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MO3.0 Feedback // SUGGESTIONS


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#2141 MrFreeze777

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Posted 26 June 2015 - 04:29 AM

It's been fixed? Where does it say that?

Speeder said it himself:

http://forums.revora...tions/?p=961307



#2142 Protozoan

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Posted 26 June 2015 - 06:04 AM

What is the warpshop, how much does it cost and how much does the hummingbird cost?

And what are the prerequisites of the warpshop? Also how long does the slow down last on the hummingbird effect and how many squares does it cover?

2nm4ut.jpg


#2143 Asylum

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Posted 27 June 2015 - 10:31 PM

Can Virus by Frank Klepacki be added to the Allied soundtrack?  

Also, could the Allied watch tower be made buildable on T2 for stealth detection (if not also able to garrison a few infantry like the guard tower in MO1)?  Personally I find it frustrating to disrupt my unit build queue just because I suddenly spot a lone shadow tank, especially when neither SEALs nor Robot Tanks alone are particularly effective against those.  It's also nice to feel that my base is at least moderately prepared for these events, and leaving SEALs and Robot Tanks around the base perimeter they tend to get accidentally moved or killed in combat.  The watch tower could have a considerably smaller detection radius (like, the range of a prism tower) than the Soviet sensor tower, which I'm guessing is fairly substantial given its size.  Then perhaps the Epsilon mind-reader could serve a similar function.  Maybe it's just me, but I find using units to defend my base against stealth/infiltration a bit clumsy. 

 

Are the menu buttons going to be recoloured metallic green instead of purple for the next release?  That might look cool. 


Edited by Asylum, 27 June 2015 - 10:35 PM.


#2144 Malekron

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Posted 28 June 2015 - 12:37 AM

Apparently Russian cosmonauts wielded TP 82 pistol shotguns for taking down mother effing bears.

 

 http://www.cracked.c...ory-boo_p2.html



#2145 Darkstorm

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Posted 30 June 2015 - 08:01 AM

I haven't played in a while, but isn't the Tesla Reactor also cheaper? Also, I'm 99% sure what your suggesting isn't feasible with the Tesla Troopers powering the reactor.



#2146 Petya

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Posted 30 June 2015 - 08:09 AM

Nuclear Reactor is no longer latetech, because the other sides can get more power early while the Soviets can't. As a compensation Nuclear Reactor can be built early.

Tesla Trooper charged reactor wouldn't work, because Tesla Troopers are quite expensive compared to the other reactor upgrades (Bio Reactor can be filled with the cheapest infantries and Power Plant's upgrade doesn't cost that much per Power Plant).

Furthermore, the Nuclear Reactor's power output is reduced, so it doesn't give that much power as it did in RA2. Your opponents can still destroy rendering your base powerless.



#2147 Protozoan

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Posted 30 June 2015 - 08:29 AM

Will the explosive damage be reduced when it is destroyed or will it still be the same?

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#2148 ShadowE

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Posted 30 June 2015 - 08:46 AM

info about warpshop can be found in one of the News Bulletins



#2149 alexthecat

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Posted 01 July 2015 - 06:54 AM

Could you guys add a voiced mission briefing for your campaign missions. It would add a lot of personality to the story/factions.



#2150 alexthecat

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Posted 03 July 2015 - 05:30 PM

It would be cool if every faction had some kind of Bulldozer type thing to clear rubble left over after a civilian building was destroyed. It could be used much like the upgrade for the allied power plant.



#2151 BlackAbsence

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Posted 06 July 2015 - 01:52 AM

A game mode without Heroes or Heroines... Eaahh?...


Infinitive absence.


#2152 Petya

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Posted 07 July 2015 - 06:08 PM

Random idea from me: (not really expecting to get in the game tho)

 

Abomination

Replaces Brute for Scorpion Cell

 

The Scorpion Cell run secret human experimentation to create their own "Brute". These experiments were failure, because they only created weak creatures. However they saw that it wasn't a big failure at all, because one such creature was special. While it didn't have big muscle mass and rock hard skin, its abilities made it very unique. The nicknamed this creature as "Abomination" because of its ugliness and vile nature. The Abomination was filled with corrosive bile and toxic gas. The bile can eat through even the thickest armor. Its stomach was transformed into a secondary mouth to devour enemy infantry while its original mouth was transformed into a short range bile launcher. Whenever it receives damage, it releases its gas, poisoning nearby enemies. They also recorded that the gas heals the abomination. The brain suffered major damage so the creature cannot really think. It just needs to eat.

 

Abilities:

Immune to mind control, dogs and crush

Heals in toxins

Upon damage, releases toxin clouds

Enemy infantry kill restores 5% of its hitpoints

Corrosive bile decreases armor on units



#2153 katarabhumi

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Posted 07 July 2015 - 07:20 PM

Need more of North Sea map type, something similar/closer in structure... Please.  ^_^



#2154 Meyerm

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Posted 07 July 2015 - 08:52 PM

How about a D-day-style fortress map? No possibility of air drops or chronoshifting. Only way to the defender is by beach landing.



#2155 BlackAbsence

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Posted 08 July 2015 - 09:13 PM

The Slave Miner was very OP in vanilla RA2:YR, in my opinion. Like; a mobile refinery that supplies its own miners! damn, but still, it sort of has a nostalgic affect on me.

 

I would like to see the Slave Miner returned for the SC faction, but toned down in effectiveness.

Like; you could make it so slaves only carry 1 slot of ore instead of 3, and make it so you're only provided 4 slaves per unit, instead of 5.

 

Why SC? Well, considering that they're not so "technologically advanced" when it comes to units, I figured it'd be more befitting for them to have The Slave Miner, as opposed to the Ghost Miner.

They're also African which is a third world country, so (as sad as this may sound) slaves fit their theme as well... Those tyrants... o.o

 

I just want the Slave Miner back :p If you could make it happen (but of course balance it out), that'd be great! :)


Edited by BlackAbsence, 08 July 2015 - 09:19 PM.

Infinitive absence.


#2156 MrFreeze777

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Posted 08 July 2015 - 09:59 PM

Slave Miners were very unbalanced in Yuri's Revenge and previous Mental Omega versions. Units such as Snipers/SEALs/Desolators/Virus/anything anti-infantry would just make it impossible to gather any ore/gems since the slaves would just be killed in an instant. There is no way to balance that in skirmish/multiplayer. Having them in the campaigns would be nice though. 

 

SC still has technologically advanced units since they are a part of Yuri's army, why do you think they have access to Brute, Invaders, Basilisks, Adepts, etc.


Edited by MrFreeze777, 08 July 2015 - 10:00 PM.


#2157 BlackAbsence

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Posted 08 July 2015 - 11:32 PM

Slave Miners were very unbalanced in Yuri's Revenge and previous Mental Omega versions.

Agreed. Which is why I'm proposing that they should be downgraded, so that owning one near an ore field is like owning an oil derrick instead of an equivalent of like 5 miners.

Units such as Snipers/SEALs/Desolators/Virus/anything anti-infantry would just make it impossible to gather any ore/gems since the slaves would just be killed in an instant.

Snipers (excluding the hero: Morales) Don't exist any more (in multiplayer, at least), and Viruses are stolen-tech. There are still threats though, such as Prism Tanks and such, but It's up to the player to protect their miners, just like any other miner, any time. Slaves are also extreamly expendable at a net value of $0! :p

There is no way to balance that in skirmish/multiplayer.

Sure there is.

Having them in the campaigns would be nice though.

Agreed :) Maybe a whole mission about freeing the Slaves? "Let my people go!"

SC still has technologically advanced units since they are a part of Yuri's army, why do you think they have access to Brute, Invaders, Basilisks, Adepts, etc.

Fair enough. It's just that their faction emphasizes "weak / not so great / spam-able" units, namely; the Mantis Tank, etc.


Edited by BlackAbsence, 09 July 2015 - 02:01 AM.

Infinitive absence.


#2158 Meyerm

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Posted 09 July 2015 - 01:37 AM

It's more of a "We have the technology... but we don't want to spend a lot of money" thing. Use as much cheap stuff as you can and spread your cash out more.



#2159 MrFreeze777

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Posted 09 July 2015 - 06:28 PM

Agreed. Which is why I'm proposing that they should be downgraded, so that owning one near an ore field is like owning an oil derrick instead of an equivalent of like 5 miners.

 

That still won't cover their slave's fragile weakness.

 

Snipers (excluding the hero: Morales) Don't exist any more (in multiplayer, at least), and Viruses are stolen-tech. There are still threats though, such as Prism Tanks and such, but It's up to the player to protect their miners, just like any other miner, any time. Slaves are also extreamly expendable at a net value of $0! :p

I mean units from Yuri's Revenge and previous Mental Omega versions like 2.0 not 3.0 as you are assuming. Not to mention you have even worse threats from the new Mental Omega 3.0 units like the Buratino, Mercury IFV, Siegfired, Thors, Gyrocopters, Plague Splatters(especially since their attack leaves toxins), Duneriders, Basilisks, Borillos, etc.

 

Ghost/Chrono/War Miners can be easily defended because they are are sturdy vehicles and can be microed to evade threats, Slave Miners are less mobile since they have to delpoy to mine and undeploy to move; their slaves can't be microed to evade threats and since they are considered infantry, they are really fragile, at least Ghost/Chrono/War Miners can take a lot of punishment before going down, slaves on the other hand die instantly along with the ore they gathered. You can't balance that.

 


Edited by MrFreeze777, 09 July 2015 - 06:41 PM.


#2160 Protozoan

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Posted 09 July 2015 - 06:58 PM

Instead of human slaves, you could have failed brute experiments, just stronger workers that weren't intelligent/strong enough to work on the frontline. HQ could have palmed off their genetic mishaps to Scorpion Cell, but the SC command found a decent use for them,and instead of a machine gun, the slave miner could utilize a weakened gattling turret for light AA and infantry defense.

2nm4ut.jpg





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