MO 2.0 - Psi P2: bug report, feedback, and suggestions thread
#221
Posted 15 October 2009 - 11:24 PM
#222
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.
#223
Posted 16 October 2009 - 12:41 AM
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.
#225
Posted 16 October 2009 - 01:34 AM
#226
Posted 16 October 2009 - 01:45 AM
Edited by Speeder, 16 October 2009 - 01:45 AM.
#227
Posted 16 October 2009 - 02:12 AM
#228
Posted 16 October 2009 - 06:59 AM
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.
#229
Posted 17 October 2009 - 10:08 AM
#230
Posted 17 October 2009 - 11:18 PM
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
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!
#233
Posted 19 October 2009 - 11:15 PM
#234
Posted 21 October 2009 - 08:51 AM
Can you just not make that you build Migs on that airpad? ^^
Edited by Laro24, 21 October 2009 - 08:53 AM.
#236
Posted 21 October 2009 - 07:35 PM
Edited by Laro24, 21 October 2009 - 07:36 PM.
#238
Posted 29 October 2009 - 09:13 AM
The shp for the building could be a modified Lunar Rocket Silo (or whatever it's called).
#239
Posted 29 October 2009 - 09:42 PM
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