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


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#321 CLAlstar

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Posted 06 January 2017 - 04:18 PM

Snipers do feel weak. Buffs are already proposed from what i can see. And i think Riot Trooper being edible is a mistake, same as pyro being uncrushable in 3.0.



#322 Divine

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Posted 06 January 2017 - 04:33 PM

What do you people think about Libra? She's my favourite hero no doubt, but at times her firepower feels a bit lacking. She can only kill the weakest infantry units with a single dart, and while the splash makes her weapon good against blobs, against singular, high tier infantry it kinda sucks. She actually has trouble dealing with Knightframes, let alone Kingframes. I admire her jack of all trades nature, her speed, and her range, and the decoy clones she has, but considering that PsiCorps doesn't have many options when raw firepower is needed, I think she could use a bit more of it. Not much, just enought to one shot kill at least some of the heavier tier 2 infantry, like the Tesla Trooper. She's the goddess of kiting when the circumstances allow it, but I feel that she's quite easily overhelmed when no escape is possible, which seem to happen more often than one would think, for example when her help is needed to defend something. 


Edited by Divine, 06 January 2017 - 04:37 PM.

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#323 Handepsilon

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Posted 06 January 2017 - 04:39 PM

Employ Magnetron on Foehn and you're good to go, really.


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#324 CLAlstar

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Posted 06 January 2017 - 05:42 PM

Do you want 3.0 Libra wrecking armies alone? Because thats how you get 3.0 Libra wrecking armies alone.

 

Also i get a feeling from your posts that only faction that you are playing is PsiCorps and you are desperatly trying to buff everything related to it. Magnetrons are the way to go vs Foehn. I dont think they have any unit beside air ones that arent affected by mag beam/magnetron



#325 Handepsilon

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Posted 06 January 2017 - 05:58 PM

Bar engineers

 

Because law of (CnC) universe is absolute and must be obeyed


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#326 XoGamer

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Posted 06 January 2017 - 06:08 PM

Engineers should have special abilities depending on the faction.

Like Soviet Engineer should be trained in hand-to-hand combat lol so all the pros be like doing engineer rush.

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#327 X1Destroy

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Posted 06 January 2017 - 06:14 PM

Nope. Engineers better stay the same for all faction as they already used up the 2 weapon slots for bomb defusing and scanning.


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#328 Divine

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Posted 06 January 2017 - 07:25 PM

Do you want 3.0 Libra wrecking armies alone? Because thats how you get 3.0 Libra wrecking armies alone.

 

Also i get a feeling from your posts that only faction that you are playing is PsiCorps and you are desperatly trying to buff everything related to it. Magnetrons are the way to go vs Foehn. I dont think they have any unit beside air ones that arent affected by mag beam/magnetron

I find it hard to argue, and I have to admit that I'm probably by far not as experienced as you are. I refute the accusation that I play exclusively PsiCorps tho. It's my favourite faction, but I played with all others too, enough to know their strenghts and weaknesses. Frankly I can't tell what I like about PsiCorps, maybe it's the mobility. It's not possible to not to see tho, that in terms of raw firepower, it's probably the weakest faction. Sometimes the necessity of firepower just can't be avoided, and then PsiCorps loses by default. Magnetrons are awesome, true. But they also cost 1500$ and have armor made of wet tissue paper. What will you do if they are taken out? Especially if they are taken out by Haihead. You realise that that 1500$ was not spent on units that can do damage. Then you realise that Mind Control doesn't work on Megalodons. I don't think there's any other faction who's success depends on the survival of such a fragile and rather expensive unit. To me it seems like while PsiCorps can do wonders with good micromanagement, but it's also very situational, its tactics and units are fragile, and unforgiving even to the smallest mistakes. Libra and her clones exist to at least partially fill this huge gap, the need for firepower in the PsiCorps arsenal. But since the update she's not half as good as she used to be, I think her weapon was nerfed a bit, but more importantly, there's a whole bunch of new, dedicated anti-infantry units to counter her, and infantry in general.

 

Against Last Bastion, PsiCorps fares quite well, I guess. And what about Coronia? Your T3 AA will be neutralised by Alanquas, everything else will be raped by Pteranodons, Quetzals and Buzzards. 


Edited by Divine, 06 January 2017 - 07:31 PM.

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#329 mevitar

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Posted 06 January 2017 - 07:56 PM

What do you people think about Libra? She's my favourite hero no doubt, but at times her firepower feels a bit lacking. She can only kill the weakest infantry units with a single dart, and while the splash makes her weapon good against blobs, against singular, high tier infantry it kinda sucks. She actually has trouble dealing with Knightframes, let alone Kingframes. I admire her jack of all trades nature, her speed, and her range, and the decoy clones she has, but considering that PsiCorps doesn't have many options when raw firepower is needed, I think she could use a bit more of it. Not much, just enought to one shot kill at least some of the heavier tier 2 infantry, like the Tesla Trooper. She's the goddess of kiting when the circumstances allow it, but I feel that she's quite easily overhelmed when no escape is possible, which seem to happen more often than one would think, for example when her help is needed to defend something.

The only big differences between BR1 Libra and 3.3 Libra are increased health and no more burst abuse. She had absolutely no nerfs inbetween (other than removed bullet resistance, which was later brought back again).
And preventing burst abuse on her is hardly a nerf, more like a bugfix, which was also added to other units that could do it.

Plus, there's plenty of things to help keep Libra alive. Libra Clones, Magnetic Beam, Risen Inferno, buffed Shadow Ring..
 

Do you want 3.0 Libra wrecking armies alone? Because thats how you get 3.0 Libra wrecking armies alone.

3.3 Libra is stronger than 3.0, she just no longer can burst abuse to ignore her attack timer (which was a problem not only with Libra).

Edited by mevitar, 06 January 2017 - 07:58 PM.

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#330 CLAlstar

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Posted 06 January 2017 - 08:00 PM

If your argument against mag/magbeam is the fact that they do not deal damage then i dont know what are you even thinking. Its not about dealing damage, its about A) stopping at least part of attack force INCLUDING megalodons or B) keeping up retreating enemy in place so you can finish him off.

 

I can prove that magnetrons can win you the engages. In some time. Just let me render that game.



#331 Divine

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Posted 06 January 2017 - 08:07 PM

 

What do you people think about Libra? She's my favourite hero no doubt, but at times her firepower feels a bit lacking. She can only kill the weakest infantry units with a single dart, and while the splash makes her weapon good against blobs, against singular, high tier infantry it kinda sucks. She actually has trouble dealing with Knightframes, let alone Kingframes. I admire her jack of all trades nature, her speed, and her range, and the decoy clones she has, but considering that PsiCorps doesn't have many options when raw firepower is needed, I think she could use a bit more of it. Not much, just enought to one shot kill at least some of the heavier tier 2 infantry, like the Tesla Trooper. She's the goddess of kiting when the circumstances allow it, but I feel that she's quite easily overhelmed when no escape is possible, which seem to happen more often than one would think, for example when her help is needed to defend something.

The only big differences between BR1 Libra and 3.3 Libra are increased health and no more burst abuse. She had absolutely no nerfs inbetween (other than removed bullet resistance, which was later brought back again).
And preventing burst abuse on her is hardly a nerf, more like a bugfix, which was also added to other units that could do it.

Plus, there's plenty of things to help keep Libra alive. Libra Clones, Magnetic Beam, Risen Inferno, buffed Shadow Ring..
 

Do you want 3.0 Libra wrecking armies alone? Because thats how you get 3.0 Libra wrecking armies alone.

3.3 Libra is stronger than 3.0, she just no longer can burst abuse to ignore her attack timer (which was a problem not only with Libra).

 

Now that i think about it a bit more, I think the reason why Libra feels weaker is that her "burst abuse" was actually automatic (besides that it could be forced by pressing S after the second dart). In 3.0, if an enemy unit shot Libra while she was just casually shooting one dart after the other at various targets, Libra was "pissed off" and retaliated against the offender by firing a burst of 3 at it immediately. This usually meant that the attacker and anyone around it (if infantry) did not get much more shots at her. In 3.3, this is no longer the case and she's easier to overwhelm. In fact, if she's attacked, she'll sometimes wait out her full reload time before she retaliates. I still say that this should be compensated by a minor buff sho she wouldn't need to waste 2 darts because the first one leaves quite a lot of infantry types on red health.


Edited by Divine, 06 January 2017 - 08:55 PM.

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#332 XoGamer

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Posted 07 January 2017 - 10:39 AM

The devs have released like 4 videos on how to play as Foehn.

 

 

Why not show us how to counter it?


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#333 Admiral_Pit

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Posted 07 January 2017 - 11:16 AM

The devs have released like 4 videos on how to play as Foehn.

 

 

Why not show us how to counter it?

 

If they do that, I recommend general faction vids to counter each of the 3 Foehn Subfactions.

 

 

Example:  Allied factions vs each Foehn subfaction.

Here I'd want to suggest tips to help beat certain Foehn things in two categories; General Allied counters and Subfaction-specific (What USA, EA, or Pacific on their own) ones.  I honestly don't know where to start or how, so I'd like to know what's some of the biggest troubles ppl are having against Foehn (even if they play Foehn too), whether it's rushes or certain units.  I don't have too much knowledge on non-Soviet stuff, so here's something I can recommend, but again, just an example of a potential format.

 

Foehn threat of w/e kind (such early Infantry rush)

-General Faction strategies

-Subfaction specific strategies (if applicable)

 

Something like that.  Honestly, I'd just ask what Foehn problem you have, what subfaction (or faction) you're using, and maybe someone can give solutions.


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#334 XoGamer

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Posted 07 January 2017 - 12:52 PM

 

The devs have released like 4 videos on how to play as Foehn.

 

 

Why not show us how to counter it?

 

If they do that, I recommend general faction vids to counter each of the 3 Foehn Subfactions.

 

 

Example:  Allied factions vs each Foehn subfaction.

Here I'd want to suggest tips to help beat certain Foehn things in two categories; General Allied counters and Subfaction-specific (What USA, EA, or Pacific on their own) ones.  I honestly don't know where to start or how, so I'd like to know what's some of the biggest troubles ppl are having against Foehn (even if they play Foehn too), whether it's rushes or certain units.  I don't have too much knowledge on non-Soviet stuff, so here's something I can recommend, but again, just an example of a potential format.

 

Foehn threat of w/e kind (such early Infantry rush)

-General Faction strategies

-Subfaction specific strategies (if applicable)

 

Something like that.  Honestly, I'd just ask what Foehn problem you have, what subfaction (or faction) you're using, and maybe someone can give solutions.

 

 

Perhaps have a video per Foehn subfaction and outline their weaknesses and maybe how to counter those with each faction (including how to counter Foehn with Foehn.)


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#335 Divine

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Posted 07 January 2017 - 01:31 PM

I posted this idea once like 2 years ago, but it's kinda forgotten so...

I thought of a new kind of siege infantry for the Epsilon, I guess that it would PsiCorps the best (CLAIstar is probably facepalming now). I swear it's coincidence, I wasn't a PsiCorpsboo when I first had this idea. Anyway. Let's call it the Epsilon Juggernaut. Appearence wise, a big, bald guy, maybe with a breathing apparatus (think of Bane), some medium flak armor and robes covering his body, with a psychich amplifying device attached to his spine, similar to those that can be found on the backs of Initiates, although larger and more prominent. The Epsilon Juggernaut would attack by hurling massive blobs of destructive psychic energy over large distances, ie: miniature Raseph ball-lightnings. They could be shot down, easier than those fired by the Raseph, but the Juggernaut himself would be cheaper, and land-dwelling (or alternatively, levitating, just to fit better in the PsiCorps arsenal). He should be somewhat slow, expensive, but surprisingly durable, although not as much as the Stalker. A secondary, "psychic lightning" attack with (very) short range is optional, to fend off attackers that are within the minimum range of his primary attack. Now, because the Juggernaut's primary attack would look a bit like the "spirit bomb" in DBZ, I think it would be adequate if he had the attack voice line "GIVE ME ENERGY!", amongst other obligatory memes. The unit's character should be overly violent and eager for destruction. Bellow is the description I came up with:

 

No talent is wasted in the PsiCorps. Those Initiates who show exceptional psychic might but lack the mental stability to use mind control and thus become Epsilon Adepts are trained as Juggernauts instead. After years of training and augmentation, these rare individuals become walking engines of destruction, able to amass large blobs of unstable psychic energy and hurl it at the enemy, not unlike Epsilon's infamous Raseph submarines. Although the projectiles can be dissipated by concentrated anti-aircraft fire, continously fending off the attacks of multiple Juggernauts is next to impossible. When threatened at close range, the Juggernaut won't bother with collecting his energy into a ball-like form, but instead he will outright unleash it at the unfortunate offenders, in a lightning-like attack that can evaporate weaker foes in an instant. Despite his enormous power, the Juggernaut is still easily overwhelmed, so it's the best to keep him in the company of other units who can support and protect him.


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#336 Handepsilon

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Posted 07 January 2017 - 02:29 PM

So like

 

Goku and Emperor Palpatine performing fusion?

 

Interesting idea... wouldn't mind much


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#337 Nicholas Chau

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Posted 07 January 2017 - 03:17 PM

why is there a need for the signal inhibitor when the raccoon can do the same thing albeit mobile?? i think the signal inhibitor should be removed and replaced with something else



#338 CLAlstar

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Posted 07 January 2017 - 03:21 PM

why is there a need for the signal inhibitor when the raccoon can do the same thing albeit mobile?? i think the signal inhibitor should be removed and replaced with something else

Its stationary (you wont accidently move it out of your base) and covers bigger range. I dont know why do you consider it useless.



#339 X1Destroy

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Posted 07 January 2017 - 03:25 PM

Raccoon can be mind controlled. More than enough reason to build the inhibitor.

BTW, Epsilon doesn't need anymore siege weapons when the Basilisk out-ranged most base defenses. HQ have Stalkers on the ground and PsiCorps Magnetron can also do the same job. Anymore is kinda overkill.

Regarding siege, I say Wings of Coronia having Tarchia cannon when it rarely use ground forces is pretty stupid. Haihead would probably need that more.


 


Edited by X1Destroy, 07 January 2017 - 03:40 PM.

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#340 Wayward Winds

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Posted 07 January 2017 - 07:20 PM

On the other hand, the Tarchia can't be shut down by massing anti-air.  It's there to give a backup option to Coronia if the air assault is proving too costly.  I've seen too many Quetzal/Pteranodon/Buzzard strike wings blown out of the sky to dismiss the ground/naval forces.

...Although I'll admit I haven't seen much success with the things, but that's probably because I prefer to use the Leviathan for shoreline bombardment, and a load of Kingsframe/Railguneer for terrestrial combat.

 

Anyway, Haihead have their own artillery unit, the Shadray.  Moving the Tarchia over to Haihead would make it sorta redundant.






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