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


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#361 JeagerEX12

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Posted 08 January 2017 - 05:38 PM

Mental Omega takes place in a universe where time-traveling, weaponised tesla, stealth suits, cyborgs, teleporting, lasers from space, psychic powers, setting things on fire with your brain, confusion rays, cloning, mass genetic manipulation and people/dog power plants exist.

And you're complaining about a plane not being from that time.

I'm not complaining about the jet not being from that time, I just confused that why is the Stormchild in the game (not the icon) looks like a Euro Typhoon.

 

And for the European Union faction, do we need an Orca-like attack helicopter as a tier 1 aircraft? Since the Thor Gunship is a tier 3 aircraft unit.

 

 

 

I have a suggestion.

 

Why the USA has Stormchilds which is based on a Eurofighter Typhoon and the European Union has Harriers which is now as a primary user of the US Marines since RAF and other European air force was retired in 2011? It does not make any sense.

strmicon.png = http://www.ausairpow...2009-JOW-1S.jpg + http://vignette4.wik...ting_Falcon.jpg
And it makes sense because RA1 that takes place in 1953 has Abrams Tanks and Apaches in their FMVs.

 

 

allstorm.png

 

For me, it looks like a Eurofighter Typhoon. Only the unit icon looks like an F-16.


Edited by JeagerEX12, 08 January 2017 - 05:44 PM.


#362 XoGamer

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Posted 08 January 2017 - 06:11 PM

I have a suggestion for an alternative Reprocessor.

Instead of making the reprocessor give money on enemy kills, how about giving money back when your own units die?

This means that Foehn can't hopelessly snowball with successful engagements. And since Foehn armies are so expensive, it also means that losing that army won't be as costly.

 

This idea is 1 million times better than the current reprocessor :whathuh:
and would nerf foehn significantly :D


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#363 Divine

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Posted 08 January 2017 - 08:08 PM

Mental Omega takes place in a universe where time-traveling, weaponised tesla, stealth suits, cyborgs, teleporting, lasers from space, psychic powers, setting things on fire with your brain, confusion rays, cloning, mass genetic manipulation and people/dog power plants exist.

And you're complaining about a plane not being from that time.

As stupid as it may sound, it's actually a bit realistic. Or at least not as much detached from reality as one would think. Consider that in the Red Alert universe, WW2 didn't happen, but a massive Soviet-Allied arms race, and a Great War 2 did. Then again massive Soviet rearmament, and GW 3. War brings about very accelerated technological advancament, and these wars were shorter, but even more desperate than the real WW2. A whole bunch of the stuff you can find in Red Alert is acually based on real life experiments that never got too far, because there was only cold war, and they were deemed too expensive to research or manufacture.


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#364 X1Destroy

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Posted 08 January 2017 - 09:04 PM

just confused that why is the Stormchild in the game (not the icon) looks like a Euro Typhoon.


Because why not? I'm fine even if it was called Typhoon too.
What's wrong with fictional America using IRL European designs? Is this another national pride problem or something?

snapback.png I have a suggestion for an alternative Reprocessor.

Instead of making the reprocessor give money on enemy kills, how about giving money back when your own units die?


If you have no unit but a bunch of base defenses and support powers then it will made the Reprocessor completely useless. And I'm not sure if that is codable.

Edited by X1Destroy, 08 January 2017 - 09:08 PM.

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#365 CLAlstar

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Posted 08 January 2017 - 11:25 PM

As i said, so i did. With dedication to Divine.

 



#366 aethiraes

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Posted 09 January 2017 - 12:04 AM

 

just confused that why is the Stormchild in the game (not the icon) looks like a Euro Typhoon.


Because why not? I'm fine even if it was called Typhoon too.
What's wrong with fictional America using IRL European designs? Is this another national pride problem or something?
 

 

snapback.png I have a suggestion for an alternative Reprocessor.

Instead of making the reprocessor give money on enemy kills, how about giving money back when your own units die?


If you have no unit but a bunch of base defenses and support powers then it will made the Reprocessor completely useless. And I'm not sure if that is codable.

 

 

Yeah I don't know the limitations of Ares, so I'm not sure if it's possible. If it were codable, I'm just putting this out there for consideration. Unlike the other factions' ecobooster, the Reprocessor has a radically higher power ceiling. 

 

My suggestion would lower this power ceiling dramatically, making the Reprocessor a kind of "inverted" Industrial Plant that lowers unit costs when that unit dies.  The Industrial Plant makes units cheaper by 35%, so maybe make the cash return for Foehn deaths about 50%, because my suggestion is arguably worse than the Industrial Plant since you would need to throw away your entire army to get the same effect. 

 

You could even refund a portion of the structures destroyed if that's possible.

 

Or maybe you can do something in-between. Nerf the return from unit kills but make up for it by implementing my suggestion. 

 

Also why would you have nothing but defenses and support powers? 

 

What.


Edited by aethiraes, 09 January 2017 - 12:20 AM.


#367 TeslaCruiser

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Posted 09 January 2017 - 12:59 AM

Looks like a good idea

#368 Divine

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Posted 09 January 2017 - 03:34 AM

As i said, so i did. With dedication to Divine.

 

Amazing replay, very entertaining, and you have shown some awesome mastery of the game, but the whole thing was quite contradictory to your point. Mag beam helped you a lot, but Magnetrons, not so much, or at least that's what I saw. You vastly outskilled your opponent, had a very clear adventage from the beginning, had superweapon, outnumbered him heavily (I think there was a point where you had about 3 times as much units as him), you had veteran infantry, sabotaged his radar, and you still needed Salamanders to do the dirty job. I can't tell for sure, but I've got the feeling that the match wouldn't have lasted half as long if you played a faction with actual guns.


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#369 X1Destroy

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Posted 09 January 2017 - 03:42 AM

Last bastion can be played with just camping.

The steamrolling only happen after they gain money.

Also, theirs heavy units doesn't die quick but take forever to build. Being recycled for cashes just doesn't make up for the lost build time. The industrial plant on the other hand also make tanks build faster.

A nerf to cash rate should the better option.

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#370 Nicholas Chau

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Posted 09 January 2017 - 05:40 AM

 

 

just confused that why is the Stormchild in the game (not the icon) looks like a Euro Typhoon.


Because why not? I'm fine even if it was called Typhoon too.
What's wrong with fictional America using IRL European designs? Is this another national pride problem or something?
 

 

snapback.png I have a suggestion for an alternative Reprocessor.

Instead of making the reprocessor give money on enemy kills, how about giving money back when your own units die?


If you have no unit but a bunch of base defenses and support powers then it will made the Reprocessor completely useless. And I'm not sure if that is codable.

 

 

Yeah I don't know the limitations of Ares, so I'm not sure if it's possible. If it were codable, I'm just putting this out there for consideration. Unlike the other factions' ecobooster, the Reprocessor has a radically higher power ceiling. 

 

My suggestion would lower this power ceiling dramatically, making the Reprocessor a kind of "inverted" Industrial Plant that lowers unit costs when that unit dies.  The Industrial Plant makes units cheaper by 35%, so maybe make the cash return for Foehn deaths about 50%, because my suggestion is arguably worse than the Industrial Plant since you would need to throw away your entire army to get the same effect. 

 

You could even refund a portion of the structures destroyed if that's possible.

 

Or maybe you can do something in-between. Nerf the return from unit kills but make up for it by implementing my suggestion. 

 

Also why would you have nothing but defenses and support powers? 

 

What.

 

this suggestion is what i think the reprocessor should do in the first place. although 50 percent is too much already.

 

Last bastion can be played with just camping.

The steamrolling only happen after they gain money.

Also, theirs heavy units doesn't die quick but take forever to build. Being recycled for cashes just doesn't make up for the lost build time. The industrial plant on the other hand also make tanks build faster.

A nerf to cash rate should the better option.

nerfing how much money u get for killing with the reprocessor also is a good suggestion, though i think giantsbane and godsbane have too much hp already for a turtle faction -_- ( they need a NERF for their hp NOW)



#371 JeagerEX12

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Posted 09 January 2017 - 06:38 AM

Does each faction is only 3 sub-factions but not more than 3.



#372 X1Destroy

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Posted 09 January 2017 - 07:01 AM

Giant banes are freaking slow, each cost as much as an Abrams and are useless vs infantry since they can only stall them, not kill them. They are also not immune to mind control. I think they are among the least of the problems actually.


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#373 CLAlstar

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Posted 09 January 2017 - 07:54 AM

Divine, in EvF matchup i am always going for stolen tech. Salamanders are just way too good against Foehn. As i wrote in description, currently only HQ can deal with Foehn T3 from all epsi factions. Also, i see no difference between magbeam and magnetrons, with first being timed support weapon with bigger area of effect and magnetron being the actual unit you can use.



#374 Damfoos

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Posted 09 January 2017 - 07:59 AM

Magbeam can't be killed however.

#375 HTD

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Posted 09 January 2017 - 09:17 AM

http://tvtropes.org/...FactionCalculus

 

Take a read, version for 4 factions. Both Powerhouse and Cannons can exist at same time - former are Soviets and later is Foehn.

 

EDIT. Actually looks like someone made mistakes here. Foehn and Allies should be switched in places.

In the 4-faction Faction Calculus scheme, the more durable Balanced is closer to the Powerhouse, while the squishier Cannons is closer to the Subversive. Foehn should then be the Balanced and Allies the Cannons.

 

(And I was the 'someone' you mentioned.)



#376 Admiral_Pit

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Posted 09 January 2017 - 09:44 AM

I suppose I'll bring my input in some earlier topics.

Wished I knew bout my loss being posted up there, along with the discouraging words of someone towards me... *pouts*, but for the sake of knowledge, it's fine... I guess (good thing for that 3v3 vid).  I do recall originally picking PC in 3.3 to counter Foehn sometimes, that and to show variety outside the HQ and SC growing population (well HQ anyways).  I should consider using some subs to counter against others, perhaps.

 

However, I'd still love to figure out a way to counter Stolen Tech just in case I somehow screw up (or my partner if applicable), most specifically, Salamanders.  Infantry coulda worked, but eppy easily beats em, and no one really makes numerous base defenses, or at least I'd want to know what units besides heroes are immune to confusion effects.

 

Next, Giant Banes, despite being slow, are still bulky anti-armor and anti-air.  And don't underestimate their stun.  You can easily pick out heroes, spies, or high priority threats to stun, and its weapon range is pretty nice.  Meanwhile, almost everyone else prefers to just mass God Banes, and take away much of their AA resistances in doing so.


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#377 Tyhednus

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Posted 09 January 2017 - 09:49 AM

Co-op suggestion time!

Operation: Legacy of Grunyev

Situation:
A strike force is preparing to hit a Psychic Beacon. Once the Beacon is down, Yuri would want to send reinforcements to protect the nearby research complex. We must limit his options. However, a opportunity presents itself. If Yuri wants to send reinforcements, he must go through a small village with his forces. But this is no ordinary village of civillians. During the Second Great War the population of the Grunyev rebelled against the USSR. A commander was sent to kill every last one of them. The following battle was brutal. The population was well armed. When the Commander reached their base of operation, he could not bear the horror he had inflicted. He let the women and children escape. This caught the attention of Stalin's elite guard, who were monitoring the battle to see if the commander could follow through. They saw the betrayal and sought to kill the Commander and his army. The guard was completely destroyed. The Commander defected with his army and followed the women and children. They settled in a new village, where their offspring live at this moment. The Union let them be. The Commander has taught us that soldiers should not be sent to kill women and children and the operations against civilians were reduced to zero in the coming years. These people would rebel against us again, if they got the chance. In a surprising act the son of the commander has contacted us for help. He says that villagers will not stand a chance against these reinforcements without a commander. That is why we are sending you, Generals, to protect this village and intercept Psicorps. For our comrades in Romania. For the legacy of the Grunyev. Contact the villagers. Use whatever they have and stop Yuri's forces dead in their tracks.

Gameplay: Both Commanders will only have a small force to reach the village from the west. Once there, you will gain control of the 'special' civilians. The objective is to destroy Yuri's incoming forces, especially the MCV. The MCV will deploy when hit, so plan the perfect ambush location. Make sure that not the whole village is destroyed in the process. There is also an old Soviet base, built by the defected Commander and his army. Look for extra supplies and weapons there. The old Commander has died years ago and has a grave on a hill near the base. Maybe he has left behind something useful? Anyway, good luck. You will both need it. The mission has been completed when all Psicorps troops are destroyed.

Edited by Tyhednus, 09 January 2017 - 10:06 AM.


#378 Nicholas Chau

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Posted 09 January 2017 - 10:22 AM

I suppose I'll bring my input in some earlier topics.

Wished I knew bout my loss being posted up there, along with the discouraging words of someone towards me... *pouts*, but for the sake of knowledge, it's fine... I guess (good thing for that 3v3 vid).  I do recall originally picking PC in 3.3 to counter Foehn sometimes, that and to show variety outside the HQ and SC growing population (well HQ anyways).  I should consider using some subs to counter against others, perhaps.

 

However, I'd still love to figure out a way to counter Stolen Tech just in case I somehow screw up (or my partner if applicable), most specifically, Salamanders.  Infantry coulda worked, but eppy easily beats em, and no one really makes numerous base defenses, or at least I'd want to know what units besides heroes are immune to confusion effects.

 

Next, Giant Banes, despite being slow, are still bulky anti-armor and anti-air.  And don't underestimate their stun.  You can easily pick out heroes, spies, or high priority threats to stun, and its weapon range is pretty nice.  Meanwhile, almost everyone else prefers to just mass God Banes, and take away much of their AA resistances in doing so.

Speaking of stolen techs, ramwagons should be retweaked >:( Though i am open to strategies on dealing with them if either me or a teammate carelessly let enemy players steal technology like that. 

Salamanders should be dealt with using infantry and despite their range they are still slow as shit and some AAs outrange them anyway. Also not all maps allow you to kill infantry with infantry so easily which means it depends on what map you are playing anyway.

I still stand by my claim that giantsbane and godsbane need a nasty hp nerf to make them more durable than most infantry except for volkov and the cyborg commando(for godsbane their damage outputs against tanks and infantry are seriously different and could use a retweaking.)

speaking of cyborg commando i have no idea what his stats are. Anyone know what his numerical stats are??



#379 Handepsilon

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Posted 09 January 2017 - 10:28 AM

 

... or at least I'd want to know what units besides heroes are immune to confusion effects.

Robots, naturally


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#380 lovalmidas

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Posted 09 January 2017 - 10:35 AM

Speaking of coop missions, I have in mind to write some more missions over the next few months:

 

- Reznov + Krukov coop missions (I started out envisioning Reznov and Krukov with the possibility of using them as cooperative commandos). R+K coops will likely be micromanagement / limited base missions

 

- Coop missions running in parallel to the main campaign. If you have something in mind to expand the story so far.

(And the actual campaign, and bugfixing existing missions, but those be secrets.

 

The work will be more likely based on Act Two rather than Act One, but if you have ideas to expand that front you can write them here as well. I won't be able to implement them all, but this will give me an idea on the kind of fights you desire. :)


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