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MO3.0 Feedback // SUGGESTIONS


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#2381 Shieldheart

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Posted 19 November 2015 - 01:53 AM

I see, thanks for the reply Doc & Mevi!

 

I'm quite aware that the 1st and 2nd suggestions are almost impossible to implement for the time being, but I want to make sure anyway, hahah.

 

As for the 3rd, I never see an online match of Fortress Mode myself (1 human vs all other human players), so I assume this mode is not really favourable in an online match and much more suitable for an offline Meteor Shower mode (x amount of human players vs x amount of AIs), so I suggest yo make the map also available in Meteor Shower mode if possible (or is it required a quite difficult script to convert regular/other mode maps into Meteor Shower maps?)



#2382 doctormedic

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Posted 20 November 2015 - 12:37 PM

There are people playing fortress mode,its just that the fortess player must be really skilled or rush one of the players and kill them before they make an army.



#2383 Omega Legion

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Posted 26 November 2015 - 12:00 PM

The current navy system seems a bit monotonous, could you add more kinds of warships or make the navy of each subfaction different?



#2384 Atomic_Noodles

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Posted 26 November 2015 - 01:50 PM

The problem with naval combat is as it is its a very more basic combat theater since in most cases its just a flat battlefield with the only combat differences being Barriers (Via Land and Structures) or Submerged Units.


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#2385 Shieldheart

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Posted 27 November 2015 - 06:45 AM

The current navy system seems a bit monotonous, could you add more kinds of warships or make the navy of each subfaction different?

 

I wholeheartedly support this suggestion. I miss Red Alert's Allied Cruiser, and I'm also a fan of the hyper-powered Generals Zero Hour's battleships (hahah). I was dissapointed that battleships are campaign only in MO3 (even though I understand the reason behind it, too over powered compared to other T3 ships -even ground forces ones-). My only suggestion is to shorten its range, maybe 25% shorter than carriers/dreadnoughts/others, or, same range but make it slower than Akula.

 

I understand Atomic_Noodles' concern, however as a fan of the air and naval forces, I feel that they -especially naval forces- are often underutilized in MO (or C&C games in general); except in the campaign of course. If all above are not possible or the MentalMeisters thought that the battleships/other bombardment based ships are a hassle to balance in the skirmish, it would be nice if it at least can be available through capturable tech building (either the already existed Tech Secret Lab or create a new one, Tech Naval Research Centre maybe?).



#2386 CLAlstar

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Posted 27 November 2015 - 10:57 AM

It is already confirmed that there will be more naval units, aswell as some of them returning from campaign to multiplayer - Dolphins and Cattlecruisers for example.

 

Unless Speeder decides to change that :p



#2387 Shieldheart

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Posted 28 November 2015 - 06:29 AM

Cattlecruisers

 

The bloody pun really got me there :p

 

Anyway, glad to hear that there will be more naval units lies ahead; although I still hope for the re-appearance of bombardment-based ships in the skirmish/multiplayer mode (especially the mighty -or the less mighty- battleships (Kriegsmarine's pocket battleship anyone?).


Edited by Shieldheart, 28 November 2015 - 06:31 AM.


#2388 doctormedic

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Posted 28 November 2015 - 08:40 AM

Im just going to sit back and wait for the one of the new tech vehicles being a navy unit that can deploy into a shield like a shield barrier.



#2389 ROMaster2

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Posted 19 December 2015 - 04:12 AM

Some kind of way to get a feel for the game without being murdered by CPUs even when on easy?

 

How are newcomers even supposed to learn the game? I can't make a map so the CPUs aren't always attacking me, I can't open the MIX files because they're encrypted, there's no in-game tutorial, the YouTube videos are vague and way too long, so I'm stuck being constantly attacked while just trying to understand what I can even do. I made some units to try to know what they do but some I can't even use force attack to see what it does. I'm completely brickwalled on how to even play properly. If I could just make a simple map that borders the CPU off it would help tramendously, but the MIX files are locked out so I'm SoL.

 

Edit: With some trickery I was able to make a 'zoo' map for to lock out the CPUs and play with each unit. Made it possible to start understanding the mechanics...still failed the first mission on easy though. And I'm not inexperienced at all; I've played for a very long time and even speedrun the RA2 campaigns.


Edited by ROMaster2, 19 December 2015 - 10:38 AM.


#2390 doctormedic

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Posted 19 December 2015 - 09:08 AM

You can see the main page's unit and infantry on the faction section.Also the game is made for experianced RA players but new players can adapt,like me for example.Just be aware of tier 1 spy rushes in the first minutes of the game.



#2391 X1Destroy

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Posted 19 December 2015 - 11:06 AM

You can start a game without a computer player.


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#2392 Protozoan

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Posted 19 December 2015 - 11:20 AM

Some kind of way to get a feel for the game without being murdered by CPUs even when on easy?

 

How are newcomers even supposed to learn the game? I can't make a map so the CPUs aren't always attacking me, I can't open the MIX files because they're encrypted, there's no in-game tutorial, the YouTube videos are vague and way too long, so I'm stuck being constantly attacked while just trying to understand what I can even do. I made some units to try to know what they do but some I can't even use force attack to see what it does. I'm completely brickwalled on how to even play properly. If I could just make a simple map that borders the CPU off it would help tramendously, but the MIX files are locked out so I'm SoL.

 

Edit: With some trickery I was able to make a 'zoo' map for to lock out the CPUs and play with each unit. Made it possible to start understanding the mechanics...still failed the first mission on easy though. And I'm not inexperienced at all; I've played for a very long time and even speedrun the RA2 campaigns.

 

As others have mentioned, the mod is quite unforgiving and designed for competitive veterans mainly. Unfortunately the suggestions mentioned by X1Destroy & doctormedic are really the only things you've got to work with at the moment until the next version of the mod is released, which the Campaign will be improved and the difficulty adjusted accordingly. Skirmish AI should also be a little bit easier on easy difficulties. But for now; practice makes perfect.


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#2393 CLAlstar

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Posted 19 December 2015 - 12:09 PM

Some kind of way to get a feel for the game without being murdered by CPUs even when on easy?

 

How are newcomers even supposed to learn the game? I can't make a map so the CPUs aren't always attacking me, I can't open the MIX files because they're encrypted, there's no in-game tutorial, the YouTube videos are vague and way too long, so I'm stuck being constantly attacked while just trying to understand what I can even do. I made some units to try to know what they do but some I can't even use force attack to see what it does. I'm completely brickwalled on how to even play properly. If I could just make a simple map that borders the CPU off it would help tramendously, but the MIX files are locked out so I'm SoL.

 

Edit: With some trickery I was able to make a 'zoo' map for to lock out the CPUs and play with each unit. Made it possible to start understanding the mechanics...still failed the first mission on easy though. And I'm not inexperienced at all; I've played for a very long time and even speedrun the RA2 campaigns.

Reminder. MO and vanilla RA2 are completely different games in terms of mechanics. Speedrun strats do not work here. Also there is no standard infantry wiping out tanks in seconds. I also started as a RA2 "veteran" but after small lecture, watching how the things are and testing stuff myself i was able to see all the units pros and cons. While AI is harder, they still work with patterns - which are easy to see, at least for me (who spent years on MO).

 

In other words: Forget all your vanilla experience, because MO is completely different game.



#2394 BlackAbsence

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Posted 26 December 2015 - 08:47 PM

Ideas for the European Alliance:
1: The Sniper:
Most people think snipers are OP, but they're just as anti-infantry as Prism Tanks (Taking in the account of the splash damage), which are already available.
The Sniper is a tire 3 infantry, capable of sniping infantry at long ranges (At the same range that Prism Tanks can).
The Sniper can also deploy an unfold-able artificial bush to hide in (Preferably amongst greenery). Weather or not they should be able to fire out of said bush is debatable.
2: The Camo Pillbox:
The Camo Pillbox was first introduced in Red Alert 1, which proved to be quite effective at ambushing infantry.
The Camo Pillbox essentially behaves like a Mirage Tank, however uses a MG turret, instead.
The Camo Pillbox's weapon is suppressed to avoid muzzle flash and noise that would otherwise; draw attention.
The "Camo Pillbox", isn't a structure, but rather an upgrade for the pre-existing Pillbox, accessible at Tier 2.
(Considering that EA is a so called defensive faction; I thought that these suggestions would be befitting)
 
Idea for the Latin Confederation:
1: The Bomb Bike:
The bomb bike is a suicider Infantry capable of quickly reaching the enemy and detonating an explosive.
They are anti Structure / Tank.
They are a tire 2 Infantry.
 
Ideas for Scorpion Cell:
1: The Virus (Sniper):
Considering that SC already has Please Splatters, I don't see how bad it'd be to implement Viruses back into the game.
Viruses shots will no longer kill grouped infantry per shot, only the individual target.
Viruses are tire 3 infantry, capable of sniping / infecting infantry at long ranges.
Viruses are now capable of healing friendly infantry at close range (I thought this would be logical considering that some infantry heal from virus gas, also)
2: Mutant Hijacker:
Weather or not replacing psychics, I think Hijackers would be really befitting to SC.
3: Making driller-technology SC exclusive.
 
Ideas for Epsilon in general:
1: Dunriders take up 1 transport slot instead of 2.
2: Brutes take up 2 transport slots instead of 1.
3: The Abductor:
The Abductor is a variant of the Invader that can Transport / abduct (Like a Drakuv at very close range) up to 3 infantry.
The Abductor is a slightly smaller "Invader" holstering 4 pods. The pilot pod in the centre, & three smaller ones sounding it.
The Abductor cannot abduct heroes, or land.
The Abductor can "beam down" Infantry onto the ground (enemy infantry will be paralysed for a short time) or into Bio Reactors & Grinders.
The Abductor replaces the Driller APC. The Driller APC, however, becomes a SC exclusive add on. 
4: More Stinger alterations.
Stinger + Initiate = Initiate Stinger (+1 Range & slightly more anti-tank)
Stinger + Archer = Archer Stinger (+1 Range & anti Air / Tank / Structure)
Stinger + Psychic = Psychic Stinger (+1 Range & acquires mini-Master-Mind head)
Stinger + Dunrider = Toxic Grenade Stinger (+1 Range & anti Infantry / Structure)
5: A mission where Epsilon steals the blueprints for IFV technology (If there isn't already one), which makes way for the Stinger.
6: Psychic Spy detection.
Spies are no longer safe from being undetected from mind control abilities.

Edited by BlackAbsence, 26 December 2015 - 09:56 PM.

Infinitive absence.


#2395 CLAlstar

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Posted 26 December 2015 - 10:11 PM

1. Snipers are already reintroduced to multiplayer (with nerfs)

2. Im not sure if camo pillbox like that would be even possible.

3. They have bomb buggies, which do job way better

4. Virus might possible be reintroduced as normal unit for multi (with nerfs)

5. Stinger is good at it is, no need for additional versions honestly. Not to mention its immune to mind control - "ifv" like that would be clearly overpowered.

6. Driller tech exclusive to SC only? Bad idea.

7. Spies no longer safe from auto lock on mind control? You want epsilon to become uninfiltrable like Yuri in vanilla? Because thats how you get epsilon to become uninfiltrable like Yuri in vanilla.


Edited by CLAlstar, 26 December 2015 - 10:12 PM.


#2396 Atomic_Noodles

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Posted 27 December 2015 - 02:47 AM

Not enough IFV Turret Modes to have more than the current setup.

 

Psychic Infantry was made unable to detect spies by MO. It's intentional. If you want Spy Detection spread out dogs in your base.

 

Hijacker is being moved to Epsilon Faction.

 

Abductor isn't possible you'll need the aircraft/unit to land to even unload its units aside from dying.

 

Camo Pillbox closest emulation currently is using slightly tricky graphic workarounds or making it cloaked.


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#2397 Protozoan

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Posted 27 December 2015 - 11:13 AM

Snipers being re-introduced to MP? When was that announced?


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#2398 Atomic_Noodles

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Posted 27 December 2015 - 12:56 PM

The only sniper infantry confirmed being reintroduced in skirmish/multiplayer in next patch was the Virus and then there she'll probably have some tweaks to her range if at all.


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#2399 Protozoan

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Posted 27 December 2015 - 01:11 PM

*retains anti-vehicle capabilities*

 

-1 beta revision later-

 

SNIPER OP NERF NERF NOW NERF SNIPER NERFFFFF!!!!!!!!!!!!


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#2400 GermyFever

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Posted 28 December 2015 - 09:34 AM

What about a gold-ish or more yellow-orange player color? It's a minor thing, but we have player colors like magenta, teal, olive; hell, even khaki is an available player color. What do you guys think?






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