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


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#461 Divine

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Posted 14 January 2017 - 02:21 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.

Not only that, but Oil Derricts give 1k upon capturing them, then puny 20$ every few seconds. If you capture more than one, you either send a few soldiers to all of them, or concentrate your defenders at only a selected few, unless you wish to spend more on defending the derricts that what they give, Either way, the attackers have the edge. If you spread out your forces, they will be vanquished by a concentrated attack. If you concentrate your own forces, then your undefended derricts get destroyed easily. I believe this was the reason why in vanilla, one could build around tech buildings.


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#462 GDIZOCOM

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Posted 14 January 2017 - 05:11 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.

 

Soviets had the Hailfox (Harrier carbon copy), not sure about Epsilon though. 



#463 Damfoos

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Posted 14 January 2017 - 06:26 AM

Epsilon didn't have any jets in 3.0, and Hailfox was available only if you capture the campaign-exclusive Airbase. Tech Airfield couldn't produce aircraft back then.

#464 XoGamer

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Posted 14 January 2017 - 11:39 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.

Not only that, but Oil Derricts give 1k upon capturing them, then puny 20$ every few seconds. If you capture more than one, you either send a few soldiers to all of them, or concentrate your defenders at only a selected few, unless you wish to spend more on defending the derricts that what they give, Either way, the attackers have the edge. If you spread out your forces, they will be vanquished by a concentrated attack. If you concentrate your own forces, then your undefended derricts get destroyed easily. I believe this was the reason why in vanilla, one could build around tech buildings.

 

 

To be honest, building around tech buildings is a bad idea as it prevents the enemy from taking the Oil Derrick that easily, instead the derrick's health or armour should be buffed.

 

Although, I am a bit on the fence about this subject as building around it, even if it's only one or two tiles around the derricks sounds like a good idea also.

 

Tbh, if you had a problem with AI destroying the derricks, you could just tick "Immune Oil Derricks", but that's no fun :whatoa:


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#465 Handepsilon

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Posted 14 January 2017 - 11:52 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.

Not only that, but Oil Derricts give 1k upon capturing them, then puny 20$ every few seconds. If you capture more than one, you either send a few soldiers to all of them, or concentrate your defenders at only a selected few, unless you wish to spend more on defending the derricts that what they give, Either way, the attackers have the edge. If you spread out your forces, they will be vanquished by a concentrated attack. If you concentrate your own forces, then your undefended derricts get destroyed easily. I believe this was the reason why in vanilla, one could build around tech buildings.

To be honest, building around tech buildings is a bad idea as it prevents the enemy from taking the Oil Derrick that easily, instead the derrick's health or armour should be buffed.

Although, I am a bit on the fence about this subject as building around it, even if it's only one or two tiles around the derricks sounds like a good idea also.

Tbh, if you had a problem with AI destroying the derricks, you could just tick "Immune Oil Derricks", but that's no fun :whatoa:

Or only allows defensive buildings around tech buildings.

Or only allows wall

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#466 X1Destroy

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Posted 14 January 2017 - 12:20 PM

Walls are useless vs prism weapons...................

I support increase in health for tech buildings and 1 cell build space around it. Just enough to get some pillboxes or Tesla coils, not a freaking barrack like in vanilla.


Edited by X1Destroy, 14 January 2017 - 12:21 PM.

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#467 CLAlstar

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Posted 14 January 2017 - 01:03 PM

Wont happen. Build radius was removed for a reason. Also, one thing you are forgetting - some buildings can be placed farther from object actual building range - walls, some defensive structures, etc.



#468 lovalmidas

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Posted 14 January 2017 - 02:29 PM

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.

 

You don't need to keep all your derricks. Having more than the other player is quite good. Besides, if attacking is so good, you gotta try it for sometime.

 

Oil derricks aren't supposed to replace your ore refinery :p


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#469 XoGamer

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Posted 14 January 2017 - 08:31 PM

meh,

all I was really suggesting is that they're v. fragile.


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#470 Asylum

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Posted 14 January 2017 - 11:12 PM

Thanks to Alstar and Karpet for those mission tracks — Premeditated Treachery is indeed pretty epic.  
Of course, I'm still wondering about the one from A17: Bottleneck and the loading track for S14: Awake and Alive.  There's also that sad piano song used as the losing track in skirmish/MP, and the track used in Godsend.  :p

Anyway, I get the feeling that SEAL Archons in Recharger are a lot harder to deal with than they used to be, presumably thanks to the much-needed Navy SEAL buff.  It might be nice if there were a few less of those, at least on Normal difficulty.  It's one of the few missions I've had trouble with on Normal so far since the update.  

P.S.: Zorbtrotters are definitely OP. 



#471 Asylum

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Posted 14 January 2017 - 11:27 PM

I still think it would be handy to have watch towers buildable for Allies and Epsilon — mainly because robot tanks, dogs, and their counterparts are a little too unreliable since they move around (particularly if set to guard), get selected by accident, and get killed — all without the player noticing. 

 

It would probably make sense for watch towers to have a significantly smaller detection radius than the Soviet sensor array given its size, but I don't really see why Soviets should have this structure while other factions have nothing similar — and I'm sure the detection units would still have a role to play, particularly if watch towers are made relatively expensive ($300-500) and, of course immobile. 

 

Also, the warning alarm can actually be quite helpful in key locations, even for non-stealthed threats.  Besides that, AI bases are usually way too easy to infiltrate (I'm talking about hard difficulty, although I haven't tried it with the mental boost yet).  Meanwhile, the AI sends its own spies all the time. 
 

I'd be in favour of SODARs detecting spies, for similar reasons (and the fact that Clairvoyants are by default slower than dogs/spooks, 3x as expensive, and don't even kill their targets).

 

By the way, what's the deal with Roadrunners detecting spies? 


Edited by Asylum, 15 January 2017 - 03:04 AM.


#472 Divine

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Posted 14 January 2017 - 11:39 PM

I still think it would be handy to have watch towers buildable for Allies and Epsilon — mainly because robot tanks, dogs, and their counterparts are a little too unreliable since they move around (particularly if set to guard), get selected by accident, and get killed — all without the player noticing. 

 

It would probably make sense for watch towers to have a significantly smaller detection radius than the Soviet sensor array given its size, but I don't really see why Soviets should have this structure while other factions have nothing similar — and I'm sure the detection units would still have a role to play, particularly if watch towers are made relatively expensive ($300-500) and, of course immobile. 

 

Also, the warning alarm can actually be quite helpful in key locations, even for non-stealthed threats.  Besides that, AI bases are usually way too easy to infiltrate (I'm talking about hard difficulty, although I haven't tried it with the mental boost yet).  Meanwhile, the AI sends its own spies all the time. 
 

I'd be in favour of SODARs detecting spies, for similar reasons (and the fact that Clairvoyants are by default slower than dogs/spooks, 3x as expensive, and don't even kill their targets).

By the way, what's the deal with Roadrunners detecting spies? 

If you play against the AI, any unit may "detect" your spies. It happens when you train your infiltrators, and as soon as they come out of the barracks, they trigger an infantry-hunter team from the AI, such as Attack Dogs, Huntresses, or in your case, Roadrunners. Disguising your spies won't help, as the enemy squad will continue to target them. You just have to wait a few minutes after training your spies so any teams sent to hunt them down can reach your base and get destroyed. 


Edited by Divine, 14 January 2017 - 11:40 PM.

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#473 CLAlstar

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Posted 14 January 2017 - 11:52 PM

 There's also that sad piano song used as the losing track in skirmish/MP

 



#474 XoGamer

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Posted 15 January 2017 - 12:36 AM

Asylum most know that tune all too well.

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#475 Asylum

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Posted 15 January 2017 - 03:09 AM

If you play against the AI, any unit may "detect" your spies. It happens when you train your infiltrators, and as soon as they come out of the barracks, they trigger an infantry-hunter team from the AI, such as Attack Dogs, Huntresses, or in your case, Roadrunners. Disguising your spies won't help, as the enemy squad will continue to target them. You just have to wait a few minutes after training your spies so any teams sent to hunt them down can reach your base and get destroyed. 

 

Interesting, but nope. 

 

Thanks again Alstar!  :D



#476 Admiral_Pit

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Posted 15 January 2017 - 03:49 AM

You ever feel that sometimes GiantsBanes have just a bit too much HP?  I mean they're 1050 HP for $1400 a piece and that's quite a bit (even more HP than Uragan at a smaller price, though the hero is easily countered by infantry).  Consider if they're massed and consider if some of em are Fiber'd; despite lesser HP, Godsbanes are still bulky at 850, and much more powerful, and finally Mastodons with Nanocharge healing many of em close.  Would there be a counter to this?  My first worry, besides the things I said about Coronia earlier, is that the massive HP of those infantry seem overwhelming for their price, and with the Reprocessor (which I still think needs a nerf), the money and army can add up, especially in team games, and trying to counter a group of Giants/Gods/Mastodons seem nearly impossible.  I would think it's almost possible with infantry if there's no Gods or air units if there's no Giants.

Would love input on this for the sake of balance, and may have more once I come across other things.


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#477 aethiraes

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Posted 15 January 2017 - 05:00 AM

Perhaps Foehn just needs a massive price increase across all units. That could potentially solve a lot of the issues they have. It would nerf Foehn spam, you wouldn't need to change Reprocessor that much, and it would make Foehn closer to the "small numbers, tactical strike team gameplay" that they're suppose to be.

#478 Handepsilon

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Posted 15 January 2017 - 05:12 AM

Their start will be quite sluggish though, even more than usual


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#479 Nicholas Chau

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Posted 15 January 2017 - 06:51 AM

You ever feel that sometimes GiantsBanes have just a bit too much HP?  I mean they're 1050 HP for $1400 a piece and that's quite a bit (even more HP than Uragan at a smaller price, though the hero is easily countered by infantry).  Consider if they're massed and consider if some of em are Fiber'd; despite lesser HP, Godsbanes are still bulky at 850, and much more powerful, and finally Mastodons with Nanocharge healing many of em close.  Would there be a counter to this?  My first worry, besides the things I said about Coronia earlier, is that the massive HP of those infantry seem overwhelming for their price, and with the Reprocessor (which I still think needs a nerf), the money and army can add up, especially in team games, and trying to counter a group of Giants/Gods/Mastodons seem nearly impossible.  I would think it's almost possible with infantry if there's no Gods or air units if there's no Giants.

Would love input on this for the sake of balance, and may have more once I come across other things.

it seems i am not alone in complaining about the massive hp pools giantsbane and godsbane have. I FEEL HAPPY  :evgr:

anyway giantsbane and godsbane their hp pools should be less than volkov, and their attacks need to be nerfed and reworked; giantsbane ground range should decrease and the godsbane attack power against buildings and infantry have to be retweaked(i find it odd they destroy vehicles so fast yet they take so long killing infantry just like uragan). Also godsbane should ONLY stun infantry, they cannot stun vehicles and buildings as that is going overboard.

 

Perhaps Foehn just needs a massive price increase across all units. That could potentially solve a lot of the issues they have. It would nerf Foehn spam, you wouldn't need to change Reprocessor that much, and it would make Foehn closer to the "small numbers, tactical strike team gameplay" that they're suppose to be.

price increase is not enough(their stats also need nerfs), and i still think the reprocessor needs a nerf.



#480 X1Destroy

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Posted 15 January 2017 - 07:19 AM

Price increase will also increase build time which is highly counter productive for infantry. I rather have nerfed stats instead.

Still better nerf the reprocessor than touching the units. The problem is that they are too easy to spam, not that they are too strong too beat.

With the current stats Giantsbane and Godsbane are still vulnerable to things like Viruses. They can be countered, it's just that there are way too many of them at once.


Edited by X1Destroy, 15 January 2017 - 07:21 AM.

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