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


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#4161 Verthunder

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Posted 05 December 2018 - 09:37 PM

Hi,

 

I dont know why "mentalcreators" replaced vanilla icons like "deploy icon (for example)"  in MO.

vanilla deploy icon looks like that: ( " Bez-tytu-u.jpg ") but now in MO it look like this: ( deploy-MO.jpg.)

In my opinion they should restore all vanilla icons from original game and change all "NEW added icons"  and make them more smiliar to original icons from Vanilla.

For exaple when i see that "switch mode icon" ( switch-mode.jpg ) it looks like icon stolen from other game. IMO that icon should look like this ( similar-to-origin.jpg ) it just example.

But it just detailis  <:)

 

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#4162 Handepsilon

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Posted 06 December 2018 - 01:13 AM

Well I'm not bothered with the whole deploy button change, minor stuff really

As for switching modes :
1. The Age of Empires esque button will not fit the modern aesthetic of MO *at all*. Why would you think changing it to that is a good idea?

2. It's a roman numeric, for goodness sake. It is in no way owned by any games or any franchise at all. That's like saying someone steals Topol M design from MO when that design is a RL weapon design anyways.

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#4163 PACER

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Posted 06 December 2018 - 01:56 PM

Well I'm not bothered with the whole deploy button change, minor stuff really

As for switching modes :
1. The Age of Empires esque button will not fit the modern aesthetic of MO *at all*. Why would you think changing it to that is a good idea?

2. It's a roman numeric, for goodness sake. It is in no way owned by any games or any franchise at all. That's like saying someone steals Topol M design from MO when that design is a RL weapon design anyways.

 

For me it's more like a placeholder. I'm personally confident that in time all will be replaced by unit-specific icons like Buratino's.

 

Talking about this, am I the only one who finds Buratino's icons too small and indistinguishable?


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#4164 Speeder

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Posted 06 December 2018 - 02:02 PM

It's not a placeholder, it was designed to fit with the other cursors' RA2 style as a Mode I/Mode II switch icon.

 

Deploy cursor won't be changed.


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#4165 Meyerm

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Posted 06 December 2018 - 04:20 PM

2. It's a roman numeric, for goodness sake. It is in no way owned by any games or any franchise at all. That's like saying someone steals Topol M design from MO when that design is a RL weapon design anyways.

 

Which someone actually did but for the grumble, lol. Anyways, I don't see any problem with the icons either. They're just icons. 



#4166 GameMaster0000

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Posted 07 December 2018 - 08:09 AM

Isn't most of mouse icon is in mouse.sha at the first place?

MO Team just modified few of them



#4167 Verthunder

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Posted 08 December 2018 - 06:54 PM

1.Suggestion: Turn up the volume of Buration voice. His "quotes" are quiet (i think about second part of the sentences)

 

2. Suggestion: Chenge SUPPORT POWER "Motor Ambush" and "Bloatick Trap" : Make them: Quick Drop (fast like Repair Drone from soviets sup. power) instead of spawn.


Edited by Verthunder, 08 December 2018 - 06:55 PM.


#4168 Handepsilon

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Posted 09 December 2018 - 02:32 AM

I'm totally fine with Motor Ambush being semi instant.

Bloaticks tho, they're extremely annoying

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#4169 Meyerm

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Posted 09 December 2018 - 04:56 AM

Yeah, especially given the nature of bloaticks, it's basically an instant hit bomb. Can't be shot down, can't move out of its way. 



#4170 Thesilver

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Posted 09 December 2018 - 12:48 PM

Bloatick is one of the most bullshit abilities there are, i believe only the magnetic sattilite feels worse as far as undodgeable skillclicks go (skillclicks as in requiring no skill at all). Bloatic is basically demo rebel ambush light version but for infantry only. Although i have been thinking about it. You know those bloatick tunnels that are used in the campaign? In fullmetal you even see some of them created near your base by drillers or something. What if the bloatick trap could be replaced by one of those tunnels? You place it somewhere and after a while a handfull of bloaticks is produced from it gradually. It would produce a lot more than the bloatick trap, im thinking 8 or something. They take long to come out but the larger numbers make it possible to form an effective flank or even base destruction. That way you could use it to pincer an enemy army with your own + the bloaticks or harass the main base with some significant damage rather than being click and die.



#4171 Divine

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Posted 09 December 2018 - 07:35 PM

Bloatick is one of the most bullshit abilities there are, i believe only the magnetic sattilite feels worse as far as undodgeable skillclicks go (skillclicks as in requiring no skill at all). Bloatic is basically demo rebel ambush light version but for infantry only. Although i have been thinking about it. You know those bloatick tunnels that are used in the campaign? In fullmetal you even see some of them created near your base by drillers or something. What if the bloatick trap could be replaced by one of those tunnels? You place it somewhere and after a while a handfull of bloaticks is produced from it gradually. It would produce a lot more than the bloatick trap, im thinking 8 or something. They take long to come out but the larger numbers make it possible to form an effective flank or even base destruction. That way you could use it to pincer an enemy army with your own + the bloaticks or harass the main base with some significant damage rather than being click and die.

I think it would make sense if bloatick ambush worked similarly to Sneak Attack Tunnel in Generals. Spawn a Bloatick Tunnel, which would take some time to be ready, after which it would start releasing Bloaticks. The Tunnel should gradually lose HP like the Risen Inferno.


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#4172 Tathmesh

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Posted 09 December 2018 - 10:34 PM

The Bloatick Tunnel is a pretty good idea. 

 

Nerf Tyrants so they aren't uncounterable building destroyers. Give SC Bloatick Tunnel to improve their siege.

 

I would suggest after a initial wait time, bloaticks come out of the tunnel in 3 or 4 waves, separated by a cooldown, enough to be able to kill T3 structures over a prolonged period of time.

 

It could be the Epsilon equivalent of a Russian tank drop or US bloodhound/paratroops It isn't so OP that it melts buildings straight away, but it will deal serious damage if you leave it unchecked. 



#4173 GuardianGI

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Posted 10 December 2018 - 05:13 AM

You do realise that the tunnel idea is going to be either too cheap for its cost that it's OP, or practically unused because it's too expensive and discovered too quickly, right?

And also, 3-4 waves? I could just happily spam tunnels in my own base if it's too cheap, or just use it with chimera tech on defense and make every attacker's life really bad while I'm at it.


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#4174 JackoDerp

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Posted 10 December 2018 - 01:34 PM

I don't really see a problem with Bloatick Trap
If it wasn't annoying it wouldn't be useful. Its supposed to punish players who just sit there and blob armies vs Cell

It's nothing on the level of aids that Magnetic Satellite can be anyway.

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.

 

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#4175 Tathmesh

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Posted 10 December 2018 - 01:35 PM

You do realise that the tunnel idea is going to be either too cheap for its cost that it's OP, or practically unused because it's too expensive and discovered too quickly, right?

 

I didn't realize this. Thank you for pointing that out.

 

I don't think any productive discussion will come up if we don't throw out actual numbers, however. "Too expensive" is vague.

 

Why wouldn't be balanced if it was say $400 x 6 + $800 = $3200? Equivalently, that's the cost of 6 bloaticks and 1 driller, or $200 more than two uses of Bloatick Trap.

 

For cooldown, I'll going to throw out an 8 minute cooldown without justification.

 

Also for tunnel health, maybe 300 HP and defensive structure, decaying around 25 HP per second (in real time, not in-game time with speed settings), meaning 12 seconds that the tunnel is active.  The cooldown could be maybe 6 seconds, then 6 seconds for another wave before the tunnel gets destroyed.

 

 

 

And also, 3-4 waves? 

 

I probably should have looked up the price of Bloaticks and their damage before throwing 3-4 waves. Maybe at most 2 waves could be added.

 

 

 

I could just happily spam tunnels in my own base if it's too cheap, or just use it with chimera tech on defense and make every attacker's life really bad while I'm at it.

 

You can do this with Bloatick Trap already. 

 

US and Russia can spam Tank Drop and Bloodhounds/Paratroops in their own armies to boost their power.

 

I'm going to throw out a guess of $3200 for price for 6 Bloaticks for now, and hope that it's too expensive to abuse. If someone more capable at modding can build a prototype of this support power, we could actually test this. For now, there's nothing to do except theorycraft and theorycraft criticisms on theorycrafting. 


Edited by Tathmesh, 10 December 2018 - 01:37 PM.


#4176 Handepsilon

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Posted 10 December 2018 - 01:47 PM

Also, creating bloaticks in your own base sounds like a bad idea if your opponent has the capability of sniping it.

And tunnel can't be cloaked for obvious reason, so it will definitely still give away bloatick positions even with chimera

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#4177 Polaris Starnor

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Posted 10 December 2018 - 01:53 PM

So now we have a support power that’s more expensive than the harbinger....

#4178 Thesilver

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Posted 10 December 2018 - 02:41 PM

This is epsilon, they have cloning vats in the lategame. 10 bloaticks are 2000 with cloning. Comparison to their full price is not entirely fair when discussing a lategame ability. After all, stalkers are terrible siege for the cost of 1500. But with 750 they look much better.



#4179 Polaris Starnor

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Posted 10 December 2018 - 02:53 PM

With that in mind it would be safe to cut the cost down to 2000, which is still quite expensive for a support that can be denied if your opponent pays attention for just 6 bloatiks, because of how it can be very easy to deny, unlike the driller, we can cut out a chunk of the driller cost you put in, so 1500, same cost as the original bloatik trap, but because of it’s deniability and the fact that it can only really attack the outskirts of a base unless there’s an undefended side, I think it would be fine, more punishing to ignorant players, but not an unavoidable nuke to unit blobs.

Even then I think it would be fine if we just added more time for the victim to react to bloatik trap

#4180 Handepsilon

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Posted 10 December 2018 - 03:05 PM

We can go with middle ground and do this : Bloatick Trap spawns a tunnel, which if let alone for 2/3 seconds, will spawn 3 bloaticks. We can decide whether the tunnel should be invincible and only act as further warning, or we can make it deniable.

That way it can retain it's lethality towards the unaware but is still less of a 'click here to delete units' power. How about that?

Edited by Handepsilon, 10 December 2018 - 03:08 PM.

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