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#1 Shaithias

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Posted 17 September 2020 - 05:27 AM

So, there are a few issues with mental omega. Just a few. 

 

1. The borillo needs to be nerfed. It comes out too soon, and is too resistant to weapons at its own tier level. 4 borillos have a very decent shot at destroying an enemy con yard before 5 tanks can stop them. That's wrong. The borillo needs to be moved to require a battle lab, or its armor needs to be cut in half, or its dps against structures needs to be cut in half. One or the other. It is too strong too fast. 

 

2. The virus needs to be buffed. As is, the virus will lose to a dog that runs up to her and attacks her. There are several options.
Option A: The virus is now stealth, and has a 25% higher move speed.
Option B: The virus shot is an instakill.
Option C: The virus range is doubled. 

3. The Ally grand cannon does far too little damage. It needs a damage buff, especially against buildings and infantry.

 

4. Soviets need more units that can deal with mind control.

5. The hazequad needs to cloak itself when deployed, or it needs to self repair.

 

6. The magnetron needs to move faster, and it needs to self repair.

 

There needs to be an option that enables economic hardship for the AI. The AI gets all of the normal AI tricks it gets on insane, but its money resources are normal, and they can be stopped by a savvy human player looking to manipulate and cripple the AI's economy.



#2 MasterLeaf1

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Posted 17 September 2020 - 01:27 PM

So, there are a few issues with mental omega. Just a few.

1. The borillo needs to be nerfed. It comes out too soon, and is too resistant to weapons at its own tier level. 4 borillos have a very decent shot at destroying an enemy con yard before 5 tanks can stop them. That's wrong. The borillo needs to be moved to require a battle lab, or its armor needs to be cut in half, or its dps against structures needs to be cut in half. One or the other. It is too strong too fast.

2. The virus needs to be buffed. As is, the virus will lose to a dog that runs up to her and attacks her. There are several options.
Option A: The virus is now stealth, and has a 25% higher move speed.
Option B: The virus shot is an instakill.
Option C: The virus range is doubled.

3. The Ally grand cannon does far too little damage. It needs a damage buff, especially against buildings and infantry.

4. Soviets need more units that can deal with mind control.

5. The hazequad needs to cloak itself when deployed, or it needs to self repair.

6. The magnetron needs to move faster, and it needs to self repair.

There needs to be an option that enables economic hardship for the AI. The AI gets all of the normal AI tricks it gets on insane, but its money resources are normal, and they can be stopped by a savvy human player looking to manipulate and cripple the AI's economy.


I can see what you're trying to tell in all points but 2 and 5 makes no sense to me... Virus is one of the strongest infantry killer which can decimate infantry hordes. But making it stealth, increasing its movement speed and increasing in range will make it one of the over powered units in MO. Do you use virus alone?? Saving it from dogs has been an easy task for me.

Oh god an entire army which has no trace of being there?? Do u want that?? Well it will be so annoying to fight against..

#3 Divine

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Posted 01 October 2020 - 02:21 PM

>Borillo

Most people wall in their ConYards for this reason amongst others, but I agree, the Borillo is way too good for its tier, and in the last MO release, it's armor even got buffed, IIRC.

>Virus

1v1 it's one of the worst dedicated anti-infantry due to the delay of damage, but in a blob vs blob fight, the virus clouds and the AoE when the warhead finally explodes evens it out. Except against certain Foehn infantry, especially Giant and Godsbanes, which eat up Virus shots as if they just tickled, and Deviatresses, which are probably the nastiest hard-counter, not counting vehicles. IMHO a minor range buff (or range nerf for Deviatresses), and a substantial damage buff against super-heavy infantry is in order.

>Grand Cannon

One of the cornerstones of this mod is making base defenses next to useless, which is especially true for tier 3 defenses. I never noticed the Grand Cannon to be worse than its counterparts, but I might be wrong, and if it is, then I guess it should be buffed.

>Soviets and mind control

Adepts are a non-issue, and Masterminds are already hard-countered by half of Russia's and China's arsenal.

>Hazequad

We had cloaking generators that also cloaked themselves in Tiberian Sun, and after 21 years, we still hadn't recovered from the PTSD. And why would it need self-repair? 

>Magnetron

The Magnetron needs to be reworked along with its entire faction, because right now it all depends on two gimmicks, and the Magnetron is one of them. 


Edited by Divine, 01 October 2020 - 02:23 PM.

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#4 CrimsonRaider

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Posted 28 October 2020 - 02:22 PM

The T3 defences are not really worth spending money on them. Except the plasma cutter one from Foehn.

 - The Antares should deal a bit more damage against infantry.
 - Grand cannon is inaccurate, it should need an overall damage buff, and plus range. This way it would be the longest range defense again just like in RA2 (Plasmerizer does not coun right now since it's an unique one).
 - Hammer defense has a delay, to compensate it should have a bigger seismic radius.



#5 Handepsilon

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Posted 02 November 2020 - 08:53 AM

Grand Cannon is inaccurate when faced with higher cliff height yeah, because unlike other weapons, the cannon is a parabolic projectile. All parabolic projectiles are horribly inaccurate in this regard

Neutralizer is really good because.... well, it's a continuous damaging defense, which means its' less likely to overkill anything, making it less punishing to spam out and easier to redirect fire with.

 

Antares Battery.... last I used them, they barely did any damage even against armor. Not even sure if the modifier or damage is correct at all.

 

Hammer Defense was actually the best before Neutralizer came in, especially when the Hammer had no delay, which actually made them a bit *too* useful because there was no way to avoid them when they shoot, and no way to detect where they are when they fire.


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