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MO3.0 Feedback // BALANCING


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#821 Divine

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Posted 25 August 2015 - 11:11 AM

I can't wait for the new S-300, I've got the feeling that it will utterly pwn the Irkalla... and Kirovs... and Basilisks....


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#822 BlackAbsence

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Posted 04 September 2015 - 10:35 PM

Support Super Weapons should only manipulate friendly units, for; they're suppose to be support, and not stand alone offence.

However this is only the case with the Chronosphere with its ability to instantly kill any unit via warping it into a water tile (unless it's amphibious) or cliff tile.

Which is why I ask, to balance things: Make it so the Chronosphere only Manipulates friendly units. Pretty please :p

 

Like; I wouldn't be able to wreak that much havoc with an IC (Iron Curtain) or Rage Inducer that efficiently, so balance it?


Edited by BlackAbsence, 04 September 2015 - 10:39 PM.

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#823 ShadowE

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Posted 06 September 2015 - 07:18 AM

Simple, split your units when you know a ChronoSphere is about to be ready, then damage is severly limited and a shift is "wasted" :p
Also iirc the timer is longer than IC or Rage Inductor


Edited by ShadowE, 06 September 2015 - 07:19 AM.


#824 CLAlstar

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Posted 06 September 2015 - 07:38 AM

Not to mention that sometimes it better to lose couple of units instead of entire base thanks to chronoshift attack.



#825 BlackAbsence

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Posted 06 September 2015 - 12:36 PM

Simple, split your units when you know a ChronoSphere is about to be ready, then damage is severly limited and a shift is "wasted" :p
Also iirc the timer is longer than IC or Rage Inductor

Yeah, simple. . . when they're stationary, but when they're on the move it's hard to not keep them clustered, and it kinda sucks when that one unit is your Centurion + whatever you have in it.


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#826 CLAlstar

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Posted 06 September 2015 - 01:12 PM

That means that enemy actually does his job with utilizing his resources to remove biggest possible threats. Nothing to nerf.



#827 lovalmidas

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Posted 06 September 2015 - 02:32 PM

The main concern seems to be that the Soviet and Epsilon powers cannot use their support weapons like the Allies can.

 

The Allied Chronosphere acting against the enemy units effectively allows Allied commanders to use the support weapon without the need to have a standing army. Don't have your 9 Prism Tanks, no worries! Just send 5 SCUDs to the water, and start acquiring your Prism Tanks for the next countdown! ( ͡° ͜ʖ ͡°)

 

The Soviet and Epsilon can do no such thing; their support superweapon requires a standing army to be useful.

 

---------------------------------

My suggestion is to keep the Chronosphere's ability, but expand the Iron Curtain and Rage Inductor to be somewhat effective against the enemy on its own.

 

Chronosphere: No ability to kill infantry.

Iron Curtain: You can use it to kill infantry. Bye bye heroes..

Rage Inductor: Not sure about this one. Maybe allow it to be applied to buildings, and attach a Bloodlust aura around them to kill enemy units nearby.

 

How useful did you find the Rage Inductor?


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#828 CLAlstar

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Posted 06 September 2015 - 03:14 PM

Ambush attacks, killing enemy infantry, supporting allied attack, random tyrant attack kiklling entire enemy base



#829 BlackAbsence

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Posted 06 September 2015 - 04:32 PM

That means that enemy actually does his job with utilizing his resources to remove biggest possible threats. Nothing to nerf.

With a IC, it needs to work in unison with units to do damage (excluding towards infantry).

With a Rage Inductor, it needs to work in unison with units to do damage (excluding towards infantry).

With a Chronosphere, it doesn't need to work in unison with units to do damage.

One of these things is not like the others. . .

My suggestion is to keep the Chronosphere's ability, but expand the Iron Curtain and Rage Inductor to be somewhat effective against the enemy on its own.

Interesting. Then how about this:

Chonopshere

- Loses its ability to kill infantry (infantry aren't "stable" enough to go through portals, exuding chrono based infantry)

- Loses its ability to influence unfriendly units (no more warping Centurion to lonely island, making it so it's unable to be reproduced where needed)

- Loses its ability to destroy units via warping units into units.

- Gains a second ability (Separate Support Power), able to instantly erase any Unit(s)/small Defence(s) in a 3x3 area (I took the exploitation and made it its own thing) The animation of this will be a chonowarp in reverse.

   Note: does not effect Infantry, for; they aren't "stable" enough to go through portals. Does not effect Structures, large Defences, and Centurions, for; they're too large

Iron Curtain

- Keeps infantry killing, and Infantry now explode (like being punched by a Brute) when ICed :p

- Keeps its ability to influence unfriendly Units (Makes FFA more interesting).

- Gains the ability of leaving "red radiation" where IC is applied.

   Note: "Red radiation" lasts a really long time, is twice as harmful as normal radiation, only harms infantry, and explodes infantry

- Regains its ability to influence any Structure(s).

Rage Inductor

- Loses its ability to kill Infantry.

- Loses its ability to influence Units (I just find it odd that a biological enhancement device enhances machinery).

- Gains the ability to influence Infantry (Like how the Support Super Weapon used to be in vanilla RA2/YR).

- Gains a larger area of effect (4x4 area).

- Gains the ability to influence unfriendly Infantry (Makes FFA more interesting).

 

As you see; IC kills infantry well, Chonosphere kills units well, and Rage Inductor just gets an interesting makeover (Enraged Brute swarm, anyone? That's like; the equivalent of ICed Demo Trucks, right?).

 

Rage Inductor: Not sure about this one. Maybe allow it to be applied to buildings

I find that strange, for; the Rage Inductor dopes. Biological enchantment isn't logical for enchaining structures. 


Edited by BlackAbsence, 06 September 2015 - 10:46 PM.

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#830 BlackAbsence

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Posted 14 September 2015 - 04:51 PM

You can acquire Infantry (GIs if Allied / Conscripts if Soviets / Initiates if Epsilon) by having your structures sold or destroyed.

I only ask that, if Soviet, you acquire twice as much if this happens, for; Conscripts are about the equivalent of %50 of a GI / Initiate.

 

This is an extremely minor issue, though an issue of balance nevertheless.


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#831 mevitar

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Posted 14 September 2015 - 09:52 PM

In an roundabout way, the amount of infantry you get from a structure is determined by the infantry cost, so yes.
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#832 Omega Legion

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Posted 02 November 2015 - 03:06 PM

Soviet is lacking of both rush and anti-rush ability. Epsilon's intiatives can easily overwhelm soviet's infantry and rapidly attack the base; allied's GI+IFV can also suppress soviet in an early time. But soviet's conscripts and halftracks are not powerful enough to damage enemies' base in the early game. Although soviet has powerful Tier 1 tanks, they are too slow to rush.

Meanwhile, soviet needs a lot of bonus and time to build up its armored strength. If it is rushed by enemies, its economy will easily be damaged. But soviet doesn't have enough strength to fight against early rush before its first tank appear (while allied has GGI and epsilon has Gatling to against rushing forces). And if soviet's production get damaged, it will be harder to build up armored forces, making it harder to defend the base, causing a vicious cycle.

#833 BlackAbsence

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Posted 03 November 2015 - 05:08 AM

Soviet is lacking of both rush and anti-rush ability. Epsilon's intiatives can easily overwhelm soviet's infantry and rapidly attack the base; allied's GI+IFV can also suppress soviet in an early time. But soviet's conscripts and halftracks are not powerful enough to damage enemies' base in the early game. Although soviet has powerful Tier 1 tanks, they are too slow to rush.

As for anti-rushing: Soviets have the best tier 1 defence: The Battle Bunker. Use them to your advantage, especially at choke points.

As for rushing: Conscripts are more expendable. Build twice as much as your opponent's GIs or Initiates if you wish to match their strength. Similarly with T1 AT Infantry, too, which comes in most handy when sieging. However, it is a pain to click so much to even the score :p Maybe faster production could compensate for that tediousness? (Personally: I love having 60 or so Conscripts :p It's fun)

I agree that GI-IFVs are OP rushers, simply because they out-range early infantry, garrisons, & tier 1 defences, so I propose a range reduction of 1 for them, to make them more of a Flak Track or Gatling Tank equivalent. Engineer-IFVs / Stingers also give the Soviets a disadvantage, for; their repair units production is restricted by an unfortunate amount of time, whereas Allies and Epsilon may churn out theirs quickly.

 

I mind you, however: Soviets get Pyros, & they're Badass.  ;)


Edited by BlackAbsence, 03 November 2015 - 09:48 PM.

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#834 Protozoan

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Posted 31 March 2016 - 02:11 PM

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Couple of questions:

 

1): Why a US animal's name for a Chinese vehicle?

 

2): Is this up gunned Borillo going to be more expensive and slower?

 

3): Why do they need it?


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#835 CLAlstar

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Posted 31 March 2016 - 02:53 PM

1. Because why not.

2. Obviously?

3. Read first part of first sentence.



#836 Protozoan

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Posted 31 March 2016 - 03:22 PM

1): Because there is already the theme of having units with corresponding names relating to their nation where they were created.

2): I asked the devs, not you.

3): And making units for the sake of making units is not a typically a good recipe for gameplay balance.

Plus the Borillo is already horrendously annoying and is one the most irritating units by far in the game.

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#837 mevitar

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Posted 31 March 2016 - 04:14 PM

Would you rather have us name it 犰狳? :p
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#838 CLAlstar

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Posted 31 March 2016 - 04:22 PM

1. Then lets change Gyrocopters and Sentinels aswell. Also more armored borillo = armadillo. That sounds legit.

2. Maybe im not a dev but i have knowledge about what is going on. And ability of reading.

3. >assuming Speeder wont be able to balance it out

 

Also its not like Borillos are already nerfed. But i would expect that argument from person who would rant on them 24/7 considering your previous posts in this thread :p



#839 lovalmidas

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Posted 31 March 2016 - 05:25 PM

(1)

The armadillo is a New World animal and not exclusively US, but that's besides the point. 

 

Well, the Pangolin is a close cousin of the armadillo and it is quite well-known in China (it's a malay word, btw). (http://qz.com/170554...irkiest-animal/). I have a feeling Pangolin is going to sound weird, but perhaps they can be good buddies with Qilin. :p

 

Conceding to your point will be indicating that the Germans are not allowed to name their tanks the following: Spz Puma, Jaguar series, Panther series, Leopard series, etc. Those animals were not German.

 

Now on the 'theory' that China gave it this name to spite the US, hoping the US reciprocate by giving one of their tanks a Chinese name...

 

 

(2) 

I will be pretty surprised if Armadillo turns out to be not only faster, but also cheaper. Especially when China is not known for its speed.

 

 

(3)

The Chinese Army in MO are a whole lot of brute force. No artillery (well, you can always base push Hammers and send in that Centurion). Just lots and lots of meat. With the current changes to Borillos, the Borillo can no longer satisfy the Chinese jugglenaut. Too fast and too weak.

 

The Armadillo is intended to offset the Chinese disadvantage due to a lack of artillery, by making the Chinese force more likely to close the range gap and survive that process.

 

Except for Yunru, do not expect subtlety. Then again, with her giga drill bit and a large spread of her hacking beam, I do not think Yunru is subtle either.


Edited by lovalmidas, 31 March 2016 - 05:27 PM.

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#840 Solais

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Posted 31 March 2016 - 08:13 PM

Do not forget the pink hair. It's like a bull's eye. :V






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