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MO3.0 Feedback // SUGGESTIONS


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#2161 MrFreeze777

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Posted 09 July 2015 - 07:18 PM

I guess it could work since brutes are very sturdy infantry but chances of implenting a subfaction miners are 0% at least in skirmish/multiplayer. If you remember when Kivz made the ridiculous unbalanced suggestion for making all subfaction have their own miners a year ago(http://forums.revora...-64#entry959042) I think you get the gist of why the MO developers won't add a unique subfaction miner.



#2162 Protozoan

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Posted 09 July 2015 - 07:42 PM

I see no problem with at least one unique miner. Although I don't think I've ever seen any units suggested here implemented into the game anyway, but one can only dream.

I still want camo pillboxes...

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#2163 Meyerm

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Posted 09 July 2015 - 09:50 PM

I thing bringing back the slave miner outside of campaign is a bad idea. Its advantages and disadvantages are just too extreme to balance it. Unless... you weaponize it as a mobile spawner for suicide bombers that auto target the nearest enemy. :shiftee:

 

On an unrelated note, can "lost colony" be brought back? It offers a unique, if slightly imbalanced, chance to fight on the moon.



#2164 Protozoan

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Posted 10 July 2015 - 04:58 PM

"Unless... you weaponize it as a mobile spawner for suicide bombers that auto target the nearest enemy"

Stop giving Speeder more ideas for the Soviets

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#2165 Malekron

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Posted 10 July 2015 - 11:15 PM

"Unless... you weaponize it as a mobile spawner for suicide bombers that auto target the nearest enemy"

Stop giving Speeder more ideas for the Soviets

You know what to do Speeder... :evgr:



#2166 BlackAbsence

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Posted 11 July 2015 - 05:23 AM

How about an Epsilon defence structure for HQ, called: The Genetic Amplifier?

The Genetic Amplifier slowly heals neighboured infantry, similar to how the Soviet Crane slowly heals neighboured units.

HQ emphasises in genetics so I think it'll be befitting.

 

I don't think the Allies should be the only ones capable of healing their own infantry, also.


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#2167 Meyerm

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Posted 11 July 2015 - 05:52 AM

Yeah, all sides should get some kind of infantry healer. One could be a structure (convert campaign's soviet medical outpost to aoe?) and other could be an ability.



#2168 Protozoan

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Posted 11 July 2015 - 06:03 AM

The other sides infantry is way more expendable though, especially the Soviets, its sort of their theme. Plus Allied infantry is more defensive, less mobile.

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#2169 BlackAbsence

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Posted 11 July 2015 - 10:26 AM

The other sides infantry is way more expendable though, especially the Soviets, its sort of their theme. Plus Allied infantry is more defensive, less mobile.

Soviets, yes. Epsilon, no. If anything, Allied infantry is a lot more expendable than Epsilon infantry. Just compare prices. 


Edited by BlackAbsence, 11 July 2015 - 10:27 AM.

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#2170 BlackAbsence

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Posted 11 July 2015 - 10:57 AM

I wanted to suggest a suicide type infantry for Epsilon that involves chaos gas, but unfortunately; the Weaver's being altered into a suicide type, and chaos gas is being removed from the game completely (From what I hear. Correct me if I'm wrong), rendering my suggestion redundant :c but I still want to share it anyway, for; I believe it's original enough, and would like to hear what you think about it. 

 

The Berserker:

The Berserker is a slightly stronger (Health wise), purple/grey Brute with a large, strange device implanted onto/into its back. This device serves two purposes:

Firstly; the device can dope the Berserker with performance enhancing drugs via the deploy function, which endues the Berserker into a raged state (Hence the name; Berserker) for a fair amount of time. Within this raged state, the Berserker gains a slight speed boost, and acts as if under the influence of chaos gas, yet is still controllable. Meaning that his attack/smash rate will be increased for a time being. However; the device takes some time in order to recharge its doping ability again, so only use the function when appropriate. You can tell whether or not they're enraged by a pulsating purple ring above their head (Like what the Rage Inductor does to units).

Secondly; the device can tell whether or not its host is alive and will self destruct when it detects that its host has died. Upon self destruction, it'll explode violently, expelling all it's chaos gas in one go for further damage. Brutes are brutal, but Berskers are berserk! instilling fear in even the most competent forces.

 

They cost $800, are tier 3 infantry, and should either be for SC or HQ (in my opinion).

They're of course; immune to mind control and being ran over, for; they're brute type infantry.


Edited by BlackAbsence, 13 July 2015 - 01:37 AM.

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#2171 Protozoan

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Posted 11 July 2015 - 11:07 AM

"Soviets, yes. Epsilon, no. If anything, Allied infantry is a lot more expendable than Epsilon infantry. Just compare prices."

You're right, Epsilon does have the strongest infantry and most pricey, however, brutes are more like suicide units, adepts aren't frontline, and archers and initiates are the best T1 infantry, Dunerider will probably become the most potent t2 infantry, and I think the reason allies are the only one that have a medic is because it fits their ideology along with their tactics, allied infantry is very defensive and not as versatile as the other faction's. Does Epsilon really strike anyone as a faction that cares about their troops?

I would be more inclined to have a unit that boosts soviet infantry fighting capability and for epsilon, I think they already try to make their troops the deadliest possible with no regard to their well being, but in a different way than the soviets.

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#2172 Meyerm

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Posted 11 July 2015 - 04:46 PM

"chaos gas is being removed from the game completely"

 

It was hinted chaos gas is being moved to the 4th faction.



#2173 BlackAbsence

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Posted 13 July 2015 - 01:48 AM

I think the reason allies are the only one that have a medic is because it fits their ideology along with their tactics.

Does Epsilon really strike anyone as a faction that cares about their troops?

I agree, but that doesn't excuse the other sides for not having a means to heal infantry. Besides; genetic alteration isn't friendly at all, so Epsilon will still be the mad scientists we all know and love :p (or hate. You be the judge).


Edited by BlackAbsence, 13 July 2015 - 01:54 AM.

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#2174 Toveena

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Posted 13 July 2015 - 02:28 AM

One little suggestion, After watching EP01 play through, I feel like the silo explosion in the end can be tuned up a bit with additional screen-shake(about 4-5 shaking-level in terms of coding) along with some debris added to it (The explosion sequence perhaps can be slightly prolonged too). In the Ra2 cut scene the silo explosion was pretty huge and it sure caused some heavy damage. Also Bright=yes in addition would be perfect, although i know MO isn't a big fan of combat lighting..

 

Well, Just another eye candy  :)


Edited by Toveena, 13 July 2015 - 04:04 AM.


#2175 Protozoan

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Posted 13 July 2015 - 02:52 AM

I'm just not really sure how a base healing structure could be useful to infantry, especially when they die so quickly and they're often frontline units that are expendable, sending them back to the base to get healed seems like a waste of time and therefore opportunity. Allied tactics are very passive and units support each other a lot, whereas Epsilon troops twist things around and Soviets are purely destructive.

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#2176 AngelFaux

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Posted 13 July 2015 - 03:51 AM

"chaos gas is being removed from the game completely"

 

It was hinted chaos gas is being moved to the 4th faction.

There was another more specific hint if I remember.

 

 

 

I think the reason allies are the only one that have a medic is because it fits their ideology along with their tactics.

Does Epsilon really strike anyone as a faction that cares about their troops?

I agree, but that doesn't excuse the other sides for not having a means to heal infantry. Besides; genetic alteration isn't friendly at all, so Epsilon will still be the mad scientists we all know and love :p (or hate. You be the judge).

 

Infantry healing doesn't really fit Soviet's tactics, since they're way too expendable.

If anything, I think a support power or unit is better than a building. Epsilon uses twisted tactics, and they move around a lot. They have mind-control, bruh, so why bother going back to base to heal when you can use mind controlled units as shields and distractions? An Infantry-healing building is just a bit pointless compared to Epsilon's tactics, and I don't think I've ever seen a player using Epsilon infantries for defensive and passive tactics often. I've seen Epsilon players turtling with units and Tank Bunkers, but not Infantries.

But seriously, have you tried to capture and defend a Tech Hospital? Of course on maps where Hospitals exist, though.



#2177 BlackAbsence

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Posted 13 July 2015 - 06:51 AM

One little suggestion, After watching EP01 play through, I feel like the silo explosion in the end can be tuned up a bit with additional screen-shake(about 4-5 shaking-level in terms of coding) along with some debris added to it (The explosion sequence perhaps can be slightly prolonged too). In the Ra2 cut scene the silo explosion was pretty huge and it sure caused some heavy damage. Also Bright=yes in addition would be perfect, although i know MO isn't a big fan of combat lighting..

 

Well, Just another eye candy  :)

I thought it was a bit anticlimactic as well. I concur with this proposal. :)


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#2178 BlackAbsence

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Posted 13 July 2015 - 06:59 AM

I just think that it sucks when your entire Stalker battalion (which costs like; $19200) gets struck with a Mercury strike and you have no way of healing them (Without a tech-hospital. Not every map has 'em, too).


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#2179 Protozoan

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Posted 13 July 2015 - 07:11 AM

Could give them auto regen over time?

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#2180 AngelFaux

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Posted 13 July 2015 - 07:30 AM

I just think that it sucks when your entire Stalker battalion (which costs like; $19200) gets struck with a Mercury strike and you have no way of healing them (Without a tech-hospital. Not every map has 'em, too).

If you have USA as your enemy, just never group your units too close to each other. That way, even the Mercury IFV shots won't cripple your whole battalion easily.

The same also applies when you have China as your enemy too. For the meantime, just deal with it.  :thumbsupcool: 

Or just use Driller + Infiltrators combo to infiltrate Allied ConYard and you can train medics. If your enemy is dumb enough to not wall the ConYard.  :p 






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