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Pre-release Subfaction Design Ideas Thread


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#701 Speeder

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Posted 07 June 2013 - 09:09 PM

No, that's still Drakuv.

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#702 Black/Brunez

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Posted 07 June 2013 - 10:57 PM

Disagree boss. The problem of the Drakuv is that 2 extremally important features are not working without AE. Without immobilizing enemy vehicles with the grinder, the foe will just run away (same goes for Giant Squids.)  Also, without the healing ring, any captured infantry become actually usefull, since their health will be really low. So they are just an expensive heavily armored transport atm.

 

And it was already possible to see it on (some) skirmishes, unlike the Admin.



#703 Graion Dilach

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Posted 08 June 2013 - 10:30 PM

What Brunez said.

 

Admin was overpriced and noone uses Inits on T3 seriously, but Brutes Brutes and guess... more Brutes. Except HQ. Drakuv is actually good for taking fire away, tho yea, it's weaponry sucks atm.


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#704 commandoan

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Posted 11 June 2013 - 02:21 AM

Because the Apocalypse tank will be a hidden technology in 3.0, I suggest we bring back the Mammoth tank to the Soviet, of course, if will be stronger than Rhino tanks and not as strong as Apocalypse tank.

There's an awesome design for the Mammoth tank called X66 on YRARGENTINA.


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#705 lovalmidas

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Posted 11 June 2013 - 05:59 AM

A mammoth tank is not needed as each subfaction has their own T3 monsters. Not to mention, I think those are more cost-effective than the Apocalypse (personal opinion).  So mammoth tanks are redundant in the skirmish tech tree, but we will see if we need anything unique for the campaign. :p


Edited by lovalmidas, 11 June 2013 - 06:00 AM.

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#706 Graion Dilach

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Posted 11 June 2013 - 11:10 AM

The exact art you mean is used as the Derelict Tank already. Just sayin'. :p


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#707 commandoan

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Posted 12 June 2013 - 04:14 AM

How about we bring the Squid back to the Soviet? Making the technology available for both Soviet and Epsilon, after all the Epsilon stole the Squid from the Soviet, no? I know it's not necessary but well, it sticks to the storyline  <^_^


Edited by commandoan, 12 June 2013 - 04:20 AM.

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#708 lovalmidas

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Posted 12 June 2013 - 04:27 AM

When the Epsilon stole the Squids, the technology is rendered inaccessible to the Soviets. The same scenario goes for the Psychic Sensor too.

 

Hmm, although I think the Soviets can better afford an anti-sub/ship unit at the T2 level (Allies: Dolphins, Epsilon: Squids). Seawolf is AA and Anti-infantry. Killer whales, anyone? :p


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#709 commandoan

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Posted 12 June 2013 - 06:48 AM

Killer Whale would be a good idea, after all the Soviet need something to knock the Squid off the ships if they haven't already got one.


Edited by commandoan, 12 June 2013 - 06:56 AM.

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#710 mevitar

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Posted 12 June 2013 - 10:47 AM

Nope, they don't need anything like that. If fact, noone needs that anymore. Squids no longer work like in RA2.

And loval: what dolphins? :p
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#711 Black Temple Gaurdian

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Posted 12 June 2013 - 11:06 AM

Would it be OP to make the Charon Tank a gunship? :p


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#712 Zenothist

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Posted 12 June 2013 - 05:43 PM

Would it be OP to make the Charon Tank FRICKIN FLY? :p

 

Probably.



#713 zocker4ever

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Posted 19 June 2013 - 10:29 PM

Just a little twist I had in mind for PsiCorps.

Now that Ares enables many more possibilities, I'd like to see the Seraph being back for PsiCrops and what is more, should work more efficiently if you put units with mental capabilities in it.

 

Initiatives will just slightly boost the attack power wheras Epsilon Adepts could give thte Seraph an entirely new attack and with an Elite inside it could work as a mind control power.

 

That sad, it would also mean that PsiCorps could need a unique air defence, now that Seraph is an adaptable anti ground turret. Initially I liked seeing that you brought back the old Chaingun turret (which worky for ground and air) mechanic because it sets itself apart from the Allied/Soviets but still ^^.

 

Maybe an electromagnetic device (like the Magnetron) which shoots at air and slows down incoming planes? Or an underground Hub which lets small planes start just like the Gehenna Platform (lol imagine this + the Chimera core).

 

I'm sure you can give Yuri a much more alien/twisted gameplay style than Westwood did.


Edited by zocker4ever, 19 June 2013 - 10:31 PM.


#714 Atomic_Noodles

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Posted 20 June 2013 - 04:40 AM

Chimera Cores can only cloak units.

 

And your idea for a New Seraph Gun isn't possible since Gunner Logic isn't possible on Buildings. You could make it so the Seraph can be overpowered giving it an enhanced Weapon when being assaulted by initiates though. (But that would also turn it into a Clone of the Tesla Coil)


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#715 zocker4ever

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Posted 20 June 2013 - 02:09 PM

Chimera Cores can only cloak units.

 

And your idea for a New Seraph Gun isn't possible since Gunner Logic isn't possible on Buildings. You could make it so the Seraph can be overpowered giving it an enhanced Weapon when being assaulted by initiates though. (But that would also turn it into a Clone of the Tesla Coil)

 

I am aware of the fact that gunner logic doesn't work with vanilla Yuri's Revenge but I am sure that Ares can take care of that (as I already mentioned), at least in the future.

And my point about the Chimera Core actually WAS that it does not cloak the building which launches unit but the unit itself will be cloaked (unless the Chimera Core does not cloak flying units).



#716 Graion Dilach

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Posted 22 June 2013 - 11:22 AM

Chimera can't cloak flying.


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#717 Allied Commander ???

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Posted 20 August 2013 - 12:28 PM

Suggestion for allied unit: Hit-and-run howitzer

A fast moving artillery unit
For high speed siege in large numbers

Edited by Allied Commander ???, 20 August 2013 - 12:31 PM.


#718 Black/Brunez

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Posted 20 August 2013 - 09:42 PM

They already got Siege Cadres, which have a great range, has a IFV combo which improves their range even more... and damn be those Stallions with 6 Cadres sneaking in your base and/or firing from the top of a hill. And do not forget that, for the Pacific Front has Zephyrs (not hit and run, but they rape armor).

 

And do not forget that the Allies also have Jets and (my beloved) Barracudas for hit and run/surprise attacks.

 

I don´t really see a reason to give for the Allies a Speeder Trike or Mortar Quad clone.



#719 Allied Commander ???

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Posted 21 August 2013 - 01:28 PM

Where are the anti-infantry snipers? We still can se them in various MO 3.0 Pre release streams and screenshots , but they're no longer listed in the MO allied infantry web page.



And, the flak cannon does not match the icon and scenes from pre release streams .It supposed to be in an four (or more) barrelled AA cannon appearance, but the one in the web page was the old version. The webpage might be outdated....

#720 Jargalhurts

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Posted 21 August 2013 - 01:39 PM

Where are the anti-infantry snipers? We still can se them in various MO 3.0 Pre release streams and screenshots , but they're no longer listed in the MO allied infantry web page.



And, the flak cannon does not match the icon and scenes from pre release streams .It supposed to be in an four (or more) barrelled AA cannon appearance, but the one in the web page was the old version. The webpage might be outdated....

 

You might be confusing the snipers with Morales, technically the ONLY sniper unit in the game. Snipers are not available in skirmish, they're campaign only. And the website IS very, very outdated compared to the current beta version. It will be updated soon.


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