Somebody asked about the nanofiber part. Speeder said it was due to fixing after the whole Foehn being added, just like Colossus and Basilisk's plasma weaponries (which I'm fine with, really. People interpret plasma weapon in different ways)
MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#3781
Posted 04 September 2018 - 02:21 AM
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#3782
Posted 04 September 2018 - 12:43 PM
Some trivial matters, but worth mentioning:
- Some mission loading screens still use old pictures during development of v3.3. To be more specific, the old appearances of Gun Turret (e.g. Stormbringer loading screen) and Gatling Cannon (e.g. Ghost Hunt loading screen) are still used to this day. The real mission that is affected by this issue is Wrong Side, where the picture in the loading screen shows the old Radar Tower rather than the Field Bureau, which is the first primary objective.
- The Barracudas during the opening sequence in Relentless just fly, then turn back without firing at all. They can be seen just before the camera switches to Yuri's base.
#3783
Posted 04 September 2018 - 07:06 PM
Just noticed that Iron Dragon's on-death invulnerability effect also affects enemy units.
#3784
Posted 04 September 2018 - 08:04 PM
- Arsonist armor type is Flak, not Basic.
- Riot Trooper not immune to dogs and spooks.
#3785
Posted 04 September 2018 - 08:58 PM
I think it's not a good idea to make the Plague Splatter even more squishy than it already is.
Arsonist armor is as good as basic infantry armor probably cause they protect themselves from the fire.
Riot troopers not being immune to dogs is kind of weird actually idk what's up with that.
I have a year-long Writer's block @ https://www.fanficti...1/At-Mind-s-End But youtube is doing well! https://www.youtube....ser/andywong545
#3786
Posted 04 September 2018 - 09:19 PM
Everyone seems to be arguing over how Yunru came into such a position of power,
yet nobody is willing to explain how Rahn's weapon is able to teleport a pair of shorts.
#3787
Posted 04 September 2018 - 09:25 PM
I think it's not a good idea to make the Plague Splatter even more squishy than it already is.
Arsonist armor is as good as basic infantry armor probably cause they protect themselves from the fire.
Riot troopers not being immune to dogs is kind of weird actually idk what's up with that.
This is not my wish. I try to say that things already in the game. Info is wrong.
#3788
Posted 05 September 2018 - 03:34 AM
can the prism tower and shrike nest get +1 range. prism tower being outranged by infantry. INFANTRY! aka stalkers and so on. it needs slightly more range hardcore. shrike nests are the foehns only anti air defense building and they are being beaten up by quetzals i think they are called. it really makes factions like euro alliance and last bastion completely helpless to long range bombardments and prevents their defensive playstyles.
also will all infiltrator units be only able to drain a whole bases power for 1 minute? the overtime is seriously overkill to defensive players and punishes them very harshly, especially since ALL infiltrator units are very easily aquired and with there being no mainstream anti infiltrator base defenses from foehn and epsilon, it leads to their downfall very quickly. also. i have no idea what the mind reader does.... its probs an anti infiltrator base defense for yuri but it doesn't have any defensive uses... no mind control... no nothing. wish we had the psychic tower back as a tier 2 defense.
also. odd questions. theres a bombardment submarine called the reseph or something. how come anti air units can target its projectiles but cannot shoot it out of the air...?
and wheres yuri prime? is he taking a vacation or something? can't find him as a buildable unit in-game
Edited by arandompersons, 05 September 2018 - 03:34 AM.
#3789
Posted 05 September 2018 - 04:03 AM
can the prism tower and shrike nest get +1 range. prism tower being outranged by infantry. INFANTRY! aka stalkers and so on. it needs slightly more range hardcore. shrike nests are the foehns only anti air defense building and they are being beaten up by quetzals i think they are called. it really makes factions like euro alliance and last bastion completely helpless to long range bombardments and prevents their defensive playstyles.
also will all infiltrator units be only able to drain a whole bases power for 1 minute? the overtime is seriously overkill to defensive players and punishes them very harshly, especially since ALL infiltrator units are very easily aquired and with there being no mainstream anti infiltrator base defenses from foehn and epsilon, it leads to their downfall very quickly. also. i have no idea what the mind reader does.... its probs an anti infiltrator base defense for yuri but it doesn't have any defensive uses... no mind control... no nothing. wish we had the psychic tower back as a tier 2 defense.
also. odd questions. theres a bombardment submarine called the reseph or something. how come anti air units can target its projectiles but cannot shoot it out of the air...?
and wheres yuri prime? is he taking a vacation or something? can't find him as a buildable unit in-game
Stalkers are siege infantry, that's pretty clearly intended. Quetzals are also siege units, so. basically git gud
Infiltrators' biggest issue imo is they can be built earlier than they should be by the AI, but either way epsilon probably have the best anti-infiltrator options thanks to being able to put a stinger in a tank bunker and it'll auto kill anything nearby. Foehn does probably have the worst anti-infiltrator stuff, but there's always walls or roadrunners you can spam to deal with them. Duplicants are also an option, as is spamming the stun grid.
...yeah you should probably read the unit info, this isn't red alert 2 with extra models, it's quite a bit more than that
http://mentalomega.c...p?page=factions
#3790
Posted 05 September 2018 - 04:13 AM
and wheres yuri prime? is he taking a vacation or something? can't find him as a buildable unit in-game
Ah, yes, last heard he was in Moscow. He must have thought Antarctica was too much for him.
But seriously, Yuri in MO is more of a character that's out of combat like Dugan and Romanov, since he is the leader. His status as trainable commando is now taken by 3 new Epsilon heroes.
#3791
Posted 05 September 2018 - 06:34 AM
can the prism tower and shrike nest get +1 range. prism tower being outranged by infantry. INFANTRY! aka stalkers and so on. it needs slightly more range hardcore. shrike nests are the foehns only anti air defense building and they are being beaten up by quetzals i think they are called. it really makes factions like euro alliance and last bastion completely helpless to long range bombardments and prevents their defensive playstyles.
also will all infiltrator units be only able to drain a whole bases power for 1 minute? the overtime is seriously overkill to defensive players and punishes them very harshly, especially since ALL infiltrator units are very easily aquired and with there being no mainstream anti infiltrator base defenses from foehn and epsilon, it leads to their downfall very quickly. also. i have no idea what the mind reader does.... its probs an anti infiltrator base defense for yuri but it doesn't have any defensive uses... no mind control... no nothing. wish we had the psychic tower back as a tier 2 defense.
also. odd questions. theres a bombardment submarine called the reseph or something. how come anti air units can target its projectiles but cannot shoot it out of the air...?
and wheres yuri prime? is he taking a vacation or something? can't find him as a buildable unit in-game
Stalkers are siege infantry, that's pretty clearly intended. Quetzals are also siege units, so. basically git gud
Infiltrators' biggest issue imo is they can be built earlier than they should be by the AI, but either way epsilon probably have the best anti-infiltrator options thanks to being able to put a stinger in a tank bunker and it'll auto kill anything nearby. Foehn does probably have the worst anti-infiltrator stuff, but there's always walls or roadrunners you can spam to deal with them. Duplicants are also an option, as is spamming the stun grid.
...yeah you should probably read the unit info, this isn't red alert 2 with extra models, it's quite a bit more than that
http://mentalomega.c...p?page=factions
stalkers and quetzals are siege units. i know that but i was talking about a range boost for shrike nests and prism towers. i was using em as an example... also you used the "git gud" argument killing a portion your credibility but regardless. a range boost would be nice for em so then we dont have to go into T3 for grand cannons, which can consume a moderate amount of power, funds and some room... i also thought you would have taken into account that the a.i does just quetzal spam when they can't get through a solid defense... i was hoping for a basic combo like buzzards with em but they just spam the one unit... even if its like one of the only air units they got they should use alternative methods, like sea units. or repair the bridges. if their ground forces are being halted by a fortress then they probs need a land siege unit or 2 then. also you may not have taken into consideration that you are only "likely" to have 1 shrike nest in range of a quetzal due to their very long range bombardments... forcing you to then make usually aircraft to counter em directly which not everyone can just "afford" on the spot :O also you can't expect people to make a wall of JUST shrike nests to have a chance of more than 1 being within range. as far as i know. the sodar array is apparently meant to help em but i dont see any difference.
also the foehn has no long range anti air defense, not even neutralizers, which kinda look they can hit both ground and air units yet they can't for some reason...
#3792
Posted 05 September 2018 - 08:42 AM
Shrike nests have the same range as the other AA defences. The only expection is the PF-exclusive skyray. The wiki says they are pretty good if you spam them in a small area, where the enemy attacks your base.
Also adding the AA ability to the neutralizer is not a good idea, because all the other T3 defences should have that capability then.
Example: hammer tower's EARTHquake in the AIR?
And every subfaction has their own AA unit in their own way (giantsbane/uragan, oxidizer, wolfhound/thor/vulture are not conventional direct AA tanks, but they are still good at that).
But my idea is that not every subfaction should have same role units (like if one has good AA capabilities, they should not have good... anti-armour aspects or vice versa. Same with strong infantry but WITHOUT any siege units, etc., etc.). A little bit more significant differences (not diversity) between subfactions.
A question: why does the AI only build 1 'special defence' (chimera, coordnode, nanocoat regulator, ...)? It is also present in the base game with the grand cannon.
#3793
Posted 05 September 2018 - 09:34 AM
can the prism tower and shrike nest get +1 range. prism tower being outranged by infantry. INFANTRY! aka stalkers and so on. it needs slightly more range hardcore.
Prisms are hella cheap, not to mention that Stalkers and Siege Cadre are actually, yknow, siege units. Be pretty useless if they couldn't attack defenses.
shrike nests are the foehns only anti air defense building and they are being beaten up by quetzals i think they are called.
Make Teratorns. Ez.
it really makes factions like euro alliance and last bastion completely helpless to long range bombardments and prevents their defensive playstyles.
also will all infiltrator units be only able to drain a whole bases power for 1 minute? the overtime is seriously overkill to defensive players and punishes them very harshly.
You know you can make units to defend your base, right?
especially since ALL infiltrator units are very easily aquired and with there being no mainstream anti infiltrator base defenses from foehn and epsilon, it leads to their downfall very quickly.
Foehn have the best anti-spy structure in the game. Stun Grids. I'll come onto Epsilon's....
I have no idea what the mind reader does.... its probs an anti infiltrator base defense for yuri but it doesn't have any defensive uses... no mind control... no nothing.
Its a Psychic Sensor, with the tracking ability it had in RA2 (also on Yuri's Psychic Radar in YR). Very useful for detecting spies. If you don't know what that is, then ¯\_(ツ)_/¯
Also if you're having problems detecting spies, you can just make Dogs/Spooks/Clairvoyants.
wish we had the psychic tower back as a tier 2 defense.
How about no.
Everyone seems to be arguing over how Yunru came into such a position of power,
yet nobody is willing to explain how Rahn's weapon is able to teleport a pair of shorts.
#3794
Posted 05 September 2018 - 09:49 PM
can the prism tower and shrike nest get +1 range. prism tower being outranged by infantry. INFANTRY! aka stalkers and so on. it needs slightly more range hardcore.
"Prisms are hella cheap, not to mention that Stalkers and Siege Cadre are actually, yknow, siege units. Be pretty useless if they couldn't attack defenses."
you do realize its just prism towers to get a slight range increase and shrike nests...? they'd ( siege infantry ) still be able to hit other defenses. also for the prism towers cheap cost comes an adequate power drain PLUS multiple having to be within range to amplify their damage.
shrike nests are the foehns only anti air defense building and they are being beaten up by quetzals i think they are called.
"Make Teratorns. Ez."
ok so lets spend 2900+ when our bases are getting obliterated not to mention the delays and so on :O yes i know having an army is important but we all play differently.
it really makes factions like euro alliance and last bastion completely helpless to long range bombardments and prevents their defensive playstyles.
what do youtube videos have to do with this discussion let alone he one you selected having anything to do with CnC o_O? joke or not. its outta place and if you are gonna mock people then please do it chat wise. posting a video isn't going to convey much, especially if it aint watched.
also will all infiltrator units be only able to drain a whole bases power for 1 minute? the overtime is seriously overkill to defensive players and punishes them very harshly.
"You know you can make units to defend your base, right?"
yes i know that. but you do realize that draining a whole bases power for more than a minute is total overkill. especially to defensive factions. and adds salt into a wound when ya base is getting repeatedly bombarded.
especially since ALL infiltrator units are very easily aquired and with there being no mainstream anti infiltrator base defenses from foehn and epsilon, it leads to their downfall very quickly.
"Foehn have the best anti-spy structure in the game. Stun Grids. I'll come onto Epsilon's...."
oh great. more images that are outta place. like... really. what does donald trump have to do with this game -_-
they are ok. but its just anti infantry if my facts are correct ( stun grids ). it also has an ok cost but isn't placed like walls. its all in blobs ._.
I have no idea what the mind reader does.... its probs an anti infiltrator base defense for yuri but it doesn't have any defensive uses... no mind control... no nothing.
"Its a Psychic Sensor, with the tracking ability it had in RA2 (also on Yuri's Psychic Radar in YR). Very useful for detecting spies. If you don't know what that is, then ¯\_(ツ)_/¯
Also if you're having problems detecting spies, you can just make Dogs/Spooks/Clairvoyants."
its a matter of my dogs/anti infiltrators running off into enemy fire... easy to produce. difficult to actually keep alive.. having a base defense to reveal em is more suitable i reckon then you dont have to worry about a squishy troop/s that may just run of into enemy fire and unfortunately die. clairvoyants are good but they do require a moderate amount of setup.
wish we had the psychic tower back as a tier 2 defense.
"How about no."
its easy to counter with anything robot based or with siege weapons. its not total overkill. you really need the right counters against it although...
#3795
Posted 05 September 2018 - 10:05 PM
"Shrike nests have the same range as the other AA defences. The only expection is the PF-exclusive skyray. The wiki says they are pretty good if you spam them in a small area, where the enemy attacks your base."
that screams for a harbinger or a superweapon to hit it all at once if you spam it all in 1 area. also, foehn is running on drones for their anti air and doesn't have alot of anti air tech. they ot some. but it has it limits. and quetzals make things alot harder.
"Also adding the AA ability to the neutralizer is not a good idea, because all the other T3 defences should have that capability then."
so you are saying that 1 defense can't gain an anti air property when it dam well looks like it can hit anti air as well as it would greatly support the foehn... especially the sub-faction of last bastion as they are very easily countered by anything ranged. especially by quetzals. which i find kinda ironic how a faction can be so easily countered by one of their own units.
"Example: hammer tower's EARTHquake in the AIR?"
of course thats a dumb idea ._. but still. having more anti air would be appreciated. especially in the form of base defenses as defenses don't cost too much as unit production and also wont clog up ya unit production queues.
"And every subfaction has their own AA unit in their own way (giantsbane/uragan, oxidizer, wolfhound/thor/vulture are not conventional direct AA tanks, but they are still good at that)."
i know that :O
"But my idea is that not every subfaction should have same role units (like if one has good AA capabilities, they should not have good... anti-armour aspects or vice versa. Same with strong infantry but WITHOUT any siege units, etc., etc.). A little bit more significant differences (not diversity) between subfactions."
thats something we can agree on. definitely.
"A question: why does the AI only build 1 'special defence' (chimera, coordnode, nanocoat regulator, ...)? It is also present in the base game with the grand cannon."
thats cause the a.i isn't build as being defensive i reckon. hence why they play aggressively with miner harassment, loads of infiltrators, engineer spams, big troop armies. and so on. it might also be difficult to make an a.i that plays heavily defensive since programming them to spit out units constantly and attack lots doesn't seem too over-complex
#3796
Posted 05 September 2018 - 10:49 PM
oh dont bother replying. i give up ._. i guess.
#3797
Posted 06 September 2018 - 04:41 AM
you do realize its just prism towers to get a slight range increase and shrike nests...? they'd ( siege infantry ) still be able to hit other defenses. also for the prism towers cheap cost comes an adequate power drain PLUS multiple having to be within range to amplify their damage.
You do realize that all tier 2 defenses have 8 range/basic tier 1 anti-air defenses have 12 range, changing it for any faction would make things more unbalanced. Siege infantry are suppose to outrange tier 2 defenses use anti-infantry units to counter them, easy.
ok so lets spend 2900+ when our bases are getting obliterated not to mention the delays and so on :O yes i know having an army is important but we all play differently.
Teratorns are not that expensive and are quickly built compared to Tier 3 units. With or without Sodar Array they are still pretty decent against heavily armored air units.
what do youtube videos have to do with this discussion let alone he one you selected having anything to do with CnC o_O? joke or not. its outta place and if you are gonna mock people then please do it chat wise. posting a video isn't going to convey much, especially if it aint watched.
It's just a meme dude chill.
yes i know that. but you do realize that draining a whole bases power for more than a minute is total overkill. especially to defensive factions. and adds salt into a wound when ya base is getting repeatedly bombarded.
No it's not, 1 minute isn't much also defensive factions have units designed to defend your base very well like Mirage Tanks, Mastodons etc.
oh great. more images that are outta place. like... really. what does donald trump have to do with this game -_-
they are ok. but its just anti infantry if my facts are correct ( stun grids ). it also has an ok cost but isn't placed like walls. its all in blobs ._.
Again just a meme. Also did you know you could place stun grids right next to structures the blob placements evens itself out around the structures.
its a matter of my dogs/anti infiltrators running off into enemy fire... easy to produce. difficult to actually keep alive.. having a base defense to reveal em is more suitable i reckon then you dont have to worry about a squishy troop/s that may just run of into enemy fire and unfortunately die. clairvoyants are good but they do require a moderate amount of setup.
Just train more dogs they are really cheap you also have secondary detectors like Robot Tank, Stingers, Terror Drones/Sensor Towers. You must be a PvE player, Clairvoyants have prerequisites that are the same as the other factions' infiltrator units.
its easy to counter with anything robot based or with siege weapons. its not total overkill. you really need the right counters against it although...
It's still OP and unbalanced, Soviets/Epsilon don't have a long ranged siege unit that can outrange Psychic Towers until tier 3 also the only robotic unit that can destroy Psychic Towers is Haihead's Megolodon which is tier 3.
that screams for a harbinger or a superweapon to hit it all at once if you spam it all in 1 area. also, foehn is running on drones for their anti air and doesn't have alot of anti air tech. they ot some. but it has it limits. and quetzals make things alot harder.
Superweapons suck at destroying defenses though. What are you talking about, Foehn have really good anti-air options: Knightframes, Buzzards, Raccoons (to block damage from aerial units). Sodar Array (to increase damage for Teratorns, Shrike Nests, Giantsbanes), Giantsbanes, Alanqa Skystations, Shadrays.
so you are saying that 1 defense can't gain an anti air property when it dam well looks like it can hit anti air as well as it would greatly support the foehn... especially the sub-faction of last bastion as they are very easily countered by anything ranged. especially by quetzals. which i find kinda ironic how a faction can be so easily countered by one of their own units.
Tier 3 defenses gaining anti-air would be so OP and unbalanced that light anti-structure air units like Barracudas and Basilisks would be useless. Also Foehn has many anti-air options look at my previous response and I forgot to mention Last Bastion's hero Uragan has long range and his large AoE damage can easily destroy a blob of Quetzals.
of course thats a dumb idea ._. but still. having more anti air would be appreciated. especially in the form of base defenses as defenses don't cost too much as unit production and also wont clog up ya unit production queues.
Make more War Factories and miners then, most anti-air defenses outrange or are equal to most air units, Quetzals are the only exception since their drones can be shot down not to mention they are really expensive ($2300) and tier 3.
i know that :O
You know that but refuse to acknowledge that because ignoring it is convenient for your arguments to justify your absurd unbalanced suggestions.
Edited by MrFreeze777, 06 September 2018 - 04:56 AM.
#3798
Posted 06 September 2018 - 06:07 AM
you do realize its just prism towers to get a slight range increase and shrike nests...? they'd ( siege infantry ) still be able to hit other defenses. also for the prism towers cheap cost comes an adequate power drain PLUS multiple having to be within range to amplify their damage.
"You do realize that all tier 2 defenses have 8 range/basic tier 1 anti-air defenses have 12 range, changing it for any faction would make things more unbalanced. Siege infantry are suppose to outrange tier 2 defenses use anti-infantry units to counter them, easy."
not all of us can just AFFORD anti infantry. also. how CAN 1 or 2 defenses getting slight boost throw the balance off...? i need valid reasons if possible. i thought due too the prism towers height should equal loner range theoretically. and so what if siege units are MEANT to outrange it. giving prism towers slightly more range can't be THAT bad. plus a cost increase can also counter-balance this equally so please don't say that it would be that OP when counter-balances can be implemented just as easily.
ok so lets spend 2900+ when our bases are getting obliterated not to mention the delays and so on :O yes i know having an army is important but we all play differently.
"Teratorns are not that expensive and are quickly built compared to Tier 3 units. With or without Sodar Array they are still pretty decent against heavily armored air units."
yes but you just expect us to have war factories and so on... we also dont have anti air aircraft for allies and soviets that can be produced at airfields yet if my facts are right.
what do youtube videos have to do with this discussion let alone he one you selected having anything to do with CnC o_O? joke or not. its outta place and if you are gonna mock people then please do it chat wise. posting a video isn't going to convey much, especially if it aint watched.
"It's just a meme dude chill."
so mocking people through videos/gifs and so on is a joke...? ok... odd logic. but ok...?
yes i know that. but you do realize that draining a whole bases power for more than a minute is total overkill. especially to defensive factions. and adds salt into a wound when ya base is getting repeatedly bombarded.
"No it's not, 1 minute isn't much"
you didn't read it right? e_e i am implying that infiltrators drain power for MORE than a minute. which is more than enough to completely ruin a front-line defense. you should know/understand this!!!
"also defensive factions have units designed to defend your base very well like Mirage Tanks, Mastodons etc"
we know. but as said before, you just expect us to use all of that. not that we dont want to use it. it just takes time/setup and we all play differently.
oh great. more images that are outta place. like... really. what does donald trump have to do with this game -_-
they are ok. but its just anti infantry if my facts are correct ( stun grids ). it also has an ok cost but isn't placed like walls. its all in blobs ._.
"Again just a meme. Also did you know you could place stun grids right next to structures the blob placements evens itself out around the structures."
i know. but it just doesn't feel right. its kinda awkward. its like having ya miners run through ya blasticade walls when they are powered down... its just... awkward. although i've began to use stun grids more :o
its a matter of my dogs/anti infiltrators running off into enemy fire... easy to produce. difficult to actually keep alive.. having a base defense to reveal em is more suitable i reckon then you dont have to worry about a squishy troop/s that may just run of into enemy fire and unfortunately die. clairvoyants are good but they do require a moderate amount of setup.
"Just train more dogs they are really cheap you also have secondary detectors like Robot Tank, Stingers, Terror Drones/Sensor Towers. You must be a PvE player, Clairvoyants have prerequisites that are the same as the other factions' infiltrator units."
ay nice guess. i am quite a PvE fan. yea but i perfer not to train up anti infiltrator units constantly... only if we had something that wasn't so squishy and can detect infiltrators as a unit.
its easy to counter with anything robot based or with siege weapons. its not total overkill. you really need the right counters against it although...
"It's still OP and unbalanced, Soviets/Epsilon don't have a long ranged siege unit that can outrange Psychic Towers until tier 3 also the only robotic unit that can destroy Psychic Towers is Haihead's Megolodon which is tier 3."
they didn't make kirovs etc for nothing!!! aircraft are quite useful... although not too many of em can destroy buildings with ease.
that screams for a harbinger or a superweapon to hit it all at once if you spam it all in 1 area. also, foehn is running on drones for their anti air and doesn't have alot of anti air tech. they ot some. but it has it limits. and quetzals make things alot harder.
"Superweapons suck at destroying defenses though. What are you talking about, Foehn have really good anti-air options: Knightframes, Buzzards, Raccoons (to block damage from aerial units). Sodar Array (to increase damage for Teratorns, Shrike Nests, Giantsbanes), Giantsbanes, Alanqa Skystations, Shadrays."
as said before. its got limits. plus not all of us can just turbo out troops with ease. not without setup etc :O there may be anti air here and there but you are expecting us to run major ground armies and so on ._. though the skystations are beautiful for anti air
so you are saying that 1 defense can't gain an anti air property when it dam well looks like it can hit anti air as well as it would greatly support the foehn... especially the sub-faction of last bastion as they are very easily countered by anything ranged. especially by quetzals. which i find kinda ironic how a faction can be so easily countered by one of their own units.
"Tier 3 defenses gaining anti-air would be so OP and unbalanced that light anti-structure air units like Barracudas and Basilisks would be useless."
you have to combo ya aircraft. the squishy with the tough! thats why you should ALWAYS run invaders with Basilisks. the cheap with the expensive, you gotta combo swarms with light aircraft to distract enemies fire then ya squishy ones can come in as soon as ya invaders are being targeted. its about the combos really. so i can't see how a tier 3 anti air defense would be too difficult. also dont forget you also have ground troops you can make.
"Also Foehn has many anti-air options look at my previous response and I forgot to mention Last Bastion's hero Uragan has long range and his large AoE damage can easily destroy a blob of Quetzals."
as said before, you are expecting us to use alot of it. some of us like me are more simplistic and different and we dont wanna make as many troops to do a job that defenses should be able to do. controlling an army isn't as easy as it looks... can't be in every place at once as well...
of course thats a dumb idea ._. but still. having more anti air would be appreciated. especially in the form of base defenses as defenses don't cost too much as unit production and also wont clog up ya unit production queues.
"Make more War Factories and miners then, most anti-air defenses outrange or are equal to most air units, Quetzals are the only exception since their drones can be shot down not to mention they are really expensive ($2300) and tier 3."
i use plenty of miners when my teammates dont need to guzzle up all of the ore first. :L
i know that :O
"You know that but refuse to acknowledge that"
if i was refusing to acknowledge any of it then i'd have no reason to nitpick through it all.
"because ignoring it is convenient for your arguments to justify your absurd unbalanced suggestions."
ok so i'm being ignorant apparently. its also that absurd that a prism tower and a shrike nest getting their range increased by 1 is THAT big that its game breaking...? also infiltrator units not having a max cap on how long their power drains go for is that absurd...?
conclusion, you are expecting alot. you just EXPECT us to run all of these counters and so on. its almost like you expect us to be instant professionals and know everything, damn im still picking up the ropes of some factions ( mainly the soviet and epsilon ones ). finally to cap it off. this is a balance etc discussion so if you dont want change then thats ok :O but still... nothing is absurd or unbalanced until put into practical. its all just theory currently so yelling out that any of it is absurd or unbalanced is just incompetent.
this may sound vapid but you likely dunno what it would be like with a adjustment like this. well. unless you were modifying the mod of course :O or if you can predict the future or you are some kind of psychic or something...?
Edited by arandompersons, 06 September 2018 - 06:08 AM.
#3799
Posted 06 September 2018 - 06:14 AM
"Example: hammer tower's EARTHquake in the AIR?"
of course thats a dumb idea ._.
Of course I will do it myself for fun
But I agree that adding a plus dedicated AA defense wouldn't be a bad thing. I know, they have buzzards, knightframes, giantsbanes and Uragan, but they are THE ultimate line of defense. And that leads to a question in my mind: if EA is a defensive-oriented subfaction, why didn't they got the skyray cannon using something else instead of the cyro beam?
Speaking of cryo: why no cryo legionnaire?
#3800
Posted 06 September 2018 - 06:21 AM
you know. to get off the arguments and so on i kinda wanna see a new faction but something new :O
i dunno... maybe an mcv that can re-pack into an aircraft but has half the health while as an air unit...?
oh. and androids and lots of robots! CnC hasn't had an entire faction dedicated to JUST machines yet so this is untapped potential.
uh... AHA! a solar reactor! a power plant that runs off solar power but has a low amount of power output
maybe some advanced base defenses... like an obelisk of light from the tiberium wars games! but renamed and maybe slightly redesigned.
also just keep it as the 1 unique faction with no sub-factions. kinda like with the old yuri faction from "Yuri's Revenge"
needs. boats. too many submarines exist already. and maybe a huge battleship with giant guns as a siege unit!
uh. control nodes or something...? i dunno. some kind of control center for your tier 2 production
and some kind of technology assembler for tier 3 and a technology hub for tier 4 based productions?
i dunno.. just some ideas or something for a new faction. might be too OP or something. people say things are too OP easily :L
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