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


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#4101 TerumasaReal

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Posted 10 November 2018 - 10:22 AM

Just found that in version 3.0, Strategy Center is buildable in Allied Mission 06 Beautiful Mind... which means that Bloodhounds and Airborne is usable in this mission. In this case, can the prerequisite of Drop Control in this mission be adjusted? After all, Warhawk is available to build by capturing the Secret Lab without Mercury Uplink.

#4102 Attenpeter

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Posted 10 November 2018 - 01:27 PM

@ OfficialLollicon

 

Would prefer 5-8 actually, but the countdown thing demands a lot of work for it to happen.

I my mind 5-8 would be a bit to short remember you will most likely capture the lab 1-3 min into the game on maps where the tec-lab is not placed on Islands, even then it would mean you way to fast with 5-8 min. 

 

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.

I have sadly not really knowledge how it would work with triggers, i though you dont need map triggers, i through it work something like this: SW timer like the SW weapons (i could be wrong here but SW timers are not a map trigger or not?) After it givers you simply the build option, if that does not work maybe the Fieldbureau logic could be abused

 

Why not just have the tier-3 infantry instant, if they have a tier 3 building?

i also though about give the giving the player the build option if they reach t3 but it make the tec-rush meta even worse so i thought the 10-12 min would be a good solution you can try stay t1 or t2 get map control and finish the enemy without the need to tec up.

 

@ Divine

 

How about making super units build-able with TSL as epic units (BuildLimit=1)? Super Apocalypse for Soviets, Super Thor for Allies, 

It would be redundant to implement something like Super Thor and Super apocs in mp in my mind, there are already the normal versions in mp also having more hero units would not benefit the game its already hero unit heavy. 

There would also need other counters for every unique units (THOR flies super apoc not). So to keep it simply spam-able infantry which all have the same counters and are good vs the same units groups would be fitting more to keep the tec-lab balanced.

So all should have a cost efficient counter like infantry killers (plague splatters, prismtanks , virus , Riottroopers , zorbfloater, ...) ,Hero units (morales, tanja, Libra ...) , And fling anti infantry killers (buzzards , Floating discs , Rocketeers ...) to keep then from being game breaking op, while being a good anti  ground in general. Also for balance reason they should take all 2 slots in transports.

 

@ NorthfireZ

 

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.

also not bad the idea to let it work like a tec reinforcement pat but it should spawn small groups (3-5) of then instead of one to keep it different from heroes. Also they should not be arrive vs play and instead simply spawn like drakuv. 

The placement of the tec-labs on most maps should be revised as well, please no tec-lab in the corner behind the player


Edited by Attenpeter, 10 November 2018 - 01:28 PM.


#4103 Divine

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Posted 10 November 2018 - 03:18 PM

Something about the Hunter-Seeker: maybe its laser should be replaced with a cryo beam, just so it would better fit PF's theme.



#4104 OfficialLolicon

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Posted 11 November 2018 - 01:24 PM

@ OfficialLollicon

 

Would prefer 5-8 actually, but the countdown thing demands a lot of work for it to happen.

I my mind 5-8 would be a bit to short remember you will most likely capture the lab 1-3 min into the game on maps where the tec-lab is not placed on Islands, even then it would mean you way to fast with 5-8 min. 

 

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.

I have sadly not really knowledge how it would work with triggers, i though you dont need map triggers, i through it work something like this: SW timer like the SW weapons (i could be wrong here but SW timers are not a map trigger or not?) After it givers you simply the build option, if that does not work maybe the Fieldbureau logic could be abused

 

Why not just have the tier-3 infantry instant, if they have a tier 3 building?

i also though about give the giving the player the build option if they reach t3 but it make the tec-rush meta even worse so i thought the 10-12 min would be a good solution you can try stay t1 or t2 get map control and finish the enemy without the need to tec up.

 

 

2) SWs can work actually, but it demands a lot of SWs (not just one) for each faction (a  total of 4), and additional gimmicks to remove it in special cases (such as missions or a prerequisite is no longer satisfied). SW timers are connected to the SWs itself, but you can also create a timer using triggers as well. In short, both would still require a lot of work. The Field Bureau logic is not possible since it requires the infantry to be send into it, and since the Tech Lab will just provide it (not requiring an infantry to be send inside it), the logic can't be used.

 

1 & 3) Pretty good. It's basically a high risk and high reward tech building? Sounds like a Tech Satellite actually.


You can use mission units in MO here

 

Spoiler

 


#4105 Solais

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Posted 11 November 2018 - 05:28 PM

For Foehn naval defense, maybe instead of just Sonic Emitter on water, it could be called like, Fish Trap. A building that shoots nano-fiber threads that doesn't do that much damage as the other versions of this weapon, but instead, cover the ships in a nigh impossible to break nano-net, immobilizing them.



#4106 Verthunder

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Posted Today, 12:10 AM

Hello,

 

I have big suggestion for 'mental creators' I thought about it from the moment when I first time played MO 3.0.

 

IDEA:

In Shirmish mode make special button "on/off Support Powers" (see PNG attached) then mo players can make decision to disable it or not.

To disable/enable "support  powers" like:

-Hunter-seeker, Zephyrobot (Pacific Front), Force Shield , 'Mercury strike  and target printer from USA'

-overcharge(Russia)smokebomb , flametower , Motor Ambush (Latin Conf) EMpulse and Wallbuster (China) (SOVIET)

-Magnetic Beam , Toxic Strike, Bloatick Trap , Quick Fort , Geneburst , Barrier , Risen Inferno  (EPSILON)

-Blackout , Signaljammer , Harbinger support (*?)  , Quetzal Shield , Nanocharge (FOEHN)

(I do not include support powers like Raven , Satelite Scan , Spy Plane)

 

Gameplay with disabled "support powers" will be very similar to the old Red Alert 2 & YR gameplays.

Now MO gameplay reminds Red Alert 3 when we have a lot of supper powers. I dont say its bad idea.

 

Gameplay with disabled "support powers" might be unbalanced. I know about it some fracions are more dependent on "support powers"

Its the main reason why i think thats idea is very hard to implement.

 

Whatever , The main idea is very interesting. What do you think ?

 

Kamil

 

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#4107 Meyerm

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Posted Today, 12:33 AM

I like this idea. Makes things more dependent on units and an air tight base perimeter. 



#4108 Divine

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Posted Today, 01:34 AM

Hello,

 

I have big suggestion for 'mental creators' I thought about it from the moment when I first time played MO 3.0.

 

IDEA:

In Shirmish mode make special button "on/off Support Powers" (see PNG attached) then mo players can make decision to disable it or not.

To disable/enable "support  powers" like:

-Hunter-seeker, Zephyrobot (Pacific Front), Force Shield , 'Mercury strike  and target printer from USA'

-overcharge(Russia)smokebomb , flametower , Motor Ambush (Latin Conf) EMpulse and Wallbuster (China) (SOVIET)

-Magnetic Beam , Toxic Strike, Bloatick Trap , Quick Fort , Geneburst , Barrier , Risen Inferno  (EPSILON)

-Blackout , Signaljammer , Harbinger support (*?)  , Quetzal Shield , Nanocharge (FOEHN)

(I do not include support powers like Raven , Satelite Scan , Spy Plane)

 

Gameplay with disabled "support powers" will be very similar to the old Red Alert 2 & YR gameplays.

Now MO gameplay reminds Red Alert 3 when we have a lot of supper powers. I dont say its bad idea.

 

Gameplay with disabled "support powers" might be unbalanced. I know about it some fracions are more dependent on "support powers"

Its the main reason why i think thats idea is very hard to implement.

 

Whatever , The main idea is very interesting. What do you think ?

 

Kamil

 

 

Playing an unmodified game against multiple AI opponents is pure cancer thanks to unavoidable damage dealing support power spam. Most of the game consists of playing whack-a-mole with the wrench tool, clicking on buildings damaged by said "support" powers, regardless of how well-defended the base is. I've been asking for an option to disable that crap since the day they appeared. With things that don't deal damage by themselves I have no issue.

 

I think support powers should be divided to multiple categories, like offensive, reinforcements, reconaissance, and real support, then options should be implemented for at the very least disabling offensive support powers.


Edited by Divine, Today, 01:51 AM.


#4109 Petya

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Posted Today, 10:00 AM

I wonder whether sooner or later these ideas reach the point of "Disabling MO units" and then "Disabling YR units" so you can play vanilla RA2 in HD.



#4110 Divine

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Posted Today, 01:37 PM

I wonder whether sooner or later these ideas reach the point of "Disabling MO units" and then "Disabling YR units" so you can play vanilla RA2 in HD.

>inb4 vanilla RA2/YR with MO graphics are implemented as a gamemodes for real


Edited by Divine, Today, 01:41 PM.


#4111 Meyerm

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Posted Today, 04:41 PM

I would imagine it would take a complete rewrite given (I'm pretty sure) every single unit has had its stats and abilities altered in some way for MO. Sounds too tedious for a reversion to vanilla YR with all its quirks and half assed Yuri faction. 



#4112 Divine

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Posted Today, 05:46 PM

I would imagine it would take a complete rewrite given (I'm pretty sure) every single unit has had its stats and abilities altered in some way for MO. Sounds too tedious for a reversion to vanilla YR with all its quirks and half assed Yuri faction. 

It was just a joke.






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