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


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#5141 Qeit

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Posted 29 September 2025 - 01:26 AM

So let's start with the Mutator Blitz. The concept is incredibly familiar for those, who had played in Starcraft 2 Co-op. Even some mutators are same (yes, I speak about you, you damned Kill Bots). I believe we all know that Co-op was much more popular compared to scrimish (and I wouldn't be surprised if it's still more popular). So the idea is good. But there are certain concerns.

For example - in sc 2 Raynor marines and Nova marines are two big differences, same with marauders, banshees, etc. They got different stats, upgrades, costs and the way you use them. All in all, variants could affect your strategy, and the way you play with said units. In some cases it was to the point of extreme (Tychus or, to a lesser extent, Fenix). Such things are pretty much impossible to reproduce. Although, I think things like Megatortoise is a step in right direction - it replaces a thing with different thing, which would change a way the players plays. All in all, I hope that MO team understand the issue and finds some workaround. Co-op was a way to introduce campaign units (or units from sc 1) to non-campaign game mod. So booster packs should add, replace or even remove (well, nobody will like "remove" option, but whatever) certain units or ablities or do some other outageous things (imagine, if you, as Soviet player, could build 2 Industrial Plants :evgr: ). Also, we, unfortunately (?), don't have upgrades in RA, except indirect ones (for example - Drop Control or Power Turbine). But as far as I know it works only with building... Imagine, if you could update your tanks with something useful, which makes them better one way or another (purely stats vise or how future Nuclear Path works, granting new ability to affected units). BTW, is it possible to make Genetic Mutator work on units?

 

The second main showcase of the trailer was Phobos. And all of it looks incredible. Literally, you want everything that Phobos provides. While Ares do numerous good things, if you don't know about them - you wouldn't even notice. But with Phobos everything obvious to the naked eye.

 

To other things.

All Allied subfactions got new infantry unit - not sure if all of them needed (US one specifically). Soviets got their vanguards. Both hoplites and vanguards were in wishlist of community for years. Now we have tier 3.5 infantry for all vanilla YR factions. What about Foehn?

Mantis and Gatling Tank have same speed. Typically improved/alternative version of a unit is slower then normal version. Will Gatling Roller be slower?

Tesla Cortex looks incredible. Same with new Crane.

Naval Robotanks were replaced with Riptide - definitely good.

Talos feels like it would be something really imbalanced in PvP. On the other hand - Megalodons are melee. Hm...

Blasticade was really hard to use, so replacing it with Vent is good decision.

Not sure if I like new projectiles of Reapers and Stingers, however, I do like Tarchia one.

"Basilisks on the Moon" cinematic requires more polishing, IMHO. Others are decent.


Edited by Qeit, 29 September 2025 - 01:32 AM.


#5142 Verthunder

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Posted 15 October 2025 - 09:18 PM

Hi, My reaction time is slow. I can't take action quickly enough in games like Mental Omega because I am disabled (not completely). It's much easier for me to play games such as Supreme Commander or the vanilla version of Red Alert 2 because there is much more time to react. I love MO and have been playing this mod since version 1.2. The latest versions have added a lot of new support abilities, which has made playing against AI opponents too challenging for people like me due to the heavy spamming of support powers like “Pack Attack,” “Wallbuster,” , “Mercury,” “Toxic Strike,” “Blackout,” “Airborne,” “Bloodhounds” etc. etc.) (even at the lowest dificult level) I usually play at speed 5, which makes the game seem smoother than playing at level 4 or 3.
 
I know that AI behavior is very complicated. But I also know that changes in the game engine allow you for more and more interesting solutions.
Is it possible to add an option in the game launcher before starting the game that will limit the AI use of support skills?
Or extend the loading time? Or add an option where the AI will produce units more slowly and use support powers rarely?  Something like "handicap" in C&C Kanes Warth for example.
What do you think about it? Are you planning to add something like that? If yes - do you have any ideas?
Everything I wrote above is connected with skirmish games( not campaigns.)
 
 
Greetings,
Verthunder

Edited by Verthunder, 15 October 2025 - 09:24 PM.


#5143 mevitar

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Posted 02 November 2025 - 09:21 PM

Is it possible to add an option in the game launcher before starting the game that will limit the AI use of support skills?

 

There will be a "Reduce AI Powers" option in the next patch. As the name suggests, it disables offensive support powers for the AI.


Edited by mevitar, 02 November 2025 - 09:25 PM.

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#5144 Chris Pond

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Posted 10 January 2026 - 07:57 PM

Not sure if this idea has previously been discussed and discarded, but here goes:

 

Is there possibility for a future update to include cheat codes/mission modifiers for campaign missions?

 

I love the campaign, but I suck at it and would love a way to modify my play experience without pushing for the entire game to be dumbed down to my level for everyone else.

 

I was thinking of either a menu added to the mission select screen that launches the mission with modifiers, or some cheat codes that apply those effects during play.

 

My thoughts so far:

 

RepairAll: All infantry/units/buildings gain auto-repair (perhaps facilitated by an invisible, indestructible, untargetable, visionless doodad that provides a global buff in the style of hospitals and machine shops)

ArmourAll: All infantry/units/buildings gain a significant boost to their armour/health (potentially +100% to effectively halve all damage taken)

TimeBreak: All mission timers/triggers (and enemy superweapon timers?) are doubled.

CashAdvance: Player gains a constant trickle of cash (similar to a tech deposit bank).

PowerUp: Player gains additional power (similar to a tech nuclear plant - or just a power plant if the nuclear option breaks any "capture power plants" objectives)

Gungnir!: Player gains a superweapon with a short cooldown, when deployed it fires 3 Lightning Storms at the target location (if it's possible to bypass normal restrictions - I know nukes would be easier, but I love the idea of stacked Lightning Storms)

Visionary: All infantry/units/buildings gain additional sight and detection range (would +100% be too much?). Full map vision might be easier, but I know having things revealed through the shroud is a good way to guide players to mission objectives.

 

Unless I'm mistaken, all of the options in bold can be facilitated by the spawning/despawning of invisible, indestructible, untargetable, visionless tech buildings/doodads.

 

I also considered an alternative:

 

TheLordGiveth: The owner of the selected unit gains an invisible, untargetable, indestructible, visionless doodad that grants bonus armour and regeneration to all of their units. This effect can stack. If no unit is selected, nothing happens.

TheLordTaketh: ALL of the aforementioned doodads are immediately destroyed. (In case a particular AI factions switches sides during play, or the player wants to adjust the mission difficulty on the fly.

 

I don't actually know if doodads can be given abilities, but I chose doodads to - hopefully - avoid breaking any defeat triggers that revolve around the player losing all of their buildings.

 

 

Another quick idea:

 

Is it possible to add a version of the Tech Share mode that also gives stolen tech?


Edited by Chris Pond, 08 February 2026 - 06:02 PM.


#5145 TripleO

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Posted 10 February 2026 - 05:31 PM

Suggestion for the Stalin's Fist unit:
- Allow it to be amphibious.
- Allow it to deploy into a ship-yard variant, upon water. 
- Allow proper rally-pointing, if possible. 

I spoke to some modding people on Discord; apparently these are possible. 


Edited by TripleO, 10 February 2026 - 05:34 PM.


#5146 TripleO

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Posted 05 September 2026 - 04:58 PM

Some ideas...

- 1: Coronia air blob change: 

New Buzzer variant: Has less HP but is more mobile. Can have armor buffed via proximity to an Alanqa sky station. 

Pteranodon change: Has less HP but is more mobile. Can have armor buffed via proximity to an Alanqa sky station. 

Alanqa sky station change: Has more HP but is much slower (Like a Kirov Blimp). Attack changed to do weaker yet larger AoE damage at further range. Can now provide a "wind shield" to the new buzzer variant and Pteranodon (them only) to buff their armor. 

 

- 2: Pop-up bunker change:

instead of instantly popping up directly anywhere at any given time, you now must deploy a special vehicle at the field bureau. This special vehicle must now drive to a spot then be deployed into the bunker. The vehicle itself shouldn't be very tanky nor should it be able to crush infantry... and, perhaps their should be a delay when it deploys into a bunker (similar to how EMP mines currently have a delay)? 

 

- 3: Neutralizer option:

Have a deploy mode which makes them only target vehicles. 

- 4 Owner visibility of their own subterranean units:

Insignias can be placed onto subterranean units that only their owners can see? This would allow their owner to see where they are when underground? 
Insignia design: Nothing fancy... just a downward triangle which represents a drill. 
Giving differnt colored insignias to different types of subterranean units to tell them apart when underground... Insignia color ideas:
- Brown = Driller APC
- Green = Tyrant (Their favorite color)
- Purple = Worm Queen.
- Grey = War Rig.
 

- 5: Foehn repairing change:
When a minermite is put on guard mode, it just goes and collects ore... This is unlike every other repair unit. 
This is bad because you have to resort to the more tedious method of repairing with minermites. 
Solution 1: Maybe have a deploy mode for minermites to only repair vehicles?
This is good because now you can use the guard mode for them to repair vehicles... Similar to every other repair unit. 

...If not possible: idk, have a sperate unit dedicated to repairing? 

- 6: Mantis Tank and new Gatling Roller idea:
When they die, have them turn into a "husk unit". This husk unit will have a speed of 1 and act as a repair unit with a twist. The twist being that it hurts itself while repairing (essentially, it "gives" its HP to friendly units). The husk unit can also not be repaired, 
This feature can be given to only the mantis tank or both the mantis tank and new gatling roller. I think it could be interesting to give it to the gatling roller too because it then provides a more diverse synergy between them. 

- 7: SODAR Array buff: 
Give it a larger scanning/sight range. 

- 8: Tesla/Schock trooper and pyro synergy change:
I feel like no-one every uses pyros, especially with the new shock troopers taking the spotlight away from them... so i'd like to try to make them synergize better.
Tesla troopers to much less damage to structures (damage toward structures should be the pyros job). 
Tesla troopers now do less damage to infantry... however, tesla troopers now somewhat stun infantry (by reducing their opponents speed and attack power briefly). This "stun" may also apply to vehicles but then they should do less damage to vehicles too. 
Tesla troopers, being the bulky boys they are, can have more HP... yet do less damage as compensation. 
Shock troopers, being the lesser bulker boys biased off their design, can have less HP but then they can have a larger "AoE stunning" as their shocks bounce off to other enemies. 
Pyros can remain as pyros are and hopefully the changes done to the tesla/shock troopers will make pyros a more appealing option. 

 

- 9: Nerfing driller units... Mainly a Tyrant nerf:

- Have the tyrant weapon start off weak then speed up to do their current damage (Similar to how a gatling tank weapon needs to speed up in order to do more damage).
This will allow more time for the defender to respond to the threat instantly popping up and retreating all over the place.
- Have buildable pavement to prevent drillers from drilling up in areas. Additionally, pavement could provide a slight speed bonus for vehicles.

- 10: Carryalls:
I think carryalls are cool... Like dropping off vehicles by air.

- 11: Duplcant Change: 
No longer have them as suicide units. Instead, make them similar to attack dogs. Their attack will just apply the same mutation technique. 

- 12: Wall buster removal: 
This weapon is just... OP... with the addition of the artillery mode for nuwas, i think wall buster should be removed. 

- 13: Medic and dog/spook deploy:

Medics tend to frontline themselves for some odd reason. Simply give them a deploy to keep them still?
Dogs/spooks can also have a "stay/sit" deploy mode. 

 

- 14: Oxidizer AoE:
We all know how powerful an air blob can be (especially a coronian one), so why not buff this single hitting thing by giving it an AoE? 

 

 

 

 

 

 






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