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Patch 3.3.3 Proposed Changelog


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#1 Speeder

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Posted 19 January 2018 - 10:46 AM

Proposed 3.3.3 Changelog

Yes, Save/Load will be restored.


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#2 Handepsilon

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Posted 19 January 2018 - 11:05 AM

+ buff: Suppressor takes 1 slot in a transport instead of 2, can now create an IFV combo

 

Eeeeeh, how about making it unable to fire from torts in exchange?


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#3 Nox667

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Posted 19 January 2018 - 11:06 AM

^ second that


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#4 Destroyencio

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Posted 19 January 2018 - 11:18 AM

I would say to revert the current Suppressor nerf but in exchange unallow them from firing from Open Topped transports since IFVs are a thing now.



#5 JackoDerp

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Posted 19 January 2018 - 11:45 AM

Woohoo 3.3.3. Changelog
 
I like a lot of these changes, particularly the Soviets. Volkov/Chitz nerfs and Flak Buffs feel desperately needed.
The other change im very big on is the Jet damage vs structures Change, as fighting against USA in particular was just stupid when combined with Target Painter.
 

* change: strength of Allied, Soviet and Epsilon Tier 2 tech access buildings increased by 200
* change: strength of all Tier 3 tech access buildings increased by 300, but 4 Barracudas can still destroy them
* change: price of all T2 defense towers decreased from $1200 to $1000

I really like these
 

+ buff: Fury Drone price decreased to $550, damage increased from 250 to 300, effectiveness vs vehicles increased by 10-20%

 
If this is the case I'd like to see a damage nerf against buildings, because they can be ridiculously good at killing structures.
 

+ buff: Tesla Coil range increased from 7 to 8, ROF decreased from 80 to 60 when charged

Woohoo! Tesla Coils are useful now!
 

Everything changed in Foehn looks reasonable, especially the Roadrunner nerf, I feel like that will actually make them destructible without getting rid of most of their nutty power against vehicles that makes them good in the first place.
 

buff: Spinblade price decreased from $600 to $500, strength increased from 500 to 600


I don't get this change though. Spinblade seemed more than powerful enough already.



Moving onto Epsilon, theres some cool changes to them that gives them more flexibility.

The changes to the Aerodrome and Dybbuk-Attackers in particular, will make Air harassment much more potent from them, I'd still say less-so than the allies (which is fine), but still powerful.
I'm very happy with the Changes to Archer, Invader & Plague Splatter, I doubt these will need changing for a while.

 

- nerf: Stalker strength decreased from 340 to 300, price increased from $1450 to $1500

This feels a little excessive to me, I can accept a small nerf to them as I do think they can be quite powerful when massed but this makes them quite a bit weaker.
 
Now, moving onto the biggest set of changes, the Allies:
 

- nerf: you can no longer destroy most of enemy Tier 3 vehicles, heroes, ships or MCVs by chronoshifting your team's units into them
- nerf: Stormchild, Harrier, Black Eagle damage vs structures has been halved

 
I really like these changes, Chronocrushing is outright lame (Yes, I'm fully aware I did this myself just recently) and it does push Chronosphere towards its intended job of "attack anywhere" instead of "lol I deleted your Army"
China players can all breathe a sigh of relief to that one.
 
As for the Jet nerfs, I know this applies to all Jets like this, but its the Allied Jets where this was the actual problem, and this should stop a lot of outright dumb unstoppable techsniping pre-barracuda tech.
 

- nerf: Backwarp recharge time increased from 4 to 5

Backwarp was one of my biggest pet-peeves in the game (outside of Jets and Volkov being indestructible) so while its still stupid powerful it does at least make it less spammable, which is something, I guess.
 

- nerf: Hummingbird price increased from $1300 to $1400

This doesn't feel enough, considering the extremity of the effects it can output, combined with how unlikely you are to actually shoot the damn thing down.
 

* change: Experimental Warpshop build limit increased from 1 to 2, price increased to $2000, Chronolift radius decreased from 25 to 20

 
WHY?
The Price nerf is fine, I could live with that, but I really do not understand the build-limit change, unless its purely for Chronolift reasons (which wasn't being used enough whatsoever because tech needed takes ages to get)
Even so, the difficulty of denying the warpshop powers that gives Allies such an edge has become basically impossible, especially against Euro Alliance with Force Shield.
 
Now, for IFVs:

 

change: Mercury IFV combo removed, Tanya will now create a laser rifle IFV combo, other heroes get their own new combos

HURRAH
Finally no mass insane AOE *Censored* *Censored* *Censored* that you can't kill off because of speed and range. As for other heroes, I'm yet to see their combos so I can't comment on that yet.
I like the sound of the new Medic IFV, as well as some of the other IFV combos I've heard rumours and fragments about (Flak IFV hype).
 
Though a big glaring hole in the changelog is comments about GI, GGI, SEAL & Siege Cadre IFVs, and that the GI/SEAL IFVs were far too powerful, and the GGI/Cadre IFVs were ridiculously weak.
I'd be mightily concerned if their stats remained unchanged.
 
The changing of some unit sizes for IFV combos (Stalker, Mortar Quad, Suppressor) is very cool, however a big question comes to mind:
 
How does this change them with OpenTopped units?
This mostly applies to Suppressor because the last thing I want to be seeing is better Battle Tortoises with more suppressors and other stuff in them.
They were already monstrously powerful even when they took up two slots, and realistically I don't want to see them working in OpenTopped if you can fit more of them in like that.
 
 

- nerf: Chrono Legionnaire can no longer target M.A.D.M.A.N., Centurion, Boidmachine or Siegfried

 
Now I understand there is a bug involving a CLegged M.A.D.M.A.N., but, I really don't like the rest of them becoming immune.
Just yesterday I was using CLegs to stop Centurion Pushes and it seems bizarre that this needs removing, considering its *highly unlikely* you'll ever kill the unit with them anyway, especially Siegfried.
 
 
Also, Kappa Tanks still suck.
 
I think that mostly covers everything.

But the people only believes what the Media tells them to believe, and I tell the Media what to believe, it's really quite simple.


#6 Bernadiroe

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Posted 19 January 2018 - 11:54 AM

I do hope AI M.AD.M.A.N no longer trying to 'attack' walls that is in its pathfinder when there's no other pathways (crowded base), like other units and infantries that always randomly attacking walls inside their own base because that specific wall section is in its pathway.

 

This usually happens when we send aircraft over the crowded base (or spawn an offensive support skill in the middle of their base), and the mobile AA units/infantries trying to follow and end up covering the M.A.D.M.A.N as it tries to wriggle out of the crowd.

 

Maybe make it so that AI will sell that specific wall that blocked their way, instead of trying to attack them? And if they cant sell it (different owner), then command them to attack. (Except M.A.D.M.A.N, maybe just put them to stop instead of forcing its way thru the walls).

 

Or just make M.A.D.M.A.N capable of crushing thru walls.



#7 Reveal

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Posted 19 January 2018 - 01:03 PM

I love the work you and the team are putting into this.

:thumbsupcool:

Thank you for that.


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#8 FELITH

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Posted 19 January 2018 - 01:16 PM

 

* change: in Windowed Mode, the resolution of the loading and score screens will now match the player's chosen resolution of the game

that's very nice.

but what choice does it change from this https://i.imgur.com/45TaTLL.jpg?

a.https://i.imgur.com/EKfegZf.jpg

b.https://i.imgur.com/nvAC1tM.jpg

c.https://i.imgur.com/k2ciKOY.jpg



#9 Speeder

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Posted 19 January 2018 - 01:19 PM

a, it's mostly done to prevent certain issues from happening, especially when the player alt-tabs during loading screen.


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#10 PACER

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Posted 19 January 2018 - 01:59 PM

(Maybe it's too late to suggest right now..) To solve the madman problem once and for all, is it possible for Ares to disable parallel training on such epic units?


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#11 PACER

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Posted 19 January 2018 - 02:05 PM

I fear Plague Splatter's consecutive buffs and its awkward situation would become a meme soon enough XD


Edited by PACER, 19 January 2018 - 02:06 PM.

In-game speed vs real life speed?   
Malver in Obisidian Sands?   
Strength-Agility-Intellect subfactions?    


#12 JackoDerp

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Posted 19 January 2018 - 02:20 PM

Plague Splatters are in a good place now.
I look forward to spamming them

Edited by JackoDerp, 19 January 2018 - 02:20 PM.

But the people only believes what the Media tells them to believe, and I tell the Media what to believe, it's really quite simple.


#13 Divine

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Posted 19 January 2018 - 02:52 PM

I absolutely love it, except for that one thing about halving the Dybbuk-A's firepower against structures. I understand that you want consistency with the other attack jets, but the Dybbuk-A was trash against structures to begin with, does it rly need to be even worse?

 

Also, please, pretty please, nerf the Chinese Wallbuster's power against defensive structures! It shouldn't be able to oneshot tier 2 and tier 3 defenses that are more expensive than the missile itself. Just make it damage them for like, 75% to 80% of their HP, so it will be an actual support power and not a baby superweapon.



#14 JackoDerp

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Posted 19 January 2018 - 03:08 PM

Also, please, pretty please, nerf the Chinese Wallbuster's power against defensive structures! It shouldn't be able to oneshot tier 2 and tier 3 defenses that are more expensive than the missile itself. Just make it damage them for like, 75% to 80% of their HP, so it will be an actual support power and not a baby superweapon.


Wallbuster is the least of your problems when fighting China.
Besides it has a pretty long charge time and its needed to compensate for their lack of range.

But the people only believes what the Media tells them to believe, and I tell the Media what to believe, it's really quite simple.


#15 Divine

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Posted 19 January 2018 - 03:14 PM

 

Also, please, pretty please, nerf the Chinese Wallbuster's power against defensive structures! It shouldn't be able to oneshot tier 2 and tier 3 defenses that are more expensive than the missile itself. Just make it damage them for like, 75% to 80% of their HP, so it will be an actual support power and not a baby superweapon.


Wallbuster is the least of your problems when fighting China.
Besides it has a pretty long charge time and its needed to compensate for their lack of range.

 

That thing can oneshot any defensive structures, or even more than one if they are placed in close proximity.... like at a chokepoint... the only place where static defences are useful and cost effective to begin with. The missile costs 1000$, and can do many times as much damage, and all it takes to use it is a point-and-click, it can't be shot down, the only way to stop it is to prevent its launch. By all means, it's a baby superweapon. It makes tier 3 and even tier 2 defences completely obsolete and a waste of money, because the Chinese player/AI can just delete them with a click. I ask for a nerf so the missile wouldn't be enough by itself, and China would need to use their units to either soften up the defences beforehead, or finish them off after the missile hits. So it would be an actual SUPPORT power. I'd be ok with a slight decrease of its recharge time, then.


Edited by Divine, 19 January 2018 - 03:16 PM.


#16 Endless

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Posted 19 January 2018 - 03:56 PM

The fact Suppressors arent removed yet is disturbing.

On a more serious note though, some of these changes have been long overdue and boy does it make me happy to see them.
Right now though, I'm surprised USA hasn't gotten any nerfs. Namely those, and I quote "[Redacted] Pieces of [Redacted] are speedy as [Redacted] and are a pain in the [Redacted] ass."
Not to mention all you really have to do as USA in most matchups is queue 50 Abrams and micro them (obviously Coronia and PsiCorps will force the USA player to take a different approach).
I also find it rather unnecessary to slightly buff the riot trooper, but whatever I guess.

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#17 TeslaCruiser

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Posted 19 January 2018 - 04:08 PM

Changelog looks good.
I'm concerned about new IFV's changes, especially the 1 slot suppressor because this unit inside Battle Tortoise makes them unstoppable in ground v ground battles. How about making them unable to shot from BF as suggested previously?
GI IFV remains untouched. Well as mentioned many times this combo brings too much power a little too early to the allied game. The reasons: it is faster than most anti-tank units, outranges everything early(6,5 range), does good amount of damage to armor and its infantry damage is insane, it is a 2x damage when compared to Tigr/Flak and around +25-30% when compared to gattling tank.
Riot Trooper Buff is not needed, the unit serves its purpose already. I'm guessing this change is due to new Tanya-IVF.
I´m not sure about the blizzard tank buffs, sounds like a lot. Blizzard is a good unit ATM not used enough due to BFs, Hailstorms and Skyray Cannon.
BTW Hailstorm needs a nerf. It is way too powerful against infantry.
Hummingbird Nerf is ok but not enough, it still needs either an AoE reduction or an Effect duration reduction.



#18 El Tubo

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Posted 19 January 2018 - 08:46 PM

Big, juicy update.

Noticed that from Epsi, most buffs targeted to SC. That's nice, we can expect more surprises now.

I think Epsi needs basic T1 defense building like (allied pillbox or soviet sentry). I remember somewhere was such building shp file with ini settings. It looked like small, black, half sliced dome, and fired like initiate but with more damage.
(If this suggestion is dumb, then skip those lines).



#19 Divine

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Posted 19 January 2018 - 09:26 PM

Big, juicy update.

Noticed that from Epsi, most buffs targeted to SC. That's nice, we can expect more surprises now.

I think Epsi needs basic T1 defense building like (allied pillbox or soviet sentry). I remember somewhere was such building shp file with ini settings. It looked like small, black, half sliced dome, and fired like initiate but with more damage.
(If this suggestion is dumb, then skip those lines).

I think that was in Mo 2.0 or maybe 1.0? I thought about some sort of tier 1 defence. Maybe a stationary turret using the IFV logic? IDK if that's possible. Unarmed by default, but could have a variety of weapons depending on the infantry seated inside. Not using simple fireports, but the IFV logic.



#20 UNSC THE CHILL OF WAR

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Posted 19 January 2018 - 09:29 PM

Woo, map editor!
Will there also be a map renderer or at least a "modconfig" file?

Cant wait!




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