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


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#5121 Moonreaper666

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Posted 06 December 2023 - 07:55 AM

I do hope that Foehn Heroes (including Tanya, Yunru, Malver and Chitzkoi) as well as Rahn are much stronger in Act 3 compared to Skirmish

I get the feeling Act 3 is going to be much shorter. The main campaign follows only Foehn and there are fewer Coop/Special Ops missions

Not everyone who isn't immune to mind-control on Earth should be controlled by Mental Omega:

-Allied and Soviet Remnants on Earth could have captured Psychic Beacons/Amplifiers to negate the mind-control waves

-Scorpion Cell remnants could have acquired or make their own Neurotoxin and hide until Foehn rescues them

Mental Omega should confirm/retcon the Lore to become a Red Alert Multiverse!

There should be Foehn Time-Ops Mission

After the death of Libra and the Proselyte, the destruction of Mental Omega and the total demise of Epsilon the surviving Foehn discover the broken Time Machine and receive a strange visitor...

The Spirit of Primus, from Transformers, appears. He had helped Einstein go back in time to erase Hitler BUT it caused his Timeline to BREAK and split into Countless New Timelines!!!

Most of them are actually better than Real Life and RA/MO. Primus helps rebuild MO Earth in exchange for a new task

Turns out that Time-travel either creates new branches or transports people/things from one Time-branch to another. Primus CAN'T revive the death BUT he can fix and improve the Time Machine to SEND Foehn to OTHER Timelines and help them!

-Eureka goes to another Archetype to prevent the theft of Volkov, arrest the two Soviet heroes, prepare the Allies and eliminate Romanov

-One Antartica Foehn Base goes back to the time of Peacekeeper and eliminate a WIP Mental Omega! Then they warn the Allies and stop Bleed Red

-Uragan ends up back in Backbitten to prevent Epsilon from destroying the backup battery as well as aid the Allies in destroying Mental Omega! The Allies get Terror Drones, Foehn Tech and Neurotoxins

-Wings of Coronia Moon Base goes back in time to Golden Gate and moon drops its unique units to take Moscow!

#5122 Moonreaper666

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Posted 08 December 2023 - 10:09 PM

Chrono Operations. A series of missions that take place after Act 3 in which Foehn discovers other Timelines/The Multiverse and decides to intervene so they don't suffer like Foehn did

-Eureka and Wings of Coronia participate in Withetshins. Mental Dynamos destroyed much earlier and with much fewer Allied casualties. Mental Omega is destroyed before Libra arrives!

-The Avenger. Uragan and Last Bastion teleport into Moscow during the Conqueror to kill Yuri!!!

#5123 Moonreaper666

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Posted 10 December 2023 - 03:03 PM

Foehn Special Ops - Once in Hollywood: The three action actors leading a rebel force must destroy a Grinder operation and hold out until the former prisoners are evacuated

Foehn Co-op - A Man and A Dog: Malver and Chitzkoi each destroy a Psychic Beacon and use Neurotoxin to free an area from Yuri's Mind-Control

Foehn Mission 2 - Hope's Wings: The Soviet Moon forces become Wings of Coronia and begin their liberation of Soviet territory

Foehn Mission 3 - Deep Strike: Remnants of Scorpion using Neurotoxin and those immune to Mind-control become Hailhead and strike deep into Latin America

Foehn Special Ops - New Gunslingers of the New West: Fin, Alize, Eureka, Uragan, Krukov, Reznov and Tanya must destroy several Psychic Devices and Grinders in senquence AND with a Timer! They then must retreat while a small group of Drones protect them!!!

Foehn Time-Ops - Stalin's Demise: 1924, a Foehn hit-squad is tasked with assassinating Stalin, persuading Scientists to come with them and go west towards Britain to bring Technological Progress and True Democracy to this Earth!

Foehn Time-Ops - Second Great War Redux: 1938, A Last Bastion MCV and a Drone Army is sent to Manchuria to stop Red Alert WW2 by giving the Chinese Army the equipment needed to beat Stalin! Obselete Heavy Tanks vs Bison Tanks

#5124 Moonreaper666

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Posted 12 December 2023 - 10:06 PM

Reznov and Krukov should be immune to mind control resulting in them leading an evacuation out of Russia. One of the two dies in the process but they saved many lives

Some of the people they save join Foehn

#5125 Zhang Jian

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Posted 14 December 2023 - 12:26 AM

"Mental Omega: Accident" zj 2.0.2

English: https://zhuanlan.zhihu.com/p/393626169

Chinese: https://zhuanlan.zhihu.com/p/656685622



#5126 flack

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Posted 16 December 2023 - 06:20 AM

https://youtu.be/Isr...?feature=shared
 

1. Please add pacifier to foehn tech.

 

2. We also don’t have any air to air fighters which is bizarre for a war this large in scale. I suggest adding
   Apollo fighter, F-35, Mecha Tengu (allies, each for a differ faction)

   Mig, J-20, some form of Tesla air-to-air aircraft (soviets, each for a different faction)

   Attacker (Independence Day like alien small craft) (epsilon, for all three factions)
   Giga fortress (foehn)

   - This could be done in revamping act I and II missions. Possibly extending each act to 15 missions, or adding more covert op missions.

 

3. Since we already have lots of air units, there should be pure air unit fighting missions. In real life, air missions are very important during war.


Edited by flack, 16 December 2023 - 06:42 AM.


#5127 flack

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Posted 31 December 2023 - 02:35 AM

Is it possible to add achievements to the campaign to make it more challenging? (eg, beat certain level without building certain type unit on mental difficulty, defeat this without doing that in normal difficulty, etc, giving them tiers as well).

The achievements can be put in an extra tab under statistics.

 

This will greatly improve re-playability.


Edited by flack, 31 December 2023 - 02:36 AM.


#5128 flack

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Posted 17 January 2024 - 05:42 AM

Mental Omega Act I-II mission rework suggestions for mental difficulty (mostly).
 
Act II
Allied Mission 13 (Mental): Too many paths to take for this mission. The variety should be there for normal and easy difficulty. 
a) For mental, I suggest making 1 long single path and shorten the timer in the latter part so that it is a barely sprintable mission like Soviety mission 10 - The Lunatic. Since this is a very dangerous mission at the heart of enemy territory this makes sense.
 
Allied Mission 18 (Mental): This mission is too easy
a) For the first part, it should be timed, otherwise I can stall forever and build up defenses.
b) For the second part after the mcv arrives, there should a lot more attacks on the main base than currently.
 
Allied Mission 20 (Mental): The final part after destroying both reactors should not have a backdoor path in this difficulty. Suggestion:
a) Make it impossible for player to go left and up to engage the psychic amplifier. The player has to go through the epsilon base to the upper right corner. Then left to destroy the amplifier.
 
Allied Mission 21 (Mental): 
a) Please make the allied AI much weaker and eventually get overpowered by epsilon forces if player sits back too long. Right now the allied AI is way too strong. I can sit back and basically they will finish off all epsilon forces.
b) Signifcantly increase enemy sea based attacks to force the players to go sea as well.
 
Allied Mission 23 (Mental):
There should honestly be a timer for this missions completion. The timer Should be 1 hour real time (idk how much that should be ingame time). Basically as hard as soviet mission 23.
 
Soviet Mission 13 (Mental): This mission is too short.
a) I think the timer can be extended a little.
b) Add an extra objective where one allied base has to be destroyed before the timer for reinforcements to safely rendezvous there.
 
Soviet Mission 14 (Mental): This mission needs to be significantly harder on mental. 
a) There should be key targets at the heart of all major enemy bases that NEEDS to be destroyed to force players to explorer more of the map.
b) There should be a timer for this mission (either instantly lose, or a massive attack wave that attacks your base that cannot be defended, preferably the latter to force the player to launch the kirov early). This also forces the players to actually use the launch pads to guide the kirov and make it change direction in the face of danger. The stealth should not last forever like it currently does.
 
Soviet Mission 17 (Mental) - Suggestions:
a) Forward bases should be established within the city by the epsilon to try and attack you. 
b) Mind controlled units should be send to attack you as well for variety. 
c) Ramp up the attacks in later waves especially enemy anti-air. This mission should not be easy just because you built a critical mass of wolfhounds.
 
Soviet Mission 19 (Mental)
a) Move the chinese military HQ to top left corner to be much farther from where the player establishes his/her base on mental difficulty. It can be closer for easier difficulties.
 
Soviet Mission 21 (Mental):
a) There should not only be para drops/infantry attacking. The enemy should be building their forces and constantly trying to attack your base. I suggest make them constantly build units and try to attack your production facilities.
b) Enemy should have a couple of cloning vats that constantly spawns several brutes to constantly attack your tanks and bases.
 
Soviet Mission 23 (Mental): 
A large portion of the bottom right part of the map is unoccupied. I suggest making the path a little longer to make the player go through another epsilon base. That base should only be reachable from the top right players base and should contain another spatha defense.
 
Act I
 
Allied Mission 8 (Mental):
a) Make the navy seals non-veterans again, or provide only 1 elite navy seal. Too easy for this difficulty otherwise.
b) Decrease later reinforcements.
 
Soviet Mission 12 (Mental):
Make the Chinese enemy send massive waves of infantry attacks. Like 500 conscripts + 250 flack troopers or something to attack periodically. Fits the style of Chinese attacks.
 
Epsilon Mission 12 (Mental):
a) The timer for soviet attacks should be MUCH sooner, and players actually have to deal with the attack. Hopefully make the attack waves constantly happen at fixed time intervals after the first one (maybe every 20 minutes).
 
Covert Ops:
 
Soviet (Dawnbreaker, Mental) - The final epsilon base after battle lab defence is way too lightly defended and too easily broken. This kind of defeats the purpose of being able to build apocalypse tanks. The players wants to make use of them! The proposal for this mission is easy:
Drastically increase:
i) The size of the epsilon base.
ii) The amount of defences and units within the base.
iii) The enemy attack waves.
 
Foehn Origins:
 
Vanishing Point (overall) - This mission needs to be significantly reworked. Right now it is too short, way too easy, and too uneventful. For a mission that is so pivotal in the mental omega story, I find this unacceptable. I propose these changes:
a) The player should not be able to push ahead without the soviet AI pushing the enemy. 
b) Make this mission about how to best strategically support the AI base builder + attacks while the player is given only a handful of units. This can be done by:
i) Player assists AI in setting up bases from multiple fronts (instead of player deciding at the start which side to attack from).
ii) Once the bases are setup, player must use a handful of units to defend AI base, while an other handful of units to go along a path to disable epsilon power/some p roduction facilities to weaken the enemy attacks on allied AI base. With this done, can the allied AI attack and make progress.
iii) The enemy attacks initially should be so great the player cannot push forward with the number of units he has.
iv) The partial americans that are freed should play a significant role in wiping out the epsilon in the region. I propose an objective of destroying the beacon so the americans can be freed and they also have a base built to constantly attack the epsilon. This has to be done again for the player to make progress. Maybe design the map so that without the american base, player + AI can only attack through a narrow choke which is impossible, and with the americans freed, a new path will open.
 
General Suggestions:
- For different difficultied (destroy objective type) missions, maybe move the objective closer to the player base on easier difficulties and farther away on harder difficulties.
- For different difficultied (several objective) missions, maybe increase the number of objectives on harder difficulties.
- Seriously some allied or soviet missions vs epsilon should have mass brute attacks. And I mean massive attacks like waves of up to 500 brutes constantly. Fits the style of epsilon.

Edited by flack, 20 January 2024 - 02:26 PM.


#5129 Qeit

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Posted 26 June 2024 - 07:40 PM

So we've got a batch of naval units reveals (mostly standartization really). So I would like to see more unique naval units (like Siren and Mosquito. Kashtan, while kinda similar to Siren as support unit, is still quite different, so it's good addition). Glad to see expansion of the concept "Naval yard is a second war factory" (Wrath Raider). And now waiting for reveal of Foehn analogue.

 

Also, a while ago I had asked for naval defenses. Even if MO team thinks that there is no point in them, I would like to see Tech Neutral naval defenses. Both anti-naval (submarines included) and anti-air. Mostly for fortress mode obviously (engineers do not swim, and no, I do not want engineers to be able to swim).

 

P. S. I do love to mutilate Bay of Pigs :evgr:  and naval defenses would be really good addition.

P. P. S. Considering, that it seems like robo-tanks had lost their torpedoes - will we get a new unit for the role?

P. P. P. S. A subfaction specific naval main role units are planned in next update (purely for example - Latin Confederation's capital ship Kuznetsov replaced with Libertad dreadnought with napalm rockets)?


Edited by Qeit, 26 June 2024 - 07:58 PM.


#5130 TripleO

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Posted 11 August 2024 - 12:10 AM

Suggestion: Resource transfer unit.
A unit that deploys into a special ore patch in a single cell.
This special ore is worth the amount of buying the unit itself.
Ideally, It'd be solely used to give an ally (assuming they still have working refineries and harvesters) your resources.
This would be useful in co-op when you have a lot of money and your ally is struggling with little/no money.... and vice versa.
 



#5131 alpha13a

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Posted 17 March 2025 - 04:51 PM

SUGGESTION : DINOSAUR UNIT
 
I think it would be fun to add some dinosaur units (so as to make also, a nice tribute to Jurassic World Rebirth) that can be produced in a structure similar to the time machine
and as a unique feature for these units, carnivorous dinosaurs are able to regenerate their HP as they eliminate infantry units and herbivorous dinosaurs are able to regenerate their HP when they do not attack (grazing on grass)
 
in particular, I think it would be interesting / fun to add specific dinosaur for every faction in particular:
 
THE ALLIED NATIONS:
 
the triceratops
a rather fast unit capable of charging vehicles and armored vehicles and causing a lot of damage, but not very effective against infantry
and also capable of healing itself rather quickly when it is stationary (grazing on grass)
 
stegosaurus
a semi-stationary /stationary unit to be used as a  mobile base defense, (it positions itself in the desired position and then attacks the enemy land unit arriving with its tail)
capable of heals itself quite quickly when not under attack (by grazing on grass)
 
brachiosaurus
a colossal dinosaur that is very slow but has a vehicle repair platform installed on it and can house up to 4 different infantry units
 
THE SOVIET UNION
 
the red t-rex, a very expensive unit to produce, but very fast, capable of dealing heavy damage to vehicles and armored units and instantly eliminating infantry (also, the more infantry units it “eats”, the more it can regenerate its own HP)
 
mammoth tank
a very slow artillery unit but with the ability to heal itself quite quickly when stationary (by grazing on grass)
 
ankylosaurus
a very slow and heavily armored unit capable of dealing considerable damage with its bony tail, not very effective against fast vehicles and infantry, but devastating against slower vehicles and buildings
 
THE EPSILON ARMY
 
dilophosaurus
an extremely fast and quick to produce unit, capable of attacking from a distance by spitting jets of poison that quickly eliminate infantry (even airborne infantry) but not very effective against vehicles
(also the more infantry units it eliminates "eats" the more it manages to regenerate its own HP)
 
the d-rex (an ester egg to pay homage to the film Jurassic World Rebirth) a prehistoric monster heavily mutated and genetically enhanced to be equipped with mind control capabilities
the d-rex is an extremely slow and expensive unit to produce, but once released on the battlefield it is able to easily destroy almost all vehicles, furthermore Yuri's genetic manipulations have equipped the D-Rex with the ability to emit a mental aura capable of paralyzing infantry units with terror (in practice all infantry units that enter the radius of action of the passive ability of the d-rex remain paralyzed and therefore vulnerable
also the more infantry units it eliminates "eats" the more it manages to regenerate its own hp)
 
THE FOEHN ​​REVOLT
cyber Quetzalcoatlus
a flying cybernetic dinosaur whose size has been increased with cybernetics and which can now act as a mobile aircraft carrier for 4 small robotic pterodactyls
 
mecha Mosasaurus
a sort of enormous robotic crocodile very fast capable of diving and attaching itself to aquatic units to damage them until they are destroyed (a bit like the giant squid)
 
mecha gozilla
this last one needs no explanation


#5132 Transcient Being

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Posted 01 April 2025 - 04:37 AM

I know that I'm probably very late for the show but I have some suggestions regarding campaign.
First, overall there are far too little of coop missions against Epsilon, it's almost exclusively soviets vs allies. Second, the first missions of allied and soviet coop campaigns are very simple, primitive even. Needlehead is especially simple. I suggest make Lowrider something like Red Dawn Rising where enemy throws massive invasion forces first, then establishes forward bases and then you have to counterattack and drive them out. Hollywood heroes are underutilised here, they should play more vital role in the mission, not just passively stand on enemies bases. In Needlehead it would be nice to destroy some outposts of USA on the north, establish bases, defend a little bit from counterattack and then get large reinforcements to breach the blockade (including naval one).
That being said, my main suggestions are about single player campaign ofc.
Not in particular order, just what comes to mind sooner.

Firewalking: in this mission americans should compete with you who captures Psychic Amplifier sooner, not just gang up with Epsilon and constantly attack you while ignoring the main goddamn threat of their existence. In current version I guess the scenario where USA captures the amplifier and you lose because of that is impossible while briefing is kinda implying there should be some sort of race.

Zero Signal: again, some sort of competition for Radar Dishes would be nice (not just paradropping engineers), like control points capturing and recapturinf but my main point is about nuke. In the current version you basically have to rush and destroy nuke silo ASAP and when you do that you basically can destroy the whole base which makes you ignore basically an entire mission and entire map. You are given the spy and instructed to infiltrate the silo to delay the nuking but it's impossible to infiltrate the silo from main entrance (on mental) due to clairvoyant dogs spam and infiltrating from the north lets you just destroy the silo with conventional methods. Me myself still using spy just for fun but tactically it makes no sense, it's way easier and quicker just to destroy the silo and then level the entire base.

Idle Gossip: it's kinda sad to admit but after all these numerous changes (which made this mission a whole lot better) it's still no doubt the weakest mission in the entire single player campaign. It's because not matter what you do, if the end goal is just clearing the map it's getting old very quickly. I personally can't put my finger on what exactly would be better objective (maybe an additional objective), maybe I'll come up with some ideas later but let's just say that right now it's very basic mission. There's similar mission named Dragonstorm but the latter mission is more dynamic, with captured Volkov, enemy building nuke in response to you, additional MCV and all that stuff.

Think Different: let me share my extremely important personal opinion - *uck timelimited missions in general. Okay, in all seriousness, if you're making timelimited mission at least make it as engaging as possible. Beautiful Mind is perhaps the perfect example how you make timelimited missions, this one is perfect, the chef's kiss. And as much as I hate the current Fatal Impact with all my heart and soul that mission is actually well made, just too difficult (and timelimit is too tight, yikes). Think different has fantastic map (again, numerous changes were made, big respect for that), a lot of possibilities and yet, because you're playing for the slowest faction possible, you are just sloooooowly craaaaawling on this map, destroying everything. Again, can't say exactly what would fix that issue, I certainly wouldn't suggest to entirely rebalance the entire China subfaction just to make me feel good playing this mission, but maybe unlocking some additional units would be nice or adding new possibilities. Battle tortoises are nice but they are slow too and you have to micromanage them (fill with different infantry) to actually make them work which also takes time.

Golden Gate: again, too simple. You just wipe the map. And you're almost forced to capture and use american base while playing for Russia. Destroying the Alcatraz AA is straight up annoying and tedious.

Nightcrawler: please, for the love of god, make this mission a little bit easier. No joking, this mission is the hardest right after soviet final two missions.

Shipwrecked: USA vs USA is good concept but the missions itself is still to simple, again you just wipe the map. Please add some additional objective (and maybe unlock warhawks).

Accelerant: there are 3 main issues with this mission. First is the beginning, because the small task force and heavy defenses make this stage feel clunky. Please give better taskforce, it will get a lil but easier but honestly it's not so hard currently so whatever, we're not chasing the difficulty here. Are we? Anyway, the second issue is the bridges destruction and then repairing them with capturable engies. This stage has too much of downtime where you're just sitting here and waiting. The third issue is the north "shore" where you're basically using allied barracks. Maybe add some additional reinforcements from the north (while keeping tigres)?

Human shield: avoiding the terror drone in the beginning of clunky and also forces you to waste time. Over than that the mission is fine.

Bleed Red: not only your main objective is to wipe the map the enemy gets powerful reinforcements regularly while you only get some kirovs. Couple of tesla-tanks and scuds would be nice. Change objective to destroying some critical structure. Also enemy just constantly garissons building non-stop which is extremely annoying.

Stone Cold Crazy and Noise Severe: very cool big maps with a lot of interesting things but time constraints don't let you properly engage with all these interesting things.

Finally, couple suggestions about game modes.
Please add mode like tech share but with stole tech units unlocked.
And please add option with indestructible tech buildings (when owner of buildings loses they become neutral again).

#5133 Transcient Being

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Posted 01 April 2025 - 04:37 AM

I know that I'm probably very late for the show but I have some suggestions regarding campaign.
First, overall there are far too little of coop missions against Epsilon, it's almost exclusively soviets vs allies. Second, the first missions of allied and soviet coop campaigns are very simple, primitive even. Needlehead is especially simple. I suggest make Lowrider something like Red Dawn Rising where enemy throws massive invasion forces first, then establishes forward bases and then you have to counterattack and drive them out. Hollywood heroes are underutilised here, they should play more vital role in the mission, not just passively stand on enemies bases. In Needlehead it would be nice to destroy some outposts of USA on the north, establish bases, defend a little bit from counterattack and then get large reinforcements to breach the blockade (including naval one).
That being said, my main suggestions are about single player campaign ofc.
Not in particular order, just what comes to mind sooner.

Firewalking: in this mission americans should compete with you who captures Psychic Amplifier sooner, not just gang up with Epsilon and constantly attack you while ignoring the main goddamn threat of their existence. In current version I guess the scenario where USA captures the amplifier and you lose because of that is impossible while briefing is kinda implying there should be some sort of race.

Zero Signal: again, some sort of competition for Radar Dishes would be nice (not just paradropping engineers), like control points capturing and recapturinf but my main point is about nuke. In the current version you basically have to rush and destroy nuke silo ASAP and when you do that you basically can destroy the whole base which makes you ignore basically an entire mission and entire map. You are given the spy and instructed to infiltrate the silo to delay the nuking but it's impossible to infiltrate the silo from main entrance (on mental) due to clairvoyant dogs spam and infiltrating from the north lets you just destroy the silo with conventional methods. Me myself still using spy just for fun but tactically it makes no sense, it's way easier and quicker just to destroy the silo and then level the entire base.

Idle Gossip: it's kinda sad to admit but after all these numerous changes (which made this mission a whole lot better) it's still no doubt the weakest mission in the entire single player campaign. It's because not matter what you do, if the end goal is just clearing the map it's getting old very quickly. I personally can't put my finger on what exactly would be better objective (maybe an additional objective), maybe I'll come up with some ideas later but let's just say that right now it's very basic mission. There's similar mission named Dragonstorm but the latter mission is more dynamic, with captured Volkov, enemy building nuke in response to you, additional MCV and all that stuff.

Think Different: let me share my extremely important personal opinion - *uck timelimited missions in general. Okay, in all seriousness, if you're making timelimited mission at least make it as engaging as possible. Beautiful Mind is perhaps the perfect example how you make timelimited missions, this one is perfect, the chef's kiss. And as much as I hate the current Fatal Impact with all my heart and soul that mission is actually well made, just too difficult (and timelimit is too tight, yikes). Think different has fantastic map (again, numerous changes were made, big respect for that), a lot of possibilities and yet, because you're playing for the slowest faction possible, you are just sloooooowly craaaaawling on this map, destroying everything. Again, can't say exactly what would fix that issue, I certainly wouldn't suggest to entirely rebalance the entire China subfaction just to make me feel good playing this mission, but maybe unlocking some additional units would be nice or adding new possibilities. Battle tortoises are nice but they are slow too and you have to micromanage them (fill with different infantry) to actually make them work which also takes time.

Golden Gate: again, too simple. You just wipe the map. And you're almost forced to capture and use american base while playing for Russia. Destroying the Alcatraz AA is straight up annoying and tedious.

Nightcrawler: please, for the love of god, make this mission a little bit easier. No joking, this mission is the hardest right after soviet final two missions.

Shipwrecked: USA vs USA is good concept but the missions itself is still to simple, again you just wipe the map. Please add some additional objective (and maybe unlock warhawks).

Accelerant: there are 3 main issues with this mission. First is the beginning, because the small task force and heavy defenses make this stage feel clunky. Please give better taskforce, it will get a lil but easier but honestly it's not so hard currently so whatever, we're not chasing the difficulty here. Are we? Anyway, the second issue is the bridges destruction and then repairing them with capturable engies. This stage has too much of downtime where you're just sitting here and waiting. The third issue is the north "shore" where you're basically using allied barracks. Maybe add some additional reinforcements from the north (while keeping tigres)?

Human shield: avoiding the terror drone in the beginning of clunky and also forces you to waste time. Over than that the mission is fine.

Bleed Red: not only your main objective is to wipe the map the enemy gets powerful reinforcements regularly while you only get some kirovs. Couple of tesla-tanks and scuds would be nice. Change objective to destroying some critical structure. Also enemy just constantly garissons building non-stop which is extremely annoying.

Stone Cold Crazy and Noise Severe: very cool big maps with a lot of interesting things but time constraints don't let you properly engage with all these interesting things.

Finally, couple suggestions about game modes.
Please add mode like tech share but with stole tech units unlocked.
And please add option with indestructible tech buildings (when owner of buildings loses they become neutral again).

#5134 Transcient Being

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Posted 01 April 2025 - 04:39 AM

I somehow doubleposted, how to delete post? 😅

#5135 TripleO

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Posted 12 April 2025 - 11:18 AM

Tyrants are kinda powerful. 
Why not give their weapon a sot of "gatling logic" so that their DpS starts off weaker then speeds up over time?
This may give players a better chance at responding to their hit'n'run nuisances. 


#5136 TripleO

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Posted 19 April 2025 - 01:05 PM

If you ever wanna nerf mines popping up at the feet of players, I had the idea of replacing these "mine defenses" with "minelayer vehicles" which just deploy into a small field of mines. 
This way, it's an approaching (unless deployed beforehand) threat you can deal with rather than an instantly conjured trap. 
The "minelayer" could also double as a mini-demo-truck. 


#5137 Transcient Being

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Posted 22 April 2025 - 02:55 AM

Another very late one. But it may be useful in the future updates.
Magnetron is objectively very weak unit. It's bad version of prism tank essentially. Yes, it can hover and pin down some units but otherwise it has incredibly low speed, lower damage output, same low attack distance and complete disability to directly harm units. In general, Epsilon has inferior siege options compared to other factions so even in tech share mode epsilon kinda sucks in that regard.
On this topic let's discuss another Epsilon super-unit, scorpion cell's one this time, plague splatter. What even is this unit? It's terrible in all regards, it's almost unusable.
Finally, we have hq who have fantastic stalkers. But they are infantry units. HQ clearly lacks additional armored unit, the tactics for them are very predictable. That mobile chimera core is very niche unit, it's not enough to fill their arsenal.

#5138 TripleO

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Posted 22 April 2025 - 04:51 PM

I do agree that magnetron DpS toward structures, range, and mobility might be a little lackluster in comparison to other siege units, but they're still very good. 

Magnetrons pinning down vehicles and even locking some infantry in their walking animation is very powerful, especially in conjunction with mind controlling. 

I can think of 2 ways to buff PsiCorps siege options:
1 - Give magnetrons more HP? 

2 - Make those gravity manipulating spies able to damage structures? 

The plague splatter sucks, sure... but SC is more of a numbers faction and they also has tyrants and drillers. 

Idk. Maybe just make 'em less expensive?

I think HQ siege options are fine as is. The colossus is an armored unit so I'm not sure what you mean. 



#5139 TripleO

TripleO
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Posted 22 April 2025 - 04:54 PM

Euro Alliance Suggestion idea:

Fake trees... place fake trees places to help mirage tanks blend in / more intimidating. 






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