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


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#521 lovalmidas

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Posted 18 January 2017 - 04:34 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*

 

 

Maybe that is why you still don't see the Perun :p


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#522 Solais

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Posted 18 January 2017 - 06:42 AM

And Russia already got the Stalin's Fist, which is technically a super unit.



#523 X1Destroy

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Posted 18 January 2017 - 07:08 AM

The only Wolfhound nerf I didn't agree with was the weapon range. Should have stay the same.


Edited by X1Destroy, 18 January 2017 - 07:09 AM.

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#524 Nicholas Chau

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Posted 18 January 2017 - 07:52 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. 

 

NO, NO, NO

making godsbane anti-air would make them too OP, JUST NO.

 

 

 

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*

 

 

Maybe that is why you still don't see the Perun :p

 

ROFL  XD

maybe.

 

The only Wolfhound nerf I didn't agree with was the weapon range. Should have stay the same.

 what range nerf?? wolfhounds had no range nerfs, and besides why do they need it they are slow as hell (though not to kirov or basilisk extent) which is a good way to balance them (a speed nerf is something pteranodons need beside their HP nerf).


Edited by Nicholas Chau, 18 January 2017 - 07:53 AM.


#525 X1Destroy

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Posted 18 January 2017 - 08:43 AM

Theirs current range is 7.5 from 8 in 3.0. You forgot to check the change log?

And because they became slower it's really was an unnecessary nerf. They should still have that advantage in range vs AA infantry as they are quite expensive.


Edited by X1Destroy, 18 January 2017 - 08:45 AM.

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#526 Nicholas Chau

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Posted 18 January 2017 - 09:44 AM

Theirs current range is 7.5 from 8 in 3.0. You forgot to check the change log?

And because they became slower it's really was an unnecessary nerf. They should still have that advantage in range vs AA infantry as they are quite expensive.

really because last i check it was 7.5 or around there it wasn't really 8.

Though speaking of checking stats, is there a way to check the unit stats in the mental omega??



#527 Handepsilon

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Posted 18 January 2017 - 10:17 AM

other than http://mentalomega.c...p?page=factions ? Solais has the rulesmo.ini iirc


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#528 Damfoos

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Posted 18 January 2017 - 10:32 AM

I suppose lowering their range allows light AA to effectively kill them without being hit, provided these AA vehicles don't let WHounds to come too close. I can't recall exactly, but I think in 3.0 WHounds were able to catch light AA vehicles when those approached to fire their weapons.

#529 Nicholas Chau

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Posted 18 January 2017 - 10:52 AM

other than http://mentalomega.c...p?page=factions ? Solais has the rulesmo.ini iirc

is solais a member of the team behind the mod's creation??



#530 X1Destroy

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Posted 18 January 2017 - 11:08 AM

I suppose lowering their range allows light AA to effectively kill them without being hit, provided these AA vehicles don't let WHounds to come too close. I can't recall exactly, but I think in 3.0 WHounds were able to catch light AA vehicles when those approached to fire their weapons.

 

Why should they? Light AAs should be overwhelming wolfhounds with numbers, not completely neutralizing them. For one wolfhound you can build 3 Light AAs after all. And now wolfhound is slower than before.

Right now deployed Guardian G.I have range of 6 along with the air range bonus of 3 making it 9. They can eat Wolfhounds for breakfast if amassed enough. One mistake and you get a chopper down.


Edited by X1Destroy, 18 January 2017 - 11:11 AM.

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#531 Handepsilon

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Posted 18 January 2017 - 11:10 AM

 

other than http://mentalomega.c...p?page=factions ? Solais has the rulesmo.ini iirc

is solais a member of the team behind the mod's creation??

 

Um no, but Solais mentioned something about editing the rules ini file to get past the annoying parts of the campaign


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#532 Solais

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Posted 18 January 2017 - 12:00 PM

I was given the rulesmo.ini from someone, yes. It is shared around, but obviously not publicly due to the same reasons why the 3.0 rulesmo.ini was not shared publicly either (mostly because it screws with multiplayer).


Edited by Solais, 18 January 2017 - 12:01 PM.


#533 Tyhednus

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Posted 18 January 2017 - 08:00 PM

The Madman should not be chronoable. Once it goes off, it is game over.
Also, the Iron Guard is not balanced imo. Yes, it can be destroyed easily when focused on, but guess what? Besides that iron Guard stand vehicles, who are invincible. Air? Aa units under guard, so tough luck, bombers. Once an Iron Guard is placed, you are locked out of that area. GG no re.

#534 Admiral_Pit

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Posted 19 January 2017 - 09:37 AM

Speaking of that, I did notice some of my Foxtrots were under Iron Curtain effect when I kept a group of em under Iron Guards (next to my army at the time) a few days ago.  As another note, Drakuv healing aura also healed my Gyros before, so I'm wondering if it's meant to help airborne infantry too or an error.


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#535 CLAlstar

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Posted 19 January 2017 - 11:37 AM

Chimera core also makes jets stealth. Someone would call it a defender's advantage.



#536 Nicholas Chau

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Posted 19 January 2017 - 01:58 PM

which unit all of you think needs a buff right now??

i have an idea on which units need to be stronger but the first one starting from allies side is probably snipers.

I think while snipers being tier 3 is a good way to balance them, some of their stats need buffs(they got nerfed a bit too hard when compared to viruses)

what do you all think??



#537 X1Destroy

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Posted 19 January 2017 - 02:58 PM

Sniper right now is like what, 3-4 shots to kill a tesla trooper with that slow ROF? And it dies really quick, yet take so much time to train.

The only way to use snipers is putting it inside IFVs and do hit and run attacks. Deploying them on the open field is wasting money, as they can get countered by just about everything.

Unlike Virus who can still spread the gas, sniper does not have anything beside 1 shot 1 kill per attack. And now it can't do that anymore.


Edited by X1Destroy, 19 January 2017 - 03:02 PM.

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#538 TeslaCruiser

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Posted 19 January 2017 - 05:14 PM

Riot trooper is better sniper than snipers xD

#539 DoMiNaNt_HuNtEr

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Posted 19 January 2017 - 07:19 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?

 

This, that would be awesome.

Is there a Slave Miner unit? Did the Slave Miner make the cut in anyway? Is it in Singleplayer at least?



#540 XoGamer

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Posted 19 January 2017 - 07:21 PM

Is there a Slave Miner unit? Did the Slave Miner make the cut in anyway? Is it in Singleplayer at least?

This, that would be awesome.

 

No.

It didn't make it.

Though I don't know what the (Warp Miner/Industrial Plant WF thingy) equivalent of Epsilon is.


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