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Poll: Which is the least competitive faction in MO 3.3?


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Poll: Poll: Which is the least competitive faction in MO 3.3?

What do you think, which faction is the weakest / least competitive in MO 3.3?

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#61 Missingno50

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Posted 30 January 2017 - 12:00 AM

Yeah except those are too expensive when you're being pounded because your a significantly slower player than the AI/other players.


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*Building captured*

Potatoes:YEEEEEEEEES!

Me:Well tough. Deal with it.

*Construction Complete*

*Insert war factory IN HIS base*

*Construction Complete*

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*Engineer capture the rest of his base, and nukes the only way out*

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#62 FerrokenFibrous

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Posted 01 February 2017 - 12:31 AM

Haha, nobody voted for Haihead (yet).

Ironically, I find it easier to defend with them than with Last Bastion (at least against Epsilon AI, I haven't gotten to play multiplayer much). Fin just shreds through Brutes, Viruses and all the other annoying Epsilon infantry with basically no effort, Irritators are good at softening up early to mid game unit blobs, and Megalodons are just monstrous and straight-up laugh at the very concept of Mind Control.



#63 Divine

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Posted 07 February 2017 - 12:14 AM

Yeah except those are too expensive when you're being pounded because your a significantly slower player than the AI/other players.

That's not the faction's fault tho, is it? 


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#64 GuardianTempest

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Posted 07 February 2017 - 11:20 AM

A rare moment for me to stop lurking.

Foehn can't be pure "Cannons", because those type of units should be fragile with massive firepower. Foehn units are tanky as hell AND have massive firepower.

 

Doesn't that kinda make them powerhouses.......
  
Isn't that what soviets are supposed to be......
  
Seriously guys?
Ok, The only "tough" thing that Foehn should have is it's infantry since that's the only they actually like focus on idk etc.
Not tanks, defences, buildings, planes, navy - The "toughness" aspect should not be applied to Foehn as they already have they highest firepower in the game so why make them tough too? That gets rid of the benefits of Soviets.
Foehn is like Soviet 2.0
  
Sorry for posting this here it's more like a suggestions post.

The ECA from RotR is also Cannons but they're not fragile, at least building-wise. In a four faction calculus, I also see the Cannons as the those with the unusual unit mechanics and/or the overspecialists. For example, the Foehn have units that do their roles pretty well (as multiple matches have attested).

#65 DarkEmblem

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Posted 07 February 2017 - 11:11 PM

Your head is gonna roll for mentioning RotR



#66 HTD

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Posted 08 February 2017 - 04:40 AM

The ECA from RotR is also Cannons but they're not fragile, at least building-wise. In a four faction calculus, I also see the Cannons as the those with the unusual unit mechanics and/or the overspecialists. For example, the Foehn have units that do their roles pretty well (as multiple matches have attested).

Except that this is completely not what Cannons actually means. Seriously I don't understand why there are so many people that insist on Foehn being the Cannons and Allies being Balanced, even if Foehn units are generally more tanky and expensive than Allied ones (at least in theory).



#67 0freeicecream

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Posted 08 February 2017 - 04:54 AM

A rare moment for me to stop lurking.

Foehn can't be pure "Cannons", because those type of units should be fragile with massive firepower. Foehn units are tanky as hell AND have massive firepower.

 

Doesn't that kinda make them powerhouses.......
  
Isn't that what soviets are supposed to be......
  
Seriously guys?
Ok, The only "tough" thing that Foehn should have is it's infantry since that's the only they actually like focus on idk etc.
Not tanks, defences, buildings, planes, navy - The "toughness" aspect should not be applied to Foehn as they already have they highest firepower in the game so why make them tough too? That gets rid of the benefits of Soviets.
Foehn is like Soviet 2.0
  
Sorry for posting this here it's more like a suggestions post.

The ECA from RotR is also Cannons but they're not fragile, at least building-wise. In a four faction calculus, I also see the Cannons as the those with the unusual unit mechanics and/or the overspecialists. For example, the Foehn have units that do their roles pretty well (as multiple matches have attested).

 

If you ignore their buildings, most of the ECA units are relatively fragile compared to the other factions.  Generally, they seem to be built for turtling up and for shelling the crap out of the other player.  

Even then, Foehn have plenty of powerful multirole fighters, like Buzzards, Knightframes (anti-air/inf), Kingsframes (anti-ground), Giantsbanes (anti-air/armor), etc., so it's hard to call them over-specialists.  You would only be going on unusual mechanics, and that's not what defines a cannon type faction.

 

Honestly, Haihead is the only faction that anywhere close to Cannon (or maybe I'm using Cyclops wrong), and they have megareanas and MADMANs to flip that rule on its head.


Edited by 0freeicecream, 08 February 2017 - 04:58 AM.


#68 Handepsilon

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Posted 08 February 2017 - 05:43 AM

Honestly, Haihead is the only faction that anywhere close to Cannon (or maybe I'm using Cyclops wrong), and they have megareanas and MADMANs to flip that rule on its head.

 

And if you add Irritator + Syncronin (or more to the element, Syncronaut) on the fray, they also somewhat have subversive element


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#69 GuardianTempest

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Posted 08 February 2017 - 08:24 AM

Except that this is completely not what Cannons actually means. Seriously I don't understand why there are so many people that insist on Foehn being the Cannons and Allies being Balanced, even if Foehn units are generally more tanky and expensive than Allied ones (at least in theory).

My only excuse is mental comparisons drawn to RotR's USA. Others might think so because Foehn's more limited in numbers than the Allies, thus making them more special by compensating with more firepower—in theory. I've been trawling Youtube for multiplayer matches, haven't seen a proper case but I'm pretty sure someone's managed to spam Foehn with numbers the Soviets wish they have.

 

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#70 CLAlstar

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Posted 08 February 2017 - 09:30 AM

Soon. After today's upload.

 

 

Most of changes look promising in new changelog. I suggest to archive this topic when it comes out and create new one week after the release.



#71 aethiraes

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Posted 08 February 2017 - 03:14 PM

Boidmachine is too weak. I think it's range so be increased so it can target people in a completely different match.

Also can we buff MADMAN so it's subterranean.

#72 CLAlstar

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Posted 08 February 2017 - 04:17 PM

Boidmachine is too weak. I think it's range so be increased so it can target people in a completely different match.

Also can we buff MADMAN so it's subterranean.

lol



#73 Solais

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Posted 08 February 2017 - 04:45 PM

Also make it invisible, amphibious and flying.



#74 Handepsilon

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Posted 09 February 2017 - 12:51 AM

Also make it invisible


I'm imagining MADMAN in that particular all Yuri challenge where every enemy is invisible, on Yuri's side.

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#75 0freeicecream

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Posted 09 February 2017 - 02:22 AM

Also make it invisible, amphibious and flying.

Something's missing...

Also make it invisible, amphibious flying, and releases a wave of confusion ray every 5 ticks.

There we go.



#76 Zharakov

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Posted 09 February 2017 - 10:07 AM

Really? Pacific front?....

 

It's a hard faction to play with at first, But it pay's off in the end...



#77 NorthFireZ

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Posted 10 February 2017 - 05:26 AM

Pacific Front is a fine Team play faction due to their massive aoe, but in 1v1 they kind of fail. Especially when you are vs against an Epsilon opponent. 


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#78 Admiral_Pit

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Posted 10 February 2017 - 08:16 AM

I definitely know the feeling of how frustrating Pacific Front is in team games.  If you can stop em from building up their tier 3, then they're not as threatening as they could be, at least I think so, and that makes em lackluster in 1v1... depending on the map, the subfaction they're against and such.  Still, EA is more underwhelming.  At least PF got their powerful Skyrays for AA, Blizzard Tanks got a secret buff (more effect against AA than they used to), Suppressors existing, the Norio buff, Kappa Tank speed buff, and even the Hunter Seekers.  All EA got was the defense buff structure, Snipers (that seem weak and expensive), Lightning Rod, and probably something else I don't remember, not to mention Siegfried's RoF nerf (he needed).

 

All in all, I still think EA is the most underwhelming, even though I've been seeing a fair number of em.  Speaking of Allies, it's obvious it's perhaps the most underused of the bunch, but USA is most common for me.


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#79 Bernadiroe

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Posted 12 February 2017 - 04:20 AM

Still, EA is more underwhelming.  At least PF got their powerful Skyrays for AA, Blizzard Tanks got a secret buff (more effect against AA than they used to), Suppressors existing, the Norio buff, Kappa Tank speed buff, and even the Hunter Seekers.  All EA got was the defense buff structure, Snipers (that seem weak and expensive), Lightning Rod, and probably something else I don't remember, not to mention Siegfried's RoF nerf (he needed).

 

All in all, I still think EA is the most underwhelming, even though I've been seeing a fair number of em.  Speaking of Allies, it's obvious it's perhaps the most underused of the bunch, but USA is most common for me.

 

I would think EA's Prism Tank is pretty devastating when it reach enemy base, especially if the enemy base have some units loitering around to disperse the laser everywhere. They are pretty fragile but once it does reach, at the very least 20~50% buildings will be destroyed (more if the buildings near each other)

 

Coupled with Thors for support, Prism Tank itself for anti-infantries, and Mirage Tank for anti-armor at front, they are pretty good I think? Although they might not be good to defense itself from early rushes.






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