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


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#4621 JackoDerp

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Posted 04 June 2019 - 10:07 AM

Srsly why the hell everyone wants to mess with Eureka is beyond me... She can't 1v1 for shit, that's true. She's devastating nevertheless. I was amongst the first to ask for a buff when she was actually useless, but she is not anymore. She might not be on the level of Volkov or Rahn, or even Libra, but the rest of her faction more than makes up for this.


I was just about to say this.
Just because she doesn't have the instant effect of "oh I just built my Rahn/Volkov/Fin etc and now I just win the game" doesn't mean she's useless. Her actual armour damage is pretty insane.

Also she's a detector.


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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#4622 Malekron

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Posted 04 June 2019 - 12:28 PM

I have a few ideas for skirmish or campaign that can be ignored...

 

A flying mobile gap generator called a Penumbra that has the support ability to project shroud anywhere on the map.

 

Tesla Koshei Protocols support power that when used gives units and structures with tesla weaponry the ability to "mutate" enemy infantry into spooky skeletons. Those skeletons are immune to ranged combat that are useful for being chaff but get destroyed in melee combat/crushing (ie dogs love bones and tanks love crushing those bones).

 

A new naval unit for the Latin Confederation called the Gadfly Airchaff Carrier that are smaller and more maneuverable than the Allies aircraft carrier unit but has a crucial difference in that the Gadfly Airchaff Carrier releases more durable and annoying but ultimately harmless aircraft (Airchaff) that distracts AA units and structures while allowing other units to exploit such an opportunity.

 

A new unit for the Euro Alliance called the Chrono Praetorian that is like a slower-firing teleporting Rahn but instead of mutating infantry into brutes it "mutates" any unit both infantry and vehicle into a Semi-Sapient Chrono Vortex that travels across the ground and sea as a hovering unit that can instantly destroy any unit and building at close range as a space-time suicide unit by removing them from existence.



#4623 Divine

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Posted 04 June 2019 - 02:58 PM

The Penumbra could be an interesting campaign-only unit, the Gadfly would be a nice addition, but the Tesla-skeleton thing is a big no IMHO. The concept of semi-sentient chrono vortexes messing up stuff in their path is also interesting. Generals: Shockwave has something similar with plasma tanks, when too many of them fire at the same spot at the same time, such plasma vortexes happen. 

 

Here's how I would modify the Chrono Praetorian unit idea: make it Allied-Allied stolen tech for when (and if) stolen tech infantry will ever be a thing again. The Praetorian could teleport around using the same rules as the Legionnarie, however, it would fight by temporarily transforming himself into a chrono vortex. While he is a vortex, he could not be controlled and would seek out targets on his own, and the vortex could not be destroyed by any means. For balancing purposes, it shouldn't be able to damage buildings at all. After a while, he would transform back into his Praetorian self.


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#4624 Ebonight_5i8er

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Posted 05 June 2019 - 12:08 AM

I have a few ideas for skirmish or campaign that can be ignored...

A flying mobile gap generator called a Penumbra that has the support ability to project shroud anywhere on the map.

A new naval unit for the Latin Confederation called the Gadfly Airchaff Carrier that are smaller and more maneuverable than the Allies aircraft carrier unit but has a crucial difference in that the Gadfly Airchaff Carrier releases more durable and annoying but ultimately harmless aircraft (Airchaff) that distracts AA units and structures while allowing other units to exploit such an opportunity.

A new unit for the Euro Alliance called the Chrono Praetorian that is like a slower-firing teleporting Rahn but instead of mutating infantry into brutes it "mutates" any unit both infantry and vehicle into a Semi-Sapient Chrono Vortex that travels across the ground and sea as a hovering unit that can instantly destroy any unit and building at close range as a space-time suicide unit by removing them from existence.

I like these ideas, especially the Gadfly, given that Dreadnaught missiles are a wide target.

Here's my ideas:

- The Soviet subfactions get a Commissar support power, deployable from a Field Bureau and able to be deployed once it has the Soviets respective tech centers constructed like the Drakuv. It would cost $2100 credits and would take 6 in-game minutes to have another Commissar ready. The Commissar can give a 12% firepower buff to Soviet infantry in it's radius of effect, like the SODAR Array but smaller for the sake of balance (unsure if the effect should be stackable like Syncronin and Syncronauts.) Especially effective against hordes of Epsilon and Foehn infantry, to allow the Soviets a fighting chance. The Commissar has no weapons, meaning he obviously must be supported.

Description: "Soviet infantry division's were largely effective during the beginning of the Third Great War, thanks to the use of urban combat preparations and auxiliary support. Together with powerful armor battalion's and naval armada, Soviet High Command placed a demand that all officers are to keep out of the frontlines, to give orders to their troops and render them safe from Allied covert assaults".

"The emergence of Yuri's Epsilon and their stealthy surprise attacks on Moscow, Stalington, and Zaragoza has rendered many high-ranking Soviet leaders dead, their military suffering numerous casualties. With the depleting morale of surviving Soviet troops, the desperation of the Soviet generals brought in the presence of commissars to bring order back to their forces".

"The presence of a Soviet Commissar sends an aura of confidence and inspiration for Soviet soldiers, making them fight harder and brutally for their people".

- Latin Confederation gets the Yak from Red Alert 1, replacing the Foxtrot. The Yak plane fires phosphorus bullets like the Gyrocopter, but more accurate and deadlier to infantry. A group of Yaks can also heavily damage lightly armored structures or destroy them, but they are not much against defensive structures or vehicles. They would cost $1450 for a single aircraft unit.

Description: "During the Second Great War, the Soviets dominated the air, terrorizing many Allied infantry with Yak fighter planes, fittingly nicknamed 'infantry erasers'. Many armada's of these planes would go on strafing runs, killing groups of Allied infantry and ripping apart lightly armored structures. Even with the Allies superior anti-aircraft means, they still were a huge threat towards their infantry squads. With the Allies victory over Stalin's regime, the Soviets air superiority, Yaks alongside them, were dismantled and abandoned to gather dust".

"It wasn't until the Soviets invasion of the United States of America and subsequent capturing of Allied air bases that their old jet aircraft were to be reinstated. While the Mig was reborn under it's designation Foxtrot, the Yak was disowned by it's Russian owners, considered obsolete compared to the superior weapons of the Foxtrot and the versatile Wolfhound. Recognizing the demand to bolster the firepower of their Confederation allies, the Russians sold the design for their benefits".

"The Confederation's engineers, instead of adding more armor to the antiquated jets, ignored all possible vulnerabilities, stripping them down and upgrading as much firepower as they can. The Yak is now outfitted with phosphorus bullets to set groups of infantry ablaze and shred light buildings, at a much faster rate than their older versions. It'll make it's status as 'infantry eraser' known once more".

- Have the Old Allied Phase Transport from Aftermath reappear as a campaign unit, where an Epsilon Covert Ops or Cooperative mission is set to obtain the vehicle and escape, giving Epsilon the inspiration to use cloaking technology, similar to how the Terror Drone was created by Chitzkoi's cyborg structure.

Edited by Ebonight_5i8er, 05 June 2019 - 12:11 AM.


#4625 teztez

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Posted 07 June 2019 - 09:59 AM

Increasing Eurekas attack speed will not make her overpowered.Because she is still vulnerable to infantry and aircraft.

someone mentioned about giving her ability to fly.I think thats a cool idea,because coronia is all about air power.In her flight mode she fires air vacuum like zorbots to kill infantry.So she will be strong against infantry in flight mode and strong against vehicles in ground mode that will be cool. :mellowthumbsup:     



#4626 Opus Custom Tank

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Posted 07 June 2019 - 02:09 PM

Increasing Eurekas attack speed will not make her overpowered.Because she is still vulnerable to infantry and aircraft.

someone mentioned about giving her ability to fly.I think thats a cool idea,because coronia is all about air power.In her flight mode she fires air vacuum like zorbots to kill infantry.So she will be strong against infantry in flight mode and strong against vehicles in ground mode that will be cool. :mellowthumbsup:     

I agree Eureka is weak if we compare to other Foehn heros. She can get fly ability or special anti air weapon or just a interesting deploy ability like Alanqa's deploy.


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#4627 teztez

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Posted 08 June 2019 - 09:16 AM

Can foehn gets dog or something like dogs at early game.They dont have anything to stop spy at early time. :ninja:



#4628 Opus Custom Tank

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Posted 08 June 2019 - 06:49 PM

Can foehn gets dog or something like dogs at early game.They dont have anything to stop spy at early time. :ninja:

Stoping spies at early? Spies are T3 you know. If you mean AI, you can keep your eye on your base until T3. (Or just until Roadrunners can be buildable.) Foehn don't need a dog or something.


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#4629 teztez

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Posted 09 June 2019 - 06:57 AM

 

Can foehn gets dog or something like dogs at early game.They dont have anything to stop spy at early time. :ninja:

Stoping spies at early? Spies are T3 you know. If you mean AI, you can keep your eye on your base until T3. (Or just until Roadrunners can be buildable.) Foehn don't need a dog or something.

 

Yeah i am talking about ai.They send wave of spies at hard difficulty and keep sabotaging my base.its really troublesome  :ermm:



#4630 JackoDerp

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Posted 09 June 2019 - 05:51 PM

I mean thats a problem thats limited to PvE
So nothing to fix there

¯\_(ツ)_/¯

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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#4631 Handepsilon

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Posted 10 June 2019 - 02:19 AM

Also, AI creating Spy in T1-T2 is a bug anyways ¯\_(ツ)_/¯


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#4632 Divine

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Posted 10 June 2019 - 05:46 PM

Also, AI creating Spy in T1-T2 is a bug anyways ¯\_(ツ)_/¯

More like, a limitation of the game engine. An AI can only check for one condition when it makes a team. That condition can either be a) "Does the AI have a specific building, like t3 lab?" or b) "Does the AI's enemy have a specific building, for example, barracks?". So when the AI wants to send a spy to your barracks, it can't check both conditions, only one of them. It sucks nevertheless, I really hope that one day, it will be fixed some way.


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#4633 Opus Custom Tank

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Posted 10 June 2019 - 06:02 PM

Don't you think Gharial is too OP? A anti-inf, anti-structure, amp, transport, immune everything unit comes with 3 Knightframes. Gharial is 2000 credit, it have 3 Knightframes. 3 Knightframe is 1200 credit and they are also anti-air. So Gharial alone is 800 credits. Is this a joke?


Edited by Opus Custom Tank, 10 June 2019 - 06:05 PM.

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#4634 Ebonight_5i8er

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Posted 11 June 2019 - 12:14 AM

Don't you think Gharial is too OP? A anti-inf, anti-structure, amp, transport, immune everything unit comes with 3 Knightframes. Gharial is 2000 credit, it have 3 Knightframes. 3 Knightframe is 1200 credit and they are also anti-air. So Gharial alone is 800 credits. Is this a joke?


I wouldn't say the Gharial is overpowered. Broken? Maybe. They are excellent for decimating infantry and decent for demolishing structures, as well as a bonus for being amphibious and immune to mind control and radiation. But they are easily destroyed by MBTs and Monster Tanks. Aircraft can also destroy them provided no anti-air is around.

Edited by Ebonight_5i8er, 11 June 2019 - 12:30 AM.


#4635 Handepsilon

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Posted 11 June 2019 - 12:37 AM

still dies easily to antitank and still susceptible to PsiCorps magnets. It's just a glorified Borillo in my eyes, tbh

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#4636 LessPlayMoreLearn

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Posted 11 June 2019 - 01:37 AM

I have some my ideas... How about make Clairvoyant a T1 unit just like a dog, without infiltration ability, but with a higher speed (maybe 8) and a Stun weapon with damage (for example 60, so it takes two shots to kill a dog)? Its price should be lower too. Its anti-spy and sensor abilities will still remain the same. Afterwards, just a new spy unit should be added to Foehn, which can be just the same as spies of the other three factions.

 

This morning I suddenly have another idea in my mind: Is it possible to let Latin's motor ambush provide three elite motors, and make the motor an elite ability of cloak (EliteAbilities=CLOAK)? The reason is that motor ambush can hardly kill anything; three motors can be eliminated in a short time and they are not fast enough to escape from vehicles. Therefore, motor ambush should be buffed. The support motors should be more powerful than normal motors, but normal motors should not be overpowered, so I think of this way to make the support motors stronger. By the way, I don't agree with someone's opinion that this support power should be replaced with three Bomb Bikers, because this will destroy the uniqueness. Also, maybe motors can be faster (10?); now they are not as fast as dogs so their ability to catch up with tanks is not as good as dogs. Due to the ballistics, when two players click on enemy tanks, motor seems to easily miss the target because the target has been killed when their shell falls onto the ground (that's why they should be buffed, one possibility is with a faster speed, although it seems unrelevant).  

 

Since I have said something here, I would like to say some other ideas... I think Morales should be buffed, because now he requires a lot of actions but his damage is low due to the low rate of fire (high ROF). Without action, he can kill more friendly units than enemies. Maybe he should be cloaked when standing still, and he will not reveal himself when firing. Also make him attack vehicles automatically (maybe also add anti-air ability?). In this way, he is more like a sniper; the player can send him to somewhere on the way of enemy. 

 

Another one is arsonist. I think he should be cloaked, but he will reveal himself when firing. The reason is that, if a player send him to the enemy by vehicle, he is not as efficient as Evan. If a player just send him to the enemy by foot, he is very likely to be spotted in a high-level game. Only if he is cloaked can he walk to the enemy without being spotted too easily.

 

Something that can be ignored: maybe sniper and virus can be adjusted like Morales: cloak when standing still, and will not decloak when firing. I changed this in my own ini, where tanks are almost as important as in RA2, but maybe it is not suitable if infantry is still very important.

 

Regards to Charon tank, I think it should attack vehicles (maybe only medium and heavy armor) automatically and not attack other targets by its own (to avoid waste of damage). The reason is that it Charon is not suitable to be in the same team as Cavalier and Mirage, because it may kill a tank that has little HP. It is also not suitable to take no actions, for it will attack infantry in this case. I am strongly against adding Paladin to EA. This will destroy the uniqueness of this game, as I have said above. Mirage tank's range is enough to deal with other faction's T3 tanks.

 

Maybe the last thing that I said at this time is about China's iron curtain. China's vehicles are too slow to catch up with most enemies, so the iron curtain is more difficult to be effective. My opinion is to make the Irradiation support power have a 1.5 speedmultiplier, so that China can use iron curtain to battle with enemy. Also, maybe Nuwa can be faster with a speed of 4, I think. So that's all that I want to say this time...



#4637 LessPlayMoreLearn

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Posted 11 June 2019 - 01:41 AM

For the Foehn, I also think about adding anti-spy ability to Jackal, which is the same in other three factions. I see some change like make Sonar Array cloaked when not deployed; I think this is also something that can be thought about.



#4638 CrimsonRaider

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Posted 12 June 2019 - 06:32 AM

A WILD idea: zooming!

Don't laugh at me folks, I literally just dreamed about that.... What if we just bind different resolutions to some keys? I mean the models, textures and stuff have a certain resolution, so increasing the games resolution decreases their size on your screen, and increases the map you can see and vice versa (that's how it works now). I highly doubt that could work, but maybee...(?)



#4639 Zharakov

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Posted 12 June 2019 - 10:50 AM

I've been suggesting this for the LONGEST TIME (well 3rd time)

Please make a skirmish and multiplayer option to that enables SUPPORT superweapons (Chronosphere, Iron Curtain, etc) but not Attack Superweapons (Nuke, Dominator, etc)

I believe the main reason alot of people turn superweapons off in multiplayer, is because nobody wants to get nuked every 10 in game minutes. But would love to use a Chronosphere at the same time.

Thanks!

#4640 Zharakov

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Posted 12 June 2019 - 10:57 AM

Also it would be cool if the AI doesn't get to build an MCV without the required building (Field Bereau, Radar Spire, etc)

Its very frustrating when your playing the revolution challenge with mental ai boost, about to finish off the Chinese MCV via a chronosphere+prism tank attack until you notice Russia and the Latins are SOMEHOW able to construct an MCV without a field bureau -____-

I'm not sure if it is intentional for the "mental ai boost" option, but even without a field bereau (or the other persesquite buildings) the AI can still build an MCV




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