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What would you like to see in 3.0?


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#61 Zenothist

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Posted 21 August 2010 - 02:51 PM

I meant that if you allowed Ivan bombs to be manually detonated, it wouldn't give enemy engineers a chance to disarm them.

#62 Darkstorm

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Posted 21 August 2010 - 11:25 PM

I just had a brainstorm, how about a cryonics lab tech building that has a "Blast Freeze" super weapon. Basically an area cryo warhead.

#63 JaVS_v2.5

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Posted 22 August 2010 - 02:44 AM

I just had a brainstorm, how about a cryonics lab tech building that has a "Blast Freeze" super weapon. Basically an area cryo warhead.

That sounds great. ;)

Speeder, I think you should make the allies unit "defender" to depend on allies' radar building just like "robot tank". So, when the radar is destroyed, it will not functioning and uncloak itself. It was a pain in the ass :umad: when I noticed that my spy/saboteur/infiltrator always got killed by it.

#64 H-Dog

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Posted 22 August 2010 - 04:42 AM

I apologize if this has already been added, I just returned to check on MO on a whim and noticed this topic. How about something like the Mobile Sensor Array from other C&C games to help clean up cloaked units? Or at least a way to see the vision range of the current revealing units.

#65 Zenothist

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Posted 22 August 2010 - 08:54 AM

Speeder, I think you should make the allies unit "defender" to depend on allies' radar building just like "robot tank". So, when the radar is destroyed, it will not functioning and uncloak itself. It was a pain in the ass :umad: when I noticed that my spy/saboteur/infiltrator always got killed by it.


The Defender is removed from skirmish games, but will reappear in the campaigns.

I think a radial indicator of the cloak/disguise detection radius of a unit would be a good idea.

#66 wcvechten

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Posted 22 August 2010 - 10:24 AM

I apologize if this has already been added, I just returned to check on MO on a whim and noticed this topic. How about something like the Mobile Sensor Array from other C&C games to help clean up cloaked units? Or at least a way to see the vision range of the current revealing units.


You've got an immense load of stealth revealing units, Shadow tanks, Infector Tanks, Attack dogs (3.0, works for infiltrators), and some other units I forgot the names of.

But, You'll just have to spam some of those units, Patrol the map, and it should be fine

#67 Zenothist

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Posted 22 August 2010 - 04:34 PM

A brilliant idea just struck me:

An option in the the diplomacy menu to give resources to a player (or allies).

Edited by Alien55234, 22 August 2010 - 04:37 PM.


#68 wcvechten

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Posted 22 August 2010 - 05:41 PM

A Psychic Bacon instead of a Psychic Beacon

It's infact, a plate on wheels that has bacon on it
The bacon will improve the RoF of everything within it's range.

However, the smell of it will attract alot of attack dogs and entire Army battalions, to gain control of the almighty Bacon

it's nearly as if it has... A psychic influence on the mind

Also, it can be upgraded with molten cheese, increasing the Range of all units withing range

Edited by wcvechten, 22 August 2010 - 05:44 PM.


#69 Darkstorm

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Posted 22 August 2010 - 05:49 PM

Assuming that those are going to be implemented by Ares. Sure.

Anyhow, Sensors don't currently work properly on buildings, they take the style of a psychic sensor.

#70 Speeder

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Posted 22 August 2010 - 05:50 PM

A brilliant idea just struck me:

An option in the the diplomacy menu to give resources to a player (or allies).


Impossible.

A Psychic Bacon instead of a Psychic Beacon

It's infact, a plate on wheels that has bacon on it
The bacon will improve the RoF of everything within it's range.

However, the smell of it will attract alot of attack dogs and entire Army battalions, to gain control of the almighty Bacon

it's nearly as if it has... A psychic influence on the mind

Also, it can be upgraded with molten cheese, increasing the Range of all units withing range


Will do it right away.

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#71 Zenothist

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Posted 22 August 2010 - 05:53 PM

Too bad Speeder.

Hey, Chaos Faction does bio-weapons right?

How about replacing the Gatling Cannon for Chaos Faction with the Clap Cannon? They give enemy planes gonorrhea. :umad:

Edited by Alien55234, 22 August 2010 - 06:30 PM.


#72 Speeder

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Posted 22 August 2010 - 05:58 PM

They don't do bioweapons. :umad:

Edited by Speeder, 22 August 2010 - 08:39 PM.

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#73 Hecthor Doomhammer

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Posted 22 August 2010 - 06:36 PM

Compensation for the removal of the gun on the Nighthawk Transport

2.0 Psi had a sixth passenger slot, but the version I play doesn't.

Also a sort of support helicopter for the Allies also with AA capabilities

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#74 Zenothist

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Posted 22 August 2010 - 06:36 PM

I'm not sure if this would make Tesla Coils too overpowering, but here goes..

I really don't like having to mess around with Tesla Troopers to position them in the exact right place sometimes to let them charge up the Coils, only for them to be killed or distracted by an enemy unit.

So how about instead giving Tesla Coils a kind of Bio Reactor logic with two slots. One for powering it up and one for keeping it powered.

I wouldn't be surprised if this is considered overpowered, but as the Prism Tower forwarding logic is gonna come into play, it could give the Soviets a bit of an edge.

That or increase the effect of powering up the Tesla Coil.

I'll go think of a way to increase the effectiveness of the Railgun Tower now..

Edited by Alien55234, 22 August 2010 - 06:38 PM.


#75 Speeder

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Posted 22 August 2010 - 06:41 PM

@doomhammer: Nighthawk doesn't need a compensation for removal of the gun. There's Rocketeer for a reason. Yuri's Driller doesn't have weapons and Soviets don't have any all-terrain transports. You also can't compare nighthawk+engie vs halftrack+engie race because you'd never send a nighthawk without support for this race, right?

@Alien: Most likely, Tesla Tanks will be able to power up coils as well..

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#76 Zenothist

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Posted 22 August 2010 - 06:50 PM

Well that is very interesting and would be a nice addition, but I just don't really like how units would get distracted or move away while charging the coil when attacked.

But I would like the effect of the charging to be a bit more enhanced in power in range. But that's balance issues and that can be taken care of at another time.

How about Tesla Troopers/Tanks able to power up Tesla Reactors for a slight energy boost?

#77 Speeder

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Posted 22 August 2010 - 06:57 PM

Not possible. Also, Soviets have a goddamn Nuclear Reactor. :umad:

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#78 Zenothist

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Posted 22 August 2010 - 06:59 PM

Oh yeah, how could I forget. XD

Well, AA emplacements (Gatling Cannons, Flak Cannons, Patriot Missile Sites) can target paratroopers.

Edit: Replace Greece with Norway. They fit the cryo-technology theme better.

Edited by Alien55234, 22 August 2010 - 08:54 PM.


#79 Black Temple Gaurdian

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Posted 22 August 2010 - 07:58 PM

I meant that if you allowed Ivan bombs to be manually detonated, it wouldn't give enemy engineers a chance to disarm them.


You mean like when a Seal puts C4 on a tank? Or a buuilding?

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#80 Zenothist

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Posted 22 August 2010 - 08:20 PM

No, as in that when a bomb is set, the timer ticks off, but you can detonate the bomb manually by clicking twice on the object which has a bomb placed on it.




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