Patch 3.3.4 Proposed Changelog
#101
Posted 01 July 2018 - 11:46 AM
#102
Posted 01 July 2018 - 11:51 AM
Latin Confederation needed on upgrade of AA rockets on Catastrophe tanks , because without this it will be uncompetitive against some factions as a Coronia ( upgrade of Pteranodon's HP on 12% (from 800 to 900)- it's too).
Have you heard of our lord and saviour the mighty Flaktastrophe?
You can put things other than Desolators in Catastrophes, you know.
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.
#103
Posted 01 July 2018 - 12:02 PM
Latin Confederation needed on upgrade of AA rockets on Catastrophe tanks , because without this it will be uncompetitive against some factions as a Coronia ( upgrade of Pteranodon's HP on 12% (from 800 to 900)- it's too).
guess you haven't played MO in previous patches
#104
Posted 01 July 2018 - 01:30 PM
Latin Confederation needed on upgrade of AA rockets on Catastrophe tanks , because without this it will be uncompetitive against some factions as a Coronia ( upgrade of Pteranodon's HP on 12% (from 800 to 900)- it's too).
one flaky boy is all you need
Cease or I will have to use D E A D L Y F O R C E
#105
Posted 01 July 2018 - 02:04 PM
please remove AI ability to train spies early, thx
Impossible by default due how the prequesitive works from what i recall.
Maybe you could do the same thing as with the siege tanks. In early stages of the game, they don't attack. Is there some kind of delay in those tasks?
#106
Posted 01 July 2018 - 04:27 PM
Latin Confederation needed on upgrade of AA rockets on Catastrophe tanks , because without this it will be uncompetitive against some factions as a Coronia ( upgrade of Pteranodon's HP on 12% (from 800 to 900)- it's too).
Ehhh...even if this was necessary, it would be better if Vultures were buffed instead. If their AA were buffed, Catastrophes would become Abrams++: a single unit that is good against everything and can be easily spammed.
#107
Posted 01 July 2018 - 05:11 PM
Catastrophes are already Abrams++
Vultures do not need buffs
Soviet players just need to be more intelligent.
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.
#108
Posted 01 July 2018 - 05:48 PM
...
additional suggestion:
I think foehn needs the ability to build an empty refinery (without minermite) from armory tab, this construction option should be unlocked around mid game (either from loom/cyberkernel (?) or from full tier 3)
Why, tho?
Mostly due to build time considerations
Foehn gets the worst numbers not counting multiple refs
...And while epsilon and soviets rival each other for the fastest build (epsilon can unlock T3 faster than soviets by a good amount (7%) -even supers and late game marginally faster) but on the long run nuclear reactor becomes better by supplying enough power to defences without adding construction time)
...Foehn is consistently slower than allies, so I'm not asking to change that but to improve mid game foehn building times and add some relief to a clunky miner behavior
Finally, i would like to request a +70 / +75 (total +170 / +175) power output for allied turbine and a proportional cost increase (+ $140 / +$150) xd
this way allies would fit a mid ground between epsilon and soviets on the T3 unlocko thing without changing much late game balance but definitely bringing some relief
edit: last thing was added to prevent northfirez commenting again about allied power problems, I sincerely hope it works
note: I'm using 3.3.4 values on this comment
Edited by TeslaCruiser, 01 July 2018 - 05:54 PM.
#109
Posted 01 July 2018 - 11:27 PM
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
#110
Posted 02 July 2018 - 02:44 AM
Isn't Foehn refinery build time already buffed tho? I don't think it's necessary
We could always make that explosion more devastating, making it risky for the player to have a nuclear reactor close to his valuable structures. Right now the explosion doesn't do much, it's more of a cosmetic thing even.
We can increase its' damage to structures. Now one would argue that it could be used to destroy enemies by building the reactor close to their base, but remember : units don't auto-acquire buildings that can't attack, and it's hard to actually destroy something that is planted deep inside the enemy base. Chances are your enemy will be smart enough to spy/capture the reactor. Whether they'll sell it or not is up to them.
Of course, there's also Chronolift + Ivan issue.... but I think that's minor atm? Plasmerizer + Chronolift is also a thing....
Edited by Handepsilon, 02 July 2018 - 02:51 AM.
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#111
Posted 02 July 2018 - 02:34 PM
Isn't Foehn refinery build time already buffed tho? I don't think it's necessary
We could always make that explosion more devastating, making it risky for the player to have a nuclear reactor close to his valuable structures. Right now the explosion doesn't do much, it's more of a cosmetic thing even.
We can increase its' damage to structures. Now one would argue that it could be used to destroy enemies by building the reactor close to their base, but remember : units don't auto-acquire buildings that can't attack, and it's hard to actually destroy something that is planted deep inside the enemy base. Chances are your enemy will be smart enough to spy/capture the reactor. Whether they'll sell it or not is up to them.
Of course, there's also Chronolift + Ivan issue.... but I think that's minor atm? Plasmerizer + Chronolift is also a thing....
Does chronolift work on such an epic structure? (it does work on stalin tho but not on boid)
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#112
Posted 02 July 2018 - 05:36 PM
As far as I know Chronolift works on any buildings
(Which doesn't include units that deploy into buildings, except for deployed Stalin's Fist)
Chronolift + Plasmeriser is something that everyone gets to see every once in a while.
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.
#113
Posted 02 July 2018 - 07:12 PM
ok, i guess im out of the loop on this one, so someone please tell me rationally and kindly why, for the love of all fuckheads, pteranodons keep getting buffed? in MY book (i might be wrong of course) they are so brokenly OP, but since the devs thinks 800-875 was the right thing to do, i can only suspect im doing something wrong. so someone please tell me why, besides mass flak.
also, bomb truck/buggy self-resistance is neat now if only that applied to my own buildings too. i build those trucks with the intent to send them at my enemys base, not have them harrier-sniped in my own base, right out of the gate, having them destroy everything, because thats fair.
Edited by FixenFrøjte, 02 July 2018 - 07:13 PM.
#114
Posted 03 July 2018 - 12:47 AM
Risk and Reward
As for Petranodons, I’m not exactly sure why they insist on buffing the health since late game they just become an unstoppable blob but hey nerfing speed is a good way to go.
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
#115
Posted 03 July 2018 - 02:08 AM
1.The Epsilon stolen tech unit-the Salamander seems ridiculously overpowered with multi-ARO launchers,a ranged confusion ray and an AOE confusion field.It wouldn't be bad if the ranged confusion ray was removed-removing the AOE confusion field would underpower it a bit too much
2.The Foehn stolen tech unit-the Archelon does not seem to be a proper reverse-engineering of Epsilon tech.An anti-personnel Nanoid Cannon is not a justified weapon for such a tanky unit.Removing that in favour of a Sonic Emitter with a range a few notches shorter than the Shadray(about 9-10) and adding a Stasis Grenade Launcher would make it perfect.
The Stasis Grenades are nothing but simple shells filled with specialized nanites that on contact with enemy forces,turn into an adhesive layer that prevents movement for,like 6-7 secs.Basically,the Foehn version of the Chinese EMP.
And one more thing-the Archelon's Sonic Emitter should not be anti-air.Also don't remove the permanent cloak.
3.The Epsilon stolen tech unit-the Dybbuk Seizer feels rather superfluous.A Mastermind with wings just is not kosher for many.I mean,why would you have such a thing when you already have Adepts,Elites,Masterminds and Psychic Towers?A good replacement for it could have magnetic weaponry like the Magnetron,and have medium range psionic weaponry,something akin to what the Resheph uses.
4.The Foehn infiltration unit-the Clairvoyant is horribly underpowered compared to the Allied Spy,the Soviet Saboteur and the Epsilon Infiltrator.It would be good if instead of a drone,it were to be built as an android-similar to the Terminator.And on applying Nanofibre Sync,the Duplicant should also look like an android,with it's purpose unchanged.
5.The Foehn Revolt's lack of a proper underwater combat submarine hurts them pretty bad against the Soviets and the Epsilon.Don't get me wrong-the Angelshark's role is support,not attack.And it's not as if the Swordfish,the Whipray and the Leviathan have depth charges.So a sub on the lines of the Soviet Typhoon and the Epsilon Nautilus would be a good idea.
6.It seems unfair that while the Last Bastion can put their Boidmachine in a Warturtle,Haihead can't do the same for their M.A.D.M.A.N.Either make the Boidmachine too heavy to transport,or make the M.A.D.M.A.N transportable.
I would like to see these suggestions implemented in the next update.Keep up the good work you are doing,Mentalmeisters!
#116
Posted 03 July 2018 - 03:56 AM
2.The Foehn stolen tech unit-the Archelon does not seem to be a proper reverse-engineering of Epsilon tech.An anti-personnel Nanoid Cannon is not a justified weapon for such a tanky unit.Removing that in favour of a Sonic Emitter with a range a few notches shorter than the Shadray(about 9-10) and adding a Stasis Grenade Launcher would make it perfect.
The Stasis Grenades are nothing but simple shells filled with specialized nanites that on contact with enemy forces,turn into an adhesive layer that prevents movement for,like 6-7 secs.Basically,the Foehn version of the Chinese EMP.
And one more thing-the Archelon's Sonic Emitter should not be anti-air.Also don't remove the permanent cloak.
3.The Epsilon stolen tech unit-the Dybbuk Seizer feels rather superfluous.A Mastermind with wings just is not kosher for many.I mean,why would you have such a thing when you already have Adepts,Elites,Masterminds and Psychic Towers?A good replacement for it could have magnetic weaponry like the Magnetron,and have medium range psionic weaponry,something akin to what the Resheph uses.
4.The Foehn infiltration unit-the Clairvoyant is horribly underpowered compared to the Allied Spy,the Soviet Saboteur and the Epsilon Infiltrator.It would be good if instead of a drone,it were to be built as an android-similar to the Terminator.And on applying Nanofibre Sync,the Duplicant should also look like an android,with it's purpose unchanged.
5.The Foehn Revolt's lack of a proper underwater combat submarine hurts them pretty bad against the Soviets and the Epsilon.Don't get me wrong-the Angelshark's role is support,not attack.And it's not as if the Swordfish,the Whipray and the Leviathan have depth charges.So a sub on the lines of the Soviet Typhoon and the Epsilon Nautilus would be a good idea.
2. The Archelon is supposed to be antithesis of HQ's Shadow Tank. The Foehn steals the stealth technology in particular. It counters Epsilon's mass infantry doctrine and has protection against Mind Control (which I think stays for 3.3.4?). Sonic Emitter would arguably make the tank a bit too powerful since it not only severely damage infantry en-masse, it also destroys buildings quickly.
3. A mastermind as a jet can be dangerous. I mean, jets in general are dangerous... haven't you ever experienced jets sniping your stuff. With Dybbuk-S, you can potentially cause havoc and get away scots free.
4. I dunno. It is VERY tanky and spammable for a spy. It can also speedboost with Spinblade. A dangerous number can deplete a player's cash in an instant while still enough to infiltrate barracks/war factory and maybe lab/conyard.
5. Swordfish attacks underwater units. It does its' damage well. Maybe TOO well.
Other than that....
1. Salamander is rather powerful. Dunno about removing one mean.... if something has to go, I'd rather it be the AoE confusion
6. Must be an oversight...
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#117
Posted 03 July 2018 - 06:21 AM
3.About the Dybbuk Seizer-I do agree it is a very notorious unit for harrassment,but I just haven't taken kindly to the concept.
4.An infiltration unit capable of disguising is more utilitarian than one with exceptional speed.A cloaked infiltrative is even better.So I think a Clairvoyant with disguising capability or a cloaking field would be great.
5.I'm afraid I had forgotten for a moment that the Swordfish can attack subs.
1.I disagree.Getting rid of the AOE confusion field will make the Salamander vulnerable to ground fire and thus weaken it a little bit too much.
Edited by Drezalnor, 03 July 2018 - 06:27 AM.
#118
Posted 03 July 2018 - 08:33 AM
Archelons are absolutely terrifying from the Epsilon perspective, Stealthed, MC immune and Infantry annihilators. A perfect combo for a Foehn - Epsilon Stolen Tech, no?
Clairvoyants excel at having utilities outside of infiltrating. Detectors, Spy detectors, Amphibious, destroys bridges and can be nanosynced into Duplicants. Also they're reasonably tanky and MC/Radiation Immune. And CHEAP.
Salamanders ARE very powerful, but there should be an actual reward for getting Stolen Tech units considering you need two successful infiltrations since 3.3.2, and Foehn arguably have the easiest anti-spy equipment so thats on you if the enemy gets Salamanders.
Also Angelsharks and Swordfish lol on subs, and boats, and pretty much everything. Its kinda ridiculous.
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.
#119
Posted 03 July 2018 - 09:02 AM
Latin Confederation needed on upgrade of AA rockets on Catastrophe tanks , because without this it will be uncompetitive against some factions as a Coronia ( upgrade of Pteranodon's HP on 12% (from 800 to 900)- it's too).
Have you heard of our lord and saviour the mighty Flaktastrophe?
You can put things other than Desolators in Catastrophes, you know.
You mean weakest anti-air infantry...
#120
Posted 03 July 2018 - 09:07 AM
Latin Confederation needed on upgrade of AA rockets on Catastrophe tanks , because without this it will be uncompetitive against some factions as a Coronia ( upgrade of Pteranodon's HP on 12% (from 800 to 900)- it's too).
Have you heard of our lord and saviour the mighty Flaktastrophe?
You can put things other than Desolators in Catastrophes, you know.
You mean weakest anti-air infantry...
Clearly you are uneducated sir, the power of the mighty flak trooper is not something to trifle with.
Flaktatrophes will beat Pteranodons, no problem.
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.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users