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


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#641 Handepsilon

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Posted 04 February 2017 - 02:12 PM

Indeed. I just realized that they're almost as dense as the Knightframe, as well as having plate armor.

 

On the other hand the other spies have 140 HP with basic armor, while being more than twice as expensive for Allies case, and three times+ as expensive for others. One may argue that it's justifiable since they can't disguise, but in considering this is the only spy that is amphibious and can turn really fast with windspin, as well as having the means to disable infantries.... and the fact that it is said that you should swarm these, added to that it can be massed very early, it just seems imbalanced


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#642 Damfoos

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Posted 04 February 2017 - 04:13 PM

Well, it's not like single Prism Towers is very effective against infantry anyway, their true power unfolds when there's 2 more towers nearby... except walls of defences is not the best investment in PvP unless it is a team game and your ally has an army to cover you or you're defending a vital expansion. But regardless, I do think Clairvoyants are waaaay to good as infiltration units, because they are cheap, tanky, fast and available early. Sure they have no disquise, but does disquise really help to SNEAK into enemy base in multiplayer? I'd rather think it prevents enemy units from automatically firing at the infiltrators when they exit the transports, and it gives them extra seconds until the receiving player notices and attacks the infiltrators manually. Otherwise, one can use disquise to hide the infiltrators among the other infantry in an assault wave, but this, again, is not a "sneaky" way. Maybe I'm underestimating it and it is actually possible to waypoint a spy into enemy base while keeping him distracted, but can't he have dogs on his base to deal with this kind of stuff? And then there are cheap, tanky and fast Clairvoyants who can just ram into enemy base and the enemy won't be able to do anything if he doesn't have an army nearby (say, if it is busy defensing the other side of the base) - 1 Spy won't get past a fast-placed Sentry Gun, while at least 1 or even 2 of 3 Clairvoyants will ignore it and make a successful infiltration for the same price. Considering their early availability, it is much harder to defend an expansion refinery from being infiltrated by 3k worth of Clairvoyants than from 3k worth of any other spies.

And then here's a problem: if Clairvoyants lose HP and get other nerfs, it will also hit Foehn detection capabilities. Maybe Clairvoyant's functions have to be split into 2 separate units?

Edited by Damfoos, 04 February 2017 - 04:19 PM.


#643 codyfun123

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Posted 04 February 2017 - 10:29 PM

The Buzzard needs to do reduced damage against dybbuk-interceptors and shrikes.

 

Probably the Salamander, too.


Edited by codyfun123, 06 February 2017 - 02:38 AM.


#644 readycomrade

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Posted 05 February 2017 - 10:16 AM

I thought about give Engineers benefits from Nanofiber Sync: let it be transform to Hoplite-like infantry that will disable single unit at a time and plant bombs on structures.



#645 BlackAbsence

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Posted 06 February 2017 - 04:14 AM

Some suggestions for Foehn.

 

Changes to Fohen as a whole:

- Spinblade support power change: Creates a brief spinblade field instead of spawning a Spinblade tower (So it can be used on naval units), free of charge. Applicable every 2:00.

- Spinblade Tower becomes a defence structure at the cost of $1000 (Buildable after Cloud Piercer).

- Stun Grid / Turmoil Grid price reduction to $300 (because they need to be replaced constantly and it takes a lot of placements around structures to make them fully spy prof), but have them spawn in 5s like EMP mines.

- Blast Furnace buff: Longer duration.

- Nano Charge support power change: Slightly heals infantry / tanks, costs $500, is available to all of Foehn, and is available from Nanofiber Loom without the upgrade. Applicable ever 2:00.

- Devourer support power change: Can no longer heal friendlies, slowly damages everything over a period of time, and costs $1000. Applicable every 6:00.

- Nano clouds last twice as long but heal %50 slower (to give the troops time to get to the clouds after the confrontations).

- Engineer Nano-synced form: Capable of planting imploder charges on structures and bridges.

Changes to Wings of Coronia:

- New mobile Spinblade Tower unit.

- Draco Tank change: Acts like a mini aircraft carrier, while providing a shield for its drone (similar to Quetzal Shielding). This drone can be controlled once the Draco Tank dies but loses its shield in the process. Additionally, Draco Tanks can now use their drones to target slightly farther ranges.

- Ptaranadon nerf: Less speed / Armour. 

- Zorbtrotter / Zorbfloater nerf: Less range / regenerative ability.

- Nightfall Support power becomes applicable anywhere.

Changes to Last Bastion:

- Bison Tank / Mastodon change: Self repair deploy (ability takes 0:30 to recharge).

- Gharial change: Gains extra armour / up to 6 infantry slots (because Foehn troops take up a lot of space), but will not spawn with infantry anymore.

- Boidmachine warning upon firing (Similar to Harbinger warning upon entering), and boidmachine count down on bottom-right of screen.

Changes to Hailhead:

- Cyclope change: Make them robotic and effected by the Magaarena support power, similar to Megalodons, yet nerf the Magaarena.

- Magaarena support power change / nerf: No longer spawns a tower to project a shield but rather applies the shield to units for a short period of time in a smaller radius. Costs $1000. Applicable every 6:00.

- Magaarena Tower can be built by Hailhead at their bases as a defensive structure, with less AoE. Costs $1500.

- Megalodon nerf: Less armour.

- Diverbee cost reduction to $1000 because they work best in pars so they actually kill their targets and most of their targets are far less expensive than $2400 %90 of the time.


Edited by BlackAbsence, 06 February 2017 - 04:48 AM.

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#646 Handepsilon

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Posted 06 February 2017 - 06:12 AM


- Draco Tank change: Acts like a mini aircraft carrier, while providing a shield for its drone (similar to Quetzal Shielding). This drone can be controlled once the Draco Tank dies but loses its shield in the process. Additionally, Draco Tanks can now use their drones to target slightly farther ranges.

 

Unnecessary, considering how slow most things that uses this mechanic is (flies up -> shoots -> lands down -> rearm) and we all know how Gehenna performs

 

 

- Diverbee cost reduction to $1000 because they work best in pars so they actually kill their targets and most of their targets are far less expensive than $2400 %90 of the time.

 

Aren't we supposed to nerf, not buff this?


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#647 Nicholas Chau

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Posted 06 February 2017 - 07:01 AM

diverbees their cost should stay as it is in the current version now but their speed and range need a nerf :/



#648 BlackAbsence

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Posted 06 February 2017 - 07:09 AM

Unnecessary, considering how slow most things that uses this mechanic is (flies up -> shoots -> lands down -> rearm) and we all know how Gehenna performs

When I say "like an aircraft carrier" I didn't mean exactly like an aircraft carrier.

It goes up and stays up until there's nothing left to attack because it doesn't need to reload; the only thing the Draco Tank does is provides the shield.


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#649 CLAlstar

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Posted 06 February 2017 - 09:27 AM

That would make Draco completely useless in attacks against bases even with minimal anti air defense.

 

Also

 

 

- Cyclope change: Make them robotic and effected by the Magaarena support power, similar to Megalodons, yet nerf the Magaarena.

 

This change makes zero sense and is completely retarded. Not only you want Haihead to be total denial for every epsilon faction but also you want megalodon shield to appear on T1 units? If yes then go back to playing as China, irradiation is already one annoying thing to deal with.


Edited by CLAlstar, 06 February 2017 - 09:33 AM.


#650 aethiraes

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Posted 06 February 2017 - 03:40 PM

Some suggestions for Foehn.

Changes to Fohen as a whole:
- Spinblade support power change: Creates a brief spinblade field instead of spawning a Spinblade tower (So it can be used on naval units), free of charge. Applicable every 2:00.
- Spinblade Tower becomes a defence structure at the cost of $1000 (Buildable after Cloud Piercer).
- Stun Grid / Turmoil Grid price reduction to $300 (because they need to be replaced constantly and it takes a lot of placements around structures to make them fully spy prof), but have them spawn in 5s like EMP mines.
- Blast Furnace buff: Longer duration.
- Nano Charge support power change: Slightly heals infantry / tanks, costs $500, is available to all of Foehn, and is available from Nanofiber Loom without the upgrade. Applicable ever 2:00.
- Devourer support power change: Can no longer heal friendlies, slowly damages everything over a period of time, and costs $1000. Applicable every 6:00.
- Nano clouds last twice as long but heal %50 slower (to give the troops time to get to the clouds after the confrontations).
- Engineer Nano-synced form: Capable of planting imploder charges on structures and bridges.
Changes to Wings of Coronia:
- New mobile Spinblade Tower unit.
- Draco Tank change: Acts like a mini aircraft carrier, while providing a shield for its drone (similar to Quetzal Shielding). This drone can be controlled once the Draco Tank dies but loses its shield in the process. Additionally, Draco Tanks can now use their drones to target slightly farther ranges.
- Ptaranadon nerf: Less speed / Armour.
- Zorbtrotter / Zorbfloater nerf: Less range / regenerative ability.
- Nightfall Support power becomes applicable anywhere.
Changes to Last Bastion:
- Bison Tank / Mastodon change: Self repair deploy (ability takes 0:30 to recharge).
- Gharial change: Gains extra armour / up to 6 infantry slots (because Foehn troops take up a lot of space), but will not spawn with infantry anymore.
- Boidmachine warning upon firing (Similar to Harbinger warning upon entering), and boidmachine count down on bottom-right of screen.
Changes to Hailhead:
- Cyclope change: Make them robotic and effected by the Magaarena support power, similar to Megalodons, yet nerf the Magaarena.
- Magaarena support power change / nerf: No longer spawns a tower to project a shield but rather applies the shield to units for a short period of time in a smaller radius. Costs $1000. Applicable every 6:00.
- Magaarena Tower can be built by Hailhead at their bases as a defensive structure, with less AoE. Costs $1500.
- Megalodon nerf: Less armour.
- Diverbee cost reduction to $1000 because they work best in pars so they actually kill their targets and most of their targets are far less expensive than $2400 %90 of the time.


Boidmachine has a clear, audible whirring and *POMPF* to indicate that's firing.

If Boidmachine had a warning that would probably nerf it significantly because unlike the Harbinger, Boidmachine fires one plasma bomb and so it's easy to waste Boidmachine. Adding a warning only makes it harder to land one..

#651 BlackAbsence

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Posted 06 February 2017 - 06:05 PM

This change makes zero sense and is completely retarded.

Waow... you're the rudest person I've ever seen. Instead of proper criticism you resort to slander. 

If you haven't already noticed all monster tanks are like super mbt tanks corresponding to their theme, so it does make some sense.

If you don't like irradiation type things use tanks.


Edited by BlackAbsence, 06 February 2017 - 06:12 PM.

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#652 X1Destroy

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Posted 06 February 2017 - 06:27 PM

No, it doesn't. Most of haihead units are immuned to mind control already, making cyclops robotic is telling Epsilon to completely throw away adepts and masterminds.

Rather than Megaarena I think spinblade boost fit it more,


Edited by X1Destroy, 06 February 2017 - 06:29 PM.

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#653 GuardianGI

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Posted 06 February 2017 - 06:27 PM

This change makes zero sense and is completely retarded.

Waow... you're the rudest person I've ever seen. Instead of proper criticism you resort to slander. 
If you haven't already noticed all monster tanks are like super mbt tanks corresponding to their theme, so it does make some sense.
If you don't like irradiation type things use tanks.
If you do realise, Epsilon vs Foehn is already a very one-sided matchup, and that suggestion means that Epsilon Infantry is entirely worthless against Foehn.
P.S. As you know, Epsilon tanks aren't exactly well known for being very efficient at their job, thus the required infantry tactics.

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#654 BlackAbsence

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Posted 06 February 2017 - 07:21 PM

Rather than Megaarena I think spinblade boost fit it more,

If spinblade was applicable to Megalodons, they'd glitch out like they do now.

The reason they were sped down (In the change logs) was because of this.

Unless you're taking about the Cyclopes, in which case, they're fast enough already.


Edited by BlackAbsence, 06 February 2017 - 07:32 PM.

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#655 CLAlstar

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Posted 06 February 2017 - 09:26 PM

Waow... you're the rudest person I've ever seen. Instead of proper criticism you resort to slander.

 

I voice my honest opinion.

 

If you haven't already noticed all monster tanks are like super mbt tanks corresponding to their theme, so it does make some sense.

 

Tell that to EA, PF, PsiCorps, Scorpion Cell, HQ, Coronia, Russia and China.

 

If you don't like irradiation type things use tanks.

 

 

Irradiation works even on vechicles FYI. Megalodon shield is almost the same, but damage is significantly bigger and only works on infantry. Either way, the idea to allow Cyclops to have memelodon shields is a complete "fuck you" towards not just epsilon but any infantry based unit comp.



#656 Divine

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Posted 07 February 2017 - 12:12 AM

This thread gave me an idea: the Soviets could use a support power to deploy a Medical Outpost on the battlefield in Infantry Only mode. It should be accessible after building a Field Bureau, and it'd essentially replace the Drakuv in its healing role in Infantry Only. Other than that, the support power should work like Instant Shelter does. Giving the Medical Outpost deployed by this support power a healing aura, similar to the Drakuv's but much weaker than that, is to be considered. Currently, Allies have Medics, Foehn has Huntresses, and even the Epsilon can heal their infantry with Stalkers in Infantry Only mode, but the Soviets have no way whatsoever to treat their wounded soldiers. This might not be a problem with the cannon fodder Conscripts, but even the Soviets have some elite infantry that are better kept alive and healthy.


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#657 Nicholas Chau

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Posted 07 February 2017 - 12:29 AM

Some suggestions for Foehn.

 

Changes to Fohen as a whole:

- Spinblade support power change: Creates a brief spinblade field instead of spawning a Spinblade tower (So it can be used on naval units), free of charge. Applicable every 2:00.

- Spinblade Tower becomes a defence structure at the cost of $1000 (Buildable after Cloud Piercer).

- Stun Grid / Turmoil Grid price reduction to $300 (because they need to be replaced constantly and it takes a lot of placements around structures to make them fully spy prof), but have them spawn in 5s like EMP mines.

- Blast Furnace buff: Longer duration.

- Nano Charge support power change: Slightly heals infantry / tanks, costs $500, is available to all of Foehn, and is available from Nanofiber Loom without the upgrade. Applicable ever 2:00.

- Devourer support power change: Can no longer heal friendlies, slowly damages everything over a period of time, and costs $1000. Applicable every 6:00.

- Nano clouds last twice as long but heal %50 slower (to give the troops time to get to the clouds after the confrontations).

- Engineer Nano-synced form: Capable of planting imploder charges on structures and bridges.

Changes to Wings of Coronia:

- New mobile Spinblade Tower unit.

- Draco Tank change: Acts like a mini aircraft carrier, while providing a shield for its drone (similar to Quetzal Shielding). This drone can be controlled once the Draco Tank dies but loses its shield in the process. Additionally, Draco Tanks can now use their drones to target slightly farther ranges.

- Ptaranadon nerf: Less speed / Armour. 

- Zorbtrotter / Zorbfloater nerf: Less range / regenerative ability.

- Nightfall Support power becomes applicable anywhere.

Changes to Last Bastion:

- Bison Tank / Mastodon change: Self repair deploy (ability takes 0:30 to recharge).

- Gharial change: Gains extra armour / up to 6 infantry slots (because Foehn troops take up a lot of space), but will not spawn with infantry anymore.

- Boidmachine warning upon firing (Similar to Harbinger warning upon entering), and boidmachine count down on bottom-right of screen.

Changes to Hailhead:

- Cyclope change: Make them robotic and effected by the Magaarena support power, similar to Megalodons, yet nerf the Magaarena.

- Magaarena support power change / nerf: No longer spawns a tower to project a shield but rather applies the shield to units for a short period of time in a smaller radius. Costs $1000. Applicable every 6:00.

- Magaarena Tower can be built by Hailhead at their bases as a defensive structure, with less AoE. Costs $1500.

- Megalodon nerf: Less armour.

- Diverbee cost reduction to $1000 because they work best in pars so they actually kill their targets and most of their targets are far less expensive than $2400 %90 of the time.

spinblade tower: NO for being a buildable defense structure but making it temporary is a good suggestion.

stun grid: no comment.

blast furnace: no need longer duration.

Nanocharge: Are you mad? it would make foehn units even harder to kill than they already are.

Devourer: maybe.

Nano clouds: no comment.

engineer sync: NO.

mobile spinblade: NO also, it would make the support power version redundant.

Draco tank change: Speeder already said that coronia won't get too many flying units so NO.

Pteranodon: Hell YES. Though the 3.3.1 changelog already proposed this(Hate the stats of these things).

zorbtrotter/zorbfloater: included in the 3.3.1 changelog too(regen nerf not counted though), but i am overall neutral about zorbtrotter/zorbfloater.

knightfall support power: NO because people will confirm target the knightfall beacon if it can be used anywhere.

bison tank/mastodon repair deploy: Not necessary.

Gharial: More armour? FUCK NO(these things already have decent armor and some more they are immune to EMP, MIND CONTROL, TOXIC and RADIATION) the extra transport capacity? maybe :p

boidmachine: no comment.

Cyclops: ROBOTIC? FUCK NO. The same goes for making megaarena affect cyclopses as well, ALSO NO.

Megaarena nerf: Buildable as a base defense? FUCK NO. Just make it temporary like risen inferno tower. Also it's better to just let it give shields to ONLY Megalodons, and besides the bonuses it gives to them will be cut down(The 3.3.1 changelog also proposed this)

Megalodon nerf: I agree, though they need a speed nerf as well(the speed nerf is also shown in the 3.3.1 changelog)

Diverbee: FUCK NO, they are already annoying to deal with as it is(well for me that is)



#658 Speeder

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Posted 07 February 2017 - 01:48 AM

Spinblade won't be changed, the whole idea behind the Spinblade logic is that you can create 'tunnels/paths' on the map through which your units can be moved at fastest speed. They will become neither buildable from the armory tab nor will they be temporary ever.

 

The same applies to Megaarena as having it only at base would turn it into an exclusively-defensive object, which is not what its purpose is.


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#659 Flandre

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Posted 07 February 2017 - 10:23 AM

I do wish that the AI "bug" won't build buildings at the same spot during campaigns mainly since it is "far away" from the buildings after my soldiers blew it.

 

 

EDIT: Also they should bring back the Radar Dish in the soviet Act I campaign because having no map during the mission is basically a major handicap. Or is the devs expecting the player to capture an Allied one?


Edited by Flandre, 07 February 2017 - 10:54 AM.

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#660 zugg48

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Posted 08 February 2017 - 04:21 PM

- Add bomb defuse missions like in RA1.

 

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- Epsilon Virus don't appear in tech share mode.






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