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MO 3.3 // Overused/Underused/NotUsed Units, Buildings & Support Powers


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#181 CrimsonRaider

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Posted 30 November 2018 - 07:00 AM

The wormqueen uses this chassis, no? Maybe it's a modified/abandoned project of the WQ(?).



#182 Meyerm

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Posted 30 November 2018 - 02:08 PM

Hmm, I'm not sure what that is, but I recognize a similarly-looking unit in the game files. It was that same model minus the cannon, and it was a sort of subterranean mobile refinery. 



#183 Thesilver

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Posted 30 November 2018 - 03:09 PM

It is very obviously a deployable siege mode for the wormqueen. Likely a prototype of the first intention of the unit before it was decided to become subterranean artillery. Maybe the old one would have too much in common with the iron dragon, hence the midway change.

 

It's also possible that i am a total idiot and that thing is a work in progress for a new iteration of the wormqueen.



#184 Speeder

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Posted 02 December 2018 - 04:11 PM

That's the original Wormqueen, before I decided not to make another 'artillery with a gun barrel' stolen tech unit and gave it a tesla weapon instead. If I remember right, it was some toxic artillery originally.


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#185 Opus Custom Tank

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Posted 03 December 2018 - 07:58 PM

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What is that? A allied heavy tank?


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#186 Thesilver

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Posted 03 December 2018 - 08:22 PM

Thats the decimater from mental omega 2.0, or atleast a new voxel of it. It was basicly an apocalypse with a six shell burst, aka 1 bursts everything.



#187 CrimsonRaider

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Posted 04 December 2018 - 07:42 AM

Being a stolen tech and a JET Lionheart is the most under(honestly never) used unit. I don't really like jets for obvious reasons, except barracudas.
Against units, black eagles are better in my opinion, since they are much faster, and cheaper to reproduce, if destroyed. Or dybukk-seizers, since they can technically "kill" way more units (mindcontrolling 3 heavier units, they kill some foes, they die).
Against buildings: barracudas.
I think they need a buff vs. buildings, AND a significant speed boost (or be cloak'd). However I like the explosion animation and emp effect (but isn't the duration a little bit too short?)
 



#188 Handepsilon

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Posted 04 December 2018 - 08:00 AM

They're supposed to be vehicle buster only iirc, which is why their building damage is mediocre (or even shit).

Personally I don't see myself using it over Harriers tho. Maybe I'd use it if I'm USA, but I'm not a good jet user


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#189 Polaris Starnor

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Posted 04 December 2018 - 09:48 AM

I dunno, I sorta like the dropping of an EMP, Lionhearts are abit slow though so you’ll have to keep one on standby if you’re ready for a confrontation. Seizers have their own problem because like the lionheart they need to fly an extra distance after firing their weapon, making it easy for the already fragile aircraft to get shot down. I’d say your main problem with lionhearts is that they aren’t designed to outright kill vehicles, rather deal considerable damage and stun them for your regular army to take out, which, against the Russians and Latins, can be a game changer, I’ll have to check on the EMP duration though.

#190 Tomb Deathwing

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Posted 27 December 2018 - 10:28 PM

I have like all balance made, and checking what best and what is a counter for each faction power/unit/vehicle.

 

But for me, is wondering if there it could be a stopping for the  Scorpion cell Tyrant. even if you destroy the rush, there toxic cloud will really do damages to the base and unit.

 

No way to block them ? I was thinking perhaps the allied  gap generator shroud could receive a sligh buff of deny subterranean units to surface around that position. even when Ai is omniscient.



#191 CrimsonRaider

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Posted 28 December 2018 - 07:15 AM

Maybe a toxic (and radiation) field clearing vehichle? IF it's possible. In Generals there is a clean-up humvee if I'm not wrong.



#192 Handepsilon

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Posted 29 December 2018 - 04:09 AM

Atm it's just the matter of putting Engineers at the right time, but even then, they can die due to the clouds too

Cloud removal is impossible to make for current Ares I believe

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#193 Divine

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Posted 02 January 2019 - 02:43 AM

Well, there's a reason TS had buildable pavement, but it looked like crap and frankly, everyone hated having to pave their bases anyway.

I think a simple solution would be to make walls more effective at protecting buildings against Tyrants. People don't wall in all their stuff anyway, so there would be plenty of targets left, just no ConYard sniping BS.


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#194 Handepsilon

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Posted 02 January 2019 - 04:34 AM

Toxic Cloud is unimpended by wall tho, plus current Tyrant ROF (or damage?) overbuff was supposedly the reason why Tyrants eat base more quickly than tolerable.

Building damage modifier decreasing should do, I think? Both pills and toxic cloud

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#195 Divine

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Posted 02 January 2019 - 03:37 PM

No srsly just make the pills do little to no damage to walls. That way Tyrants would remain useful harassers but they wouldn't be able to snipe vital buildings easily, as people tend to wall off those. And maybe a minor nerf against their building damage, to be fair.


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#196 Petya

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Posted 02 January 2019 - 06:30 PM

Being a stolen tech and a JET Lionheart is the most under(honestly never) used unit. I don't really like jets for obvious reasons, except barracudas.
Against units, black eagles are better in my opinion, since they are much faster, and cheaper to reproduce, if destroyed. Or dybukk-seizers, since they can technically "kill" way more units (mindcontrolling 3 heavier units, they kill some foes, they die).
Against buildings: barracudas.
I think they need a buff vs. buildings, AND a significant speed boost (or be cloak'd). However I like the explosion animation and emp effect (but isn't the duration a little bit too short?)

Lionheart can be dreadful against armored unit clusters. Having an EMP effect on it means that it is also good as a support bomber and can instantly kill hovercrafts if they are on water thanks to the EMP. It's definitely not the easiest to use stolen tech, it might be niche in most cases, but buffing it might result it being overshot ( like in the case of Tyrants people actually asked for :) )


Edited by Petya, 02 January 2019 - 06:30 PM.


#197 Handepsilon

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Posted 03 January 2019 - 02:00 AM

Not even sure who asked for Tyrant buff to be honest. If anything was underperforming in SC back in 3.3.3, it was clearly not the Tyrants

Particularly not their vs. Buildings capability at least.

Edit: After asking, I only heard that people asked for HP buff, but clearly not ROF one as well

Edited by Handepsilon, 03 January 2019 - 02:22 AM.

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#198 BotRot

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Posted 03 January 2019 - 03:16 AM

I believe the there's another culprit besides the ROF buff, the BurstDelay change not mentioned previously (changed from 6 to 1).


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#199 Daffa the Mage

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Posted 03 January 2019 - 07:15 AM

Is it just me or Blasticade is like rarely seen if ever? I never see AI build Blasticade and I personally never really felt need them as Tier 3 Anti-Air Tanks, Whipray and Teratorn do their jobs pretty well.



#200 CrimsonRaider

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Posted 03 January 2019 - 08:39 AM

Foehn AI do build blasticades, but roughly after an hour. Also they won't build the walls.
They build sooner, if you attack them regularly, but you don't kill the entire base. It seems they advance quicker, if you/an other enemy harrass them frequently.
Speaking of walls: if I set the sandbags (other type walls) buildable, the AI just builds one "cell" of them. I disabled the default wall, and I set Wall=yes, so it should handle them as the default one, right? Or they have to have an other type of task for new type of walls?






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