MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#1381
Posted 31 May 2017 - 08:47 PM
#1382
Posted 31 May 2017 - 09:14 PM
means you are neutral
#1383
Posted 01 June 2017 - 03:52 AM
17-year old (Christ, I feel old) free to play game
Uh, it's not exactly 'Free to Play. Tiberian Sun and below have gone free yes, but RA2 hasn't. If you see in the CnCNet page, they don't provide you with any actual game download for exactly this reason
Edited by Handepsilon, 01 June 2017 - 03:53 AM.
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Visit us in Totem Arts site
(Firestorm is still SoonTM)
#1384
Posted 01 June 2017 - 12:43 PM
Video cutscenes are time-consuming and cost more than a few bucks. Personally I'd prefer the devs focus on the game rather than these miscellaneous parts. AoE2 has no videos and still makes a great game.
(There IS a little psychotic anime girl here, namely Libra )
You may view the proposed change log of patch 3.3.2 here, feel free to express your opinions
https://forums.revor...hangelog/page-1
Some missions are really annoying, as save/load system is not yet available. The platform is still being developed, and the devs would rather disable it temporally then creating a monkey patch which crashes on the next version.
Donating directly to MO risks having potential disputes with EA, which the devs wouldn't like to see. Consider supporting the fully independent Ares program if you're really eager to help.
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#1385
Posted 01 June 2017 - 08:30 PM
#1386
Posted 01 June 2017 - 08:48 PM
In skirmish games is it possible to get an mcv in a random crate?
Ah, the days when that used to happen.....now if only that could be brought back....(unless it's already in the game that is)
#1387
Posted 02 June 2017 - 01:52 AM
More ice cream = more work efficiency = better content.
I have a year-long Writer's block @ https://www.fanficti...1/At-Mind-s-End But youtube is doing well! https://www.youtube....ser/andywong545
#1388
Posted 03 June 2017 - 02:26 AM
Normally I'm not one to make suggestions for things like these because either the community has them covered (aka DarkEmblem) or my ideas felt lackluster in the first place.
However, there was always one glaring inconsistency that I've had for the Allies, and that would be stealth detection. Right now, it's broken down into 4 categories with each faction having their own ways of doing so.
Foehn: Clairvoyants, Duplicants, Sodar Arrays
Sovs: Borillos, Armadillos (China), Tesla Troopers, Watchtowers
Allies: Robot tanks, Seals
Epsilon: Stingers, Shadow Tanks (HQ), Duneriders
My question is, why does Epsilon have an equal amount of means of stealth detection as the Allies do? It feels kind of weird that while each faction has their own unique properties of stealth detection, with Epsilon being the current users of stealth technology, that the Allies are stuck with the same means as Epsilon is.
As such, I'd like to recommend a few ideas to potentially make the Allies more unique or better at what they do.
1. The range of stealth detection on robot tanks could be increased, making them more viable and usable to cover your main base from hidden threats and/or to build alongside your forces, as they are severely underused anywhere else (From the various amounts of MP matches I've played), as SEALS do the job better.
2. Make the radar scan support power able to detect stealth units in its area, expanding its use beyond a shroud clearer. Or instead, add this ability to the Black Widow for further use, or even give both the ability.
3. Add an unarmed UAV drone, which moves slower than a Dragonfly, offers a reasonable area of stealth detection, and giving them a deploy option to either increase the speed slightly to units below them or perhaps increase the armor or speed of aircraft near it, etc. This also adds a different type of stealth detection that the Allied faction can be known for.
The UAV could be available either after an Airfield is built and/or any Allied faction builds T2.
I want just the thought of giving the Allies a stealth detection boost to be considered just so they have a chance to be different in their own way.
Also, these ideas can obviously be made better as there may be something I totally forgot to include, so feedback on the ideas is appreciated.
As someone who's played C&C at a young age, and MO for a few years, I've played a lot of matches in both MP and skirmishes, so a lot of thought and love (and maybe a little bit salt sometimes) is taken into these suggestions. This mod is definitely one of the most polished out there and has a long history with it, so I want to contribute more in the future.
Edited by PeaceKeep0r, 03 June 2017 - 02:41 AM.
#1389
Posted 03 June 2017 - 03:28 AM
I see a common theme:
The faction has T1 Detectors. Then it gets an infantry as a T2 detector.
The faction has no T1 Detection. It gets a T2 vehicle/building as detector + large detection area + 2 additional detection units.
Having T1 detectors means you can harass pepsilon economy, is a big advantage
Soviet advantage is cheap detection structure (doesn´t use war factory time)
Foehn advantage is mobile deployable vehicle both for base protection and assault
Also, heroes can detect units -except Norio and Uragan.
Robot tanks and seals can protect bases just fine. While attacking a cloaked base can be a problem, Allies, Soviets and Epsilon have similar tools for the task (1 vehicle + 1 infantry both range 7) so why would you give to allies an special tool? their advantage is T1 robot tank
And... Chimera core is T3 in 3.3.2
Something actually weird is Soviets being the only faction who can kill drillers under earth -deployed desolators-
That sounds like a weird advantage AFAIK no other can do something alike
Is this an intended ability? and if so could other factions get something alike?
#1392
Posted 03 June 2017 - 03:49 PM
It's not intended, but it's either that or complete immunity to rad fields for them.
Oh I see, Probably better the way they are
Edited by TeslaCruiser, 03 June 2017 - 03:50 PM.
#1393
Posted 04 June 2017 - 08:17 AM
When any prism unit shoots infantry, they are temporarily blinded making them weaker to all attacks
- Directive255 and pikachu11 like this
#1394
Posted 04 June 2017 - 09:04 PM
Ideas:
Unit: T-Parasite.
Belonging faction: HQ (A faction excelling in invisibility and mutation).
Build requisite: Epsilon Barracks + Pandora Hub w/ Geneplug.
Functions: Is invisible - Anti Infantry only - Dies after its attack - Mutates infantry, that are susceptible enough, with a single strike (i.e. Conscripts as oppose to Giantsbanes) - Is clone-able - Could be spawned in via support power anywhere on map, as replacement for the Gene Burst support power.
Cost: $600.
Structure: ICBM Silo(s).
Belonging factions: All of the Soviet Union.
Build requisite: Any Soviet Lab.
Functions: Lunches a heavy strike missile to any location via support power(s), however the missile is susceptible to anti-air and does not travel very fast - 5:00 wait time for support power(s) - $750 cost for support power(s) - Intended to be a method of quick striking bases which the Kirov cannot do.
Build limit: 4.
Cost: $1500 (each)
Unit: Sniper.
Change: When deployed, hides in an artificial bush, making him act like a Mirage Tank. When accompanied by Mirage Tanks, no forest is safe.
Unit: Junker.
Belonging factions: All of Epsilon.
Build requisite: Epsilon War Factory + Grinder.
Functions: A very heavy, but slow, behemoth of a vehicle, capable of locking and dismantling its target at close range - Repairs neighbouring units - Collects income from killing targets similar to the Grinder - Best when accompanied by mind-controlling units - Could replace Stinger w/ Engineer method of unit repair.
Cost: $1300
Structure: Tesla Core.
Belonging Factions: All of the Soviet Union.
Build requisite: Soviet Construction Yard.
Functions: Replaces the Tesla Reactor - Is a 1 cell by 1 cell structure - Provides 50 power points - Can be charged with a Tesla Trooper thereby generating +100 power points - Shortly EMPs closely neighbouring units when destroyed.
Cost: $200
Unit: Aquanaut
Belonging Factions: All of Foehn.
Build requisite: Foehn Barracks + Naval Shipyard.
Functions: Is amphibious - Is invisible when in water (because of submersion) - Launches mini plasma-torpedoes against naval (when in water) and rapidly launches plasma-heated harpoons against everything else (that isn't air) - Can transform into an Aqua Emperor via the Nano Sync support power.
Cost: $500
Aqua Emperor functions: Is amphibious - Is invisible when in water (because of submersion) - Is %100 faster underwater - Can plant Imploder charges on structures / brides - Launches volleys of plasma-torpedoes - Loses its harpoon cannon - Loses some armour.
Edited by BlackAbsence, 04 June 2017 - 09:12 PM.
- pikachu11 and UNSC THE CHILL OF WAR like this
Infinitive absence.
#1395
Posted 04 June 2017 - 11:04 PM
The current challenge mode is well done enough and most levels can be finished when teamed up with an AI. However several level can't be finished unless using 'unorthodox' tactics (such as the Superweapon challenge, the only viable choice seems to be MCV rush, as raccoons hardly work). Moreover, so far, the challenge mode battles online doesn't seem to be very 'cooperative'. Either human commander pushes his own lane with naval siege units.
I've got an idea for a one-player mental challenge mode to provide more challenging battles which can be done by one player alone.
It works as a fourth challenge mode with difficulty fixed on hard. You may select an ally, who will give his entire forces (including starting infantry) to you at the beginning. So that you'll get two MCVs from different factions and no ally, and fight against three rogue commanders with mental AI on hard.
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#1396
Posted 05 June 2017 - 08:13 PM
Subfaction specific mcvs/con yards
E.g. usa mcv is named usa allied mcv
Last bastion mcv is last bastion foehn mcv
Ect
This is so they can be obtained in a random crate in skirmish (if enabled)
Also make mcvs bigger. How can a 4x4 building supposed to fit in the tiny vehicle
#1397
Posted 05 June 2017 - 09:48 PM
2. MCV unpacking to gigantic buildings twice their size had always been a thing since 1995 :v.
Edited by Handepsilon, 05 June 2017 - 09:49 PM.
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#1398
Posted 05 June 2017 - 10:12 PM
Well ConYards are actually made out of a few steel girders and paper mache.
#1399
Posted 07 June 2017 - 06:27 AM
R
Well ConYards are actually made out of a few steel girders and paper mache.
Really now. I thought them MCVs were just giant 3D printers on wheels/tracks that uses platics and metal shavings for materials (and a crap ton of credits to boot too).
"I had normal life, till the day our thoughts got clouded in a dark shroud. My home was destroyed, then they found me, or rather, I found them.
#1400
Posted 07 June 2017 - 08:58 PM
Chalange mode should be fixed as they few of them can be abused by akula sub as the ai dont have naval forces or dont use them.
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