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


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#1041 Damfoos

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Posted 21 March 2017 - 01:26 PM

Yeah, like chronoshifting an entire expansion with set up defences into your base, sure. 

I have to admit though, I don't get how to use it properly myself. Expansion areas are usually too far away from the main base, emergency defences lifted from another corner of the base usually don't help much in case of a massive attack, and basecrawling is better with MCVs or MCV+Chronosphere. One possible application I can think of is to save some building from superweapon strike or some similar danger, but that's really it.



#1042 Solais

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Posted 21 March 2017 - 02:09 PM

I actually seen a video, probably by Alstar, which featured the player attacking the enemy by slowly Chronolifting four Prism Towers across the map and into the enemy base, using MCVs. It was hilarious!


Edited by Solais, 21 March 2017 - 02:10 PM.


#1043 Destroyencio

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Posted 21 March 2017 - 02:26 PM

Will it be possible for the warpshop to gain the ability to warp friendly buildings from anywhere on the map to its set radius?

 

Not sure if that's even possible, and I think it's already good how it is.

It's pretty dangerous on some maps actually where I have actually toyed with the Chronolift ability teleporting defenses and teleporting warfactories from my allies whom one of them deployed a kirov right on the face. Surprise!


Edited by Destroyencio, 21 March 2017 - 02:28 PM.


#1044 CLAlstar

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Posted 21 March 2017 - 03:25 PM

I actually seen a video, probably by Alstar, which featured the player attacking the enemy by slowly Chronolifting four Prism Towers across the map and into the enemy base, using MCVs. It was hilarious!

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#1045 yunru the gundealer

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Posted 21 March 2017 - 08:08 PM

 

Will it be possible for the warpshop to gain the ability to warp friendly buildings from anywhere on the map to its set radius?

 

Not sure if that's even possible, and I think it's already good how it is.

It's pretty dangerous on some maps actually where I have actually toyed with the Chronolift ability teleporting defenses and teleporting warfactories from my allies whom one of them deployed a kirov right on the face. Surprise!

 

now replace kirov with M.A.D.M.A.N



#1046 Magma1Lord

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Posted 22 March 2017 - 12:45 PM

is it possible to disable the Chinese wall buster in the fortress game mode. what is the point if you can delete the fort with a cheap missile.



#1047 NorthFireZ

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Posted 22 March 2017 - 04:23 PM

So did anyone else see Speeder's tweet three days ago? It was about the Tesla boat. Perhaps we will see the Stingray as a new soviet naval unit next patch ;D

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#1048 doctormedic

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Posted 22 March 2017 - 07:00 PM

Can you chrono lift tank bunkers?



#1049 TeslaCruiser

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Posted 23 March 2017 - 03:22 AM

The Jackal + clairvoyant combo is now extremely popular. IMHO the combo is too strong. Clairvoyant untransportable could fix this.

 

Why is it broke? because is an early resource, jackals are insanely fast (so they can outmaneuver defenders)  and the clairvoyant HP is too high to stop them once outside jackal. It is also ridiculously easy to do.


Edited by TeslaCruiser, 23 March 2017 - 03:27 AM.


#1050 Handepsilon

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Posted 23 March 2017 - 04:39 AM

Untransportable or takes 3 to transport.

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#1051 Destroyencio

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Posted 23 March 2017 - 02:11 PM

Agreed with the clairvoyant rush, it's insanely strong early game. You cannot really stop this unless you get planes (not foxtrots but Allied planes) or very early mind control. With soviets it's specially hard to counter if they bring 2 minermites with it, which means that terror drones won't happen. I've experienced this and it's pretty disencouraging to play against. 

 

A solution for this, how about making that the clairvoyant goes as a T2.5 unit? You need all the 3 Foehn Tech buildings but you don't need the T3 expansion. (Should be requirements: Rax, Nanofiber Loom + Cyberkernel + Cloud Piercer).

 

That would also be good for those rogue Last Bastion/Haihead players that sell their CP once they're at Tier 3 to avoid infiltration.



#1052 isaac103

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Posted 23 March 2017 - 02:37 PM

Can we please have a cheat mode for skirmish or campaign so we can just mess around in game at our own leisure?



#1053 Admiral_Pit

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Posted 23 March 2017 - 02:45 PM

I recall that a requirement can only go up to 3 buildings.  If this is so, then I vote Barracks + Cyberkernel + Cloud Piercer since it would make Piercer more important to have (and plus all spies from other factions need labs), and for what Snow said above, not to mention that Clairs also do get boosted by spinblades, while being a high necessity for outside-the-base stealth detection.  I'd like to see this happen so Clair/Jackal rushes won't be as powerful as they are now.


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#1054 Kirov_Fury

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Posted 23 March 2017 - 07:34 PM

Paladin Tank in main allied tech tree, perhaps ?

#1055 Bernadiroe

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Posted 23 March 2017 - 08:09 PM

Maybe decrease the amount of money stolen from infiltrating ore refinery with clairvoyant? Down to $800 per clairvoyant maybe?

For early veterancy combo, I think it is intended. I'm guessing the problem with Jackal + Clairvoyant combo is early money stealing.

 

Also I don't really get clairvoyant's armor type is... sometimes anti-armor works to quickly decimate it... sometimes anti-infantry doesn't work (and supposedly anti-infantry like zorbs can neither attack it nor lift it...).

 

Like using Buzzard for example seems to whittle down their health fairly quickly like if the Buzzard attacking T1 infantry (not Foehn T1 infantry), but when using a stronger anti-infantry like SEAL which really good against T1 infantry, against clairvoyant it's slower, even tho faster when using Buzzard. I really dont get it.



#1056 DestinyForceZX

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Posted 24 March 2017 - 05:00 AM

i noticed while playing... i don't know if anyone has said it but why does the latin confideration's arsonist not detectable by dogs or terror drones or whatever.... i had to manually shoot the arsonist down and sell my structure not that it helps cause the fire brought down the buildings nearby...



#1057 Speeder

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Posted 24 March 2017 - 06:07 AM

It should most definitely be detectable by dogs and drones but sometimes they could glitch and not automatically engage the disguised troops, especially the drones.


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#1058 Kirov_Fury

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Posted 24 March 2017 - 07:20 PM

Suggestion: Stolen Tech challenge.

Player starts with four labs and spies/infiltrstors etc. but no T3 units. Main objectives of the challenge is to steal as much tech as possible and use them instead of main tech T3.

Edited by Kirov_Fury, 24 March 2017 - 07:23 PM.


#1059 Destroyencio

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Posted 24 March 2017 - 08:57 PM

Soviets and Epsilon will be the most played in those I bet ;P



#1060 Bernadiroe

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Posted 24 March 2017 - 10:05 PM

Stolen Tech Challenge should give each player randomized stolen tech regardless of which faction's Lab being infiltrated I think...

 

Giving some RNG factor to the challenge ;3






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