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Patch 3.3.4 Proposed Changelog


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#341 GameMaster0000

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Posted 28 August 2018 - 04:51 PM

- nerf: Chinese Atomheart requires 300 power units instead of 50, just like the other Soviet labs

Does it's remove explosion upon destroy?(even it's explosion is joke anyway)

for me I think it's shou keep this feature but about use more power -150 -200 or at least -250?

BTW still no garrisoned archer bug fix in list.


#342 Malver170

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Posted 29 August 2018 - 10:47 PM

Hey, I have an idea. How about add an ammo indicator to Centurion? It has very slow rate of fire and I think indicator will be useful.


Edited by Malver170, 29 August 2018 - 10:49 PM.


#343 Terminal Velocity

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Posted 29 August 2018 - 10:58 PM

Hey, I have an idea. How about add an ammo indicator to Centurion? It has very slow rate of fire and I think indicator will be useful.

I'm pretty sure it's impossible to have 2 indicators at a time(don't forget that it has an indicator for passengers).


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#344 Malver170

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Posted 29 August 2018 - 11:05 PM

 

Hey, I have an idea. How about add an ammo indicator to Centurion? It has very slow rate of fire and I think indicator will be useful.

I'm pretty sure it's impossible to have 2 indicators at a time(don't forget that it has an indicator for passengers).

 

I thought about it. But if it's possible, it will be good.



#345 Handepsilon

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Posted 29 August 2018 - 11:35 PM

It's not. You can only have one pip indicator at a time. It's already taken by transport slot

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#346 BotRot

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Posted 30 August 2018 - 11:30 AM

Even though 3.3.3 changelog mentions that the issue regarding infantry that can clear garrison by entering them (Tanya, Chitzkoi and Duplicant) now fixed, this is not the case at all. Apparently the Assaulter tag for those units are still existing within the code.

 

 

Speaking of Chitzkoi, I found it silly that it can infect landed jets while Terror Drones could not. If the infected jet lifts off while Chitzkoi inside it, the jet will be destroyed while Chitzkoi plummets to its demise.


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#347 JackoDerp

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Posted 30 August 2018 - 12:09 PM

Considering how fast Chitzkoi kills jets this is an unusual event.
It is also hilarious when Chitzkoi dies by falling out of an Airbourne unit it jumped into, so frankly this needs to stay in for the meme potential.

Even though 3.3.3 changelog mentions that the issue regarding infantry that can clear garrison by entering them (Tanya, Chitzkoi and Duplicant) now fixed, this is not the case at all. Apparently the Assaulter tag for those units are still existing within the code.


I don't understand what the problem is here?
The feature seems to work just fine for me.

Everyone seems to be arguing over how Yunru came into such a position of power,

yet nobody is willing to explain how Rahn's weapon is able to teleport a pair of shorts.

 

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#348 BotRot

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Posted 30 August 2018 - 01:07 PM

Considering how fast Chitzkoi kills jets this is an unusual event.
It is also hilarious when Chitzkoi dies by falling out of an Airbourne unit it jumped into, so frankly this needs to stay in for the meme potential.
 

Even though 3.3.3 changelog mentions that the issue regarding infantry that can clear garrison by entering them (Tanya, Chitzkoi and Duplicant) now fixed, this is not the case at all. Apparently the Assaulter tag for those units are still existing within the code.


I don't understand what the problem is here?
The feature seems to work just fine for me.

 

I'll admit, I didn't read the note in the changelog properly. 3.3.3 changelog mentions to fix "various behavior issues" relating to clearing garrisons by Tanya, Chitzkoi and Duplicant, so I thought it meant removal of this ability.


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#349 Damfoos

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Posted 30 August 2018 - 01:27 PM

 

Considering how fast Chitzkoi kills jets this is an unusual event.
It is also hilarious when Chitzkoi dies by falling out of an Airbourne unit it jumped into, so frankly this needs to stay in for the meme potential.
 

Even though 3.3.3 changelog mentions that the issue regarding infantry that can clear garrison by entering them (Tanya, Chitzkoi and Duplicant) now fixed, this is not the case at all. Apparently the Assaulter tag for those units are still existing within the code.


I don't understand what the problem is here?
The feature seems to work just fine for me.

 

I'll admit, I didn't read the note in the changelog properly. 3.3.3 changelog mentions to fix "various behavior issues" relating to clearing garrisons by Tanya, Chitzkoi and Duplicant, so I thought it meant removal of this ability.

 

 

The issue in question is probably the bug where the assaulter was considered killed (by the game) while the victims were considered the killers. Thus if Tanya (or Chitz) are critical for a mission, mission will be failed if you use them to clear a garrisoned structure, even if they don't actually die. Because of that bug Foehn players used to get insane amount of bounty cash if any of these units cleared a structure garrisoned by their infantry - instead of registering it as "tanya kills 10 knightframes" the game thought "10 knightframes killed one Tanya each" and granted bounty as if Tanya was killed 10 times. Now it's fixed.



#350 Attenpeter

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Posted 31 August 2018 - 11:22 AM

Hello there
i am a lurker in this forum for quite some time and finally decided to give my opinion on the next patch balance changes. (I know it is a bit late) 

 

Allied 

 

change: Power Turbine power output increased from 100 to 150, price increased from $200 to $300 great change the power plant spam is kind of unbearable

 

nerf: Navy SEAL IFV weapon ROF increased from 8 to 10

Another necessary change but maybe remove the ability to attack infantry as well feels a bit weird to destroy tanks with the seal ifvs not sure i fit would be a buff or a nerv if you do it on the one side they don’t waste they shoots on some random minerrite but require a better escort vs. tanks.

 

+ buff: Mirage Tank ROF decreased from 70 to 55 i really thing another necessary buff but how about not buffing the rof and instead the alpha dmg?

With higher fire rate the mirage will be more often visible with goes against his special ability.

 

+ buff: Sniper price decreased from $700 to $650, firepower increased by 10%-20% depending on armor type while a I am a fan of having a sniper who actually does kills Volkov in (reasonable numbers) and his friends the units itself could be a bit more interesting for example it could get stealth if being close to a mirage tank or the ability to stun or time freeze vehicles (they still don’t attack vehicles with auto attack instead of a price increase.

 

- nerf: Charon Tank price increased from $1700 to $1800, ROF increased from 500 to 550

+ buff: Charon Tank firepower increased from 250 to 800 and 1000 when elite

Not quite sure when to use its time to use the Charon tank vs. epsilon it’s kinda dangerous with all the adapts spam and after the patch the Mirage will do a much better job than the Charon  maybe to kill Rhan but even there a much better options.

Vs Soviets I see only the Nuwa cannon a potential target. (all the other t3 mbts would win cost efficient in bigger fights while also useful  against non land units. )

Vs Fhoen they have some uses too delete mastodons, heroes and megallodons which is quite nice.

I believe the extra cost is a bit too much to make building it worthwhile i would also be like to getting a deploy ability like the coming stealth tank for than can move still shoot but no auto fire) .

 

Is there any good reason why Chrono Legionnaires can not delete the Stalin fist they can delete entire buildings but not some mobile WF? I would also like if they can attack the Madman most player don’t bother to make an escort and just drive into the enemies base, soviet and epsilon can easily counter this with a drakuv or some brutes. A mean Cryo choppers works too but takes some time. (Please give back auto attack for the Cryo)

 

 

About Siegfried which is one of the most op heroes in the game how about a rof nerv and he only gets 50% of the medics heal I thing it would be justified. Another thing his deploy ability feels clunky and while re reloads he cant use it too use how about make it a support power like nano charge and not a deploy, also bug he can still be killed by terror drones if he used time freeze.

 

Who about the Zephyr drone could be a real unit it could be like a mine with freezes infantry (the cryo chopper effect not kill) close too it when deployed like a mine its is cheap stealthed if deployed and can still attacks by Zephyr arty so you could kill of the frozen infantry with arty. It bothers me that if you build the Robotcontrolcenter you don’t get a new option too build robots.  

 

Stormchilds maybe get the Abrams treatment and so that the shoot they laser AND the rockets always it is a bit silly the shoot whit the laser and complain the got no ammunition left and vise versa.

 

I play mostly EA and USA online so i'm a bit biased  :whatoa: keep that in mind

If i got some time left to spare i will write my opinion about the other fractions too.

 

Ps how to make spoiler where you can hide what you wrote?



#351 JackoDerp

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Posted 31 August 2018 - 01:12 PM

also bug he can still be killed by terror drones if he used time freeze.

That's an Engine Limitation.

The buffs to Charon fix the problem where it never bothered to erase anything
also they are far more useful than you seem to consider. Any tanky unit is a viable target for these guys.

Everyone seems to be arguing over how Yunru came into such a position of power,

yet nobody is willing to explain how Rahn's weapon is able to teleport a pair of shorts.

 

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#352 Handepsilon

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Posted 01 September 2018 - 05:43 AM

Another necessary change but maybe remove the ability to attack infantry as well

you mean tanks?

there any good reason why Chrono Legionnaires can not delete the Stalin fist they can delete entire buildings but not some mobile WF? I would also like if they can attack the Madman most player don’t bother to make an escort and just drive into the enemies base, soviet and epsilon can easily counter this with a drakuv or some brutes. A mean Cryo choppers works too but takes some time. (Please give back auto attack for the Cryo)


This is mainly due to a bug with a deployed MADMAN. You see, when deployed, the sequence can no longer be cancelled eVen if the MADMAN is frozen or destroyed. The MADMAN weapon also kills the MADMAN itself.

Now if you somehow freeze a deploying MADMAN, the explosion still occurs, but MADMAN stays intact. It will also be EMP'd for eternity, which is a hassle because then the Haihead player cannot train it again until someone destroys it.

So to get that outta the way, MADMAN becomes immune to CLeg weapon. And to balance it out, Epic Units as a whole also become immune

Edited by Handepsilon, 01 September 2018 - 05:48 AM.

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#353 PACER

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Posted 01 September 2018 - 07:51 AM

Can Clairs have a special pointer when targeting Bridge Huts?


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#354 Speeder

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Posted 01 September 2018 - 08:06 AM

What do you mean?


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#355 Attenpeter

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Posted 01 September 2018 - 09:02 AM

JackoDerp

 

 

That's an Engine Limitation.

The buffs to Charon fix the problem where it never bothered to erase anything
also they are far more useful than you seem to consider. Any tanky unit is a viable target for these guys.

 

 

Mh i already suspectet that it was a limitation of the engine still sad to hear.  :sad:

Dont get me wrong i consider Charon tanks to be useful but except vs mastodons i dont see how a group of then does a better job than any of the t3 mbt (teslatank,Abrams,Catas nuva ...) which also are multi-role, way cheaper and require less micro. I mean Catas are good vs buildings, defenses and tanks, ok vs air and with desolators just obliterate infantry, while charon only are good vs smal groups of high hp targets and move slower.

 

Handepsilon

 

 

you mean tanks?

jeah i did mean tanks, my Proofreading sucks.

 

just wondering why cant get terror drones veteran status? First i thought engine limitation, but Volkovs dog can is he not some kind of terror drone, or is it because terror drones are an vehicle?



#356 JackoDerp

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Posted 01 September 2018 - 09:51 AM

which also are multi-role, way cheaper and require less micro. I mean Catas are good vs buildings, defenses and tanks, ok vs air and with desolators just obliterate infantry, while charon only are good vs smal groups of high hp targets and move slower.

That may or may not be the case, but you can't make any of those.
Charon's Big buff means that theres less multiple shots vs single targets, plus Charons are one of the only units in the game that can one-hit-kill a Mastodon or a Nuwa.
Charons also have quite a large range compared to most generic T3 tank destroyers, and I'd say you can make them work very well vs any faction that isn't Scorpion Cell.

Everyone seems to be arguing over how Yunru came into such a position of power,

yet nobody is willing to explain how Rahn's weapon is able to teleport a pair of shorts.

 

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#357 BotRot

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Posted 01 September 2018 - 10:17 AM

What do you mean?

I think PACER meant that Clairvoyants need to have a different cursor graphic when ordering it to plant a bomb on a bridge, like how the cursor will become a C4 icon when a Navy SEAL or Tanya is ordered to do the same.

 

Currently, the Clairvoyant (along with the Infiltrator) uses the standard "attack" cursor when it is hovered on a Bridge Repair Hut.


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#358 Speeder

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Posted 01 September 2018 - 10:20 AM

That whole Clairvoyant & bridges thing will probably be revised at some point anyway.


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#359 mrvecz

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Posted 01 September 2018 - 11:38 AM

That whole Clairvoyant & bridges thing will probably be revised at some point anyway.

The whole thing could be moved to the engineer. That they could demolish the bridge if you force attack the repair hub with them.



#360 BotRot

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Posted 01 September 2018 - 01:36 PM

 

That whole Clairvoyant & bridges thing will probably be revised at some point anyway.

The whole thing could be moved to the engineer. That they could demolish the bridge if you force attack the repair hub with them.

 

The Engineer can do so much already, they don't need another unique ability. Besides, it goes against the Engineer being the infantry that is unable to kill units.  


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