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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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