MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
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.
For example: (2) Commietopia skirmish map
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.
Posted 22 September 2019 - 11:48 PM
I like gnomes
(Sorry for any double posts, my mobile browser is messed up atm)
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