MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#4981
Posted 02 October 2020 - 03:51 AM
Its streamline body has large engines that seem to be in a backward direction. Hard to believe it is capable of spinning while moving.
#4982
Posted 02 October 2020 - 03:21 PM
1. Signal Jammer:
Compared to Raccoon and Signal Inhibitor, this support power is weaker and less important to me because it lasts for a short time. Imo it needs a new effect: 20 in-game seconds after it activated, enemy units in affected area will become unselectable to their commander for 7 seconds at 23-second intervals.
Said "unselectable" doesnt equal EM Pulse. Affected units carry out the last order they received. Besides, players will receive visual and sound indication when it activated.
2. Soviet doesnt have any battle-interfering mean as effective as Allied Gap Generator, Epsilon Chimera Core or Foehn Signal Inhibitor. I wonder if soviet smoke weapon can take the role:
The smoke dropped from Dustdevils and Latin smoke bomber plane will become visual barriers, to hostile players only.
For instance, clouds of Lightning Storm are visual barriers. It's hard to see anything through them. They cannot be removed, you have to wait for them to disappear.
To be specific:
Smoke from Dustdevils: lasts for 3 seconds, covers the ground.
Smoke from Latin smoke bomber plane:
lasts for 6 seconds, prevents everything in smoke appearing on radars of enemies. Some bombs will explode in the air, thus smoke covers both ground and sky more or less.
Edited by Kscsai890, 03 October 2020 - 05:45 AM.
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#4983
Posted 02 October 2020 - 07:19 PM
They actually have one. Sensor Tower. Well, I agree it's worst of them but it's occupies this role.
#4984
Posted 04 October 2020 - 08:17 PM
Some suggestions about battle interference:
1. Signal Jammer:
Compared to Raccoon and Signal Inhibitor, this support power is weaker and less important to me because it lasts for a short time. Imo it needs a new effect: 20 in-game seconds after it activated, enemy units in affected area will become unselectable to their commander for 7 seconds at 23-second intervals.
Said "unselectable" doesnt equal EM Pulse. Affected units carry out the last order they received. Besides, players will receive visual and sound indication when it activated.
2. Soviet doesnt have any battle-interfering mean as effective as Allied Gap Generator, Epsilon Chimera Core or Foehn Signal Inhibitor. I wonder if soviet smoke weapon can take the role:
The smoke dropped from Dustdevils and Latin smoke bomber plane will become visual barriers, to hostile players only.
For instance, clouds of Lightning Storm are visual barriers. It's hard to see anything through them. They cannot be removed, you have to wait for them to disappear.
To be specific:
Smoke from Dustdevils: lasts for 3 seconds, covers the ground.
Smoke from Latin smoke bomber plane:
lasts for 6 seconds, prevents everything in smoke appearing on radars of enemies. Some bombs will explode in the air, thus smoke covers both ground and sky more or less.
How about a battle-interfering effect that is thematically and mechanically Soviet. A Death Hand device that when a hostile support power is cast over it it fires a reactionary mininuke.
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#4985
Posted 05 October 2020 - 05:53 AM
2. Soviet doesnt have any battle-interfering mean as effective as Allied Gap Generator, Epsilon Chimera Core or Foehn Signal Inhibitor. I wonder if soviet smoke weapon can take the role:[/quote]
They actually have one. Sensor Tower. Well, I agree it's worst of them but it's occupies this role.
Well Sensor towers can block support power, Isn't that a strong ability?
#4986
Posted 06 October 2020 - 05:24 AM
It blocks scout support power, not much else.... but then again Soviet isn't known for their disruption tactics, so the lack of it kinda makes sense.
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#4987
Posted 11 October 2020 - 03:59 AM
Apocalypse Tank has become super powerful and no longer a regular unit in this game, you have to infiltrate tech building to get it.
Tesla tank is more a high-mobile guerilla tank (sounds like Latin's job) than a strong, powerful tank to me.. It's somehow weaker than Catastrophe Tank.
Most tesla weapons have low damage per hit, except the coil because it consumes base power.
They dont give me a sense of strong force to be reckoned.
Edited by Kscsai890, 11 October 2020 - 04:25 AM.
#4988
Posted 14 October 2020 - 04:02 PM
Also, can player(s) of fortress side gain more stuff? Like superweapon at the beginning of gameplay, or reinforcement at intervals.
It provides more ways for fortress side to fight back, not just passive defence.
Edited by Kscsai890, 14 October 2020 - 11:35 PM.
#4989
Posted 16 October 2020 - 09:54 AM
Being able to toggle auto-repair on buildings would indeed be nice, when I play skirmish half of my time is spent clicking on my buildings to get them fixed, and it is a massive chore.
Warfront: Turning point, a very underrated game has it.
#4990
Posted 16 October 2020 - 09:57 AM
I really want a heavy-armored, powerful tank trainable in Russian Subfaction.
Apocalypse Tank has become super powerful and no longer a regular unit in this game, you have to infiltrate tech building to get it.
Tesla tank is more a high-mobile guerilla tank (sounds like Latin's job) than a strong, powerful tank to me.. It's somehow weaker than Catastrophe Tank.
Most tesla weapons have low damage per hit, except the coil because it consumes base power.
They dont give me a sense of strong force to be reckoned.
Agreed. Maybe a T-90 Armata ripoff named Black Bear. Can stop small missiles and fire canister rounds vs Infantry.
#4991
Posted 16 October 2020 - 05:23 PM
Being able to toggle auto-repair on buildings would indeed be nice, when I play skirmish half of my time is spent clicking on my buildings to get them fixed, and it is a massive chore.
How would that work? You have a menu item, click it, and as long as it is enabled, your buildings would start repairing if damaged? Or like a keyboard command that you use to start repairing all buildings that are damaged at that point in time?
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#4992
Posted 18 October 2020 - 09:11 AM
Being able to toggle auto-repair on buildings would indeed be nice, when I play skirmish half of my time is spent clicking on my buildings to get them fixed, and it is a massive chore.
How would that work? You have a menu item, click it, and as long as it is enabled, your buildings would start repairing if damaged? Or like a keyboard command that you use to start repairing all buildings that are damaged at that point in time?
The menu item (as I understand it, it would be in the bottom menu bar) sounds like a good option, though what I had in mind was simply that using the wench tool on a building would toggle auto-repair on it, instead of just repairing until it's on full HP.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
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Feedback and showcase thread
#4993
Posted 22 October 2020 - 12:20 PM
Being able to toggle auto-repair on buildings would indeed be nice, when I play skirmish half of my time is spent clicking on my buildings to get them fixed, and it is a massive chore.
How would that work? You have a menu item, click it, and as long as it is enabled, your buildings would start repairing if damaged? Or like a keyboard command that you use to start repairing all buildings that are damaged at that point in time?
The menu item (as I understand it, it would be in the bottom menu bar) sounds like a good option, though what I had in mind was simply that using the wench tool on a building would toggle auto-repair on it, instead of just repairing until it's on full HP.
On the contrary, I feel that having a global auto-repair hotkey would be preferable. Since it would fall in line with the power feature that can be re-enabled. Consistency people!
#4994
Posted 23 October 2020 - 05:52 AM
I dunno about this honestly. Considering that there's little to no economic setback on repairing, provided that you have miner in the first place, wouldn't it make manual repair button redundant and make assault against building a bit more tedious?
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#4995
Posted 02 November 2020 - 04:52 AM
I wonder if Tech Secret Lab allows access to new faction-specific units aside from the Rejuvenator? It made me think so because of that new looking tank (Howitzer?) sitting right beside the Tech Secret Lab in the new Urban Tiles post... Any speculations on that vehicle?
#4996
Posted 02 November 2020 - 06:58 AM
I forgot where I've seen this, but I think I saw that the whole faction-specific units access from Tech Secret Lab is cut?
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(Firestorm is still SoonTM)
#4997
Posted 02 November 2020 - 12:40 PM
Hey @Speeder, here's a meta suggestion: please create and pin a 3.3.5 changelog feedback thread as you did for the previous versions.
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Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#4998
Posted 03 November 2020 - 09:34 AM
So the Allied factions page on the MO website got updated... (other factions are only partially updated but the new Tech Trees are up)
- New SEAL and Siege Cadre cameo
- Arsenal Depot’s design looks bizarre but interesting (and I wonder if all Allied sub factions now have access to cryotech based on the support powers granted by the Arsenal Depot?)
- I like how most of the buildings and units got subtle voxel/SHP updates to resemble the vanilla RA2 feel
- Hyperion and Ultra Dome has dope designs (I assume PF now gets Patriot Missiles too since Skyray is gone and Hyperion is limited to 2?)
- Warhawk retained its old look, this means that the other Allied attack chopper showcased in the Urban Tiles post is something else and new, along with the new tank
- I guess Siren frigate is basically a Charon Tank on water with Suppressor abilities plus the overload handicap of the Mastermind
And for ships having new class names, what does it mean that they will get alternate variations of the same unit because I don’t see how they will contribute to balancing (or maybe they are meant for campaign only)
Foehn somehow lacks the new early extra tech access buildings that are added in this coming update, will it affect balance also?
Edited by Allied Commander ???, 03 November 2020 - 09:57 AM.
#4999
Posted 03 November 2020 - 02:02 PM
A support power for the Last Bastion:
While the Plasmerizer is great, its cost, size and power consumption, very slow charge rate and minimal damage to infantry makes it a not-very-used defence in my opinion. As you go higher in defence tiers, they do not provide that big advantage over T2 and T1 structures (such as their power consumption, bigger size, smaller build radius). So what about:
A giant overcharged beam shot in every 8 minutes, that only has direction but no destination. It would shoot through the whole map to that direction you click, and damage everything (yes, even ally and own units) that crosses its way. So that way people would use the cannon more often, and would reuire a better planning where to build that monstrosity.
#5000
Posted 03 November 2020 - 06:06 PM
Should SEALs have the ability to C4 enemy vehicles? It would make more sense than using an MP5.
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