
MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#5121
Posted 06 December 2023 - 07:55 AM
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
Posted 08 December 2023 - 10:09 PM
-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
Posted 10 December 2023 - 03:03 PM
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
Posted 12 December 2023 - 10:06 PM
Some of the people they save join Foehn
#5125
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
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
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
Posted 17 January 2024 - 05:42 AM
Edited by flack, 20 January 2024 - 02:26 PM.
#5129
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 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
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
Posted 17 March 2025 - 04:51 PM
#5132
Posted 01 April 2025 - 04:37 AM
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
Posted 01 April 2025 - 04:37 AM
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
Posted 01 April 2025 - 04:39 AM
#5135
Posted 12 April 2025 - 11:18 AM
#5136
Posted 19 April 2025 - 01:05 PM
#5137
Posted 22 April 2025 - 02:55 AM
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
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
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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