In the ai contolling file, I found this:
[FOETF156-G]
Posted 15 October 2018 - 06:18 PM
In the ai contolling file, I found this:
[FOETF156-G]
Posted 16 October 2018 - 05:18 AM
Do individual build time multipliers and default country-wide build time multipliers stack?
If they don't, won't that make the Field Bureau and Nuclear Reactor nerf kinda pointless since their new individual build time multipliers have the same value as the default structure build time multiplier (25% slower)?
Posted 16 October 2018 - 03:47 PM
Do individual build time multipliers and default country-wide build time multipliers stack?
If they don't, won't that make the Field Bureau and Nuclear Reactor nerf kinda pointless since their new individual build time multipliers have the same value as the default structure build time multiplier (25% slower)?
It stacks.
Posted 16 October 2018 - 05:21 PM
Here's a feature request: when saving skirmish games, would it be possible to have the played map's name as the default save name instead of "Skirmish Game"? Tiberian Sun had it that way, and it was neat.
Edited by Divine, 16 October 2018 - 05:21 PM.
Posted 17 October 2018 - 12:19 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.
Posted 17 October 2018 - 12:27 PM
Here's a feature request: when saving skirmish games, would it be possible to have the played map's name as the default save name instead of "Skirmish Game"? Tiberian Sun had it that way, and it was neat.
yeah and while we are on the topic of saves can you guys disable the campaign autosaves, considering you can already select any mission all they do is clutter up my files
Posted 17 October 2018 - 12:30 PM
Ιm here wondering the reason why those changes were hidden,its obvious that those would make some people angry but in that case why even comit to keeping them in the game?
Posted 17 October 2018 - 03:33 PM
I really don't understand the Sonic Emitter buff. It was already the best tier 1 turret imo. Or the Tarchia buff, for that matter, isn't artillery supposed to be fragile?
Posted 17 October 2018 - 03:55 PM
1) The rocketeers was underused, but their buffs made them a bit too good.
2) And the Tarchia Cannon seems too sturdy as a siege weapon. I mean yes, it requires time to charge, but the damage you get out of it is pretty good. It has bad accuracy yes, but it's amphibious and gains a bonus speed with a Spinblade. I personally think the health is already good at it was.
3) I agree what Divine said, the sonic emitter is already a powerful (and probably the best) tier 1 turret. It can strike multiple infantry and even attack through walls.
4) Tyrants are really broken. The DPS is too much (I know it's just 20, but cmon, it can eat bases and with its sub-terrain movement, they can literally do a destroy and run attack). I tried them a multi against an Epsilon player this time. While the splatters did look really great (not too OP IMO when I tried them), the tyrants can really just go around and devour a base within seconds. Jacko's right; EMP, Mindcontrol and firepower reducing methods (Supressors, Racoons) are your mere hope a lot of them appeared.
5) What's up with the tesla coil vs structure buff?
6) Not sure about the Minermites
Posted 17 October 2018 - 07:06 PM
+ buff: Tesla Coil effectiveness against structures increased by 40%
+ buff: Tarchia Cannon strength increased from 660 to 700, firepower increased by 12%
I think this change is meant to be alternative to increasing Tarchia's charge time. More HP = more time for charging. So Tarchia is a high risk/high reward unit.
Edited by Tathmesh, 17 October 2018 - 07:07 PM.
Posted 17 October 2018 - 11:40 PM
An idea to improve Tech Share and Infantry Only: instead of allowing all factions to build the tech structures of all factions, reconfigure the prerequisites of unique units and buildings. For example, right now a palyer has to build two of the Soviet labs in Infantry Only, three in Tech Share, or upgrade three buildings as Foehn to access all technologies. Instead of that, let just everyone build only their respective labs and such, but make those labs grant access to the technologies of all subfactions.
This would provide some serious adventages and improve these gamemodes greatly. Labs as we know are expensive, take a long time to build, and require lots of power. Because of this, in these gamemodes it takes a rather long time and a massive amount of resources to gain access to all technology. Because of the power needs, bases also tend to become quite sprawling. The resource cost also makes the viability of fully teching up instead of just getting one lab and focusing on building an army instead questionable at best, taking away the very point of these gamemodes. Long story short, this mod was obviously made with one lab / base in mind, not 3, and it shows in the gameplay.
Having to build only one type of subfaction-specific lab (or equivalent) would speed up gameplay, make goofy rebalances like what you've done to the Soviet labs in Infantry Only unnecessary, and in general make these game modes much more fun, and probably more popular as well.
Edited by Divine, 17 October 2018 - 11:41 PM.
Posted 18 October 2018 - 04:15 PM
An idea to improve Tech Share and Infantry Only: instead of allowing all factions to build the tech structures of all factions, reconfigure the prerequisites of unique units and buildings. For example, right now a palyer has to build two of the Soviet labs in Infantry Only, three in Tech Share, or upgrade three buildings as Foehn to access all technologies. Instead of that, let just everyone build only their respective labs and such, but make those labs grant access to the technologies of all subfactions.
This would provide some serious adventages and improve these gamemodes greatly. Labs as we know are expensive, take a long time to build, and require lots of power. Because of this, in these gamemodes it takes a rather long time and a massive amount of resources to gain access to all technology. Because of the power needs, bases also tend to become quite sprawling. The resource cost also makes the viability of fully teching up instead of just getting one lab and focusing on building an army instead questionable at best, taking away the very point of these gamemodes. Long story short, this mod was obviously made with one lab / base in mind, not 3, and it shows in the gameplay.
Having to build only one type of subfaction-specific lab (or equivalent) would speed up gameplay, make goofy rebalances like what you've done to the Soviet labs in Infantry Only unnecessary, and in general make these game modes much more fun, and probably more popular as well.
Bad news for Coronians. The other two subfactions can simply sell the Piercer after T3 to prevent any and all infiltration attempt.
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
Posted 19 October 2018 - 03:05 AM
Well, Grumble is a pretty good AA once I got 'em. A very good counter to Foehn's pesky (and rather over-buffed) Harbinger. But every time their missile explodes, it rains debris upon my own structures. That's a pretty annoying feature of a stolen tech unit.
The Gehenna Platform often run off on their own. I mean, they literally runoff from their appointed position (chasing after aircraft?) and fall all too easily to enemy fire. Can we just put in it a tank bunker in the future?
And I'm not sure if this is a bug, but when I sent a stinger (which houses an engineer) inside a tank bunker, it stopped automatically repairing nearby vehicles. I had to manually control it.
Can't get enough of Libra (clones).
Posted 19 October 2018 - 03:43 AM
Well, Grumble is a pretty good AA once I got 'em. A very good counter to Foehn's pesky (and rather over-buffed) Harbinger. But every time their missile explodes, it rains debris upon my own structures. That's a pretty annoying feature of a stolen tech unit.
The Gehenna Platform often run off on their own. I mean, they literally runoff from their appointed position (chasing after aircraft?) and fall all too easily to enemy fire. Can we just put in it a tank bunker in the future?
And I'm not sure if this is a bug, but when I sent a stinger (which houses an engineer) inside a tank bunker, it stopped automatically repairing nearby vehicles. I had to manually control it.
1) I agree with this. A group of grumbles is pretty annoying if placed in your base due to those debris appearing from their rockets when it explodes. I do think that Grumbles are designed to be placed away from big structures or during fights (behind enemy lines of course), where its debris won't do much annoyance.
2) It's an engine problem. Putting them into tank bunkers would look really weird with its long appearance.It's better to just wall them and put them into guard mode if you plan to keep them in one place.
3) It's also an engine problem. It's better to just wall them and put them into guard mode if you plan to keep them in one place.
Posted 19 October 2018 - 12:03 PM
Can we discuss the defense spam in team games, especially in 3v3 and in 4v4 the amount of tower spam becomes kind of unbearable which makes rush tactics not worth the risks if any team mate can simply build some towers in seconds. Also Tower crawl it in my opinion way too good at the time especially prism towers and neutralizers.
Some here are some fixed I think could work.
MCV: there are a bit too cheap in my mind, which is the major factor to enable tower crawl, I don’t think tower crawls is not a legit tactic but its way to good at this version of MO, another way could be too weaken/remove the build time buff if you have more than 1, not sure if that’s even possible because if engine hardcoding.
T1
Bunkers and sentry guns with the price of 400Cr way too cheap it should be more like 500Cr,
They are also way too effective against tanks some adjustments of the damage multiplier would be nice, I would also not mind if they take 3 shots to take down dogs and spooks to make spotting a bit easier in early game.
I am fine with the stats of the gun turret.
Gatling towers are fine in my mind not really have a problem with this ones
Sonic emitter not sure why this one was buffed last patch some people already seems to think it was already the best, I would propose to reverse the change, also dame its lithe tanks seems a bit high.
Anti air maybe some small hp nervs too faster deal with then with ground troops.
strike nest could need a damage buff against fling infantry it looks a bit stupid if Norio and his 20 rocketeers killing you tec wile being shot by some strikes and nothing happens.
Battle bunkers should be in my mind be t2 because the infantry inside does so much damage on some really small map you can’t do anything against then if you are not allied (siege cadre) the can also get an hp increase.
Tank bunkers should also be t2 butt with big buffs I am pretty sure the give now bonus range for the tanks inside if possible that range should be increased. Fighter should lose the ability to kill tanks inside without destroying the bunker. I don’t know if its possible but could can psicorbs get a bigger version of this which fits masterminds, magnetrons and gehennas?
T2
prism, inferno, railgun … could need a major hp nerv (like 25-30%) in my mind to ensure you can take than out faster if you have a reasonable strike group at hand. Prism towers should lose the elite attack animation were the attack 2 extra target for some damage theory were buffed enough with the veterans buff, it doesn’t fit then anyway.
T3 defence
They got WAY too much hp for what the role of then is, t3 mobile arty should beat in my mind t3 buildings. I suggest a 40% decrease in hp! . I am sure anybody who tried to beat a t3 defence wall and some support units in mp with dune riders, siege cadre, plague splatter (with are a fine units now) prism tanks, buratinos will understand.
Neutralizers can they get a small decrease in building damage to get the more in line with the others?
Psychic towers are fine I guess
Support building
Shadow and chimera: maybe a slight increase in power requirements?
Smoke turret: I am not seeing why this think is t3 I should be re-balanced to fit t2 (less hp less fire rate) most people just spam hammers all day instead of building one. Its still a really good building,
Coordnode: Maybe the most useless think in game which can be build. Now it increases firepower of all defences in 5 cell radius by 15% for 600 Cr. So you’re better if you simply build another turret instead. So some re-balance ideas: -it gives the Thor its fire power buff and generates a bit of power like 50 or so
-or it get it function as a laser fence back on top of the firepower buff with bigger radius
Remove the fire power buff an it gives every tank fling vehicle and defense a rage increase of 1 (I mean it would the name coordnode more)
-maybe even some chrono heal or speed buff
Support powers
rapid maintenance it feels more than black magic than anything else the heals is way too fast i wish it would word like the repair shop passive heal.
Wallbuster: now its more like a mini super-weapon against defense as anything else. Its just stupid to one-shot grand canons and get the other defence buildings to 10 % hp left. it should leave t2 and t3 defence at least at 40%
Ps hero’s should cost 2500 to 3000. Nobody build anything else first if they reach t3
Posted 19 October 2018 - 03:19 PM
The Gehenna Platform often run off on their own. I mean, they literally runoff from their appointed position (chasing after aircraft?) and fall all too easily to enemy fire. Can we just put in it a tank bunker in the future?
2) It's an engine problem. Putting them into tank bunkers would look really weird with its long appearance.It's better to just wall them and put them into guard mode if you plan to keep them in one place.
It's technically possible to grant it a deploy mode in which it cannot move but still auto-engages. Not sure if this is gonna make it OP however.
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
Posted 19 October 2018 - 04:19 PM
2) It's an engine problem. Putting them into tank bunkers would look really weird with its long appearance.It's better to just wall them and put them into guard mode if you plan to keep them in one place.
It's technically possible to grant it a deploy mode in which it cannot move but still auto-engages. Not sure if this is gonna make it OP however.
I think it would just be fine like a deployed Colossus or a strike nest. At the cost of 1500$, I think it's not OP at all.
Can't get enough of Libra (clones).
Posted 19 October 2018 - 04:33 PM
The Gehenna Platform often run off on their own. I mean, they literally runoff from their appointed position (chasing after aircraft?) and fall all too easily to enemy fire. Can we just put in it a tank bunker in the future?
2) It's an engine problem. Putting them into tank bunkers would look really weird with its long appearance.It's better to just wall them and put them into guard mode if you plan to keep them in one place.
It's technically possible to grant it a deploy mode in which it cannot move but still auto-engages. Not sure if this is gonna make it OP however.
>not being a bugged POS will make something OP
Gehennas can never be OP just because of the way they work. Their range and firepower are respectable, but no matter what you do, they will always be useless against ballistic missiles, can never shoot down attacking jets before they can strike, they will always sperg out on Quetzal Drones, and they still have trouble engaging multiple targets (as Allies, bait them with a single rocketeer and watch as they become sitting ducks for a good 10 secs afterwards). And ofc the interceptor can be shot down, disarming the platform.
Posted 21 October 2018 - 01:34 AM
Can we discuss the defense spam in team games, especially in 3v3 and in 4v4
i find that quite opposite dude. barely anyone uses defenses these days. the last thing we need is to punish those that play defensively. also it would entirely destroy last bastions and euro alliances defensive themes. not completely but it would hurt em hard.
the amount of tower spam becomes kind of unbearable
seriously...? not what i see anyways... usually people just pump out big armies. defenses aren't that OP. in fact, they are slightly underwhelming to all of the removal alternatives and downsides but they are fairly balanced currently
which makes rush tactics not worth the risks
T1 rushing is currently pretty used in the meta. especially from USA. and trust me... seals + ifvs are already powerful and annoying enough, nerfing defenses would make this combo near unbeatable.
if any team mate can simply build some towers in seconds. Also Tower crawl it in my opinion way too good at the time especially prism towers and neutralizers.
maybe its not a problem with the defenses its a problem with you then. you gotta make an army and control it well. sometimes, be defensive on your own part. also theres quite a few counters to most early game defenses, including, the siege infantry, such as mortar quads, siege cadres and a few other early game siege units. also you can go around them. get creative!.... but within reason!
Some here are some fixed I think could work.
MCV: there are a bit too cheap in my mind, which is the major factor to enable tower crawl, I don’t think tower crawls is not a legit tactic but its way to good at this version of MO, another way could be too weaken/remove the build time buff if you have more than 1, not sure if that’s even possible because if engine hardcoding.
the mcv is fine. if it was adjusted like that. people could more than easily destroy an mcv and it would be way too punishing early game.
T1
Bunkers and sentry guns with the price of 400Cr way too cheap it should be more like 500Cr,
They are also way too effective against tanks some adjustments of the damage multiplier would be nice, I would also not mind if they take 3 shots to take down dogs and spooks to make spotting a bit easier in early game.
I am fine with the stats of the gun turret.
most soviet T1 defenses aren't really touched late game so keeping em at a low cost is kind of needed to keep them in relevance. they aren't all that used really. not many people want to waste early game cash when its better spent on making armies and miners early on.
Sonic emitter not sure why this one was buffed last patch some people already seems to think it was already the best, I would propose to reverse the change, also dame its lithe tanks seems a bit high.
sonic emitters weren't that grand last patch. they took a few shots to gun down infantry in comparison to pillboxes etc, easily leaving then weak to their own factions T1 infantry rushing. its a good adjustment in my opinion. also since we got neutralizers, we don't really need sonic emitters as much late game so the buff should help keep em viable late game.
Anti air maybe some small hp nervs too faster deal with then with ground troops.
um. what? aircraft or actual AA units...? i'm having a bit of trouble understanding this :L
strike nest could need a damage buff against fling infantry it looks a bit stupid if Norio and his 20 rocketeers killing you tec wile being shot by some strikes and nothing happens.
thats you you have sodar arrays. just activate the deploy ability on them after sending them somewhat near to a shrike nest. it will boost their damage. they do have good range so it doesn't have to be perfectly near shrike nests. also make sure you make some terratrons i think they are called. they are extremely effective for taking out air units.
Battle bunkers should be in my mind be t2 because the infantry inside does so much damage on some really small map you can’t do anything against then if you are not allied (siege cadre) the can also get an hp increase.
bunkers are fine. they are meant to be tough. to also help keep infantry relevant late game for the soviets. they don't need many infantry except for catastrophe tanks and the centurion siege crawler. other than that. they barely use infantry as much.
Tank bunkers should also be t2 butt with big buffs I am pretty sure the give now bonus range for the tanks inside if possible that range should be increased. Fighter should lose the ability to kill tanks inside without destroying the bunker. I don’t know if its possible but could can psicorbs get a bigger version of this which fits masterminds, magnetrons and gehennas?
tank bunkers are underwhelming. they really don't need to be T2. that will just slow their production down even further :O also. yea... aircraft can just fly overhead and destroy the tanks inside. it does suck. but it is within reason. after all. i see no roof above the tank bunker :L
T2
prism, inferno, railgun … could need a major hp nerv (like 25-30%) in my mind to ensure you can take than out faster if you have a reasonable strike group at hand. Prism towers should lose the elite attack animation were the attack 2 extra target for some damage theory were buffed enough with the veterans buff, it doesn’t fit then anyway.
WHAT! a 25 to 30% hp nerf... are you joking? like. seriously...? they really don't need a nerf. they aren't even OP. they gotta be strong you know. we can't just depend on nothing but T1 and T3 defenses. we still need strong T2 defenses dude.
T3 defence
They got WAY too much hp for what the role of then is, t3 mobile arty should beat in my mind t3 buildings. I suggest a 40% decrease in hp!
just. no. they are fine the way they are.
in fact, the antreas battery i think its spelt could do with more hp. like. really... its too squishy in my opinion. but thats just my opinion.
Neutralizers can they get a small decrease in building damage to get the more in line with the others?
nah. they are fine :L most foehn players dont base crawl as much these days so i can't see it being much of an issue.
Support building
Shadow and chimera: maybe a slight increase in power requirements?
um. what do you mean by shadow... chimera cores are fine, it gives epsilon the upper hand by being able to take a more sneaky approach, i also don't want to see people just using hazequads and simply ignoring chimera cores.
Smoke turret: I am not seeing why this think is t3 I should be re-balanced to fit t2 (less hp less fire rate) most people just spam hammers all day instead of building one. Its still a really good building,
not a bad idea. but i think its there to keep it on the same level as corronodes and skyrays as an example.
Coordnode: Maybe the most useless think in game which can be build. Now it increases firepower of all defences in 5 cell radius by 15% for 600 Cr. So you’re better if you simply build another turret instead. So some re-balance ideas: -it gives the Thor its fire power buff and generates a bit of power like 50 or so
the corronode is fine. it does its job. its not designed to be too OP. but it is designed to help factions like euro alliance hold out for longer.
Support powers
rapid maintenance it feels more than black magic than anything else the heals is way too fast i wish it would word like the repair shop passive heal.
maintenance is just a repair ability for structures. its fine. just wait until the repairs effect wears off, then go in to attack again :O
Wallbuster: now its more like a mini super-weapon against defense as anything else. Its just stupid to one-shot grand canons and get the other defence buildings to 10 % hp left. it should leave t2 and t3 defence at least at 40%
i think thats what its meant to do.
putting it simple. i reckon you can solve alot of these problems by learning about siege units :O or harvesting alot of ore early game to be able to make big armies. if you are still struggling. try playing USA or something. they are pretty OP currently so you should be able to pick em up easy and not have any major difficulties with em. its not a matter of having to get completely better at the game but learning more should help you combat at least some of those problems you have currently.
http://mentalomega.c...p?page=factions
you can read up on the factions and their units there :o its pretty convenient
Edited by arandompersons, 21 October 2018 - 01:44 AM.
Posted 21 October 2018 - 08:51 AM
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
0 members, 0 guests, 0 anonymous users