MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#4721
Posted 14 September 2019 - 11:39 PM
- Divine and Callisto D. Castillo like this
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.
#4722
Posted 15 September 2019 - 01:13 PM
wtf was that? This ain't an university dude.
#4723
Posted 16 September 2019 - 12:02 AM
Some badly formatted wall of text that would have benefited greatly from spoiler tags to break it apart and short summarizations inbetween.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#4724
Posted 22 September 2019 - 08:36 PM
Actually what about they just set Ghost Miner for Psi-Corps, Headquarters and set Slave Miner for Scorpion Cell?What do you say about this IDEA:
Psi Corps Subfaction (in reference to their psychic tech.): Lets replace "Ghost Miners and ore Refinery" by "Slave Miners"
Scorpion Cell Subfaction (in reference to their "drill" technology (Tyrant and Driller Transport using it allready): Lets replace Ghost Miners by something like "Driller Miner" (now you have to think how to balance it... hmm maybe when miner will not have 100% HP his Drill technology will not work ? Or lets give them limited time under ground for example. After 5 sec that miners need to go out and recharge the drill )
Epsilon HQ Subfaction (in reference to their unique stealth technology already used in "Shadow Tanks" and "Genomines") Theres the best place for Ghost Miners.
Unbalanced huh ? I wonder if Mental Creators thought about it earlier . Its realy instane ?
I came up with new idea. I was said Slave Miner is such a Scorpion Cell unit. But what about Gravi Miner?
Since Ghost Miner is have a heavy equipment they are slow and cannot be amphibious.
A light version of Ghost Miner. They will be faster but have less armor. It will be amphibious so it will be such a Psi-Corps unit. Of course they can't use heavy cloak equipments, it will have a emergency protocol. If enemy is around the sersors will be active then miner will use a cloak equipment so this will make miner cloaked for a limited time. It will be not cloaked when enemies not around.
I know my English sucks.
#4725
Posted 22 September 2019 - 11:48 PM
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#4726
Posted 19 October 2019 - 09:40 AM
Hi all!
I'd like brighter colours for enemy units on the minimap in campaign mode. Often I spend way too much time searching for the last couple enemy units in order to complete the mission. Maybe a script to force all enemy units to rush me when I destroy their primary buildings? XCC Radar Customizer doesn't work with MO unfortunately :(
#4727
Posted 19 October 2019 - 09:53 AM
Another suggestion:
Say I play against Chinese and capture their Factory. I should get then Qilin production and Rhino. Basically we should get country-specific units when we capture "their" buildings and not "standard" Soviet/Russian
Edited by pusac, 19 October 2019 - 03:48 PM.
#4729
Posted 19 October 2019 - 03:50 PM
Your other suggestion is not possible to implement in a convenient way unfortunately.
I see, however in some missions I'm pretty sure got respective units and not standard ones. I assume you're talking about units and not minimap.
#4730
Posted 20 October 2019 - 05:59 PM
Hello there,
I'm playing this mod for some day and even I would like to post some suggestions. So here we go.
Unit - Robot Tank
Suggestion - Give him Hold Position ability
Why? - I see Robot Tank as unit only good against Spies and it would help them cover choke points much easily.
Unit - Sniper
Suggestion - Allow them depilot T1 vehicles
Why? - This would make them finally worth to use
Unit - QuickShifter
Suggestion - Remove passanger slot
Why? - They are good on their own, they don't need any other speciality.
Unit - Lionheart
Suggestion - Bigger splash
Why? - Current Lionheart is basically another suicide unit, so give him atleast stronger bomb.
Unit - Marauder
Suggestion - Give them Rapic Reignition System [Medivac ability from SC2] if it's possible (turn off the cannon during the duration)
Why? - This would give them nice ability for escaping from raiding.
Unit - Speeder Trike
Suggestion - Give them slow AA attack [similar to bikes from Tiberium wars]
Why? - It would be nice have addition reason to build them.
Unit - Strike Nest
Suggestion - Give it two drones [With half dmg and half ammunition]
Why? - Let's face it Foehn have worst AA defence and with this change drones shouldn't get shot down so easily
Unit - Alanqu Skystation
Suggestion - Greatly increase damage against buildings (Tornado)
Why? - Current tornado is so useless that i saw this ability only by accident. This change could give Coronia nice suprise attack. (similar to Kirov that strikes unprepared base)
Unit - Huntress
Suggestion - Make nanoclouds from kills last longer
Why? - Benefiting from them is so damn hard even when enemies fleeing
Unit - Archelon
Suggestion - Change his weapon into Duplicant attack
Why? - I would say Archelon is the worst stolen tech. He has only one purpose and still enemy commanders will happily build more infantry. [Grumble can reconsider your build choices]
Unit - Leviathan
Suggestion - Make his plasma balls drop much slower
Why? - This would at least give some chance for escaping navy. In maps with choke points Levi can dominate everyone. For example in map (3) Don't Cross The Streams Levi can denied any naval presence with ease.
Unit - Eureka
Suggestion - Give her amphibious ability
Why? - This would help Coronia All-terain assault tactics and make them even stronger on water maps
Campaing Units - Krukov and Reznov
Suggestion - Give them movement speed bonus when they are close to each other [Similar to FinAlize]
Why? - They are pretty much everywhere together, so it would be nice to benefit from it.
Suggestion - Decrease loudness of Gattling weaponry
Why? - After some time you can't hear anything else except these bois
Suggestion - In Campaing menu add -No Save/Load- button
Why? - I think real MO campaing is without Saves and Loads so it would be nice add option for turning them off
Those are my suggestions. I hope I didn't miss something. Edit: Dammit
Edited by Glioper, 20 October 2019 - 06:19 PM.
- Destroyencio and TrollWarlord like this
#4731
Posted 20 October 2019 - 08:58 PM
Edited by DarkEmblem, 20 October 2019 - 08:59 PM.
#4732
Posted 20 October 2019 - 10:37 PM
Gatling is annoying but from a gameplay perspective, its important to give the player enough information that it's at its max DPS. I wouldn't want a gatling gun quietly shredding my army.
Levi getting some nerfs is justified. It's basically a sea-mastodon that has less weaknesses.
Edited by Tathmesh, 21 October 2019 - 01:32 AM.
#4733
Posted 21 October 2019 - 12:34 AM
Robot Tank
Use patrol for them and you are good to go.
Sniper
They are already very good so I don't really think that will be necessary.
Quickshifter
True
Lionheart
They need better path-finding to return as soon as they drop their load instead of proceeding to fly in a straight path and tank all the AA :v
Marauder
Maybe... They are fine but an extra ability to escape wouldn't hurt.
Speeder Trike
Nope, absolutely not. SC is fine as is with Oxidizer + Gatling Tanks/Archers. We don't need more AA for them and let's keep the bikes' role simple as an AT hit'n'run unit.
Shrike Nest/Shrikes
I'm not sure that would help if your Shrikes are already getting destroyed but okay.
Alanqa Skystation
They are very fragile for a giant airship so it wouldn't happen anytime soon for one to be able to loiter near an enemy base, even if they only have decent AA defense. Would not work out well.
Huntress
Their main role is more as a specialized infantry killer and (occasionally) vehicle hijacker rather than a combat healer. You don't usually use the healing aspect unless you want to be micro-intensive with even small skirmishes so don't bother too much. Also, patrol mode helps as your troops may move into those clouds while engaging in combat.
Archelon
Heh, really now? Please remember that they are being used against Epsilon who love to use infantry (spam), stealth, mind control and amphibious assault. They are tough af (one of most durable), can kill groups of infantry quickly while allow your own to heal, being immune to mc, amphibious so can intercept or strike from naval routes, can detect cloaked units and are cloaked themselves. They are niche but by no mean weak to the point of needing a buff, their strength relies heavily on how you use them and their mere presence should make the enemy reconsider their strategy and formation, especially Epsilon who uses a lot of infantry.
Leviathan
Sure, use more AA against their drones also. If you destroy them first, no plasma balls will drop.
Eureka
I would prefer for her to be a mobile Spinblade, or at least deploy to provide the buff, giving Coronia more utility instead of raw power, ya know
Others are miscellaneous so I'm fine with them either way.
#4734
Posted 17 December 2019 - 03:34 PM
I have some ideas for some infantry and a particular infantry archetype...
Corpsman:
Replaces Medic for the USA but is an T2 amphibious healer that is useful to support SEALs and Tanya while at sea.
Officers:
Allied T2 "Command" fast moving cavalry infantry with a six shooter that can instakill infantry at close ranges but in order to do so must mark six targets and deploy to fire in a "high noon" fashion. They cannot automatically fire as infantry normally do and must be micromanaged. They also generate a passive area of effect that halves the need for more kills for infantry to turn from veterans to elites.
Commissars:
Soviet T2 "Command" infantry that prevent their comrades from falling to mind control or other psychic powers by their mere presence. And can shoot both his own to increase their firepower.
Hierophant
Epsilon T2 "Command" infantry that focuses the attacks of fellow infantry in his presence to have a chance of permanently converting an enemy of several to their cause and makes them permanently invisible even when attacking.
Castellan
Foehn T2 "Command" infantry that can garrison buildings and make any troop garrisoned in it immune to attacks that can de-garrison them forces and can cause the building he garrisons in to self heal.
#4735
Posted 19 December 2019 - 05:41 AM
I'm very certain that all the abilities for your archetype are not possible with Ares
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#4736
Posted 21 December 2019 - 07:32 AM
In the future, can all three Soviets get the https://moapyr.fando...Medical_Outpost Medical Outpost building? Soviets don't get a real medical Unit (Drakuv is helpful, but 1800 credits can be used for something else too ^^; ), why not a building? We already get the Iron Guard -which is AWESOME by the way!
Sure it may be "slow" getting one or a few to run in there, then they run out single file, but it'd be helpful for the Soviet heroes, or the stronger/more expensive infantry surviving.
The "Wood Armor" rating wouldn't need to change.
Also have it able to be "garrison used" by your allies in skirmish matches too?
Edited by Spinosaurus, 21 December 2019 - 07:37 AM.
#4737
Posted 21 December 2019 - 10:52 AM
Drakuv's heal is an area of effect. The medical bunker you would have to wait for every soldier to be healed one by one. I can assure you that Drakuv is way much better, besides the healing don't forget he also kidnaps enemy infantry, making the 1800$ investment worthy.
One more thing, the Drakuv can also move. Since the Medical Bunker is a building, you would have to pull back your infantry from battle back to the base, or invest it in more Medical bunkers, which I can assure you it will cost you more than 1800$.
#4738
Posted 22 December 2019 - 05:57 PM
A Mobile Medical Outpost with area of effect. Downside being defenseless like an MCV and having to unpack it.
Edited by Solais, 22 December 2019 - 05:57 PM.
#4739
Posted 22 December 2019 - 09:13 PM
Drakuv's heal is an area of effect. The medical bunker you would have to wait for every soldier to be healed one by one. I can assure you that Drakuv is way much better, besides the healing don't forget he also kidnaps enemy infantry, making the 1800$ investment worthy.
One more thing, the Drakuv can also move. Since the Medical Bunker is a building, you would have to pull back your infantry from battle back to the base, or invest it in more Medical bunkers, which I can assure you it will cost you more than 1800$.
The binker would be useful when you are defending. =)
#4740
Posted 23 December 2019 - 09:33 AM
Drakuv would still be more useful on defense, just because it can heal masses at once.
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