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


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#4081 Thesilver

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Posted 07 November 2018 - 05:30 PM

!!!!!!

 

Looks only visual though...

Repairing must have somehow tricked it to turn from heavily damaged psicorps to normal scorpion cell instead of normal psicorps. Is SC the first value for that structure?



#4082 Handepsilon

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Posted 08 November 2018 - 07:19 AM

Oh I think that's not the first time it happens. I think it happened from even way back then

The engineer probably didn't know how to do PsychPlug and just do ChemPlug instead :shiftee2:


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#4083 SukaHati

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Posted 08 November 2018 - 10:15 AM

Do you think only visual change though? Because I see my infantry squad get bloatick ambushed when the scorpion cell have gene plug instead of chem plug in PvE.



#4084 Handepsilon

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Posted 08 November 2018 - 11:11 AM

Yes it is, because Bloatick Traps are Scorpion Cell power, not HQ


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#4085 Divine

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Posted 08 November 2018 - 04:06 PM

Here's a random idea: Unholy Infantry Only gamemode. A mix between Unholy Alliance and Infantry Only. Need I say more?

 

Speaking of Infantry Only, it'd be nice to have the Cyborg Commando in it in some way. Currently the gamemode disables stolen tech by default, perhaps something could be done about it?


Edited by Divine, 08 November 2018 - 04:07 PM.

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#4086 Meyerm

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Posted 09 November 2018 - 12:25 AM

Not sure if this belongs in campaign discussion since it's mostly a problem in campaign, but I think Soviet radar needs another rework. Some missions soviets are without radar or rely on fragile civilian radar domes that can't be replaced. Overall it seems out of place in the tech tree for the only radar-providing building. Maybe move radar to the field bureau? 



#4087 Polaris Starnor

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Posted 09 November 2018 - 01:16 AM

If radar moves to the field bureau that’ll create a problem of it’s own since now there’s the option of not building an airfield at all, making it more convenient to skip airfields and go straight to T3 tech for multiplayer for those who don’t plan to use Soviet jets. Although epsilon’s Aerodome doesn’t supply radar itself, Epsilon also has to build more structures to reach T3 tech.

#4088 Meyerm

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Posted 09 November 2018 - 04:26 AM

That's what I'm saying though. No radar for soviets if you don't want to go that route. And it's sometimes not an option in campaign. 



#4089 Polaris Starnor

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Posted 09 November 2018 - 04:48 AM

I feel like it should just be the mission that are adjusted, making field bureau give radar makes less of a reason to use airfields for the soviets, it doesn’t unlock any spectacular technology, foxtrots and dust devils are good, but field bureau already gives everything T2 the soviets have, adding radar to that makes airfield fade away more.

#4090 Meyerm

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Posted 09 November 2018 - 05:50 AM

Maybe just change the missions, yeah. Give field bureau radar for missions that don't let you build airfields. Still, can't help but feel it's a fight to justify the soviet airfield's existence. XD 



#4091 Divine

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Posted 09 November 2018 - 10:43 AM

Or just restore the old Radar Tower in place of the Airfield for those missions.


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#4092 Attenpeter

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Posted 09 November 2018 - 01:09 PM

Can we talk about the secret map which is placed on some map and turn some good maps in terrible ones?

The basic idea of giving one player one random t3 monster tank on the start of the game just sucks, if one gets a Abram’s, Tesla cruisers or Tyrants it totally brakes the early game balance.

So here my proposal: upon capture it gives out a counter   ”acquiring Blueprints” visible like a SW for everyone. After a 10-14 min defending the lab you get following blueprints:

Allied:     Prism hoplite

Soviet:    Cyborg Vanguard

Epsilon:  Reaper (not sure if I remember the name correctly looks like a bit like a stalker and got a mini Antares weapon)

Fhoen:    not really sure if the is a infantry unit left to implement

so each faction would get a high hp t3 infantry unit.

 

So basically:     + no longer RNG who got the best unit/or even got the same t3 units of his own subfaktion

                         + no longer t3 units at the start of the game

                         + some people like me would surely like to see build-able cyborg vanguards

             - bit of work in terms of balance the infantry      

             would mostly require a new Fhoen infantry to match the other ones (not sure but I heard infantry artwork is really hard in comparison to tanks)

 

(a same countdown could also implement for the tech satellite building + no longer radar sabotage if its gets destroyed like it is in RR)  

 

(EDIT spelling)


Edited by Attenpeter, 09 November 2018 - 01:17 PM.


#4093 OfficialLolicon

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Posted 09 November 2018 - 03:24 PM

Can we talk about the secret map which is placed on some map and turn some good maps in terrible ones?
The basic idea of giving one player one random t3 monster tank on the start of the game just sucks, if one gets a Abram’s, Tesla cruisers or Tyrants it totally brakes the early game balance.
So here my proposal: upon capture it gives out a counter   ”acquiring Blueprints” visible like a SW for everyone. After a 10-14 min defending the lab you get following blueprints:
Allied:     Prism hoplite
Soviet:    Cyborg Vanguard
Epsilon:  Reaper (not sure if I remember the name correctly looks like a bit like a stalker and got a mini Antares weapon)
Fhoen:    not really sure if the is a infantry unit left to implement
so each faction would get a high hp t3 infantry unit.
 
So basically:     + no longer RNG who got the best unit/or even got the same t3 units of his own subfaktion
                         + no longer t3 units at the start of the game
                         + some people like me would surely like to see build-able cyborg vanguards
             - bit of work in terms of balance the infantry      
             would mostly require a new Fhoen infantry to match the other ones (not sure but I heard infantry artwork is really hard in comparison to tanks)
 
(a same countdown could also implement for the tech satellite building + no longer radar sabotage if its gets destroyed like it is in RR)  
 
(EDIT spelling)


Would prefer 5-8 actually, but the countdown thing demands a lot of work for it to happen. In fact, it also sounds impossible since it would demand all maps that has a tech lab to have at least 8+(unknown amount of additional triggers. Why not just havethe tier-3 infan instantky, if they have a tier 3 building? It would be helpful in late games, especially the Cyborg Vanguard

Also, yes, it's called a Reaper, you're right

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#4094 Divine

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Posted 09 November 2018 - 04:09 PM

Can we talk about the secret map which is placed on some map and turn some good maps in terrible ones?

The basic idea of giving one player one random t3 monster tank on the start of the game just sucks, if one gets a Abram’s, Tesla cruisers or Tyrants it totally brakes the early game balance.

So here my proposal: upon capture it gives out a counter   ”acquiring Blueprints” visible like a SW for everyone. After a 10-14 min defending the lab you get following blueprints:

Allied:     Prism hoplite

Soviet:    Cyborg Vanguard

Epsilon:  Reaper (not sure if I remember the name correctly looks like a bit like a stalker and got a mini Antares weapon)

Fhoen:    not really sure if the is a infantry unit left to implement

so each faction would get a high hp t3 infantry unit.

 

So basically:     + no longer RNG who got the best unit/or even got the same t3 units of his own subfaktion

                         + no longer t3 units at the start of the game

                         + some people like me would surely like to see build-able cyborg vanguards

             - bit of work in terms of balance the infantry      

             would mostly require a new Fhoen infantry to match the other ones (not sure but I heard infantry artwork is really hard in comparison to tanks)

 

(a same countdown could also implement for the tech satellite building + no longer radar sabotage if its gets destroyed like it is in RR)  

 

(EDIT spelling)

I'm not sure if unlocking technology via a superweapon is possible. I agree that the current situation with the TSL unlocking random tier 3 units is broken, but I'd rather see the infantry you mentioned (and more) return as additional stolen tech. How about making super units buildable with TSL as epic units (BuildLimit=1)? Super Apocalypse for Soviets, Super Thor for Allies, and also something for Foehn and Epsilon.

 

Adding completely new units to the TSL would also fix the issue of broken early game balance, simply by ignoring secret tech logic alltogether, and instead giving these units prerequisites that would involve the faction's battle lab (or equivalent) and the TSL itself.


Edited by Divine, 09 November 2018 - 04:09 PM.

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#4095 NorthFireZ

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Posted 09 November 2018 - 04:16 PM

Divine that sounds like an utterly unbalanced idea. Super thor? Super Apocalypse? Don't we already have enough trouble with epic units??? 

 

How about adding on Attenpeeter's idea by making the lab work more like a tech reinforcement pad. At the end of the timer, it'll spawn one commando unit at the base of the building. This way you can balance it by holding for 8 minutes or more just like a superweapon. This way the commandos aren't spammable but more like secondary heroes.

 

I know how people feel about heroes already but hey at least if you kill these guys they won't come back almost ASAP cause fuck you hero training times! 


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#4096 Divine

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Posted 09 November 2018 - 04:40 PM

Divine that sounds like an utterly unbalanced idea. Super thor? Super Apocalypse? Don't we already have enough trouble with epic units??? 

 

How about adding on Attenpeeter's idea by making the lab work more like a tech reinforcement pad. At the end of the timer, it'll spawn one commando unit at the base of the building. This way you can balance it by holding for 8 minutes or more just like a superweapon. This way the commandos aren't spammable but more like secondary heroes.

 

I know how people feel about heroes already but hey at least if you kill these guys they won't come back almost ASAP cause fuck you hero training times! 

You can always balance out epic units by making them stupidly expensive and/or have long building times. Besides, noone says they have to be exactly as strong as in the challenges where they appear.


Edited by Divine, 09 November 2018 - 04:40 PM.

Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#4097 Thesilver

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Posted 09 November 2018 - 06:24 PM

Is it possible when a hero does to have a mandatory period where you cannot start rebuilding it? For example, when siegfried dies you would have to wait a full real minute before you can begin retraining him. This would solve the barrackspam situation.



#4098 NorthFireZ

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Posted 09 November 2018 - 07:22 PM

Is it possible when a hero does to have a mandatory period where you cannot start rebuilding it? For example, when siegfried dies you would have to wait a full real minute before you can begin retraining him. This would solve the barrackspam situation.

It would be possible if Heroes are like the Drakuv, deployable! But I'm not sure by that point if they will have a build limit of one. 

 

And @Divine, there's no epic unit that'll be more expensive than the Centurion. Epic units will be stupidly hard to balance and the less we have the better. 


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#4099 Polaris Starnor

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Posted 09 November 2018 - 11:38 PM

Considering tech labs would probably be destroyed before T3 without defending it excessively, It would be best if they rewarded a unit that can give a distinct advantage in T1/T2 if it allowed access to something like super apocs and super thors which would definitely turn the tables in all tiers. I feel as though the unit(s) awarded would generally only be needed in small amounts due to them being a specialist of sorts, whilst being incredibly useful against their specified target and for their purpose, they should be near worthless for other targets/purposes, not spammable but able to give an edge, such as the Future Tank X-0 (campaign only version) that absolutely crushes all vehicles, but against all other targets is near unable to compete, and also able to friendly fire if the commander is careless, although a Future Tank X-0 would be abit too far on the T3 side.

#4100 LunaMoon

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Posted 10 November 2018 - 03:36 AM

My proposal for naval base defence:

 

Allied: ASROC System (Anti-Submarine ROCket) - capable of launching both torpedoes/depth charges and surface-to-surface rockets. Use base power. Medium range. Each system can be upgraded with Power Plant's power turbine. Once upgraded, HP is increased and the system is independent of base power.  Strength: Submarine detector. Upgradable. Most durable coastal defence after receiving an upgrade. Unit profile: Used mostly on Allied old cruiser models and were deemed to be retired, these anti-submarine systems were ushered back into service as a coastal defence system by the Allied when the Soviet outgun them on all fronts. The system can be upgraded with a power turbine to be independent of power in case the base power is sabotaged. 

 

Soviet: Coastal Heli Pad - capable of launching a Ka-27 Helix anti-submarine & anti-ground gunship. The gunship drop depth charges against submarine and use rockets against ground targets. Use base power. Strength: longest in range amongst coastal defence, gunship pursues target until it is shot down or run of ammo. Submarine detector.  Weakness: the gunship can be shot down and cannot engage in air-to-air combat. Unit profile:  When the traitor Yuri and his submarines launched their attack across motherland Russia coastal cities, the Soviet commanders realized they need something to retaliate with Epsilon hit-and-run tactics. 

 

Yuri: Thermite launcher   - capable of launching jets of burning thermite against ship and submarines. The fire continues to burn even on and under water. Use base power. Hide underwater when not in use. Strength: High DPS. Quickly vaporize SEALs and swimming crazy Ivans. Submarine detector.  Weakness: Shortest in range of all coastal defence system. Resurface when the power is shut down. Unit profile: As the war rages on, the Epsilon Army see heavy casualties among their naval forces by the Allied navy SEAL's C4 charges and there were rumours that the Soviet started to train their crazy Ivans and their hero Boris to swim. So the Epsilon came up with thermite launcher - a nasty surprise for their enemies. The system is capable of hiding underneath the water and its thermite charges can burn on and under water, roasting infantry and burning through ship hulls.

 

Foehn: Sonar Emitter - similar to the ground Sonic Emitter variant but can detect submarines. DOES NOT USE BASE POWER. Strength:  none notable. Submarine detector. Weakness: lowest in damage among the coastal defence. Unit Profile: Idk  :smile2ap: but there's plenty of wind in the ocean to power the system.


Edited by LunaMoon, 10 November 2018 - 04:10 AM.

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