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MO3.0 Feedback // BALANCING


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#541 Petya

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Posted 08 March 2014 - 09:31 AM

Since Humvee is becoming a T3 unit(bloodhound upgrade moved to T3), giving 1 extra doesn't really change the fact that Humvee is still crappy.

    How bout keeping the same quantity and install perhaps some of these upgrades for it instead:

 

    1. Add sensor (Match the role with robo tank).

Humvee is the predecessor of the Robot Tank in the campaign. That's why it is buildable in Act 1 and it can be summoned only by the Bloodhounds support power in Skirmish.

    2. Add healing ring of Drakuv (Good Synergy with airborne, make it faster healing with lesser amount to keep the overall heal/sec rate

        the same,maybe)

Latin Confederation will get something else, which will make the Drakuv a real treasure. According to the current information the healing ability will be permanently removed.

    3. Passenger slots become Opentopped (Squishy Humvee with kiting maneuverability)

Fine idea, but I don't know whether it will happen or not.

    4. Add HP (No-brainer yet vital, not much is needed perhaps +20~30)

I don't think that Humvee needs HP buff, but I guess +20 or +30 wouldn't hurt.



#542 Toveena

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Posted 08 March 2014 - 10:11 PM

 

Latin Confederation will get something else, which will make the Drakuv a real treasure. According to the current information the healing ability will be permanently removed.

 

I'm understanding the fact that Drakuv no longer has this effect, Well..which does not mean the humvee can't make use of the healing ability when u think about it.


Edited by Toveena, 08 March 2014 - 10:11 PM.


#543 Petya

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Posted 09 March 2014 - 09:46 AM

Well as I have said Humvee is just a simple T1 anti-infantry. It's weapon is really good against infantry. I don't think that it is going to have other abilities. But we'll see :)



#544 Atomic_Noodles

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Posted 09 March 2014 - 12:45 PM

Its also a Troop Transport.


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#545 Samus Tomas

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Posted 10 March 2014 - 06:42 PM

Few things i noticed. Mirage tanks are so weak, even conscripts deal more dmg. In my opinion they need to get buffed to at least half of the RA2 firepower or full and raise the price of them. Then i notice that chrono miners bring home less money, is that on purpouse? and last in my opinion tesla troops are little overbuffed.


Edited by Samus Tomas, 10 March 2014 - 06:43 PM.


#546 Speeder

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Posted 10 March 2014 - 06:56 PM

Chrono Miners don't bring any less money than they did in RA2. Mirage Tanks are pure anti-armor in Mental Omega 3.0.


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#547 Samus Tomas

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Posted 11 March 2014 - 08:59 AM

Chrono Miners don't bring any less money than they did in RA2. Mirage Tanks are pure anti-armor in Mental Omega 3.0.

it was just feeling, i was habitate for  original ones and i run out of cash faster then in normal even i got ore purifirer and one more chrono miner then i normaly use. Maybe they are a lot slower or they just mine slower. Last think thanks for explaining that mirage tanks purpouse. This mod is more about rock paper scisors system then in original, but i like it. No more piling up 100 conscripts or 15 apocalipse tanks to win. Btw you use some ideas from RA3 didnt you? Coop and that. BTW i am not sure if there is same stupid idea like in RA3 that your Co Commander use same resorces like you?



#548 Zenothist

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Posted 11 March 2014 - 09:29 AM

Just making a quick note that co-op was in Red Alert 2 long before Red Alert 3 had it. It just didn't amount to much more than glorified skirmish matches. MO changes that.

 

Each player has his own resource pool. The concept of shared things between players is not (yet) possible in the engine.


Edited by Zenothist, 11 March 2014 - 09:30 AM.


#549 Samus Tomas

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Posted 11 March 2014 - 10:52 AM

Just making a quick note that co-op was in Red Alert 2 long before Red Alert 3 had it. It just didn't amount to much more than glorified skirmish matches. MO changes that.

 

Each player has his own resource pool. The concept of shared things between players is not (yet) possible in the engine.

At least something, i hate that shared concept, i know in red alert 2 there was co-op, but no strict co-op like in RA3 that you just cant in camping select no co-op general. I am more into building bases at the start and my coop dont have even base defence or enough build base and he just pile up units. That just drain so much resources that you just cant even build basics before you run out of money. Please just give players option at least to not allow ally to have same bank acc if you really plan that.



#550 Samus Tomas

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Posted 11 March 2014 - 11:37 AM

But really great idea would be if more unit got own special ability like in RA3 like swaping weapons (conscripts - ak47 -> Molotov coctail)
I know it may be hard to program that, but would change the strategy a lot and may exhance some units so they would be usefull for some kind of work. Like that conscripts ak 47 for enemy units, coctails for buildings.



#551 Graion Dilach

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Posted 11 March 2014 - 12:32 PM

Impossible. The system can't do that. And even if it could do, you don't have an UI for that neither.

And honestly, individual unit UIs are so against C&C.

Edited by Graion Dilach, 11 March 2014 - 12:33 PM.

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#552 Petya

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Posted 11 March 2014 - 03:01 PM

There is another a big problem with this weapon changing system. In RA3 there are fewer units than in RA2 or in this case MO3. In RA3 it was necessary while in MO3 it isn't.

 

Btw all of the units have some sort of use. The players have to figure out how to use every unit properly.



#553 Jargalhurts

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Posted 29 March 2014 - 06:32 AM

I don't get how are you supposed to counter Thors as PsiCorps. The Dybbuks are countered almost immediately making those Gehennas practically useless against them. At least, the other subfactions can handle them decently. Any suggestions?


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#554 Petya

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Posted 29 March 2014 - 07:58 AM

Dybbuks are already highly armored. Make many Gehennas and you'll be able to counter them. Although it is advised to keep Archers and Gatlings as a Gehenna escort, because if Thors shoot the Dybbuks down then you, you won't lose Gehennas.

 

In my opinion Gehenna is one of the most efficient anti-air unit, because it can harass air units.



#555 mevitar

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Posted 29 March 2014 - 01:08 PM

If Gehennas don't work anymore, use Archers. And if Archers can't kill those Thors... that means you don't have enough Archers. :p As long as you don't try to chase after escaping Thors, at least some of them will die.

Also, Libra + Clones hit'n'run on Thors works, as long as you stay outside of their range.

And keep in mind that EA has long range anti-infantry, which you have to eliminate before sending them near.
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#556 Meyerm

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Posted 31 March 2014 - 01:54 AM

I've had issues countering the volkov and chitzkoi combo. Alone, they're pretty balanced heroes, but I think both together is a little overkill. Maybe make Chitzkoi a special/stolen tech unit?



#557 Atomic_Noodles

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Posted 31 March 2014 - 04:26 AM

Chitzkoi can be countered easily by Repair Units.

 

Volkov can be easily overwhelmed by Units since he has a somewhat slow ROF


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#558 Haxxan

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Posted 31 March 2014 - 11:39 AM

I've had issues countering the volkov and chitzkoi combo. Alone, they're pretty balanced heroes, but I think both together is a little overkill. Maybe make Chitzkoi a special/stolen tech unit?

If you're HQ use stalkers, PC has magnetrons, The allies have jets, China has emp, LC has Vultures and Russia has wolfhounds.

Only SC is is left out...


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#559 Atomic_Noodles

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Posted 31 March 2014 - 11:41 AM

SC has Unit Spam.


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#560 mevitar

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Posted 31 March 2014 - 12:49 PM

Which doesn't help against Chitzkoi at all, unless he jumps into a large group of Brutes/Initiates. Vehicles will get infected before they even turn around their turrets to fire at him. As for repair units, Soviets have it much easier here, since Repair Drones will auto repair anything, while Allied and Epsilon repair units need constant attention or be on the move all the time.

Edited by mevitar, 31 March 2014 - 12:55 PM.

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