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


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#501 aethiraes

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Posted 16 January 2017 - 02:57 AM

In Godsend, the Allied Shield Commands projected force shields onto nearby targets.

 

It would interesting to have Shield Commands project a miniature force shield or defensive buff around itself when Force Shield is activated. 

 

And just to make it uniform for all Allied subfactions, Mercury Uplinks could have their own bonuses when you build multiple. I can't really think of any good examples, but I'll throw a random one out, each Uplink gives a bonus mercury strike charge up to maximum of 3. 



#502 Nicholas Chau

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Posted 16 January 2017 - 03:51 AM

there's a unit that i keep hearing about but has not been included: the perun.

I have absolutely no idea what this unit is( and why it did not show up ?_? )  so can anyone please enlighten me on what is it supposed to be, what it can do and all that.



#503 Damfoos

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Posted 16 January 2017 - 06:12 AM

It is a giant Hind which automatically fires Tesla bolts at those of your units who have Tesla weapons. When "attacked" by Perun, these units get the Overvharge buff, and unlike the Overcharge this effect lasts as long as the Perun is nearby and is firing its support weapon. Additionally, it can deploy to unleash Overcharge field around itself, the effect is similar to normal Overcharge ability.

Apparently this unit was meant to replace the Overcharge ability, but instead the ability was kept as it is, and the Perun is (likely) just a campaign asset now.

Edited by Damfoos, 16 January 2017 - 06:17 AM.


#504 Nicholas Chau

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Posted 16 January 2017 - 10:15 AM

It is a giant Hind which automatically fires Tesla bolts at those of your units who have Tesla weapons. When "attacked" by Perun, these units get the Overvharge buff, and unlike the Overcharge this effect lasts as long as the Perun is nearby and is firing its support weapon. Additionally, it can deploy to unleash Overcharge field around itself, the effect is similar to normal Overcharge ability.

Apparently this unit was meant to replace the Overcharge ability, but instead the ability was kept as it is, and the Perun is (likely) just a campaign asset now.

there are some questions i might have to ask before i could say my overview about the perun: does it have a build limit? can it actually harm enemies as well beside buffing up your tesla units?



#505 Solais

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Posted 16 January 2017 - 12:54 PM

It was supposed to be a super unit, so had a build limit of 1.



#506 Nicholas Chau

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Posted 16 January 2017 - 01:52 PM

It was supposed to be a super unit, so had a build limit of 1.

why would russia need a super unit anyway they are decent on their own *cough wolfhound spam*



#507 Divine

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Posted 16 January 2017 - 02:05 PM

Random suggestion of the day:  Increase the price and power requirement Mind Reader, and add the stealth/spy detection ability to it, with a warning sound if it detects something. So basically make it similar to the Soviet Sensor Tower, but with the ability to "read minds", at the cost of being more expensive and power draining (and obviously without having a debuffing "weapon" in the form of a spotlight).


Edited by Divine, 16 January 2017 - 02:10 PM.

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#508 Solais

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Posted 16 January 2017 - 03:07 PM

Doesn't the Mind Reader already "detects" spies? Because it shows spies moving towards one of your buildings. A lot more useful than the Soviet Sensor Tower, imo.


Edited by Solais, 16 January 2017 - 03:07 PM.


#509 Divine

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Posted 16 January 2017 - 03:10 PM

Doesn't the Mind Reader already "detects" spies? Because it shows spies moving towards one of your buildings. A lot more useful than the Soviet Sensor Tower, imo.

It just draws a line, if the spy is given an order to infiltrate or move inside the Mind Reader's range. I figured that because the device reads minds, and no units can evade its attention, it would be logical if it also gave an audiable warning if it detects hidden units.


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#510 XoGamer

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Posted 16 January 2017 - 04:46 PM

 

It was supposed to be a super unit, so had a build limit of 1.

why would russia need a super unit anyway they are decent on their own *cough wolfhound spam*

 

Reminds me of dem Mental Omega noob days...

 

*sigh*

 

(also is wolfhound at all usable now, because I feel like Russia is pretty terrible without at least a decent heli, although idk if wolfhound is decent anymore?)


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#511 Black/Brunez

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Posted 16 January 2017 - 04:50 PM

 

It was supposed to be a super unit, so had a build limit of 1.

why would russia need a super unit anyway they are decent on their own *cough wolfhound spam*

 

 

Time to update to 3.3 then :p


Edited by Black/Brunez, 16 January 2017 - 04:51 PM.


#512 TeslaCruiser

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Posted 16 January 2017 - 05:29 PM

Perun sounds amazing
Wolfhounds are good now they are decent against everithing but terrible against structures
How to play russia? use split tactics keep overcharge and ic ready for a favorable trade send borillos into enemy base and wolfhounds to support borillos use tank-terror drop to keep enemy behind also fast foxtrots can keep ur enemy power/tech down
Overrall latinconfederation looks like a more easy to use subfaction if i could change something will add a fast anti tank-weak armor btr like tier 2 vehicule for extra mobility

#513 CLAlstar

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Posted 16 January 2017 - 05:34 PM

Main thing that changed in Wolfhound is damage vs defenses and suddenly they are shit? They are still good, but spamming hounds is a no-go - expect to be countered. Easily.



#514 TeslaCruiser

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Posted 16 January 2017 - 05:34 PM

Perun sounds amazing
Wolfhounds are good now they are decent against everithing but terrible against structures
How to play russia? use split tactics keep overcharge and ic ready for a favorable trade send borillos into enemy base and wolfhounds to support borillos use tank-terror drop to keep enemy behind also fast foxtrots can keep ur enemy power/tech down
Overrall latinconfederation looks like a more easy to use subfaction if i could change something will add a fast anti tank-weak armor btr like tier 2 vehicule for extra mobility

#515 TeslaCruiser

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Posted 16 January 2017 - 05:34 PM

Deleite didn't work on mobile lol

Edited by TeslaCruiser, 16 January 2017 - 05:46 PM.


#516 codyfun123

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Posted 16 January 2017 - 08:32 PM

Website errors on http://mentalomega.c...=epsilon_units:

  • The Tyrant's description states that its "front armor is powerful enough to crumple tanks under the weight," a reference to its omni-crushing ability that is now removed
  • The Oxidizer is stated in its Additional Information section to reduce armor by 40%, but this is now 25% in-game.

Minor gripes with the website on http://mentalomega.c...foehn_infantry:

  • The difference between the Giantsbane and other golden rocket units is that it can shoot air and ground, not that it can shoot ground.
  • The Godsbane cannot attack air units, thus citing them as being a match for the Thor and the unused Perun doesn't make sense.

Edited by codyfun123, 17 January 2017 - 12:41 AM.


#517 Nicholas Chau

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Posted 17 January 2017 - 12:26 AM

 

 

It was supposed to be a super unit, so had a build limit of 1.

why would russia need a super unit anyway they are decent on their own *cough wolfhound spam*

 

 

Time to update to 3.3 then :p

 

lol i already did XD



#518 Handepsilon

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Posted 17 January 2017 - 01:11 PM

Just a random thought, but if done right, Foehn benefits best in maps with tech power plant near starting point, because they nulled the requirement to manually build power plant.

Between the cheaper thus faster built Refinery and PP that costs 1100, Foehn can really make an extremely quick movement

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#519 Qeit

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Posted 17 January 2017 - 09:00 PM

I want to see soviet cloning wats, soviet psychic sensors and yuri's slave miners in MP or skrimish. Idk, perhaps some neutral building, which allow you to build those?

 

If it's impossible, can you at least add one or two fortress maps with those things?



#520 aethiraes

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Posted 18 January 2017 - 04:12 AM

 

Website errors on http://mentalomega.c...=epsilon_units:

  • The Tyrant's description states that its "front armor is powerful enough to crumple tanks under the weight," a reference to its omni-crushing ability that is now removed
  • The Oxidizer is stated in its Additional Information section to reduce armor by 40%, but this is now 25% in-game.

Minor gripes with the website on http://mentalomega.c...foehn_infantry:

  • The difference between the Giantsbane and other golden rocket units is that it can shoot air and ground, not that it can shoot ground.
  • The Godsbane cannot attack air units, thus citing them as being a match for the Thor and the unused Perun doesn't make sense.

 

 

That's easy to fix. Lets just make Godsbane anti-air as well. 






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