I wonder if it is possible to have harvesters harvest trees as well as ore.
MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#4921
Posted 27 June 2020 - 12:14 AM
#4922
Posted 27 June 2020 - 04:54 AM
this is an idea suggested by DeMOman(jef#2078) on MO discord
The Bloatick trap is an annoying ability to deal with from scorpion cell as the bloaticks spawned have only a 300$ fee to be spawned anywhere on the map and without interrupting the queue. essentially turning them into a low effort Click for damage support power that does more damage to its targets faster than some of the actual damage support powers . Re-tweaking the Bloatick trap to instead spawn a bloatick tunnel which acts as a bloatick only tunnel network would Force the scoripon cell player to think and consider where to place the tunnel so that they will still need to invest into the bloaticks and utilize them in a clever fashion, that the opponent can counter if hes observant of the greater battle field. as 2 tunnels will be required to move the bloaticks, being entirly impractical for any kind of early game bloatick rush. This would increase the Usability of the bloatick by expanding on a unique method of transportation that can flank and punish an unobservant player without turning them into free damage against heros or high priority targets like adepts.
the gif here is just here for the help of your visualization. it's expected to get changes for balances if it were to be implemented
Edited by FELITH, 27 June 2020 - 04:59 AM.
#4923
Posted 27 June 2020 - 05:24 AM
So I see a discussion about SC on MO discord one of them was Bloatick Trap. one idea came up it's interest me enough to try it out to see if it could work and it did by simply using Passengers.Allowed on the Tunnel.
this is an idea suggested by DeMOman(jef#2078) on MO discordThe Bloatick trap is an annoying ability to deal with from scorpion cell as the bloaticks spawned have only a 300$ fee to be spawned anywhere on the map and without interrupting the queue. essentially turning them into a low effort Click for damage support power that does more damage to its targets faster than some of the actual damage support powers . Re-tweaking the Bloatick trap to instead spawn a bloatick tunnel which acts as a bloatick only tunnel network would Force the scoripon cell player to think and consider where to place the tunnel so that they will still need to invest into the bloaticks and utilize them in a clever fashion, that the opponent can counter if hes observant of the greater battle field. as 2 tunnels will be required to move the bloaticks, being entirly impractical for any kind of early game bloatick rush. This would increase the Usability of the bloatick by expanding on a unique method of transportation that can flank and punish an unobservant player without turning them into free damage against heros or high priority targets like adepts.
the gif here is just here for the help of your visualization. it's expected to get changes for balances if it were to be implemented
good idea. There should be a little more thought and work on a Scorpion Cell player to make the bloattick trap effective.
#4924
Posted 28 June 2020 - 10:43 AM
Edited by Kscsai890, 30 June 2020 - 11:46 AM.
#4925
Posted 28 June 2020 - 11:59 AM
#4926
Posted 28 June 2020 - 01:29 PM
My idea: New features for buildable units deployed from support powers. Just to make them special compared to common units.
Motor Ambush - 3 Mortar Quads fire incendiary rounds that will cause ground to catch fire, like the Moltencore Challenge. They will cause useful damage than now if leave them alone too long.
Bloatick Trap - Explosion of 3 spawned Bloaticks will infect enemies' units, causing them to unleash poison clouds just for seconds or it will be annoying. Similar to Contagion Challenge
Tank Drop - 3 Rhino Tanks will explode when destroyed. The damage is the same as one shot of Rhino to structure, but of Pyro to Infantry.
Terror Drop - Speed of vehicles infected by these Terror Drones will slow down 60%.
Knightfall - 15 troops can automatically heal themselves. All of them are able to detect stealth units (sensors range: 7). They keep the features after upgraded by Nanofiber Sync. Besides, their firepower is increased by 50% for 30 seconds as they come out of the pods.
Quick Fort - Team's turreted vehicles can also enter, not just yours. Instant Shelter doesn't deserve this because 6 Initiates + Driller + Instant Shelter = 1 strengthened Tyrant and it is a T2 support power (This strategy can be used too early)
Bloodhounds - No idea to make IFV and Humvees special. They are too useless. How about replacing them with something new..
Flame Tower - Throw three clumps of flame at once, covering the same area more or less. This ain't a buildable stuff. But it really just a Sentry Gun in a new model.
Edited by Kscsai890, 29 June 2020 - 12:09 AM.
#4927
Posted 29 June 2020 - 07:28 AM
small alt: I prefer this one tho sadly I made this after the poll.
Edited by FELITH, 30 June 2020 - 10:20 PM.
#4928
Posted 29 June 2020 - 08:32 AM
The alt actually looks good, really crisp and easy to see
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#4929
Posted 29 June 2020 - 11:21 PM
Should the Field Mechanics (from the Aftermath expansion) be implemented onto the Allies side?
#4930
Posted 30 June 2020 - 11:13 AM
I never understood why we needed those insigmia the first place, but, well, if we must have them, at least make them clear and crisp. I like no 3 the most.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#4931
Posted 03 July 2020 - 04:03 PM
it's not really a must thing I guess. just a little QoL stuff that are welcomed to have.
hero insignia, this helps a bit with where-the-duck-is-my-hero problem in 3.0
spy insignia, you can recognize your allies' spies from the insignia right away without having to hover over them. also Arsonist
engi&medic coz they are using the same shp I guess. or it's only just because why they are the only ones that dont have insignia.
I dont see what's the harm from having them it's not like they gain exp anyways.
Edited by FELITH, 03 July 2020 - 04:09 PM.
#4932
Posted 03 July 2020 - 05:44 PM
These special insignia are indeed there to help you quickly distinguish certain unique units on the battlefield.
Your edit for Medic is good FELITH, I will apply it. I wish we could do completion trophies/stars for singleplayer missions, but right now it's impossible.
- FELITH likes this
#4933
Posted 04 July 2020 - 08:50 PM
Is it possible to give the Sentry guns/pill boxes the same building logic as walls/mines? It would give them more utility to have a "wall" of sentries/pills to shred enemy attacks, heavily differentiate t1 defences from t2&3 defences and pressure the attacking player to invest in siege units.
#4934
Posted 06 July 2020 - 09:20 PM
It's known that not-anti-infantry weapon deal extremely low damage to infantry in MO. Thus it's ridiculous to see like T1 tank spend so long to kill a conscript. I wonder if it's possible to change by hit accuracy setting.All T1 tanks get new secondary weapon which looks exactly the same as the primary one but for infantry damage only. The secondary weapon has very low hit accuracy (worse when moving) but deal considerable damage to infantry if right hit. To the whole T1 tanks still won't be a good choice for anti-infantry, but at least the weapon damage make sense.
The game balance would return to vanilla RA2 imbalance but with your recommendations would make tanks gods of the battlefield and infantry completely nonviable negligible speed bumps. Not to mention it would throw anti-infantry vehicles on the chopping bloc in eyes of the players and game designers. The ballistics physics of RA2 engine is simplistic and primitive because that is what works. If it were more advanced to take in account of flying tank munition rounds it would either be completely alien to the code thus extremely buggy or cause game slow downs/crashes. RA2 coding of the "physical world" is as different from Steel Division coding "physical world". Some "realities" have to be discarded for "unrealities" in the name of fun gameplay.
C&C should be C&C styled with improvements to the formula. It should not LARP as "Warcraft but in the Modern Age" or other misinterpretations of its RTS/RTT/RTO formula. We play C&C styled games to play C&C styled games. We play Starcraft styled games to play Starcraft styled games. We play Age of Empires styled games to play Age of Empires styled games. Etc.
- Zhang Jian likes this
#4935
Posted 07 July 2020 - 06:22 AM
How about the Seraphim being a flying support unit to buff the AOE of pyrokinetic assets from the lowly initiate to the Marauder and Inferno Towers/Antares Cannons. A mobile flying Telsa Trooper-esque unit for Psi-Corp that buffs defenses in a pinch but really shines with units based on pyrokinetic weaponry.
#4936
Posted 09 July 2020 - 02:36 AM
I suggest Charon tanks have a sort of function wherein they can't fire at the same unit, in order to not waste its ammo.
Whenson suggest to make its primary weapon a targeting dummy weapon and the neutron cannon as secondary, then they won't fire at the same target
If there might be any better solutions, it would be great aswell.
There is a simple and effective way to "save" Charon Tank: make it function as a superior version of Chrono Legionnaire IFV, against ground units and buildings, as I've said in https://forums.revor...36#entry1103653
#4937
Posted 12 July 2020 - 12:20 PM
Should there be a stun rifle (zero damage and 90% speed decrease) for soviet sensor tower cuz it's puzzling to see your army react nothing when tower's alert is on as spies are in? The rifle only target single A/S/E's spy but not any other infantry. Clairvoyant works similarly.
- CrimsonRaider likes this
#4938
Posted 13 July 2020 - 07:44 AM
Is it possible to give the Sentry guns/pill boxes the same building logic as walls/mines? It would give them more utility to have a "wall" of sentries/pills to shred enemy attacks, heavily differentiate t1 defences from t2&3 defences and pressure the attacking player to invest in siege units.
Considering the amount of damage sentry guns and pill boxes do to infantries at early game, that just screams 'turtling' and 'remove early game rush' for me
Also, TS Engine damage logic makes 1 cell wide buildings to be a lot more resilient against splash damage than say... a building the size of War Factory or Barracks
Edited by Handepsilon, 13 July 2020 - 07:45 AM.
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(Firestorm is still SoonTM)
#4939
Posted 14 July 2020 - 06:26 AM
Edited by FELITH, 14 July 2020 - 03:17 PM.
#4940
Posted 14 July 2020 - 12:47 PM
Is it possible to give the Sentry guns/pill boxes the same building logic as walls/mines? It would give them more utility to have a "wall" of sentries/pills to shred enemy attacks, heavily differentiate t1 defences from t2&3 defences and pressure the attacking player to invest in siege units.
Considering the amount of damage sentry guns and pill boxes do to infantries at early game, that just screams 'turtling' and 'remove early game rush' for me
Also, TS Engine damage logic makes 1 cell wide buildings to be a lot more resilient against splash damage than say... a building the size of War Factory or Barracks
Personally removing (not entirely though) early rush "tactics" would be great.
But I'm curious what could the wall-type buildings look/act like. You couldn't repair them, only buy a new "one" and replace the damaged ones, and the building cost would be higher to compensate their huge advantage early on when you have limited money.
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