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


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#441 FELITH

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Posted 13 January 2017 - 07:03 AM

Foehn need aircraft for Tech Airfield.

 

I have a problem with SW every game and anybody can you discuss about Signal Inhibitor and Force Shield for me please. I don't know English very well.
For me just 1 Signal Inhibitor, its range pretty annoys me (compared by Sensor Tower range) please just nerf it's range or maybe move its jamming ability to the support power. make It working how Blasticade works.

and Force Shield. From Signal Inhibitor existed. It needs more range for or just buff its cooldown.

 

I hope you can understand what I wrote. ;)

 

edit: I Have an another idea for inhibitor. make it need to deploy to activate that jamming and it needs a lot of powers for this. oh I forgot about raccoon, for all of this big changes you need to remove jamming ability from them. or move jamming ability to deployed state and required same powers as inhibitor.
BTW Foehn aircraft still needed.xD


Edited by FELITH, 13 January 2017 - 07:21 AM.


#442 X1Destroy

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Posted 13 January 2017 - 07:47 AM

So much hate for the new faction. Seriously guys....you despise turtling that much?

Epsilon can make invisible bases full of traps and nobody said anything. A Foehn base is fully exposed you know exactly where it is and what it have inside. Just freaking bombard it to dust with your artillery and bombers if you can't use support powers.

The inhibitor already cost alots of power to maintain. Nerfing it further would make it become useless with that high price tag,


Edited by X1Destroy, 13 January 2017 - 07:48 AM.

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#443 FELITH

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Posted 13 January 2017 - 08:19 AM

I don't hate turtling, love it instead because I'm not pro player, don't know how to rush. China and European are Factions that I prefer to play them every game but against Foehn, No way.

as I said the problem is only SW. just find a way to use SW on them without faced with them first.



#444 hxazgalor

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Posted 13 January 2017 - 08:37 AM

@FELITH: Foehn aren't that difficult to beat, even if they do have signal inhibitors. Just search around their base to look for spots that are not covered by the jamming field, and you can make use of your support powers/SW. Also interesting to note, Hunter-Killer drones ignore the jamming signal generated by an inhibitor or Raccoon, owing to the fact that it's an auto-target-I'll-hit-whatever-I-think-is-a-high-priority kind of support power.

 

Against Foehn, you need to play smart. Can't just rely on support powers anyway, they're just support options, not offensive abilities. Clever use of them will do you a lot of good. Also, strike fast and strike hard, give the Foehn no room to breathe. Hit power first, that's always a good strategy.


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#445 Damfoos

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Posted 13 January 2017 - 08:44 AM

Right, their powerplants are expensive, and in most cases not all of them are fully covered by Inhibitors, so you can strike nearby and the damage will reach powerplants anyway.

#446 Nicholas Chau

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Posted 13 January 2017 - 10:37 AM

 

Right, their powerplants are expensive, and in most cases not all of them are fully covered by Inhibitors, so you can strike nearby and the damage will reach powerplants anyway.

though i dislike their units being too overly strong, their power plants being big, obvious and providing a lot of power is one of foehn's current weaknesses(one that should be kept  :p). Like how soviets should never let their nuclear reactors be destroyed, foehn should never let theirs be destroyed too as it's very punishing and painful for them if they do.

 

So much hate for the new faction. Seriously guys....you despise turtling that much?

Epsilon can make invisible bases full of traps and nobody said anything. A Foehn base is fully exposed you know exactly where it is and what it have inside. Just freaking bombard it to dust with your artillery and bombers if you can't use support powers.

The inhibitor already cost alots of power to maintain. Nerfing it further would make it become useless with that high price tag,

just keep the price but seriously it should prevent only some offensive support powers not all of them; makes it annoying to destroy them the hard way every now and then >:(


Edited by Nicholas Chau, 13 January 2017 - 10:38 AM.


#447 umbracatervae

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Posted 13 January 2017 - 12:47 PM

Power is one of Foehn's weak point. If its power gets shut down, then just crush them with superweapon or any prepared units for assault.

But still, it must be done carefully. Because a failure on attack is an advantage for Foehn with its Reprocessor, which a serious issue that i agree for nerf. It just like do or die.

 

Usually i always shot enemy's power source first, no matter what i face against.


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#448 Solais

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Posted 13 January 2017 - 12:51 PM

Foehn doesn't have dogs. Why not use spies to shut down power before striking with super weapon.



#449 Handepsilon

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Posted 13 January 2017 - 12:52 PM

They have traps and clairvoyant though

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#450 TeslaCruiser

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Posted 13 January 2017 - 01:12 PM

Maybe build limit for Inhibitor?

 

ok, has been a while since 3.3 release and this are my thoughts, get in mind that my experience is pvp (1v1, 2v2 mostly playing old good mo players, ra2 players, and new players)
Balance is way more refined now than in 3.0, allies, soviets and epsilon are so good now it is incredibly, the unestoppable infantry epsilon blobs fixed, wolfhounds fixed, heroes tunned down, libra glitch fixed... The mod demands from the player smart unit composition and allow diversity of tactics and differents aproaches, so much different than ra2yr.

About the new side, they are too good on too many things. It is just not true that you can't mass numbers because the mix between high survivability and strong late economy make it possibly. Right now i'am sure that we need a more skilled player base to see the full potential of factions but as i sayed earlier we are learning the game so we can not know what we do not know we do not know LOL... maybe try some of community most clever propositions like cut down reprocessor and try some hp-speed tweaks may help on the current status



#451 Solais

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Posted 13 January 2017 - 01:52 PM

They have traps and clairvoyant though

Yes, but are they used well? Because from the videos I seen so far of Foehn, they weren't.



#452 X1Destroy

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Posted 13 January 2017 - 02:39 PM

Clairvoyants need attention from the player to counter spies. One clairvoyant can only stop 1 spy by itself and nothing will kill it automatically, they just have to send in another for distraction.

That's why it sucks. You can have 10 clairvoyants, they just need to have 11 spies to infiltrate your building. As long as there is a battle that keep your eyes occupy you won't see it coming at all since there is no warning sound or whatever when there are spies in your base.

 


Edited by X1Destroy, 13 January 2017 - 02:46 PM.

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#453 Handepsilon

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Posted 13 January 2017 - 02:56 PM

Foehn's logic

Great next generation military tech

Total wreck on the most trivial warfare aspects

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#454 XoGamer

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Posted 13 January 2017 - 05:02 PM

Foehn's logic

Great next generation military tech

Total wreck on the most trivial warfare aspects

 

Ha! lol so true

 

Foehn can't do most trival warfare:

  • Hide
  • Detect hiding
  • Detect spies
  • Kill spies
  • Spy enemy base that well

Well, at the very least we can beat Foehn by hiding and turning of their power with spies :thumbsupcool:


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#455 Wayward Winds

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Posted 13 January 2017 - 06:44 PM

Well, when you look at them carefully, Foehn have all sorts of cracks to exploit.

 

> Got a Harbinger timer ticking down?  Take advantage of Foehn's poor spy counters and infiltrate their Harbinger Tower.

> The Boidmachine is just a tad inaccurate.  I've seen shots outright leave the map on several occasions, much to my annoyance/amusement (depending on which side the thing is on).

> Foehn infantry are strong, but those exosuits make them weak to Magnetrons or EMP.  And while Foehn infantry are immune to dogs/spooks, they aren't immune to Terror Drones or Chitzkoi.  Only 2 infantry units have immunity to them; Uragan (because he's airborne), and the Synchronaut (presumably because the TD/Chitzkoi can't find the bugger).

> The Quetzal's got power, but unless you've got multiple Coronia factions on the same side that shield support power only lasts 20 seconds, and then they're much more vulnerable... and they can neither promote or provide money through the reprocessor.  And they have no real defence against air units, and every faction has access to some form of air to air firepower (Rocketeer, Thor, Wolfhound, Vulture, Gyrocopter, Invader, Irkalla, Vulture).

> It also takes Foehn longer to tech up given they have to build more structures to hit T3, and are slowed down by the money issues they tend to have in the early game.

> And the aforementioned lack of spy counters makes it easier to infiltrate Foehn barracks/war factories and pick up veteran bonuses, levelling the playing field a bit.

> Unlike Spies/Saboteurs/Infiltrators, you can usually see the Clairvoyants coming, making it easier to prevent them from getting the same bonuses/shutting off your power/stealing your money etc.

 

It's not necessarily so much that Foehn are straight up OP as you need to look for their weaknesses and adapt your strategies, rather than just trying the same old stuff that works against most of the other factions.  You can't necessarily meet them in a straight up fight tank to tank/infantry to infantry fight, so you need to find ways outmanoeuvre them.

So far in my anti-Foehn skirmishes, I've only really had trouble holding them off as Epsilon, and then only until I start spamming sufficient MBTs and gatling tanks.  After that, they're pretty much just as exploitable as other factions.

 

...Although I'll admit there are still balance issues, such as the sky high Reprocessor bounties.



#456 Damfoos

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Posted 13 January 2017 - 07:22 PM

Do you play vs AI? Because in multiplayer it doesn't really work.
 

> Got a Harbinger timer ticking down?  Take advantage of Foehn's poor spy counters and infiltrate their Harbinger Tower.

Tower is walled off. Other suggestions?

> The Boidmachine is just a tad inaccurate.  I've seen shots outright leave the map on several occasions, much to my annoyance/amusement (depending on which side the thing is on).

An experienced Foehn player will take the height difference into account, compensating for it by aiming in a different place. It is hard to do though.

> Foehn infantry are strong, but those exosuits make them weak to Magnetrons or EMP.  And while Foehn infantry are immune to dogs/spooks, they aren't immune to Terror Drones or Chitzkoi.  Only 2 infantry units have immunity to them; Uragan (because he's airborne), and the Synchronaut (presumably because the TD/Chitzkoi can't find the bugger).

Magnetrons and EMP are available to 2 factions out of 12. Chitzkoi is Russia exclusive, and Terror drones belong to Soviets only. How does it help the other 2 Epsilon factions and Allies then?

> The Quetzal's got power, but unless you've got multiple Coronia factions on the same side that shield support power only lasts 20 seconds, and then they're much more vulnerable... and they can neither promote or provide money through the reprocessor.  And they have no real defence against air units, and every faction has access to some form of air to air firepower (Rocketeer, Thor, Wolfhound, Vulture, Gyrocopter, Invader, Irkalla, Vulture).
A good player will never send them to your base without any protection, unless they are supposed to be a distraction.

> It also takes Foehn longer to tech up given they have to build more structures to hit T3, and are slowed down by the money issues they tend to have in the early game.

As someone said, not really, as their tech structures cost less and thus take less to build than tech buildings like Soviet lab, thus it takes roughly as much time to tech up as it'd take for another factions.

> And the aforementioned lack of spy counters makes it easier to infiltrate Foehn barracks/war factories and pick up veteran bonuses, levelling the playing field a bit.

Sure if you're Epsilon with Drillers, but in case of other factions it is a bit difficult, a player won't just let some disquised dude who doesn't follow any orders to pass through. Sneaky raids with Stallions/Borillos may help though.

> Unlike Spies/Saboteurs/Infiltrators, you can usually see the Clairvoyants coming, making it easier to prevent them from getting the same bonuses/shutting off your power/stealing your money etc.

Unlike Spies/Saboteurs/Infiltrators, Clairvoyants are available earlier, and a player can just put a bunch into Jackal, send it into your base early and you have to stop them somehow when it will unload right near to your buildings. 



#457 XoGamer

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Posted 13 January 2017 - 07:56 PM

Damfoos makes a good point.

 

Furthermore, I feel the following things need to be addressed (that may or may not be already addressed):

  • Reprocessor needs big nerf (obviously)
  • Ore Purifier needs a tiny buff?
  • Sounds weird, but Oil Derrick needs a health buff since it's always dieing to a couple pyros or whatnot before I can save it.
  • Some Foehn units should require power if possible was a good suggestion.
  • Foehn needs planes for Tech Airfield
  • Marauders eat Nuwa Tanks from what I noticed?

 

Finally, it sounds wrong for Foehn to be the biggest threat on the battlefield when it really should be Soviets.

I mean, Foehn should be High Quality, Low Quantity but their quantity and quality far outweighs and outnumbers most of the other factions.


Edited by XoGamer, 13 January 2017 - 08:26 PM.

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#458 Nicholas Chau

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Posted 14 January 2017 - 12:46 AM

Damfoos makes a good point.

 

Furthermore, I feel the following things need to be addressed (that may or may not be already addressed):

  • Reprocessor needs big nerf (obviously)
  • Ore Purifier needs a tiny buff?
  • Sounds weird, but Oil Derrick needs a health buff since it's always dieing to a couple pyros or whatnot before I can save it.
  • Some Foehn units should require power if possible was a good suggestion.
  • Foehn needs planes for Tech Airfield
  • Marauders eat Nuwa Tanks from what I noticed?

 

Finally, it sounds wrong for Foehn to be the biggest threat on the battlefield when it really should be Soviets.

I mean, Foehn should be High Quality, Low Quantity but their quantity and quality far outweighs and outnumbers most of the other factions.

what you said about the reprocessor is exactly what i want too :)

ore purifier could use a buff; not all maps are very rich in ore and somemore the ore isn't always placed so close and conveniently in the maps that we play.

oil derricks are fine; it's the owner's fault for not bringing in some protection or what not to keep oil derricks safe.

the support power buildings should need power(not counting knightfall because it's just a beacon for space marine style drop pods :p)

what for foehn needs planes for tech airfield??

marauders DON'T eat nuwas for breakfast unless they are moving around and exploiting the nuwa's horrendous turning speed.

 

the soviets are balanced a bit more now actually but they still hit hard as usual.

Foehn however needs to be nerfed and retweaked properly to feel like an actual high quality, low quantity factions >:(


Edited by Nicholas Chau, 14 January 2017 - 12:47 AM.


#459 XoGamer

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Posted 14 January 2017 - 01:24 AM

It's very hard to keep all of your oil derricks intact during a game as a simple 3/4 pyro/siege cadre rush of the derrick will end its life way before you could save it. Unless off, you are playing a subversive faction.

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#460 Solais

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Posted 14 January 2017 - 01:28 AM

Would be interesting to have a sort of nanofiber bomber plane for the Foehn, though only when they capture a Tech Airfield. The Soviets and I think Epsilon too had a plane in 3.0, even though they had no airfields by default.






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