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


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#841 Handepsilon

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Posted 28 February 2017 - 05:37 AM

Seems unnecessary, it will require much more graphics and time which could be used for better things.


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#842 Bernadiroe

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Posted 28 February 2017 - 05:43 AM

I guess that's true... if only I can draw voxel arts.



#843 Handepsilon

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Posted 28 February 2017 - 05:55 AM

I see Volkov keeps his ability to shoot through cliff. I guess it was necessary for Noise Severe eh?


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#844 siegelad

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Posted 28 February 2017 - 09:19 AM

I suggest putting the campaign colour of China in skirmish and multiplayer. Or is the colour on the map not bright enough?

You meant this colour? 

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#845 Tyhednus

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Posted 28 February 2017 - 10:14 AM

Yeah, that is the one.

#846 Flandre

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Posted 28 February 2017 - 12:28 PM

I see Volkov keeps his ability to shoot through cliff. I guess it was necessary for Noise Severe eh?

Do we had to protest that? It's a visual problem or so.

 

 

Anyways I do wish if they allow the Garrisoned AA/AT units to able to attack aerial units while garrisoned. I do remember in Generals and Tiberium Wars since their rocket troopers can do it.


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#847 CLAlstar

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Posted 28 February 2017 - 12:59 PM

Its impossible without making entire garrison able to attack air untis. Suddenly you lose bunch of air units to lancers in garrisons.



#848 Flandre

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Posted 28 February 2017 - 01:06 PM

Its impossible without making entire garrison able to attack air untis. Suddenly you lose bunch of air units to lancers in garrisons.

Not really. Unless its another data thing


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#849 Speeder

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Posted 28 February 2017 - 01:13 PM

Either all units in the garrison can fire at aircraft or none. So I picked the none option.


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#850 Handepsilon

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Posted 28 February 2017 - 01:34 PM

I see Volkov keeps his ability to shoot through cliff. I guess it was necessary for Noise Severe eh?

Do we had to protest that? It's a visual problem or so.

Well not really, it's just that I used it to cheese out the Lunatic by using Volkov to shoot the Beacon down.

Also, higher elevation is usually advantage, so it's not really just visual, if that's what you're saying.

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#851 lovalmidas

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Posted 28 February 2017 - 03:28 PM

I'll just... camp here and listen to the 'complaints' made on the missions and skirmish meta. Because holy molly the insanity that is my missions are coming soon, and I need to hurry. D:

 

Speeder will be like, WHERE ARE YOUR MISSIONS, I HAVE BEEN WAITING FOR TOO LONG.


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#852 Solais

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Posted 28 February 2017 - 03:44 PM

After Hysteria, I realized that I'm really rude when angry, so I'll just prepare videos of the T-Rex screaming from Jurassic Park to indicate my rage about your maps :V



#853 GuardianGI

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Posted 28 February 2017 - 07:34 PM

That reminds me... are the credits in the MO website not updated yet? (I'm checking for map scripters as an advanced warning now... :p)

Don't mind me, I'm just pretty broke nowadays...

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#854 Speeder

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Posted 28 February 2017 - 07:54 PM

Website has not been updated to reflect 3.3.1 changes yet, except for the addition of Nautilus' profile.


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#855 lovalmidas

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Posted 28 February 2017 - 10:23 PM

Spoiler alert: 3.3.1 missions were not done by me. You can breathe easy.

 

I also like those missions. Although the AI have glaring weaknesses (the AI is forever the weak spot in all the campaign), the variety of the missions is a good mix.


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#856 Solais

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Posted 28 February 2017 - 11:33 PM

I say Act 2 have been a better mix of missions than Act 1 so far. They also feel somewhat more polished and forgiving on Easy.



#857 DarkEmblem

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Posted 28 February 2017 - 11:48 PM

I still think the megaarena buff applied to megalodons is too strong. I don't mind the armor buff, but the fact that it immediately kills infantry upon touch is a bit too much. Especially against epsilon, which doesn't have as much firepower in their units as other factions to take out the megalodons before they reach their infantry. Not only that, but epsilon is quite reliant on infantry aswell. You only need like 2-5 megalodons + megaarena to take out the entire opposing infantry army, 5 megalodons being quite a high number for the job. Crush all the infantry, and your reprocessor banks all that dank cash aswell.

 

There is hardly any way to do anything with your infantry other than letting them die. Scattering your infantry using "X" hardly helps either. The fact that megaarena will always be BEHIND the opposing army, doesn't exactly make it easier to destroy.

I played a match against ooo today as China. I had some nuwa's, a centurion, some standard tanks some dragonflies some terror drones and quite some teslas,pyros and flaktroopers and would it not have been for the current megaarena, i'd have destroyed his army.  Sadly only 3 megalodons killed my entire infantry army, with only one dying during the process of them stampeding everything. Using scatter didn't matter at all. Yes, I did kill a lot of his army, but the megaarena gave him too much of an unfair advantage in my opinion. 

 

I don't believe the way to "deal with this" should be "Not creating infantry" inb4 said reply.



#858 Bernadiroe

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Posted 01 March 2017 - 12:45 AM

Can't you use Magnetron to stop them?

Or maybe using Dybbuk - A?

Also not sure how effective Colossus' damage is, but if I remember correctly their damage is quite high against armored ones.



#859 DarkEmblem

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Posted 01 March 2017 - 01:16 AM

Can't you use Magnetron to stop them?

Or maybe using Dybbuk - A?

Also not sure how effective Colossus' damage is, but if I remember correctly their damage is quite high against armored ones.

Only Psicorps have magnetrons, but for a support power megaarena is way too powerful. Something shouldn't be able to completely obliberate infantry in mere seconds.

Also, epsilon air sucks pretty hard, and it's hard to kill them with  dyabuks when there are knightframes all around. Especially when dyabuks don't drop their ammo on the target all at once, but it keeps flying around the target while shooting at it, which takes too much time.
Idk about colossus, I never play HQ, but I am pretty sure collosuses can't kill megalodons before they killed more than half of your infantry army yet, unless you may heavily spam the colossus. And a spam of just one unit is easily countered and way too big of an investment.

 

For the cost of 1500, the megaarena is incredibly powerful. Not only does it completely counter every infantry unit, but megaarena is hard to actually destroy and it even affects teammates aswell. It's range is quite large and it even allows the megalodon to move quicker. Not to mention, the megalodon without the buff is already a great unit on its own, even without the buff it's pretty quick and does high damage against pretty much everything. It's certainly not something any other support power could be compared to.


Edited by DarkEmblem, 01 March 2017 - 01:18 AM.


#860 TeslaCruiser

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Posted 01 March 2017 - 01:39 AM

I agree, it is too strong. Maybe reduce its area? I think the insta kill on infantry is a nice feature -i mean a fun one- but the circule it draws is too damn big

nerf: Megaarena speed buff from 12 to 10, armor buff from 2x to 1.5x, range from 20 to 18

Was 20 and 18 now.. should be much more small in my eyes


Edited by TeslaCruiser, 01 March 2017 - 02:15 AM.





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