Grinder. Kind of.
MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#542
Posted 20 January 2017 - 12:08 AM
No thats the cloning vats. Been like that since vanilla YR. But now we got so many different chocolate sprinkles on this ice cream..... its delicious.
Edited by DoMiNaNt_HuNtEr, 20 January 2017 - 12:09 AM.
#544
Posted 20 January 2017 - 12:33 AM
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.
:( that's sad. Now people only use them for sniper ifv combos only
Edited by Nicholas Chau, 20 January 2017 - 12:34 AM.
#545
Posted 20 January 2017 - 08:36 AM
Sooo I was thinking for a while that the Blasticade is kind of a useless Support Superweapon compared to the other ones; now I'm not someone who plays in Multiplayer a lot, mostly Campaign and Skirmish, but as a month elapsed, I seen a lot of other people mentioning the same about the poor Blasticade. So I was thinking, maybe Foehn needs a new Support Superweapon that's about as useful as the other three. My suggestion would also deal with something else that people seem to deem too OP at the moment. First of all, let's see what the other Support Superweapons do, as they all show a general pattern in usability:
Chronoshift: Teleports groups of units around. Good for inserting strike groups inside or behind enemy bases. In general, this serves as a buff to units. (And it could also teleport enemy units into bodies of water, but I think this was removed since then? Why, it was so funny!)
Iron Curtain: Makes units invulnerable for a time. Used on a group of units before an assault. Unit buff.
Rage: Makes units have increased firepower, and regenerates infantry. Used on a group of units before an assault. Unit buff.
As we can see, all three SSW's are unit buffers. They also serve a purpose: They all about giving that one advantage to break through enemy lines. Iron Curtain makes your units invincible so they can basically move through that defense line, Rage help you plow through that line, while Chronoshift basically bypasses that line.
With all this in mind, my suggestions are the following:
Move Blasticade to Last Bastion. It's a cool enough feature to not have it cut imo, and the Last Bastion is what supposed to be the wall of Foehn, the turtle faction. So potentially they are the only subfaction that might have any need for the Blasticade.
Remove Megaarena, as it is said to be really OP in general. Instead repurpose it as:
Foehn Squall Projector
Enables the Support SW: "Gustshield".
When the Gustshield is used on a group of units or infantry, they will be surrounded by a gust of wind, very similar to the old Megaarena. They get a speed boost, while the shield itself does moderate damage to enemy infantry, buildings, and cause a constant shockwave, that is able to knock over enemy vehicles, similar to Libra's deploy power. However, the Gustshield is only active for about the same duration as the Iron Curtain, and also disables attacking with any of the affected units. It is a support power that buffs a group of units and helps the player break an enemy defensive line.
What do you think? Could it work at all?
Edited by Solais, 20 January 2017 - 08:37 AM.
#546
Posted 20 January 2017 - 08:54 AM
I don't think so. Megaarena is a good concept. The instant kill infantry aura is needed because Haihead is a less micro-oriented assault faction, Megalodon shouldn't be a unit that need babysittings from other units to use. The shield may need a nerf however, cause it does make them way too tough.
And it shouldn't be a time limit thing. Even now Megalodon is only really good vs Epsilon due to immunity to mind control and instant killing brutes. Soviet tanks on the other hand destroy them easily if it wasn't for the energy shield buff.
Edited by X1Destroy, 20 January 2017 - 08:56 AM.
"Protecting the land of the Free."
#547
Posted 20 January 2017 - 08:56 AM
The instant kill infantry aura is needed because Haihead is a less micro-oriented assault faction
AKA haihead should require no skill to win, just like 3.0 psicorps
- Destroyencio likes this
#548
Posted 20 January 2017 - 09:00 AM
The instant kill infantry aura is needed because Haihead is a less micro-oriented assault faction
AKA haihead should require no skill to win, just like 3.0 psicorps
Skill should be reserved for other units like Shadray and MADMAN. They are much more ridiculous compared to Megalodon. A long range siege unit with constant ROF and is effective vs all ground target or a melee oriented mech with average durability by default.......Which is more OP? When the Megaarena turret is gone they're scraps.
Also, the heroes duo is almost unkillable. They just keep healing all the time. You will need lots of stuffs on the ground to actually take them out or go air.
Edited by X1Destroy, 20 January 2017 - 09:05 AM.
"Protecting the land of the Free."
#549
Posted 20 January 2017 - 09:20 AM
1. This is what happens to infantry which is against unmicroed shielded megalodons
2. Megaarena doubles memelodon's HP. Suddenly not so squishy, eh?
3. Shield have insanely big radius, so you can easily put it behind megalodons and walk into enemy base. How are you going to destroy the source of shield now when most of your units are either dead or busy dying?
#550
Posted 20 January 2017 - 09:24 AM
1. Only Epsilon have this problem because of theirs heavy reliance on infantry. Others just build tanks and destroy them. I think this is to be expected.
2. Yes, the shield give it too much HP. That should be nerfed. Not removing the thing altogether.
3. Most of the time there can be only one. How about using aircrafts to take it out? Though a reduction in radius should be good, it's way too vast at the moment.
Edited by X1Destroy, 20 January 2017 - 09:28 AM.
"Protecting the land of the Free."
#551
Posted 20 January 2017 - 09:25 AM
I agree that Foehn needs a stat modifier SW just like the others, because the Blasticade is too niche to be as useful as the other 3 SWs. But there's another speed modifier SW called "Spinblade" already, and I'm not sure if the magic of "wind manipulation" is strong enough to accelerate something as heavy as a Mastodon so it would look legit. And let's not forget about animation issues with infantry and Megalodons being unable to move when under Megaarena speed buff. Besides, MADMAN running towards my base like a racing car doesn't sound fun or balanced. The idea is interesting though. What else can be modified? Health modifier is for the Soviets (in form of invulnerability), Firepower modifier is for Epsilon and Chronosphere is an universal displacement device. Can there be a stat buff which would increase target's RoF like the old Chaos gas did? Or maybe Foehn can have a Confusion field SW, but this one has to be used on enemy which goes against the idea of support SWs. Another alternative that comes to mind is some nano-ability, but simple "nanohealing" is too generic, so there should be some twist instead of flat-out copying RA3 Empire support SW. Maybe nanodrones floating above units and doing some crazy things like casting confusion effect on nearby enemies would work?
As for Megaarena, it is absurdly powerful, not just because of its benefits but because the Projector itself is easy to spam (mere $1500 and relatively fast recharge, you can always put a bunch of your own base if you have spare cash), and it never goes offline unless hacked. IMO the feature should stay in the game, but the Projector itself either has to have a limited lifespan (so Megaarena would be a temporary buff/upgrade) or at least go offline if the power is disabled. Megaladon's infantry vaporizing is too cost-efficient to get it that easy.
Edited by Damfoos, 20 January 2017 - 09:53 AM.
#552
Posted 20 January 2017 - 09:27 AM
There is no way to make it disabled on low power
#553
Posted 20 January 2017 - 09:35 AM
Edited by Damfoos, 20 January 2017 - 09:36 AM.
#554
Posted 20 January 2017 - 09:36 AM
But those are structures preplaced by support power. Risen Inferno also doesnt go offline on low power. Same case for Spinblade.
Edited by CLAlstar, 20 January 2017 - 09:37 AM.
#555
Posted 20 January 2017 - 09:39 AM
Currently the nanofiber sycn is more support SW like than the Blasticade IMO.
"Protecting the land of the Free."
#556
Posted 20 January 2017 - 10:43 AM
Making the Mega-Arena Projector have a limited life span like the Risen Inferno sounds like a good idea tho.
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#557
Posted 20 January 2017 - 10:44 AM
The instant kill infantry aura is needed because Haihead is a less micro-oriented assault faction
AKA haihead should require no skill to win, just like 3.0 psicorps
when the nerfs coming :/
#558
Posted 20 January 2017 - 07:25 PM
I think Blasticade is fine as it is, as Foehn already has nanofiber sync or whatever it is which is already like a SW AND they already have stuff like Harbinger, MADMAN etc.
"I cast a deadly shadow." - Apocalypse
#559
Posted 20 January 2017 - 09:00 PM
It isn't. Because this thing requires SW mode be enabled to use while stuffs like the nanofiber doesn't.
Either it get changed to become more useful or remove the SW on requirement, we won't be seeing it most of the time, if at all.
Edited by X1Destroy, 20 January 2017 - 09:01 PM.
"Protecting the land of the Free."
#560
Posted 20 January 2017 - 09:35 PM
That's not what he meant. Cloning Vats is just a standard eco booster.
Oh, you guys mean the money ability thingy, like that one with the Industrial Plant, it shuts down all warfactories for like a minute, but gives yah 3 grand (I really like this), and then the Allies money thing with the Warp Miners.... ok, gotcha.
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