak/strong.

 

 

Wallbuster is a broken piece of sh*t that should be either removed or completely rebalanced. I'm saying this since it was introduced, btw.

 

Let me explain why.

Wallbuster missile: 1000$

Clicking on its icon then on the enemy: free, and takes no skill whatsoever

The tier 3 defense that the missile inevitably 1shot kills: 1800$

Or the tier 2 defense: 1200$

 

Due to the official map design policy of Mental Omega, base defenses are not very viable to begin with, and frankly, due to their huge power consumption, relatively weak firepower, and fragility, I always found tier 3 defenses to be especially underpowered. But the Wallbuster just renders them completely and utterly worthless. It's essentially a mini superweapon.

 

Now, to make this post constructive. What I suggest is that the wallbuster's warhead effectiveness should be altered in a way that it uniformly does, let's say, 70% damage to tier 1, 2, and 3 defenses at the impact point. So it would be an actual support power, relying on other units to finish the job (or start it), and not a 1000$ ticket to kill one (or more!) even more expensive enemy structures. I've also noticed that the Wallbuster tends to just delete a section of walls and leaves very clean edges, by that I mean that an affected wall segment is either completely gone, or completely unharmed. This is kinda unrealistic IMHO. The way it should be is that at the end of the warhead's radius, the walls should be heavily damaged but not completely destroyed.

 

And one last thing, about how the AI uses it: it seems like the AI has a fixation with Construction Yards and Battle Lab equivalents. Needless to say, the Wallbuster can't do jack to these buildings, even though targeting them makes some sense, because they are almost always walled, both by players, and by other AI. Still, the missile would be much better utilized by targeting clusters of base defenses with it, preferably just before, or during an attack.


Edited by Divine, 29 November 2017 - 02:56 PM.

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