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


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#141 StormRider

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Posted 27 March 2009 - 01:10 AM

Suggestions.
1) Add flamethrower infantry for Soviets. With fireballs like in RA1. This will be Soviet answer on Allied SEAL
2) Replace Rhino tanks with dual barreled heavy tanks in RA1 style, but more advanced. Because rhinos looks like cheap version of Mammoth :( RA1 style tanks looks more technological advanced. Rhino can remains to one of Soviet subfactions.
3) In mod resources i found model of ion cannon uplink center. You may add this as tech structure to some maps and missions. Capture of this building will give for player ion cannon superweapon
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#142 Speeder

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Posted 27 March 2009 - 10:17 AM

1) Soviets don't need an equivalent of Allied SEAL, neither does Epsilon have one. Their infantry is supposed to be used en masse and they still have Desolator which is pretty effective unless enemy has snipers. But this is Soviet disadvantage that they have to use different methods against such units than creating just another sniper. And logically speaking, it would be wierd to have Flamethrower stronger than high-tech trooper Desolator is.

2) You really want two barreled heavy tank? I've always liked original Rhino design best of all Soviet tanks. :evgr:

3) Oh, Ion Cannon? That's a mystery.. :)

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#143 StormRider

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Posted 27 March 2009 - 04:01 PM

1) Oops. I forgot about desolator %)
2) I like old. It looks more high tech. But this is your own. And i think rhino can have better model, which looks more like on cameo
3) Yes. This is interest idea. But you can replace ion cannon with laser cannon or something like it :evgr:

And some new questions.
4) On some screens i see new nice terrain. Will you make it in next versions? Or if this not possible when i can download it?
5) I found badger bomber in rules.ini and model. It will return in next versions?
And thanks for best mod for YR! Keep good work! :)
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#144 Speeder

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Posted 27 March 2009 - 06:00 PM

Screenshots with alternate terrain are old in fact. Mig Eater was doing it but in the end MO won't ever get new terrain.

Badger, badger, badger, badger.. nope, sorry.

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#145 o8ao

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Posted 05 April 2009 - 09:30 PM

i now got problem with mission 5 i got no reveal option even though i got a epsilon radar. i even capture the nearby soviet power plant but to no use....

Edited by o8ao, 06 April 2009 - 10:36 AM.


#146 StormRider

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Posted 06 April 2009 - 12:32 AM

Will gates have sounds "open" and "close"?
In many mods this not realised. But this is possible and easy to realise
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#147 o8ao

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Posted 06 April 2009 - 10:34 AM

y is there no reveal option in the armory bar during yuri mission 5. i got a seraph, a barrack and the epsilon radar. is it a bug???

Edited by o8ao, 06 April 2009 - 10:34 AM.


#148 Abrams Tank

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Posted 06 April 2009 - 07:39 PM

@ o8ao: im pretty sure Speed didn't add the reveal in that mission, because if you go up north you can find a tech satillite hack center (driller transport or hover need) reveals the whole map so no to the reveal. ;)

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#149 Speeder

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Posted 06 April 2009 - 10:05 PM

Listen to the man above speaking. :thumbsupsmiley:

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#150 Thrash Metal Rules

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Posted 07 April 2009 - 12:30 PM

Now I'd really like to say a couple of suggestions [and bug reports] about the mod...

1] The campaign: The campaign maps look really good indeed and they seem to be created by Westwood members themselves, but unfortunately they suffer of a BIG problem: gameplay. What's wrong with the gameplay? The wrong thing is that in [almost] every map, you have to destroy all enemy units and structures in order to finish the level. I was really annoyed as I couldn't finish some levels because of this, for example in mission 8 of the soviet campaign I looked everywhere for enemy units and I spent like 30 minutes looking for them [and after I found the last enemy INFANTRY I didn't even get the mission accomplished message...]. There is really no sense in looking for the last remaining gatling cannon in the map, you should make that in order to win the level you have to destroy key buildings [such as war factories, barracks, construction yards, cloning vats...], because looking for infantry\defenses in the map really gets annoying after a while.

2] The soviet side is really unbalanced compared to others: While the allies have Gap Generators and the Epsilon have Cloak Generators, what do the soviets have? Absolutely nothing. But I really don't know what one could put for them... Maybe radar arrays like the ones in tiberian sun? [so that they detect both stealth and subterranean units near their base]. Also some units are completely useless... For example the Crazy Ivan is perphaps the most useless unit in the game and I'll tell you why: Let's compare Crazy Ivan with Navy SEAL [Yes they're supposed to be the counterpart of eachother]: Crazy Ivans are slower, they can't swim and they get killed more easily, but the really problem with them is that their dynamite is absolutely useless. I mean, one navy seal could destroy any structure with his C4 ISTANTLY, but what about Crazy Ivans? Not only their dynamites take a lot of time before detonating [not that it's a bad thing, after all] and can be deactivated by engineers, but one dynamite doesn't even destroy a war factory I think! Come on... the bomb should be able to destroy a Construction Yard without any problem, the only thing Crazy Ivan does well is destroying bridges. In my opinion, the Crazy Ivan's bomb should be able to destroy EVERYTHING [because SEALs CAN without having to wait for the bomb to detonate but Crazy Ivans CAN'T], with maybe the only exception for the centurion siege crawler [well Tanya herself can't destroy it with one C4 so...].

The soviet siege chopper would be a good unit despite it's low armor and the fact that it could be easily mind controlled once deployed, but unfortunately it's range makes it pretty useless... You should make it able to fire from greater distances. The kirov airships often waste all their bombs while still approaching the target, and I doubt this is a good thing. The Akula Sub is too weak if we compare it to the Aegis Cruiser [which is in my opinion an overpowered unit, able to destroy an army of kirov airships in a matter of seconds], the idea of an anti air sub is very good though. And thank you for fixing those annoying Terrorists, because when one got shot all the others died with him. Now this doesn't happen anymore, fortunately, and the terrorist is now a kinda useful unit [even though you should make it more powerful against structures]. The Dreadnought missiles are pretty weak and they get destroyed before hitting the target too often... I also don't like the Iron Dragon very much, for the fact that after he shot his iron fireball at enemy tanks they will destroy it immediately and he has no defense against attacks like these. I would make it shoot an EMP ball instead of an iron ball, blocking enemy units for enough time to make the iron dragon able to shoot again some seconds after the units reactivated. But I don't think this is needed at all, but since we're talking about EMP, there is one thing that IMHO is needed. The EMP superweapon that can be captured by engineers is a good idea, unfortunately the emp waves it sends last for, like, two seconds, and this makes this superweapon completely useless.

3] Allied side: Probably the more balanced and strong faction, yet it has some things that I don't like very much. The first of them is definitively the Battleship. Don't get me wrong, I like it, but... what's the point in having a battleship if the allies have already the aircraft carrier? You see, when one is able to build battleships [that are indeed overpowered] he will never build aircraft carriers again... There is really no point in having the battleship in Allied arsenal, at least in Skirmish. The Tank Destroyer looks overpowered to me as well, I mean, some of them are able to turn centurion siege crawlers and apocalypse tanks into ashes in a matter of seconds... Plus I found them to be quite effective against infantry as well... You should make them less powerful, by reducing their armor, their firepower [just a bit] and their effectiveness against infantry. Also did you notice that the battle fortress [and also the apocalypse tank] is bugged? Sometimes it becomes very, very, very slow for no reason. The chrono tank [I think it's called Phalanx tank or something] could be a very useful unit in the allied arsenal... Also one thing, I haven't tested this in mental omega but did you increase Osprey's health? I remember playing a yuri's revenge map time ago and I had to kill some boomers near a yuri base, but when I used my destroyers to attack them the ospreys got destroyed immediately by gattling cannons like they were made of paper...

4] Yuri side: I think what yuri really lacks is a decent tank. I mean, they have the useful Masterminds and Chaos Drones and Lasher Tanks do their job quite good, not to mention shadow tanks and kamoos cannons. The problem is that none of these things is actually useful when a player sends to your base endless waves of apocalypse or abram tanks [and maybe even decimator and robot tanks]. Yuri has really no form of defense against this, and I think what they truly need is a tank that could stand against those other tanks, and actually this tank is already in the game itself. Yes, it is the mammoth tank you get from the time machine. In my opinion, there is no sense on getting this tank only when a time machine is captured, because: 1] The mammoth tank was used during Great World War II by soviets so why use a tiberium universe tank that is not that different from it? 2] Yuri could have simply stolen the plans for the mammoth tank [Like what he did for the graveler device, which is, or well, actually was, based on the abandoned M.A.D. project], and modified it a bit, to make it a perfect heavy tank that, while not as strong as the apocalypse tank, could be really useful. The tesla adept, while it does his job in a pretty good way, is bugged: he gets stuck in trees and other things like that. Why doesn't Yuri give his best soldier, Rahn, a small cloak generator? He has so many of them... Rahn is quite good at taking out small groups of enemy infantry or tanks but when the number of enemy units is high there is little he can do. So why not give him a cloak generator that makes him appear out of nowhere to turn into loyal brutes infantry he finds? Because without cloak generators he could be easily killed by a small group of desolators before he can kill all of them [unlike tanya or boris that can make short work of any ground unit around]. One more thing about Yuri, the brutes spawned by the genetic mutator are too weak, I mean the AI often uses that to enemy bases but all the brutes get killed before they can kill anything else. Maybe if the genetic mutator turns infantry into stronger brutes than the one trained at barracks they could be more useful... Like if you make them able to smash a grizzly tank with two bashes.

5] Civilian\Tech side: This is not really a side but I'll give some suggestions about it anyways:

The cargo truck should be available to all sides
The police van is useless because it can't target enemy units. Units inside the truck will only attack tanks, units and defenses nearby but not buildings because the truck itself doesn't have an attack and therefore you can't order the units inside the truck to attack something. Why don't you add some sort of null-attack to make the units inside target whatever you want?
The cyborg is a good unit but the sprites look terrible. In my opinion Tiberian Sun Cyborg Commando's sprites would fit very well for this unit...
The cowboys can't do damage to buildings anymore? Thank you, they were so annoying......

Well that's it I guess, if I think about something else I'll let you know, I think this post is very long and I thank you for your attention and I hope you will find my bug reports and suggestions useful. Btw did I mention that this mod is brilliant? Perhaps the best yuri's revenge mod I've ever played... Keep up the good job :thumbsupsmiley:

Oh, and sorry for my terrible English.

EDIT: Oh, what is that weird floating mask that uses starcraft sounds supposed to be lol? It isn't even that strong...

Edited by Thrash Metal Rules, 07 April 2009 - 12:33 PM.


#151 Darkstorm

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Posted 10 April 2009 - 08:16 PM

1] yeah I know...

2] Crazy Ivan was created before the decision to make SEALs avaliable to allies in skirmish was made so no they are not the counterpart, but they are still half useless. Seige chopper bit is true. Kirovs are a little on the OP side so any reduction in strength is good, akula is half useless since it has to surface to fire, but inventive concept. Dreddy, yeah he should get a boost like the scud from the V3, but dude the Iron Dragon is a base demolishing artillary not a tank destroyer, keep that in mind. I haven't been able to use the EMP SW very much so I can't comment on it.

3] Speeder already mentioned to me that the Battleship is more related to the Apoc, but it really needs its Damage vs. Buildings reduced, and acuracy increased to hit moving ships but maybe Firepower reduced so its not like a supership. TD doesn't need armor or Firepower reduced just less effectivness on infantry. It makes short work of that stuff because it is a Tank Destroyer not a infantry destroyer. Other stuff is ok.

4] You seem to not grasp the concept of Yuri, he's a hit&run, stealthy, mind controlling faction, not heavy armor. He needs an effective tank counter though. Rahn Stealthed? You must be mad, he is very destructive, remember that the stealth can be used in other ways not just ambushing infantry for a fighting chance but base demolision too. Genetic Mutator is a minor SW, so it needs to be in equal effectivity with the Iron Curtain and Chronosphere.

5] I agree with cargo truck but might reduce usefulness to hold a police station.
Police van should have a small pistol-like gun to allow this.
Cyborg sprite is like the "Arnnie Frankfurter" sprite isn't it, if so I think it's fine.

#152 o8ao

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Posted 12 April 2009 - 08:56 AM

:mellow: er when wil the new version with all the new units like gaia platform, new yr building structure like academy be available. i can't wait for it :facepalm:

Edited by o8ao, 20 April 2009 - 01:57 PM.


#153 Thrash Metal Rules

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Posted 13 April 2009 - 03:47 PM

1] yeah I know...


Heh.

2] Crazy Ivan was created before the decision to make SEALs avaliable to allies in skirmish was made so no they are not the counterpart, but they are still half useless. Seige chopper bit is true. Kirovs are a little on the OP side so any reduction in strength is good, akula is half useless since it has to surface to fire, but inventive concept. Dreddy, yeah he should get a boost like the scud from the V3


Heh.

but dude the Iron Dragon is a base demolishing artillary not a tank destroyer, keep that in mind


Excuse me? ''It is currently not known, why don't the iron balls damage metal structures as well as they do tanks. '' Taken from Mental Omega website. It's not an artillery unit because its attack is useless against buildings, but however I understood that if used with the correct support they can destroy big group of tanks

I haven't been able to use the EMP SW very much so I can't comment on it.


It is just like the tiberian sun EMP cannon, the difference is that the EMP SW in mental omega lasts for two seconds. Absolutely useless....

3] Speeder already mentioned to me that the Battleship is more related to the Apoc, but it really needs its Damage vs. Buildings reduced, and acuracy increased to hit moving ships but maybe Firepower reduced so its not like a supership.


Agreed.

TD doesn't need armor or Firepower reduced just less effectivness on infantry. It makes short work of that stuff because it is a Tank Destroyer not a infantry destroyer. Other stuff is ok.


Agreed too... Except for the fact that a small group of tank destroyers could destroy the centurion siege crawler too easily...

4] You seem to not grasp the concept of Yuri, he's a hit&run, stealthy, mind controlling faction, not heavy armor. He needs an effective tank counter though.


No, he needs something to save his bases from apocalypse tanks. While he had psychic towers before that turned the apocalypse tanks against themselves, now he doesn't anymore. His yuri clones are too easy to kill and even worse the mastermind will self-destruct because he will ALWAYS mind control more than three units. Mammoth tanks fix this. Lasher Tank is already the weakest tank of the game, Yuri REALLY needs a better tank. And remember that the mammoth tank is still weaker than the Apocalypse tank and Abrams tank are cheaper to build [IIRC]

Rahn Stealthed? You must be mad, he is very destructive, remember that the stealth can be used in other ways not just ambushing infantry for a fighting chance but base demolision too. Genetic Mutator is a minor SW, so it needs to be in equal effectivity with the Iron Curtain and Chronosphere.


Destructive? Come on, even two dogs could kill him... Because he can only kill one of them while the other one is going to bite him to death. He needs the stealth IMHO.

Genetic Mutator is a too minor SW ;) Iron Curtain and Chronosphere are way more useful than it.

5] I agree with cargo truck but might reduce usefulness to hold a police station.
Police van should have a small pistol-like gun to allow this.
Cyborg sprite is like the "Arnnie Frankfurter" sprite isn't it, if so I think it's fine.


What's the point in getting that unit once you capture a POLICE STATION anyways? I always look for them though because they're fun and police units aren't useless.

Yes.

Imho they look terrible ;)

Btw I have a question, while tesla coils can be powered by tesla troopers and prism towers can help themselves to shoot stronger laser, what about railgun towers? what's their ''special'' ability?

#154 Dude!!!!!!

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Posted 13 April 2009 - 07:44 PM

there ae some balance issues that need to be changed, stolen tech units all have THE SAME IFV COMBO IT DRIVES ME INSANE!!!.... well not insane but still its anoying

#155 Darkstorm

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Posted 14 April 2009 - 12:19 AM

Related to the IFV, whenever I order it to repair something it says something like "Never Existed" so I think you need to redo Special Attack voice.

And as for Iron Dragon, yeah, I didn't double check what the website said but imo it is more of a infantry destroyer.

As for Yuri... Ever tried Railgun towers, thats usually the use of defenses, and if there is 20 apocs then wtf have you been doing the whole game.
Yuri doesn't need strong tanks, that's not his style, make you own mod if you want all the factions to be the same in combat style.

Rahn seems OP against Tanks and buildings (nondefensive) but yeah, against infantry he's a sitting duck.
Mutator is more offensive than it should be, all the others support but not destroy directly (expect on pockets of infantry).

As for Police Station, I was pointing out a minor side-effect but I don't think that players should have to have it to build Cargo Trucks.

As for the Railgun Tower, nothing in the rules for Npatch allows you to add in an effect. I would go with one of these:

- Give it aa capability
- Increase base damage
- Make units chaotic
- Mutate Infantry
- Increase Range and ROF

Edited by Darkstorm, 14 April 2009 - 12:21 AM.


#156 Zenothist

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Posted 19 April 2009 - 10:58 AM

No, he needs something to save his bases from apocalypse tanks. While he had psychic towers before that turned the apocalypse tanks against themselves, now he doesn't anymore. His yuri clones are too easy to kill and even worse the mastermind will self-destruct because he will ALWAYS mind control more than three units.


Hi, Alien55234 here. Usually I'm sulking around the shoutbox but I'm here at the forums now.

If I might make a suggestion; is it possible to ensure that the Mastermind only controls 3 units max automatically and you need to attack a unit manually to control more?

As an alternative, now that the salvage disc will be removed, maybe it's an idea to just set the max unit control to 4 and remove overload? Since I usually use the disc to repair it.

Keep up the good work!

#157 Speeder

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Posted 19 April 2009 - 12:15 PM

Max unit control (safe) is now 4, but overload stays. Just at a smaller damage rate, but when you capture too many things, Mastermind really has to blow up.

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#158 o8ao

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Posted 20 April 2009 - 02:02 PM

I find mastermind is weaker than the one in original yuri's revenge. :p

#159 Darkstorm

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Posted 21 April 2009 - 09:45 PM

Personally I often find it not as useful as it should be, now keep in mind we don't want it OP but could it hurt to remove overload and keep its Mind control limit at 3, if you go to 4 its fine but overload really hurts its usefulness.

#160 Zenothist

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Posted 22 April 2009 - 12:28 PM

Personally I often find it not as useful as it should be, now keep in mind we don't want it OP but could it hurt to remove overload and keep its Mind control limit at 3, if you go to 4 its fine but overload really hurts its usefulness.


I'll drink to that. :p




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