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MO3.0 Feedback // BALANCING


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#301 NutCracker

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Posted 02 January 2014 - 11:16 PM

I really hope PF gets a dedicated aa unit >.< anti-air and anti-armor rocketeers.(their my fav faction)

blizzard tank is weak. and not worth massing.



#302 Petya

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Posted 02 January 2014 - 11:19 PM

Because Blizzard Tank's main purpose is anti-infantry and support, the anti-air function is secondary. Also it can deal with lightly armored aircrafts easily. For heavier and slower ones use Battle Fortress.



#303 Walrus

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Posted 02 January 2014 - 11:25 PM

I think the simplest solution would be to pair your mirage tanks with rocketeers. They're not a dead giveaway that mirage tanks are around and they can handle most of the threats that mirage tanks can't, including terror drones.

Place your rocketeers a little bit ahead of the mirages to pick off terror drones. Then when your opponent sends out IFV's/halftracks/gatling tanks, pull back and lead them right into your mirage ambush.  :thumbsuphappy:



#304 NutCracker

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Posted 02 January 2014 - 11:40 PM

Since the BF is expensive + the cost of infantry to load with it. Wolfhounds will make shortwork of Single targets and proceed to rape ur arty and tanks.

It's a problem i face when going against russia. 


Edited by NutCracker, 02 January 2014 - 11:42 PM.


#305 Protozoan

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Posted 03 January 2014 - 03:09 AM

 

 

Basically one terror drone can only make one vehicle destroyed at most for most of the time.


Either repair or destroy ur tank infested by a terror drone so that it will be gone.


Having some repair IFVs or some MG IFVs(let some G.Is or SEALs enter them) help you
make terror drones almost useless.

 

 

Doesn't Backwarp remove Terror Drones?

 

P.S I like your profile picture, UprisingJC :3

 

What's it from?


Edited by Protozoan, 03 January 2014 - 03:10 AM.

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#306 X1Destroy

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Posted 03 January 2014 - 04:46 AM

Doesn't Backwarp remove Terror Drones?


No, not in 3.0

I tested for 10 times already.


Edited by X1Destroy, 03 January 2014 - 04:51 AM.

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#307 UprisingJC

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Posted 03 January 2014 - 09:01 AM

 

 

 

Basically one terror drone can only make one vehicle destroyed at most for most of the time.


Either repair or destroy ur tank infested by a terror drone so that it will be gone.


Having some repair IFVs or some MG IFVs(let some G.Is or SEALs enter them) help you
make terror drones almost useless.

 

 

Doesn't Backwarp remove Terror Drones?

 

P.S I like your profile picture, UprisingJC :3

 

What's it from?

 

She's Kasumi, a character from Dead or Alive Series, a 3D FTG(Fighting Game) that I'm playing.

You may type "DOA Kasumi" to look for more info about her or just visit my youtube channel to look for her as she's my main character in that game.

This picture features her wearing her bikini(There're lots of costumes for players to choose for their characters to wear when fighting).

 

 

As for Backwarp, I've never thought of getting rid of terror drones with it because I'll either destroy or repair my vehicle infested by a terror drone. I always have at least 1 repair IFV to go with my tank squad.

 

BTW, check out the link below:

http://mo.cncguild.n...ructures#gascus

 

"This support power will repair your units by 160 hitpoints. Backwarp will also remove EMP from your units, but will not remove Terror Drones. Repair vehicles are needed for such a complex operation."


Edited by UprisingJC, 03 January 2014 - 10:18 AM.


#308 NutCracker

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Posted 04 January 2014 - 12:22 AM

Picking Soviets is an instant win on infantry war (Desolators , Pyros).



#309 WhiteDragon25

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Posted 04 January 2014 - 01:49 AM

Picking Soviets is an instant win on infantry war (Desolators , Pyros).

 

Not exactly. HQ's Stalkers are the one unit that can pose a serious threat in Infantry Wars: since they're basically walking artillery, they can outrange your base defenses and thus can shell your base from a safe distance. Additionally, they are usually supported by other Epsilon units, so trying to go after them would be rather unwise. Plus, Stalkers are very, very hard to kill.

 

As for Epsilon in general, their Cloning Vats are an extremely deadly threat, and their Gatling Cannons make assaulting a base with infantry a fool's errand. Granted, the Gatling Cannon's one weakness is their reliance on power, but considering that a smart player would wall in their Bio-Reactors and have them surrounded by Gatling Cannons, you'd be stuck in a Catch-22 situation.

 

Edit: Cloning Vats are disabled in Infantry Wars. Rectified.


Edited by WhiteDragon25, 04 January 2014 - 01:56 PM.

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#310 X1Destroy

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Posted 04 January 2014 - 06:36 AM

Cloning Vat is not available in Infantry War.

Epsilon in Infantry war requires alots of micro, it is strong but at the same time hard to use.

I would say Allied is the best at Infantry war. Pillbox kill stuffs better than sentry gun and don't need power, and Tanya + Siegefried is the I win button.
 


Edited by X1Destroy, 04 January 2014 - 06:39 AM.

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#311 Petya

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Posted 04 January 2014 - 09:02 AM

Not exactly. HQ's Stalkers are the one unit that can pose a serious threat in Infantry Wars: since they're basically walking artillery, they can outrange your base defenses and thus can shell your base from a safe distance. Additionally, they are usually supported by other Epsilon units, so trying to go after them would be rather unwise. Plus, Stalkers are very, very hard to kill.

 

As for Epsilon in general, their Cloning Vats are an extremely deadly threat, and their Gatling Cannons make assaulting a base with infantry a fool's errand. Granted, the Gatling Cannon's one weakness is their reliance on power, but considering that a smart player would wall in their Bio-Reactors and have them surrounded by Gatling Cannons, you'd be stuck in a Catch-22 situation.

 

Stalkers can't harm infantry, just immobilize them. So without cover Stalkers are easy to kill.

 

Cloning Vats, Industrial Plant, Ore Purifier are disabled in this gametype due to the balance.



#312 Tyhednus

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Posted 04 January 2014 - 01:06 PM

I have trouble with Chitzkoi And scuds. Chitzkoi is too fast And too armored And scuds do to much damage. Nerf them of it is possible.

#313 Speeder

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Posted 04 January 2014 - 01:09 PM

Use repair units against Chitzkoi if you can't take him down with anti-infantry weapons.

 

Scud Launcher's projectile will be slower in the next revision.


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#314 Martinoz

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Posted 04 January 2014 - 01:09 PM

I have trouble with Chitzkoi And scuds. Chitzkoi is too fast And too armored And scuds do to much damage. Nerf them of it is possible.

LOLx3


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#315 Tyhednus

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Posted 04 January 2014 - 01:11 PM

@Speeder Will repairing help?

#316 UprisingJC

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Posted 04 January 2014 - 01:26 PM

@Speeder Will repairing help?

Repair units like a repair IFV helps you eliminate enemy terror drones and Chitzkoi from your vehicle .


Edited by UprisingJC, 04 January 2014 - 01:26 PM.


#317 WhiteDragon25

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Posted 04 January 2014 - 01:55 PM

 

Not exactly. HQ's Stalkers are the one unit that can pose a serious threat in Infantry Wars: since they're basically walking artillery, they can outrange your base defenses and thus can shell your base from a safe distance. Additionally, they are usually supported by other Epsilon units, so trying to go after them would be rather unwise. Plus, Stalkers are very, very hard to kill.

 

As for Epsilon in general, their Cloning Vats are an extremely deadly threat, and their Gatling Cannons make assaulting a base with infantry a fool's errand. Granted, the Gatling Cannon's one weakness is their reliance on power, but considering that a smart player would wall in their Bio-Reactors and have them surrounded by Gatling Cannons, you'd be stuck in a Catch-22 situation.

 

Stalkers can't harm infantry, just immobilize them. So without cover Stalkers are easy to kill.

 

Cloning Vats, Industrial Plant, Ore Purifier are disabled in this gametype due to the balance.

 

Yes, I'm aware that Stalkers can't harm infantry and just immobilize them, but I was talking about their capabilities on structures. And, I also noted how they are usually under cover by other units.

 

The Cloning Vats thing was already addressed by another poster, but other than that, all of my points still stand.


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#318 Abood

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Posted 04 January 2014 - 04:34 PM

1)Warhawks. Yeah, they need a buff. Make them more expensive if you have to.

 

2)Terror drones just won't cut it (pun not intended) as Soviet equivalents to the robot tank and the stinger. Soviets need a better anti-mind control unit. I understand that each factions has strengths and weaknesses but each of them can respond equally well (but in different ways) to infantry, heavy armor, and air units, yet the soviets face alot of trouble with mind control and chaos. I know they have air units, but those long-range anti-air base defenses make their job impossible when you're attacking the enemy base. I mean, how do you assault an epsilon base filled with mind control units under the effects of a chimera core?

 

3)I thought Apocalypse tanks were supposed to be good vs infantry, and Future tanks were supposed be poor vs infantry.

 

4)Can you make the range of T1 tanks vary inversly with their speed? Faster tanks like the bulldog or jaguar are usually better because they can quickly get into range and start firing, not to mention that they're cheaper. Of course, don't make them outrange any base defenses.

 

5)Morales' piercing shot is more annoying than useful, because I usually have my units in front of him (because he's very easily rushed), and I find my soldiers inexplicably bursting into flames. Also, he always picks the frontmost enemy to shoot, so I rarely witness 2 enemies getting killed at once.

 

6)Rahn fires too slowly. He generally sucks compared to other heroes like tanya and volkov + chitzkoi. If he's supposed to be a support hero, give him better support powers.

 

How do you use Yunru outside the Siege Crawler?

 

Also, any tips on dealing with Battle Fortesses equipped with 3 Guardian GIs and 1 navy seal? Aside from mind control, I mean (if only those robot tanks would piss off...).

 

 

 

Use repair units against Chitzkoi if you can't take him down with anti-infantry weapons.

 

Scud Launcher's projectile will be slower in the next revision.

I can't remember if chitzkoi is permanently killed when the vehicle he's inside gets repaired, but if so, is it possible to just eject him from the vehicle and give him some cooldown time before he can move?

 

As for Scud Launcher, I just hope the projectiles are not as slow as the dreadnought's. I mean, other artillery doesn't have projectiles (hailstorm drones shoot forward so have a better chance of doing some damage). I understand that Scud Launcher (like the Hailstorm) has longer range to compensate, but please don't make it useless.

 

Anyway, you've have done a truly remarkable job with MO 3.0, and I think you're on the right track by listening to feedback.


Edited by Abood, 04 January 2014 - 04:45 PM.


#319 mevitar

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Posted 04 January 2014 - 09:25 PM

2)Terror drones just won't cut it (pun not intended) as Soviet equivalents to the robot tank and the stinger. Soviets need a better anti-mind control unit. I understand that each factions has strengths and weaknesses but each of them can respond equally well (but in different ways) to infantry, heavy armor, and air units, yet the soviets face alot of trouble with mind control and chaos. I know they have air units, but those long-range anti-air base defenses make their job impossible when you're attacking the enemy base. I mean, how do you assault an epsilon base filled with mind control units under the effects of a chimera core?

If you're attacking an Epsilon base without knowing what's inside, first you always have to destroy Chimera Cores, or at least figure out what's under them. Also don't be surprised if your units become mind controlled if all you have are vehicles. Robot Tanks and Stingers wouldn't help either if the enemy would have a bunch of Archers or Brutes.

If the enemy uses a lot of Adepts/Elites or Weavers and mixes them with other infantry, then you have to build a smiliar amount of infantry of your own, no matter what side you're playing as.
 

4)Can you make the range of T1 tanks vary inversly with their speed? Faster tanks like the bulldog or jaguar are usually better because they can quickly get into range and start firing, not to mention that they're cheaper. Of course, don't make them outrange any base defenses.

Maybe they are faster, but they are also weaker. If we would decrease their range, they would have even more problems dealing with other faction's tanks (because they will get outranged and killed before they get to fire anything), and they already have difficulties with that unless they outspam the enemy. If you're getting mauled because of T1 fast tank spam, then you either have no anti-armor base defenses, not enough tanks of your own or no anti-armor infantry.
 

How do you use Yunru outside the Siege Crawler?

Put her somewhere among other infantry so she doesn't die easily (possibly with Eradicators) and order her to attack tanks. :p
 

Also, any tips on dealing with Battle Fortesses equipped with 3 Guardian GIs and 1 navy seal? Aside from mind control, I mean (if only those robot tanks would piss off...)

Mix tanks with anti-armor infantry and focus fire on a single one of them, then let your anti-infantry handle what was inside. This works for all sides, no matter what other tricks they have. If the enemy does a lot of micromanaging with them and nearby Robot Tanks, then you have to micro too, there's no other option.
 

As for Scud Launcher, I just hope the projectiles are not as slow as the dreadnought's. I mean, other artillery doesn't have projectiles (hailstorm drones shoot forward so have a better chance of doing some damage). I understand that Scud Launcher (like the Hailstorm) has longer range to compensate, but please don't make it useless.

Even if SCUD projectiles will have same speed as those of Dreadnoughts, they are still much more durable and difficult to shot down, so unless you're trying to use like 1-2 SCUDs against large groups of anti-air, you don't need to worry that they'll become useless.

Edited by mevitar, 04 January 2014 - 09:36 PM.

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#320 UprisingJC

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Posted 04 January 2014 - 09:48 PM

Amassing grounded infantries isnt a good idea.
If an epsilon player spams a lot of brutes and archers, other players are also able to have counters once they know what they are doing.

Euro alliance has prism tanks that deal both buildings and infantries well, and of course thors can also do the job with them. It also has Siegfreid.

As for the U.S..

The only ways for the U.S to deal with a large number of infantries are to use ifvs with some G.Is, SEALs or Tanya in them and amass rocketeers. Make use of IFV′s fire-on-the-move capability and some micromanagemnt is needed. Euro alliance can also do those except the Tanya + IFV case but it has better options as mentioned above.

Abrams′ laser can deal with infantries well but it is not recommended IMO as you must approach infantries to make laser work. If ur facing a large number of archers, G.G.Is or flak troopers, abrams are free kills for them.

Edited by UprisingJC, 04 January 2014 - 10:00 PM.





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