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MO3.0 Feedback // BALANCING


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#21 Petya

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Posted 01 December 2013 - 08:52 PM

 

Stallion Transport also has 6 passenger slot and it is invisible on radar.

Too bad, AA defence don't care about radar visibility. And Borillo doesn't care about base defence.

Brutes were already nerfed and they are good as now. If they were that fragile against anti-infantry weaponry then YR era would come back and Brutes would be useless.

Good for them, but that doesn't mean they have to be "easy win" option.

 

With Stallion you can sneak in a base. Or just simply drop the passengers near to the base.

 

They are not easy win. Each sides has features which can easily deal with Brutes. Terror Drones, Stingers, Rocketeers, Pyros, Tesla Troopers, Desolators, Gyrocopters, Irkalla, Thor, Prism Tank, Hailstorm, Epsilon Adept/Elite (psi burst), Duneriders, Borillos etc.



#22 Toveena

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Posted 01 December 2013 - 09:27 PM

IMO~

1) All allied aircrafts(3 fighters + bomber) should recieve faster reparing when landed. It Takes so much time for one aircraft to be  healed from near-death to full hp compare to RA3 and CC3, thus making air support in battles ineffective.

 

2) Hospital should heal infantry at a smoother interval/rate. Now it's like it heals a rather large amount of hp every few seconds, boosting an infantry's health right up, just saying that reduced the amount recovered and also reduced the delay in between each heal, dat would be more pratical.

 

3) Structures' repairing rate is a bit too high, even some structure/defenses can out-repair the damage dealt by several standered tanks.

 

Again, all are but my personal opinions~

MM team has already done a great job bring up this game~

Thx~

 



#23 Speeder

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Posted 01 December 2013 - 09:33 PM

Just a quick comment to 3) repairing structures already takes longer than in Red Alert 2. You think the structure repairs should be even slower?

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#24 alexthecat

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Posted 01 December 2013 - 09:40 PM

Just a quick comment to 3) repairing structures already takes longer than in Red Alert 2. You think the structure repairs should be even slower?

PLEASE NO



#25 Toveena

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Posted 01 December 2013 - 09:40 PM

Just a quick comment to 3) repairing structures already takes longer than in Red Alert 2. You think the structure repairs should be even slower?

From my experience, then yes.



#26 Plasma_Wolf

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Posted 01 December 2013 - 10:24 PM

My experience to the structure repair is just the opposite. Perhaps for defence buildings, the structure repair is high, but certainly not for the standard buildings. Also, if the repair rate is less than in RA2, it certainly doesn't have to be lowered any more.



#27 Petya

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Posted 01 December 2013 - 10:30 PM

IMO~

1) All allied aircrafts(3 fighters + bomber) should recieve faster reparing when landed. It Takes so much time for one aircraft to be  healed from near-death to full hp compare to RA3 and CC3, thus making air support in battles ineffective.

That would speed up the attack rate with Barracudas too, which means you can take out vital structures even faster. Also jets in this game are pretty fast enough to use them without taking severe damage.



#28 Martinoz

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Posted 01 December 2013 - 10:51 PM

IMO Siegfried is a game winning unit. His AoE + Long range + high damage (kills most of infantry in 1 shoot) makes him one of most dangerous and - for me - imbalanced units in game.

Siegfried's ROF is also one of the slowest of the hero units. He is very vulnerable to air & fast units like terror drones.


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#29 Vhaldez

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Posted 02 December 2013 - 09:45 AM

I'd like to see a buff for Irkalla, too. I tried using it to defend myself from three Kirovs and when the fortress got half of the first Kirov's HP down, the three of them had already wiped out most of my base, even with a couple Gatling cannons in place.

 

Soviet players with Kirovs can usualy wipe out large portions of your base before you get 'em down, and even when they're coming down they often destroy whatever they're landing on :l

 

This is al just my opinion though, no hard feelings!


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#30 Martinoz

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Posted 02 December 2013 - 09:49 AM

I'd like to see a buff for Irkalla, too. I tried using it to defend myself from three Kirovs and when the fortress got half of the first Kirov's HP down, the three of them had already wiped out most of my base, even with a couple Gatling cannons in place.

 

Soviet players with Kirovs can usualy wipe out large portions of your base before you get 'em down, and even when they're coming down they often destroy whatever they're landing on :l

 

This is al just my opinion though, no hard feelings!

Kirov's are very vulnerable against pinpoint AA weapon like missiles or lasers - for example American Aeroblaze is a real Kirov killer, Patriot defenses are also good against them, Russian Wolfhounds have got no problems with them at all because of the missiles and mobility to hunt them quickly and everywhere. Irkalla was made to be a more defensive/tank unit that has a lot of HP to concentrate enemy fire on it but with a quite low firepower.


Edited by Martinoz, 02 December 2013 - 09:53 AM.

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#31 delulytric

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Posted 02 December 2013 - 01:21 PM

Flak trooper's anti-air power seems to be weakest in tier 1, although its anti-tank power is a little beast for its price. Could you possibly improve on its anti-air damage while reducing its anti-tank damage? 



#32 CNCELite

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Posted 02 December 2013 - 01:51 PM

Please return the Apocalypse Tank in the Soviet's regular vehicle lists, this is Almost Perfect Yuri's Revenge. You can't just put the Apocalypse Tank in the hidden unit lists.

 

Thoughts?



#33 Speeder

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Posted 02 December 2013 - 02:01 PM

The Apocalypse Tank doesn't fit any Mental Omega 3.0 subfaction technology tree, which is why it was moved to stolen tech.

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#34 Petya

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Posted 02 December 2013 - 03:53 PM

I'd like to see a buff for Irkalla, too. I tried using it to defend myself from three Kirovs and when the fortress got half of the first Kirov's HP down, the three of them had already wiped out most of my base, even with a couple Gatling cannons in place.

 

Soviet players with Kirovs can usualy wipe out large portions of your base before you get 'em down, and even when they're coming down they often destroy whatever they're landing on :l

 

This is al just my opinion though, no hard feelings!

If you play as HQ then Irkalla won't be able to deal with heavy armored aircraft like Kirov. HQ has access to Colossus, which is one of the most devastating AA. Also Colossus' AA do much damage to sluggish aircrafts.



#35 mevitar

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Posted 02 December 2013 - 05:18 PM

And Borillo doesn't care about base defence.

But they do care about tanks. And a simple wall is able to stop any Borillo from doing anything to your structures, since they can't burn through them. You can also deny them entrance to your base even from water if you wall there.

To be honest, i'm surprised noone complained about amphibious transports yet, as those are much more difficult to stop and can be even more dangerous. :p

3) Structures' repairing rate is a bit too high, even some structure/defenses can out-repair the damage dealt by several standered tanks.

Just a note, tanks aren't dedicated anti-structure units, so if few of them are able to maul through Gun Turrets for example, then building base defenses is pointless. And you can still destroy a base with tank spam, it just won't be as effective as using anti-structure units for that.
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#36 zocker4ever

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Posted 02 December 2013 - 05:45 PM

There was a time when Irkalla was "buffed" and Irkalla could take down anything with ease and nobody liked that because she was OP. She is meant for a defensive unit and not offensive. Her imploder really hurts your units as well, but there isn't much to be done about that. Irkalla must be surrounded by your units otherwise she is a good prey. Although I also find ridiculous that Irkalla can be taken down by 2 Thors, but Thors imo are overpowered.

 

 

Brutes should be that powerful. They are spam infantry so they must be powerful and mustn't be killed by anti-infantry that fast. Each side can deal with them.

 

 

You can do buffs right and you can do them wrong. When I first built Irkalla I was actually surprised that she only costs 3000. I know that this equals the price of the Centurion, but why not making this "weapon of leviathanic proportion" just more expensive and more durable? Something like 20% more health for 500 extra credits.

 

Of course you would need to test and crunch the numbers, don't judge my by those 20%, thanks.

 

Yeye, I know, it's a defensive weapon. But come on, but just compare the stats and the Additional Information of the Centurion and Irkalla.



#37 Dutchygamer

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Posted 02 December 2013 - 06:16 PM

If the enemy is able to surprise you with Kirovs and you don't have any proper anti-air by then, you either weren't paying attention or didn't scout properly if you'd ask me. Kirovs aren't the fastest of units, and having some mobile AA around is always highly adviced. Afaik each army has some kind of heavy/fast T3 AA unit.

Of course, if the AI is able to surprise you with Kirovs, it's logical, as the AI is a cheating bastard :p


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#38 Petya

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Posted 02 December 2013 - 06:34 PM

You can do buffs right and you can do them wrong. When I first built Irkalla I was actually surprised that she only costs 3000. I know that this equals the price of the Centurion, but why not making this "weapon of leviathanic proportion" just more expensive and more durable? Something like 20% more health for 500 extra credits.

 

Of course you would need to test and crunch the numbers, don't judge my by those 20%, thanks.

 

Yeye, I know, it's a defensive weapon. But come on, but just compare the stats and the Additional Information of the Centurion and Irkalla.

 

Centurion can be outrun by ground units while Irkalla can be only handled by anti-air units. Anti-air units aren't the strongest units so you need lots of them to take down Irkalla. Also in most cases the problem is that while Irkalla defends your ground forces the ground forces defend Irkalla from anti-air fire. As I have seen most of you send her with no other units, no wonder that she dies in matter of seconds. Mixing her with Basilisks and other units can even stop archer spams.

 

 

If the enemy is able to surprise you with Kirovs and you don't have any proper anti-air by then, you either weren't paying attention or didn't scout properly if you'd ask me. Kirovs aren't the fastest of units, and having some mobile AA around is always highly adviced. Afaik each army has some kind of heavy/fast T3 AA unit.

Of course, if the AI is able to surprise you with Kirovs, it's logical, as the AI is a cheating bastard :p

In 99% of the cases you can spot Kirovs in time.



#39 Dutchygamer

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Posted 02 December 2013 - 07:18 PM


If the enemy is able to surprise you with Kirovs and you don't have any proper anti-air by then, you either weren't paying attention or didn't scout properly if you'd ask me. Kirovs aren't the fastest of units, and having some mobile AA around is always highly adviced. Afaik each army has some kind of heavy/fast T3 AA unit.

Of course, if the AI is able to surprise you with Kirovs, it's logical, as the AI is a cheating bastard :p

In 99% of the cases you can spot Kirovs in time.

 

That's what I meant. The only thing is, how far from their target do you spot them, and do you have a proper counter against them.


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#40 Acceleratio

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Posted 02 December 2013 - 10:34 PM

My suggestion is to let the Drakuv at least heal T2Infantry aswell. Letting it heal only Conscripts and Flaktroopers makes this thing quite pointless because you cant really do much damage with those anyway since they are throw away units. 

Id love to have an option to heal my teslatroopers ya know ;) 






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