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


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#3441 Handepsilon

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Posted 07 June 2018 - 01:56 PM

different units being produced at each factory

 

That's not how AI works. The AI produces duplicates when AI boost is up. They can't train different vehicles from different factories. Even worse, their vehicle queue between land and naval are shared together.


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#3442 PACER

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Posted 08 June 2018 - 01:40 PM

 

different units being produced at each factory

 

That's not how AI works. The AI produces duplicates when AI boost is up. They can't train different vehicles from different factories. Even worse, their vehicle queue between land and naval are shared together.

 

 

Try something nasty on their factories and see. From Clegs to Raccoons to blocking the exits.


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#3443 mevitar

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Posted 08 June 2018 - 06:07 PM

As Handepsilon wrote, AI does not produce different units from different factories. It has one queue for vehicles, one for infantry, one for pad aircraft and one for buildings.
And like for players, disabling a factory does not turn the production queue off unless all of them are disabled.

Edited by mevitar, 08 June 2018 - 06:07 PM.

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#3444 Luxta

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Posted 12 June 2018 - 04:05 AM

I want to talk about Allied Mission 10 : Gardener. I guess it should be replaced with a more suitable mission.

 

Here are some my ideas :

 

1. This mission, for me, is kinda boring and passive. There are not much importance except that paradox project scientists's rescue. I know this mission is quite important for the completion of Chronosphere device, but is it supossed to be a main mission? What we do here is sneaking up for the scientist with only one unit, Tsurugi. And seems they are not aware yet or paying attention to our action there. You know why? I guess, it because we do a covert mission to rescue the scientist. We try so hard to not let the enemy forces know our identity. That's why we are given with only Tsurugi and mechanic. Even the way how we get the guardian GI from one of the enemy barrack shows how sneaky it is. So, for me, this mission should be placed in covert mission.

 

2. C'mon guys, we need MOre Pacific Front actions. Give them some love and respect. Yeah, maybe their forces almost oliberated by chinese in their homeland so there are some reasons to not making them strong enough, but there is still a chance for them. I think that this mission should be the number one priority for pacific front introduction. Giving Tsurugi as the only unit in the mission is not enough for that. I guess change the mission script so that more units can be introduced will be good.

 

3. In Allied Mission 19 : Stormbringer, we finally have a pacific front appearance. They have their own base, And i was suprised that this base is in Virgin island USA, not in their homeland. Here, they are making a weather controlled device. But, i guess is it a lil bit too late to introduce that device in Act 2? Maybe we can replaced mission 10 : Gardener with the introduction of this device. Likely, they are still planning, so the device still under construction or still in a blueprint. The new mission 10 will be about the old allied base near Cuba where the soviet makes Nuclear Silos, like in Red Alert 2 - Allied Mission 11 Fallout. And it happen to be the old base where the Pacific Front (PF) planned the Weather Control Device. But in the end, PF will lose (Don't know how, but probably having the same fate in the end of Mission Beautiful Mind and Panic Cycle?) Fortunately, they have the second base in Virgin Island. So they move in there in order to developed the Weather Control Device further, but then soviet discovered their plan and attack again anyway. Too bad, Yuri mind control soviet in Virgin Island and then here we go. We arrived in Stormbringer Mission.

 

4. Or we can replace mission 10 with PF defending their homeland or their paradox project scientist, but failed anyway. At least we get to use their unit until the third tier (Not all of them of course, since some of them might still under development)

 

I can't believe how obstinate and Noise Severe happen to be a covert mission. They really have a big fight. But then again, i don't know how you guys described a covert mission. Tell me if i'm wrong, okay. I guess covert mission is about do what you have to do without showing much about your identity so the enemy will confuse. Plus, doing covert mission should make the enemy side almost don't know instantly that the operation is exist. And i see this allied mission 10 is really described that statement. I don't know how you guys described the covert mission, but all of that just my opinions anyway for the better.

 

Sorry my bad English :)



#3445 Handepsilon

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Posted 12 June 2018 - 04:55 AM

Covert Ops is basically missions that are outside main storyline (tbh should be replaced by Another Mission or something, but I guess it's a legacy from the first Red Alert (?)). Since Gardener is vital for storyline, it was included in it. Obstinate and Noise Severe basically were just side stories, so yeah...

 

Btw, we talk about campaigns here : https://forums.revor...cussion/page-92


Edited by Handepsilon, 12 June 2018 - 04:56 AM.

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#3446 Luxta

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Posted 12 June 2018 - 09:45 AM

Yeah, the mission is quite important. I know the point. Thank you for gave the topic place



#3447 BotRot

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Posted 13 June 2018 - 12:21 PM

If the Knightframe does take 1 slot in a transport in the upcoming patch, does that mean Gharials will now have 4 Knightframes already inside and ready for battle instead of 2?


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#3448 Handepsilon

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Posted 13 June 2018 - 12:24 PM

Or it gets resized.. or it stays the same

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#3449 BotRot

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Posted 13 June 2018 - 01:43 PM

Now that Rhino's got a new unique feature, the Rhino's website description may need an update. Here's an attempt: "Enhancements in armor plating after several tests  involving the Iron Curtain have enabled Rhino Tanks to receive extended invulnerability from the Soviet superweapon and its derivatives. This breakthrough allows more aggressive tank onslaughts by the Russians."


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#3450 Divine

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Posted 13 June 2018 - 03:10 PM

I'm not entirely convinced that the Pteranodon's HP buff in 3.3.4 is justified... It's already powerful enough and I don't think one point of speed decrease justifies an extra 100 hp. 4,167% less speed for 12,5% more hp, I know it doesn't exactly work that way but still, I think it's a bit of overcompensation.

 

Also, Archers are still going to have trouble firing down cliffs from garrisons? It is a rather nasty and well-known problem. I wonder if you could fix that before the release.


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#3451 GameMaster0000

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Posted 13 June 2018 - 03:46 PM

like name firestorm challenge, very good reference.

 

Sad that Climax of ACTII won't come this year, but at least some teaser in this year?



#3452 SPCell

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Posted 14 June 2018 - 01:07 PM

Can Rocketeers finally get a buff in 3.3.4 before it came out? What they need is a RoF decrease and maybe some damage buff. Out of all units Rocketeers are the ones who really need to get buffs.



#3453 0Weber0

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Posted 14 June 2018 - 10:24 PM

Can Rocketeers finally get a buff in 3.3.4 before it came out? What they need is a RoF decrease and maybe some damage buff. Out of all units Rocketeers are the ones who really need to get buffs.

Or the ability to regenerate their health. It bothers me greatly that we STILL can't heal some units in this game, reduces their already low survivability to basically non-existant.



#3454 Handepsilon

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Posted 15 June 2018 - 07:50 AM

I think air units already regenerate health slowly. I forgot if Rocketeers are one of them


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#3455 Divine

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Posted 15 June 2018 - 05:07 PM

What would be nice is that if Rocketeers gained the ability to land. By that I mean that using "deploy" on them would toggle their jetpacks on and off. Then they could be healed by Medics. 

Gyrocopters would still need self-healing, tho. Or maybe the Drakuv's AoE healing should affect them while they are flying. Or maybe the gyros too should be able to land, except that they could not move at all or fight when not in the air, but would gain some self-healing while on the ground (or just enjoy the Drakuv).

 

I think that flying infantry being self healing while in flight would be overpowered.


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#3456 Revan0123

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Posted 15 June 2018 - 06:41 PM

Is it even possible to make them land on the ground in terms of coding?



#3457 Divine

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Posted 15 June 2018 - 09:26 PM

Is it even possible to make them land on the ground in terms of coding?

I'm pretty sure I've seen Cosmonauts do it somewhere...


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#3458 0Weber0

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Posted 15 June 2018 - 10:10 PM

I think air units already regenerate health slowly. I forgot if Rocketeers are one of them

They're not, i tested it.

 

What would be nice is that if Rocketeers gained the ability to land. By that I mean that using "deploy" on them would toggle their jetpacks on and off. Then they could be healed by Medics. 

Gyrocopters would still need self-healing, tho. Or maybe the Drakuv's AoE healing should affect them while they are flying. Or maybe the gyros too should be able to land, except that they could not move at all or fight when not in the air, but would gain some self-healing while on the ground (or just enjoy the Drakuv).

 

I think that flying infantry being self healing while in flight would be overpowered.

I mean, it's not like they would heal a lot of hitpoints.



#3459 BotRot

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Posted 16 June 2018 - 05:56 AM

Just a reminder that the Foehn Barracks image from the website contains the Lancer's SHP during development, so it's outdated. Oh, and the Foehn War Factory image is missing the Cyclops Walker as well.


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#3460 Solais

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Posted 16 June 2018 - 10:20 AM

I wonder if the Cyclops is planned to look still like a retextured Titan or will get its originally planned model finished.


Edited by Solais, 16 June 2018 - 10:20 AM.





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