I wonder what will we face in the Heavyobject Challenge. It's stated defensive subfactions, but what cheat will they get this time?
Patch 3.3.2 Proposed Changelog
#141
Posted 12 May 2017 - 04:38 PM
"Protecting the land of the Free."
#142
Posted 12 May 2017 - 05:15 PM
1. You posted this again
2. Claiming a unit will help ppl against experienced players? Now there is another side of the medal: Imagine what experienced player will do with you using this unit.
Ohhh nevermind Gharials can be mind controlled now
Good point though..
Edited by Zharakov, 12 May 2017 - 05:16 PM.
#143
Posted 12 May 2017 - 06:14 PM
I wonder what will we face in the Heavyobject Challenge. It's stated defensive subfactions, but what cheat will they get this time?
Let me guess... The 3 defensive subfactions should be Euro Alliance, HQ and Last Bastion. You may expect multiple Plasmerizers and Blasticade superweapons for each of them. There might be deployed Thor Gunships and bunch of units under them. And last there might be no sea so you can't go naval.
Btw, Ouroboros Challenge is way too easy simply because of the sea
#144
Posted 12 May 2017 - 06:23 PM
Very surprised that Foxtrot accuracy was buffed just like I suggested. Looking forward to see how they work now. IMO Kirov buff should have stayed though since they are rarely used anyway.
Edited by SPCell, 12 May 2017 - 06:24 PM.
#145
Posted 12 May 2017 - 09:07 PM
++ added: new skirmish/multiplayer game option - No Spawn Previews: some info about players' choices will be hidden
If I got it correct, these info are visible in the injected files used by syringe.exe, thus visible via a third-party parser.
What's more, such cheat is easy to perform and very hard to detect (you can't blame someone just for being lucky)
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#146
Posted 13 May 2017 - 12:16 AM
ok i am happy and a bit annoyed about the changes:
pteranodon nerf(YES )
shadray range increase (BOOOOOOO )
removing kirov and borillo buff is ok and fine(to make changelog a lot more fair i guess)
other changes are understandable overall
#147
Posted 13 May 2017 - 12:38 AM
Well, I have been thinking about the zorbs nerf, and I do still believe the main problem is their regen ability, these guys can take way too much damage. The regen speed is the reason why they seem to eat damage effortlessly. So far this sounds like the description of an LB unit, but zorbs also have an insane damage output, 8 range AoE instakill most infantry + deal damage over a short while. Are they expensive? 1400 + 2500/N I don't know, but people will invest the money to obtain such a powerful unit, it is not rare to see packs of 10 or more.
What do I suggest? Slower health rate or Fast health regen but with a large cooldown
Fun fact Zorbfloater can take Kirov bombs to the face, and their health gets restored before the next bomb
https://i.gyazo.com/...6aa2634d3ac.gif
A note about their lifting ability
In vanilla, the magnetron purpose was to bring enemy units into the range of slow MC units, but coronian monster tank is the fastest in the game (counting speed nerf) even more, magnetron was a fragile unit in vanilla. Lifting ability was highly exploited in MP via attack-move command and used to send units to water/objects, Bringing back this In MO is something I just can't understand
Edited by TeslaCruiser, 13 May 2017 - 03:50 PM.
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#148
Posted 13 May 2017 - 01:12 AM
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#149
Posted 13 May 2017 - 01:15 AM
you mean Zorbfloater :v
Yes, thanks
#150
Posted 13 May 2017 - 03:44 AM
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
#151
Posted 13 May 2017 - 07:26 AM
#152
Posted 13 May 2017 - 09:29 AM
Godsbane is probably the most annoying unit if you rely on Adepts/Elites/Masterminds. One shot is all it takes to break the link.
Not to forget that they eat buildings really quick
Edited by Handepsilon, 13 May 2017 - 09:30 AM.
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#153
Posted 13 May 2017 - 09:40 PM
A note about their lifting ability
In vanilla, the magnetron purpose was to bring enemy units into the range of slow MC units, but coronian monster tank is the fastest in the game (counting speed nerf) even more, magnetron was a fragile unit in vanilla. Lifting ability was highly exploited in MP via attack-move command and used to send units to water/objects, Bringing back this In MO is something I just can't understand
In vanilla, yuri is OP mainly for its ability to terminate the battle before t3. Magnetron-lifted unis are considered as air units and are mowed down by massed gatling tanks. So can coronia with its superior AA weapons.
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#154
Posted 14 May 2017 - 06:07 AM
Godsbane is probably the most annoying unit if you rely on Adepts/Elites/Masterminds. One shot is all it takes to break the link.
Not to forget that they eat buildings really quick
Wait, wait, wait, hold up. Godsbane's attack actually stuns units? Like seriously? I didn't know that! I saw this little bubble on top of the unit it attacked, but I was never sure what it did...
So Godsbanes can simply stun mind control off (and stun every other unit that gets hit). Okay, good to know. They're pretty slow though, and require you have a Nanofiber Sync ready to deploy. But they can get rid of mind control, stun enemies, and hit multiple targets. That's the important part. I f**king hate mind control. It's great when you're the one dishing it out. Not so much when you're on the receiving end of it. XD
#155
Posted 14 May 2017 - 07:23 AM
yeah and the thread goes to multiple foes, means multiple MC'er can be stunned at the same time
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#156
Posted 14 May 2017 - 08:38 AM
#157
Posted 14 May 2017 - 09:06 AM
The opposite of buff.
#158
Posted 14 May 2017 - 10:55 AM
- Directive255, Destroyencio, Damfoos and 1 other like this
#159
Posted 15 May 2017 - 02:13 AM
Good changes, no complaints there.
I like that now more colours are being added, I think alot more should be added,
like Tan, Black, Lite Green from Soviet Mission 5, Dark Blue from Soviet Mission 5, A more darker version of orange.
Games -
Command and Conquer Red Alert 2/3 and Yuri's Revenge
Command and Conquer Tiberium Wars/ Kane's Wrath/ and Sun
Command and Conquer Generals and Zero hour
#160
Posted 15 May 2017 - 02:25 AM
Some colors are too hard to see in the minimap, therefore, those colors are an unfair advantage. That was a problem in 3.0
- TheWankBank likes this
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