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


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#2761 mrvecz

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Posted 01 January 2018 - 12:10 PM

Can the voice over loudness be increased for some units ? They are so silent, barely understandable compared to other units.

 

Namely:

Allies:

Archon, Tsurugi, Kappa tank, Zephyr, Hailstorm, Blizzard tank, Norio, Siegfried

Why majority of them are Pacific front units ? Is it from the fake accents ?

 

Soviets:
Quilin tank

Rest is loud and clear

 

Epsilon

Nothing i remember from top of my head

 

Foehn

Clairvoyant

Rest is loud and clear and quite well done.



#2762 StolenTech

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Posted 01 January 2018 - 08:38 PM

I would say plague splaterers are too quite aswell

.


Edited by StolenTech, 01 January 2018 - 08:38 PM.


#2763 PACER

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Posted 02 January 2018 - 12:37 PM

Salamanders are not noisy enough


In-game speed vs real life speed?   
Malver in Obisidian Sands?   
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#2764 BlackAbsence

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Posted 02 January 2018 - 03:26 PM

The soviets have the worst repair options so I'd like to suggest changing that.

- The repair crane could just require a war factory (instead of any soviet lab) in order to be built.

- The repair drone could be dropped in more frequently; every 3 minutes instead of 4 minutes.

 

How about engineer variants for each side?

- The Allies would get the "Operator G.I.".

His special ability is that he can deploy into a sturdy little dugout which can garrison 3 troops.

Good for defending oil and whatnot.

- The Soviets will get the "Mechanic".

His special ability is that he can very slowly repair vehicles at close range.

Good because Soviets need better repair options (imo).

- The Epsilon will get the "Hijacker".

His special ability is that he can hijack vehicles at close range.

Their mainly only good for capturing vehicles that are mind controlled though (via force attack), because they're weak.

The SC T3 Hijacker will be renamed to "Thief".

- The Foehn will get the "Heavy Engineer".

His special ability is thanks to his suit: He can no longer be eaten by dogs, he has more health, and can self heal.

Unfortunately he walks slower than other engineers, he takes up 2 slots in transports (nerfing jackal+engi rushing), and he has no nanosynced form.


Edited by BlackAbsence, 02 January 2018 - 03:38 PM.

Infinitive absence.


#2765 mrvecz

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Posted 02 January 2018 - 04:19 PM

I think engineers are fine as they are, expect maybe everyone could get atleast some kind of hand gun, so if 5 engineers are sprinting to cap some tech defences, they all wont get slaughtered by single dog or spook.



#2766 Sizyfos31

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Posted 02 January 2018 - 04:45 PM

I think engineers are fine as they are, expect maybe everyone could get atleast some kind of hand gun, so if 5 engineers are sprinting to cap some tech defences, they all wont get slaughtered by single dog or spook.

 

That sounds like Harkonnen Engineers from Emperor : Battle for Dune. the disadvantage being that Harkonnen did not have an APC and as a countermeasure they were given a pistol.

 

Also, Technician pistol requires quite a lot of shots to kill a Dog, so maybe it's not worth it at all (if someone would think about giving engineers the Technician pistol).


Edited by Sizyfos31, 02 January 2018 - 04:46 PM.

This is what I see when anyone misspell Fury Drone as Furry Drone

 

I made a youtube playlist of songs that may have inspired mission names (at least 50% is correct and seen by Speeder himself)


#2767 mrvecz

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Posted 02 January 2018 - 05:50 PM

GDI Steel Talons engineer and RA 3 Soviet engineer are armed as well. They could get better pistol, something so 3 of them can kill a dog before he kills them one by one. 



#2768 StolenTech

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Posted 02 January 2018 - 06:22 PM

The soviets have the worst repair options so I'd like to suggest changing that.

- The repair crane could just require a war factory (instead of any soviet lab) in order to be built.

- The repair drone could be dropped in more frequently; every 3 minutes instead of 4 minutes.

 

How about engineer variants for each side?

- The Allies would get the "Operator G.I.".

His special ability is that he can deploy into a sturdy little dugout which can garrison 3 troops.

Good for defending oil and whatnot.

- The Soviets will get the "Mechanic".

His special ability is that he can very slowly repair vehicles at close range.

Good because Soviets need better repair options (imo).

- The Epsilon will get the "Hijacker".

His special ability is that he can hijack vehicles at close range.

Their mainly only good for capturing vehicles that are mind controlled though (via force attack), because they're weak.

The SC T3 Hijacker will be renamed to "Thief".

- The Foehn will get the "Heavy Engineer".

His special ability is thanks to his suit: He can no longer be eaten by dogs, he has more health, and can self heal.

Unfortunately he walks slower than other engineers, he takes up 2 slots in transports (nerfing jackal+engi rushing), and he has no nanosynced form.

No. just.... no.

none of these make any goddamn sense.



#2769 DarkEmblem

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Posted 02 January 2018 - 06:27 PM

ooo the memelord



#2770 Endless

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Posted 02 January 2018 - 06:28 PM

The soviets have the worst repair options so I'd like to suggest changing that.
- The repair crane could just require a war factory (instead of any soviet lab) in order to be built.
- The repair drone could be dropped in more frequently; every 3 minutes instead of 4 minutes.

How about engineer variants for each side?
- The Allies would get the "Operator G.I.".
His special ability is that he can deploy into a sturdy little dugout which can garrison 3 troops.
Good for defending oil and whatnot.
- The Soviets will get the "Mechanic".
His special ability is that he can very slowly repair vehicles at close range.
Good because Soviets need better repair options (imo).
- The Epsilon will get the "Hijacker".
His special ability is that he can hijack vehicles at close range.
Their mainly only good for capturing vehicles that are mind controlled though (via force attack), because they're weak.
The SC T3 Hijacker will be renamed to "Thief".
- The Foehn will get the "Heavy Engineer".
His special ability is thanks to his suit: He can no longer be eaten by dogs, he has more health, and can self heal.
Unfortunately he walks slower than other engineers, he takes up 2 slots in transports (nerfing jackal+engi rushing), and he has no nanosynced form.

You have a serious problem and quite frankly, I am tired of seeing this large amount of foul feces you manage to spew forth.

When will you start thinking?

Edited by Endless, 02 January 2018 - 06:33 PM.

Cease or I will have to use D E A D L Y F O R C E


#2771 DarkEmblem

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Posted 02 January 2018 - 06:36 PM

Everyone is entitled to giving their own feedback.

cykablyat.png


Edited by DarkEmblem, 02 January 2018 - 06:37 PM.


#2772 Destroyencio

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Posted 02 January 2018 - 07:09 PM

The soviets have the worst repair options so I'd like to suggest changing that.

- The repair crane could just require a war factory (instead of any soviet lab) in order to be built.

- The repair drone could be dropped in more frequently; every 3 minutes instead of 4 minutes.

 

How about engineer variants for each side?

- The Allies would get the "Operator G.I.".

His special ability is that he can deploy into a sturdy little dugout which can garrison 3 troops.

Good for defending oil and whatnot.

- The Soviets will get the "Mechanic".

His special ability is that he can very slowly repair vehicles at close range.

Good because Soviets need better repair options (imo).

- The Epsilon will get the "Hijacker".

His special ability is that he can hijack vehicles at close range.

Their mainly only good for capturing vehicles that are mind controlled though (via force attack), because they're weak.

The SC T3 Hijacker will be renamed to "Thief".

- The Foehn will get the "Heavy Engineer".

His special ability is thanks to his suit: He can no longer be eaten by dogs, he has more health, and can self heal.

Unfortunately he walks slower than other engineers, he takes up 2 slots in transports (nerfing jackal+engi rushing), and he has no nanosynced form.

 

No fucking way.



#2773 Endless

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Posted 02 January 2018 - 07:13 PM

Everyone is entitled to giving their own feedback.

cykablyat.png

pepe_blink_by_fazboggle-d97slqh.gif


Cease or I will have to use D E A D L Y F O R C E


#2774 BlackAbsence

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Posted 02 January 2018 - 11:06 PM

ooo the memelord

Huh? lol

 

Edit: Anyway, you guys really need to work on your criticism skills... and by that I mean tell me WHY the ideas are bad.

This community... I'm starting to see it as trash...


Edited by BlackAbsence, 02 January 2018 - 11:17 PM.

Infinitive absence.


#2775 yunru the gundealer

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Posted 02 January 2018 - 11:46 PM

The soviets have the worst repair options so I'd like to suggest changing that.

- The repair crane could just require a war factory (instead of any soviet lab) in order to be built.

- The repair drone could be dropped in more frequently; every 3 minutes instead of 4 minutes.

 

How about engineer variants for each side?

- The Allies would get the "Operator G.I.".

His special ability is that he can deploy into a sturdy little dugout which can garrison 3 troops.

Good for defending oil and whatnot.

- The Soviets will get the "Mechanic".

His special ability is that he can very slowly repair vehicles at close range.

Good because Soviets need better repair options (imo).

- The Epsilon will get the "Hijacker".

His special ability is that he can hijack vehicles at close range.

Their mainly only good for capturing vehicles that are mind controlled though (via force attack), because they're weak.

The SC T3 Hijacker will be renamed to "Thief".

- The Foehn will get the "Heavy Engineer".

His special ability is thanks to his suit: He can no longer be eaten by dogs, he has more health, and can self heal.

Unfortunately he walks slower than other engineers, he takes up 2 slots in transports (nerfing jackal+engi rushing), and he has no nanosynced form.

operator gi seems like it'd be more fitting as a stolen tech unit, as giving free garrison's is something the soviets do more then the allies do and plus the allied infantry are already quite good on their own, what is basically more armor could make it a bit unbalanced

mechanic does sound useful, but personally i think it'd work better as a add-on unit (maybe for the LC?) then as the team engi

the hijacking engi would just be like making the already existing hijacker far easier to get and not be SC only, unless they are only meant to take mind controlled units (i don't know if thats even possible in-engine?) otherwise it seemed unbalanced or could have the role more easily taken by other units (like yuri clones)

the heavy engineer makes sense to me actually, the foehn are all about costly units, it'd help with engi abuse with jackals

overall i don't like the ideas as engi upgrades but i would enjoy most of these being their own units but it'd make some problems balance wise, plus now you gotta change some missions to avoid having problems made from the new engis (also it'd up their cost, that isn't fun)



#2776 Solais

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Posted 02 January 2018 - 11:46 PM

I do detect some voices of elitism. It usually appears in the form of dismissal againts any sort of idea that might go against established status-quo.


Edited by Solais, 02 January 2018 - 11:47 PM.


#2777 Destroyencio

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Posted 03 January 2018 - 12:05 AM

Because your ideas suggest to add stuff that is completly unnecessary or won't improve the game balance.

 

First of all:

 

The soviets have the worst repair options so I'd like to suggest changing that.

- The repair crane could just require a war factory (instead of any soviet lab) in order to be built.

- The repair drone could be dropped in more frequently; every 3 minutes instead of 4 minutes.

 

Soviets having worst repair options? If you mean the Repair Drones have long CD, you seem not to keep in mind certain things:

- They don't queue on factory so you don't have to stop your Miner/Tank production.

- They are amphibious.

- The fact of being full dedicated repair units make them easier to micro, not to mention the fact that they auto target closer units without the need of using the guard mode, unlike IFVs or Stingers.

- Not sure about you, but I usually end up a game (when playing as Soviets) with a fuckton of Repair Drone, both PvE and PvP games.

 

Now, the Repair Crane? It's fine at T3, seriously. It even repairs planes and aircraft like Wolfhounds in a decent area.

 

Sometimes I wonder why there's so many people asking for Soviet buffs in general when they are already strong in their own, seriously. Play more against them and you will see they are strong.

 

 

How about engineer variants for each side?

- The Allies would get the "Operator G.I.".

His special ability is that he can deploy into a sturdy little dugout which can garrison 3 troops.

Good for defending oil and whatnot.

 

You are just asking for Allieds to get their T1 Instant Shelters, plus Allieds in general already have good defensive positions with their T1 infantry being deployable to guard positions.

 

- The Soviets will get the "Mechanic".

His special ability is that he can very slowly repair vehicles at close range.

Good because Soviets need better repair options (imo).

 

Scroll up.

 

 

- The Epsilon will get the "Hijacker".

His special ability is that he can hijack vehicles at close range.

Their mainly only good for capturing vehicles that are mind controlled though (via force attack), because they're weak.

The SC T3 Hijacker will be renamed to "Thief".

 

I don't see the point on this, really. Hijackers are supposed to be an alternative for Scorpion Cell's lack of heavy armor in the field, and plus you already have Huntresses. With this you are just overusing the hijacking mechanic which was supposed to be for SC and Foehn Huntresses. And don't forget that people could also use Shadow Ring to cloak those engis and easily steal units without even needing Hijackers.

 

- The Foehn will get the "Heavy Engineer".

His special ability is thanks to his suit: He can no longer be eaten by dogs, he has more health, and can self heal.

Unfortunately he walks slower than other engineers, he takes up 2 slots in transports (nerfing jackal+engi rushing), and he has no nanosynced form.

 

I can understand why you want this but I don't agree. Doing this means that in certain maps (imagine Dune Patrol II) the non Foehn player has time to capture both derricks at the start of the game before the Foehn even reaches it. Appart from that, the fact of having engis being vulnerable to dogs makes it more dynamic, making you pay attention to the them and protecting them, and less "click and forget".

 

P.S.: Keep in mind that adding a new unit in the game is not always a simple task. I mention it because I see that you suggest to add a lot of stuff pretty often. There are public assets but not always there's the thing you are looking for. Once you have the unit, you have to add it in the INIs, make sure it works and doesn't cause crashes, add voice lines and sounds, and balancing it too. And maybe even trying to make it fit with the campaign and lore wise.
So please, think a bit before just asking for a unit (or many) to be added.
 

Happy now?


Edited by Destroyencio, 03 January 2018 - 12:05 AM.


#2778 BlackAbsence

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Posted 03 January 2018 - 12:55 AM

Doing this means that in certain maps (imagine Dune Patrol II) the non Foehn player has time to capture both derricks at the start of the game before the Foehn even reaches it. Appart from that, the fact of having engis being vulnerable to dogs makes it more dynamic, making you pay attention to the them and protecting them, and less "click and forget".

Non Foehn players already have the oil rush advantage, because they have dogs to intercept engineers whereas foehn has no dogs to intercept said engineers.

Think about it... an engineer is always gonna beat a knightframe to the destination.

Then you have the T1 jackal dominating non foehn players with oil rushing over waters.


Infinitive absence.


#2779 mevitar

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Posted 03 January 2018 - 01:12 AM

You have a serious problem and quite frankly, I am tired of seeing this large amount of foul feces you manage to spew forth.

When will you start thinking?

The one that will have a problem is you if you keep saying stuff like this. You can all do that in a private chat, not here.
If you want to disagree, do so, but without resorting to fecal matter.
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#2780 TeslaCruiser

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Posted 03 January 2018 - 02:14 AM

"Think about it... an engineer is always gonna beat a knightframe to the destination"
Not always. Classic dune2 example. You should always get your oil. Send knightframe first.
I guess this can be a problem when the structure is at the same distance from both players. But imho the jakal thing is a way bigger issue.

Edited by TeslaCruiser, 03 January 2018 - 02:33 AM.





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