Is it possible to add the healing outpost from the Soviet campagn as a default building in skirmish?. It would add a nice small healing option not too strong but helping me trying to play some more infantry focused games
MO3.0 Feedback // BALANCING
#101
Posted 07 December 2013 - 02:16 PM
#102
Posted 07 December 2013 - 02:35 PM
You can already play infantry focused games with each Soviet sides.
#103
Posted 07 December 2013 - 02:58 PM
Hey, devs, don't you think that the stolen tech cyborg is a litttttttttle bit OP? Here I had this game, me as Epsilon HQ VS China AI, I infiltrated all of his buildings, built a stolen soviet conyard, built 20 or so vet cyborgs, then proceeded to pwn his base in 1 minute. I mean, lol, they oneshotted all buildings and vehicles and infantry. I suggest a drastical reducing of the ROF of their nuke-cannons.
Edited by Divine, 07 December 2013 - 03:00 PM.
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#104
Posted 07 December 2013 - 03:48 PM
Someone said HQ OP but I will said Wolfhound is a bit OP.
High HP, Can attack both air and ground, Vulcan for infantry.
IMO his health and speed too much high while he can fly and almost effective against most thing. and he is too fast to catch up with T3 Ground AA.
Edited by GameMaster0000, 07 December 2013 - 03:48 PM.
#105
Posted 07 December 2013 - 05:40 PM
Hey, devs, don't you think that the stolen tech cyborg is a litttttttttle bit OP? Here I had this game, me as Epsilon HQ VS China AI, I infiltrated all of his buildings, built a stolen soviet conyard, built 20 or so vet cyborgs, then proceeded to pwn his base in 1 minute. I mean, lol, they oneshotted all buildings and vehicles and infantry. I suggest a drastical reducing of the ROF of their nuke-cannons.
Nah, that's your punishment for not walling off your Tech Center. Spies can be a real bugger.
Speaking of spies, is there any way you could 'remind" the AI that they're Tier 3?
I keep getting infiltrated 5 minutes into the game :/
#106
Posted 07 December 2013 - 05:47 PM
AI doesn't follow the tech tree.
#107
Posted 07 December 2013 - 05:50 PM
AI doesn't follow the tech tree.
But would they be able to?
#108
Posted 07 December 2013 - 05:51 PM
Yes, but that would be too easy for you.
#109
Posted 07 December 2013 - 05:53 PM
Yes, but that would be too easy for you.
Maybe, but it would be fair, and isn't that better?
#110
Posted 07 December 2013 - 06:01 PM
Maybe, but it would be fair, and isn't that better?
You complain a lot about player vs AI game. I think the AI must cheat so the game will enjoyable. Also there is a nerfed version of the AI in the gamemode called Mirror Match.
#111
Posted 07 December 2013 - 06:08 PM
Oh, I didn't want to come across as whiney, I'm sorry... I just play against the AI a whole lot, and therefore have come across a lot of things I feel obligated to report here. For the better of MO, of course!You complain a lot about player vs AI game. I think the AI must cheat so the game will enjoyable. Also there is a nerfed version of the AI in the gamemode called Mirror Match.
Maybe, but it would be fair, and isn't that better?
Edit: lol, autocorrect
Edited by Jochmen, 07 December 2013 - 06:17 PM.
#112
Posted 07 December 2013 - 06:14 PM
We could still just play against more than one AI, if it was too easy for being fair. But I'm fine with it as it is, except for the infinite money thing I descriebed in another topic.
Edited by Divine, 07 December 2013 - 06:14 PM.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#113
Posted 08 December 2013 - 02:33 PM
***One of the things I noticed when trying out the crate war, is that about 30% of the crates bring the fog of war back. I think this is too much. Obviously there have to be crates that do bad things in the crate war mode, but I've had the fog of war return about every 30 seconds on average (that includes me not hunting crates for a couple of minutes) and at one point I had the FoW return after 5 seconds. This behaviour ranges from very annoying to making the match virtually impossible.
Is it possible to lower the probability of crates having return the FoW and if so, could you do that?
***And I think this is not so much a balance issue but more of a question. How do I properly detect Malver? I've had him kill three of my chrono miners while I thought that I would be able to detect him in one way or another (Surely some defence structure would notice him and fire? No? aww...) In the end I just guessed with some Thor gunships and that always works but I'd like to have a method in case I don't have a gunship.
#114
Posted 08 December 2013 - 03:35 PM
***And I think this is not so much a balance issue but more of a question. How do I properly detect Malver? I've had him kill three of my chrono miners while I thought that I would be able to detect him in one way or another (Surely some defence structure would notice him and fire? No? aww...) In the end I just guessed with some Thor gunships and that always works but I'd like to have a method in case I don't have a gunship.
As Allied, just get some Robot Tanks, SEALs and any hero (excluding Norio). Once detected, there is nearly nothing Malver can do about other than die, swarmed by your forces.
The Stealth detectors, for the other factions are:
Soviet: Tesla Troopers and Borillos. (Terror Drones do not have detectors because of a bug where when a stealth unit is parasited by a terror drone, the drone will simply quit the vehicle when the vehicle stealth itself again).
Epsilon: Stingers, Dune Riders and Shadow Tanks (HQ only).
And of course, T1 attack vessels also detect stealth units.
#116
Posted 08 December 2013 - 03:54 PM
***And I think this is not so much a balance issue but more of a question. How do I properly detect Malver? I've had him kill three of my chrono miners while I thought that I would be able to detect him in one way or another (Surely some defence structure would notice him and fire? No? aww...) In the end I just guessed with some Thor gunships and that always works but I'd like to have a method in case I don't have a gunship.
As Allied, just get some Robot Tanks, SEALs and any hero (excluding Norio). Once detected, there is nearly nothing Malver can do about other than die, swarmed by your forces.
The Stealth detectors, for the other factions are:
Soviet: Tesla Troopers and Borillos. (Terror Drones do not have detectors because of a bug where when a stealth unit is parasited by a terror drone, the drone will simply quit the vehicle when the vehicle stealth itself again).
Epsilon: Stingers, Dune Riders and Shadow Tanks (HQ only).
And of course, T1 attack vessels also detect stealth units.
Or if you are PsiCorps put shadow ring on Libra and go search and destroy on Malvar.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#117
Posted 08 December 2013 - 04:34 PM
If the Terror Drone vs stealth unit thing gets fixed by Ares, the cloak detection might be moved from Borillo to Terror Drone so that they get a T1 stealth detection unit.
Cloak and Dagger branch says hi.
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ComradeCrimson: AS is the product of Hungarian acid
ComradeCrimson: And magical hussars
Dutchygamer: and Weird Al.
#119
Posted 08 December 2013 - 04:54 PM
Word it as such then, and not like if never happened. You're wording everything beyond 0.4 as a might in the buglist already. And I love how you worded the AttachEffect 'bugs' in the buglist.
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ComradeCrimson: AS is the product of Hungarian acid
ComradeCrimson: And magical hussars
Dutchygamer: and Weird Al.
#120
Posted 08 December 2013 - 08:36 PM
Yeah, and once Cloak and Dagger branch gets in, I'll make a Cloak and Dagger mission, with the player, of course, as the lone stealth tank.
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