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


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#981 Solais

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Posted 11 March 2017 - 07:50 AM

Can the Blasticade stop HS drones?

Can the Blasticade stop anything? :V



#982 Battle Bee

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Posted 11 March 2017 - 09:15 AM

A very small gripe, but I think the Haihead loading text is kind of awkward as a sentence.

"Haihead uses cyber and nano techs to quickly destroy the targets".

Could be changed to;

"Haihead uses cyber and nano tech to quickly destroy targets".


Edited by Battle Bee, 11 March 2017 - 09:15 AM.


#983 umbracatervae

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Posted 11 March 2017 - 09:51 AM

Well, it's just a little thing. But could any Amphibious Transports (Voyager, Zubr, etc) have their movement style changed from hovering to 'rolling', for example like Borillo?


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#984 Damfoos

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Posted 11 March 2017 - 12:25 PM

Can the Blasticade stop HS drones?

Can the Blasticade stop anything? :V

It can stop you from trying to use it in the next game.

#985 doctormedic

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Posted 11 March 2017 - 12:57 PM

It can also stop you from wining the game because you wasted 3000 dollars.



#986 CLAlstar

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Posted 11 March 2017 - 12:58 PM

Well, it's just a little thing. But could any Amphibious Transports (Voyager, Zubr, etc) have their movement style changed from hovering to 'rolling', for example like Borillo?

I think that woud make them immune to drowning via EMP effects so im not sure if its possible.



#987 Admiral_Pit

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Posted 11 March 2017 - 03:14 PM

For the Blasticade conversation earlier, I did see someone use it to stop Barracuda attacks, but it's situational and it's easier to use on flat maps.


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#988 Flandre

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Posted 11 March 2017 - 05:21 PM

I wanted to ask if we can put back the old Soviet Radar from the vanilla for the sake of the early mission campaign.


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#989 siegelad

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Posted 12 March 2017 - 01:36 PM

I think i might have an idea for a Chinese challenge: The Great Wall Challenge.

 

Make 3 Chinese bases extremely fortified, walled with many Hammers/Tesla Coils/Flak Cannons and other base defenses, shittons of Sentinels defending with constant EMP charges against your units (something that might describe China in the best way), fill the map with EMP mines , maybe give all 3 of the Chinese AIs 3 Centurions or 2, Eradicators deployed in certain areas of the map could make it a bit of a challenge.


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#990 codyfun123

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Posted 14 March 2017 - 04:47 PM

The Plasmerizer's description on the website should say it takes "noticeably longer" to fire, not "noticeable longer".



#991 TeslaCruiser

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Posted 14 March 2017 - 06:03 PM

Suggestion:

Nerf Zorbtrotter regen hability too strong

Nerf Megaarena radius too big



#992 NorthFireZ

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Posted 14 March 2017 - 08:16 PM

Suggestion:
Nerf Zorbtrotter regen hability too strong
Nerf Megaarena radius too big


I second the Zorbtrotter nerf. Three riot troopers cannot out Dps the regen of the Zorbtrotter. You can see that in effect in DarkEmblem's match against me in his YouTube video.

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#993 Divine

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Posted 14 March 2017 - 08:20 PM

Daily brainfart:

Make Volkov the hero of the USA, and change his name, and all instances of it, to Mike Pence.
 

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#994 NorthFireZ

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Posted 14 March 2017 - 08:28 PM

Daily brainfart:
Make Volkov the hero of the USA, and change his name, and all instances of it, to Mike Pence.
 
"Need a shocking therapy, I see?"


Chitzkoi for President 2020

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#995 Graion Dilach

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Posted 14 March 2017 - 08:37 PM

Well, it's just a little thing. But could any Amphibious Transports (Voyager, Zubr, etc) have their movement style changed from hovering to 'rolling', for example like Borillo?

I think that woud make them immune to drowning via EMP effects so im not sure if its possible.


EMP can kill any unit, regardless of locomotor with the right settings in Ares: http://ares-develope...destructive-emp.
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#996 Magma1Lord

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Posted 14 March 2017 - 08:54 PM

Suggestion to Infantry war: remove the harbinger, its incredibly hard to counter with just infantry and base defences. And Eureka is not very usefull against infantry. Unless you want to attack miners. Also when SW is mode disabled coronia can still use that goddamn harbinger which is a super weapon on its own. That monster wrecks my base more than the fucking great tempest ever would.


#997 Divine

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Posted 14 March 2017 - 10:10 PM

Suggestion to Infantry war: remove the harbinger, its incredibly hard to counter with just infantry and base defences. And Eureka is not very usefull against infantry. Unless you want to attack miners. Also when SW is mode disabled coronia can still use that goddamn harbinger which is a super weapon on its own. That monster wrecks my base more than the fucking great tempest ever would.

I absolutely agree with this. 


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#998 Bernadiroe

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Posted 15 March 2017 - 09:03 AM

I think the one needs nerf on self-healing is not Zorbtrotter but Zorbfloater.

 

Despite their pessimistic dialogues, they are indeed pretty tough to beat.

 

I think maybe it's better to keep its self-heal, but remove its anti-infantry weapon.

So Zorbfloater became a tanker (and lifting units) without any capability of killing.

Zorbtrotter will have the anti-infantry purpose, but with no self-healing.



#999 Damfoos

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Posted 15 March 2017 - 11:03 AM

So Zorbfloater became a tanker (and lifting units) without any capability of killing.

 

Why bother with them at all then? Lifting units is a cool feature but it is difficult to utilize (and you can accidentally drop a unit on your own infantry), and is not as dangerous as decimating infantry blobs with ease. You try to kill tankers because they pose a threat, not because they have a lot of HP, and ability to lift vehicles is not that much of a threat.



#1000 X1Destroy

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Posted 15 March 2017 - 12:07 PM

On infantry wars, make desolators kill each others.

Seriously, most of the soviet vs soviet infantry matches I got were all about pyros and gyrocopters. Because desolators can't do shit against buildings and they refuse to kill theirs enemy counterpart.

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