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MO 2.0 - Psi P2: bug report, feedback, and suggestions thread


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#221 Darkstorm

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Posted 15 October 2009 - 11:24 PM

Gaia is a seige unit. Use combinations not just one unit, use floating disks, use Rahn (he isn't that bad) along with tank assaults. The key to defeating a Centurion is early detection.

#222 Speeder

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Posted 15 October 2009 - 11:30 PM

Honestly the only way to beat that damn thing as yuri is with stealth tanks. And that only works if your opponent is dull enough to send it alone. It takes so many starflare attacks, to kill it. Honestly, that Gaia sounds like a gift from above.
Can anybody tell me how yuri is supposed to kill a Centurion with boris and 2 tesla troopers in it and a 5 half trak guard?


Magnetron micro?

Also, why do you think Yuri's defenses are weak? Railgun Towers are nowhere behind others' defenses. And now, Tank Bunkers can be garrisoned with Deviation Fists what creates a pretty dangerous defense, something to "recompensate" lack of mind-controlling one.

As for Shadow Tanks, I heard that lots of people abused their power when used in massive amounts in early game so what it got now is a nerf - got moved to T3.

And Starflare is a bomber, not a fighter - it's effective against buildings and defenses mostly. I am open for suggestions, still.

Edited by Speeder, 15 October 2009 - 11:33 PM.

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#223 Gamr973

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Posted 16 October 2009 - 12:41 AM

Lol I just found out about magnatrons being able to kill centurions in my last match. I just stared and said what the hell as he dropped my centurion on a cliffside. I was pretty happy, and pissed at the same time.

The reason I don't like the railgun tower is because of results.
For the Soviets a battle bunker on each side and at the center of an enterence each with 3 tesla troopers and 3 conscripts plus an overcharged tesla coil on each side. 85% Effectiveness
For Allies a grand cannon on each side of an entrence with 4 or 6 prism towers nearby and a pillbox. 70% Effectiveness
For Yuri I usually set up 4 railguns and a seraphim. 50% Effectiveness at best
Now those are without AA I usually set AA vehickes on waypoints for defence, or which gatling tanks are the worst for Airstrikes.
Can the deviation fist hit aircraft? Let's see..... 800ish for the bunker, probly 1400 or 1600 the deviation fist, sounds like a good defence. It could lower enemy damage, buying a few more shots for the Railgun towers.
I think that if you made the railgun hit multiple units at once for less damage it would have some sort of advantage over its tesla and chrono counterparts.
Are the shadow tanks getting any other changes? I usually don't bother with them till lategame anyway. If they have the same price and maybe with a small stat boost, they could be useful.

As for the starflare, I think that it, along eith the MiG, need to be toned down. The allies are supposed to have the best airforce, the starflare and mig can both destroy a nuclear reactor in a group of 4. Its gotten to the point where I put 6 half tracks eight next to my reactor and have 10 patroling the boundrys of my base. 75% of the time, that's the AIs highest priority target, which makes sense, but 4 migs or starflares shouldn't be able to blow a nuke reactor. Especially with how fast and easy the AI replaces them. Hell, MiGs are under 1000 with the industrial plant, meaning you can build 12 of them for under 10,000.

Can somebody tell me why the majority of my posts, which I mean to keep short, end up like 5 paragraphs long.
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#224 Speeder

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Posted 16 October 2009 - 01:09 AM

Deviation Fist costs 1100$ in 3.0. We will sort it all out during skirmish/multi beta tests.

I don't know why do they, but they are a valuable source of feedback, Gamr. :p

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#225 Gamr973

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Posted 16 October 2009 - 01:34 AM

Probably because there are more people to come across bugs and inbalances. So can deviation fists hit aircraft? Also what kind of damage do they deal to vehicles and infantry?
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#226 Speeder

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Posted 16 October 2009 - 01:45 AM

Chaos infliction. Deviation Fist is already available as a Chaos Force special unit in 2.0psi, you can test it if you haven't seen the unit yet. :p And no, it can't attack aircrafts but it has pretty damn long range for both chaos and explosive missiles (antistructure ones).

Edited by Speeder, 16 October 2009 - 01:45 AM.

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#227 Gamr973

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Posted 16 October 2009 - 02:12 AM

I like the deviation fist, I just figured since it wasn't a country specific unit anymore it would have been changed a bit. That and I was hoping he would get a better AA vehicle. The gatling ones aren't real great for airstrikes because fast moving targets don't give them time to rev up their barrels. Airstrikes are my biggest frustration in MO.
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#228 Gamr973

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Posted 16 October 2009 - 06:59 AM

The AI teamate I had last round was a real prick. I saw him sending in 4 kirovs, so I sent in 10 floating discs to support the kirovs long enough to destroy the conyard. Unfortunately right before the kirovs were within range of the patriot missles he turned them, and his supporting SCUD launchers around. I lost all but 2 of those discs.
How come the AI is so much worse on my team? I never see them producing too early kirovs or prism tanks... prism tanks with just a power plant and a con yard.

Also, at one point in a 1v2 match both my opponents basically gave up. They completely stopped attacking and didn't even bother to build harvesters to replace the ones I killed. It was annoying cause I was using Yuri and my game started lagging.
Is the 3.0 open beta gonna have updated AI? The AI is pretty good, but it still does stupid things.
Oh, and is it possible to modify pathfinding info? I've seen units walk 100 cells the out of the way just to keep from crossing a bridge. That and I see a lot of tanks driving around enemy infantry.
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#229 pykenike

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Posted 17 October 2009 - 10:08 AM

The centourion doesn't move when you select a navel unit out of its range. I had to move it to a certain position before it was able to shoot the vessels.

#230 Darkstorm

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Posted 17 October 2009 - 11:18 PM

I believe almost every unit is like that, I refer to it as "the naval effect".

Was in Red Alert 1, not 100% sure about Red Alert 2, but was is Red Alert 1 for sure.

Edited by Darkstorm, 17 October 2009 - 11:19 PM.


#231 pykenike

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Posted 19 October 2009 - 10:38 AM

I believe almost every unit is like that, I refer to it as "the naval effect".

Was in Red Alert 1, not 100% sure about Red Alert 2, but was is Red Alert 1 for sure.


is that also the case for subs that detect cloaked units on land? I was able to just put a typhoon sub and detect all the units on the bridge!

#232 OmegaBolt

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Posted 19 October 2009 - 12:01 PM

RA2 uses cloaking as a way to create underwater units, thats all. If you make land units cloak they use the same system.

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#233 Darkstorm

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Posted 19 October 2009 - 11:15 PM

That would be sensors, sub = boat that cloaks, there is no difference in the RA2 engine. In RA1, because there was but in RA2 there isn't.

#234 Laro24

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Posted 21 October 2009 - 08:51 AM

In Soviet mission Red there is A bug, sometimes the Gattling Tanks are attacking the base, when I came there, almost everything was destroyed. Airpad still stands but no Migs. ^_^

Can you just not make that you build Migs on that airpad? ^^

Edited by Laro24, 21 October 2009 - 08:53 AM.


#235 Speeder

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Posted 21 October 2009 - 11:40 AM

Nah, that's fixed. Epsilon will no longer attack the outpost until you get there.

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#236 Laro24

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Posted 21 October 2009 - 07:35 PM

It was probally because of that Spy Plane, I don't know, I will play it again when 3.0 has comes out. ^_^

Edited by Laro24, 21 October 2009 - 07:36 PM.


#237 Speeder

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Posted 28 October 2009 - 04:53 PM

It was because - well, that outpost was an enemy for the Epsilon so if Epsilon forces got into the camp (or Slave Miners got there) - they destroyed it. Now Epsilon will not attack the camp before you arrive there.

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#238 zocker4ever

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Posted 29 October 2009 - 09:13 AM

I had the Idea of a Disc-Facility for Yuri, there you can build all your discs and let repair them.
The shp for the building could be a modified Lunar Rocket Silo (or whatever it's called).

#239 Darkstorm

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Posted 29 October 2009 - 09:42 PM

There can only be one factory per side I believe. Besides the floating disk is the only disk and Speeder isn't adding anymore, the Salvage disk got removed.

#240 Speeder

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Posted 30 October 2009 - 10:32 PM

Indeed. Yuri's getting his field repair no more. But his income methods will recompensate this disadvantage.

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