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MO3.0 Feedback // SUGGESTIONS


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#2401 BlackAbsence

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Posted 29 December 2015 - 08:43 PM

How about a game mode where the AI would build up a gigantic force over a long period of time, then attack, instead of attacking with a constant stream of basic attacks? Varying by AI difficulty, of course. I'm talking like 20 Kirovs, 60 tanks, and just a very large amount of everything coming at your base all at once! Like any good steamroller would do.

However: There will be ample time to prepare while they build up that force, and you could always delay it by attacking them at their... now overly defended base.

 

The only bad thing I can think about this is that it might cause lag if the numbers grow too high, so if you'd implement this, I'd suggest not making is so there'd be a ludicrous amount of units XD

Please consider, for; I think large wars (in video games) are awesome!


Edited by BlackAbsence, 29 December 2015 - 09:08 PM.

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#2402 ROMaster2

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Posted 29 December 2015 - 10:14 PM

While I do stand by my post that this game has a large learning curve, it's very impressive and well designed.

 

I'd suggest having some kind of tutorial campaign that teaches the differences between RA2/YR and Mental Omega. The campaigns in the orignal games introduced a unit's function hands-on with practical ways to use them. It wouldn't need to be a full scale campaign, but having some tutorial missions explaining each faction's new/different capabilites, their sub-faction differences, and core game changes, would make the game friendlier to newcomers. Written tutorials/explainations only help so much; getting your hands dirty and in the action is the fastest and best way to learn.

 

Edit: As described by a friend, everything in the campaign is a beginner's trap. You can't see what's ahead until it's too late and you take damage. For the easy difficulty, remove most of the taskforces that come out from behind you. That's fine on mental but on easy it's just damn cruel.

 

**On an unrelated note: Those who desprately want to save their games can use VMware's snapshot feature. Seemed to work fine when I used it.


Edited by ROMaster2, 30 December 2015 - 06:05 PM.


#2403 Solais

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Posted 29 December 2015 - 10:58 PM

Heh, I do remember a talk about a Tutorial campaign about 2 or so years ago. Kinda died down, but it's an idea worth revisiting imo.



#2404 BlackAbsence

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Posted 30 December 2015 - 12:20 AM

Tutorials sound nice.

It would be cool if it taught us little subtle details, too. Like:

- What key buttons do (D for deploy, Ctr+0-9 to categorize, extra)

- What the new insignias mean.

- How a structure upgrade is applied :p hehe


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#2405 GermyFever

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Posted 30 December 2015 - 04:41 PM

Tutorials sound nice.

It would be cool if it taught us little subtle details, too. Like:

- What key buttons do (D for deploy, Ctr+0-9 to categorize, extra)

- What the new insignias mean.

- How a structure upgrade is applied :p hehe

 

Yeah, I agree with that; a Tutorial would be nice. I played skirmish matches to kinda get an idea of the game, and got my balls rocked up until I learned how to switch the game to the easiest settings, and even then playing the game is still like eatin' a bowl o' nails (difficulty-wise). Maybe a tutorial and more balanced difficulty? With the new faction patch coming out, it wouldn't be a bad idea to include this stuff in the game. But I'm no modder, so I could be completely wrong.  : /

BTW, good job on nerfing the "Epsilon" (Yuri's faction) forces so that they're still playable, but less cheap to play as.  : )


Edited by GermyFever, 30 December 2015 - 04:41 PM.


#2406 Omega Legion

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Posted 01 January 2016 - 07:37 AM

I suggest that, if it will not cause imbalance, make more subfaction-featured versions of all-subfaction-available units.

Example:

 

Pacific Front's Seaspear: A submarine version of Aegis, just like Akula is the sub version of Dreadnought. Seaspear has the same price/speed/attack power as Aegis. Since it has submerging ability, it has lower hitpoint compared with Aegis.

 

Russian Ignite Trooper: Russia use plate to armor their pyros, making them more strong and immuning to normal crush/dog attack. However they are slower and more expensive.

 

Chinese Moloch: A heavier version of Borillo, slower but stronger.

 

Chinese Seadragon: Another Seawolf, also slower but suited by heavy armor.

 

Scorpion Cell's Dunerider: I think he is better to be a Cell-only unit, with more firepower. PsiCorps already have Libra Clones (with detect ability) so they doesn't need Duneriders,  while Headquarters will have a new amphibious infantry.

 

Headquarters' Dream Devouror: HQ transform their Dream Weavers. With metal shell, they can take more damage and immune to normal crush. The price is they are slower and a bit more expensive.

 

Headquarters' Reaver: A new amphibious infantry,cost $650, 140 hitpoint, 8 speed, plate armor, immune to normal crush and dog attack. It use plasma grenade to against ground unit/structures, 7 range.

 

Headquarters' Arrow Tank: A heavier Gatling Tank with medium armor, 310 hitpoint and 6 speed, cost $650, better assisting Colossus in anti air.

 

Also there can be: Last Bastion's Wolverene, replace Jackal. Same price, slower but suited by medium armor.


Edited by Omega Legion, 01 January 2016 - 07:44 AM.


#2407 CLAlstar

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Posted 01 January 2016 - 10:40 AM

Dunerider surely wont be SC only unit. Each faction have either amphibious, anti infantry and detector unit at T2. Dunerider fills all those places for all subfactions.



#2408 Petya

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Posted 01 January 2016 - 12:17 PM

Dunerider was originally Scorpion Cell special then it was moved to HQ only and in the end it was decided to be moved to general Epsilon. It's for the best. Otherwise it would be an underused unit as it was when it was sub faction special.



#2409 Graion Dilach

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Posted 01 January 2016 - 01:01 PM

Dunerider was called as Razgal and started as a hero even.
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#2410 Solais

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Posted 01 January 2016 - 03:38 PM

Nowadays I've been replaying Generals (and also tried Rise of the Reds, there are some familiar units in there :p), and I wondered if it was possible to have missions in Act 2 that would "change shape" halfway the mission, like how in Generals, you had the floods when destroying a dam. It could be done a similar way how timetravel worked in Yuri's Revenge.



#2411 BlackAbsence

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Posted 01 January 2016 - 04:00 PM

Nowadays I've been replaying Generals (and also tried Rise of the Reds, there are some familiar units in there :p), and I wondered if it was possible to have missions in Act 2 that would "change shape" halfway the mission, like how in Generals, you had the floods when destroying a dam. It could be done a similar way how timetravel worked in Yuri's Revenge.

You could make the "nest mission" have the same map / objective / premise, but have its map altered in a way to give it the illusion of being changed halfway threw one mission,

instead of having 1 mission with 2 map states, because that sounds difficult (to me). 

Russian Ignite Trooper: Russia use plate to armor their pyros, making them more strong and immuning to normal crush/dog attack. However they are slower and more expensive.

I'd rather have Russia having "alpha variants" of Tesla Troopers (Like how China has Eradicators as "alpha variants" of Desolaters), because that's more their theme.

I was thinking that China and Latin Confederation should get Shock Troopers (Like in RA1) instead, who are quicker, whereas Russia gets the advanced Tesla Troopers, who are more armoured and energized.

 

Also: Pyros are amazing as is :)


Edited by BlackAbsence, 01 January 2016 - 04:24 PM.

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#2412 Solais

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Posted 01 January 2016 - 04:58 PM

It would be also interesting to have to return to a map and see how things have changed since then, like RA1 Allied mission 2 and 4.

 

The problem with new infantry is that they are hard to make. This is why the stolen tech is replaced with vehicles instead, as they are easier to make.


Edited by Solais, 01 January 2016 - 04:59 PM.


#2413 Com.Davanov

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Posted 06 January 2016 - 08:30 AM

Makes sense makes sense.... I agree, it is nice to add some nostalgia missions.

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#2414 Schottkey 7th Path

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Posted 14 January 2016 - 12:28 PM

First time posting here. and i gotta say. this mod is amazing. i love how the subfactions all have meaningful differences to them instead of simply being given a new unit or support power.

 

Though i thought i would add some suggestions here.

 

Suggestion 1:

 

A medic for the other factions's infantry. while i know the the Allies having the medic is like a given, considering their ideals. but someone like me who enjoys being a filthy infantry user (Desolators and Eradicators  :wub: ), like establishing gun lines with the G.I.'s or Conscript hordes wishes he had a reliable method of keeping infantry on the field longer that are away from the barracks or have promotions.

 

The Allied medic is pretty adequate but could use some buffs. taking an idea from RA:3. i think he should (if possible) be able to deploy into a triage. trading any movement into greater defense and generates a healing radius. this fits the Allies defensive style and "humanitarian" ideals. 

Also/Or, when placed inside an IFV vehicle, it becomes an field ambulance. 

 

For the soviets, their "brute force" and lack of regard of human safety should not mean then cannot get a reliable healing unit for their infantry. so i propose the "Support Truck". below of what it could look like design wise.

Spoiler

Carrying medical supplies and a bunch of ammunition, this vehicle projects a healing radius around it's self. and as a bonus. the ammunition it carries allows low tier infantry to be extra generous with it's ammo. meaning Conscripts and Flak Troopers gain a bonus to rate of fire. i feel that it fits the aggressive soviet style. also it travels at typical infantry ground speed so an not to outpace infantry.

 

Epsilon. of course these ambitious lunatics need some method of infantry healing that fits their "mad science" method of doing things.

I suggest a kind of a "Gas Healer". as an offshoot of Epsilon's research into chemical and biological warfare, the "gas healer" is equipped a large supply of healing gas capsules. throwing these capsules towards wounded epsilon infantry like some kind of reverse Dunerider. the small, temporary gas cloud lingering around allows the healer to regenerate infantry units from a distance. though as a drawback to their range they have a slow firing rate as they ready up another healing gas capsule.

 

And hopefully "Foehn Revolt" get their own infantry healer in the meantime too.  :p

 

 

Suggestion 2:

 

Some more navy stuff. since all factions are limited to 4 options. an Amphibious hovercraft transport, an Anti air unit. a general purpose attack craft like (Destroyer, Typhoon, Piranha) and the Siege boats (Aircraft Carrier, Dreadnought/Akula, and Resheph.) the navy feels a little plain. though i think each faction should have just 1 more boat that can fill a role that other faction's navies don't, i honesty cant think of some at the moment. but since it's not too big of deal since naval battles are usually optional. (unless its a navy based map). but it would be nice to see.

 

 

Suggestion 3: how about for being able to choose what superweapons can be available? like Support superweapons only (Chronosphere, Iron Curtain, Rage Inducer) or Destructive only? (Weather Control, Nuclear Missile, Psychic Dominator). personally, i always thought support superweapons are so much more fun and flavorful for the factions rather then having just a generic make em' go boom button.

 

I hope to see a way to keep my conscript horde last just a little bit longer from certain death soon.  :closedeyes:


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#2415 BlackAbsence

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Posted 15 January 2016 - 03:08 AM

^ Nice ideas. I've always wanted infantry healing for Epsilon (The most infantry focused side in the game). Though; there has to be a better name than "Gas Healer".

Considering that some Epsilon infantry already heal in Virus gas, you could make the Dune Rider or Tyrant a "healer" in a way.

Though; I don't really care about the Soviets having infantry healing, considering that a Conscript will be costing $50 :) but I guess it'd be nice to have for balance reasons.

Although your second suggestion is a nice idea, it's a bit vague. What other roles could be played in naval combat? T3 "monster" ships? Stolen-tech ships? I miss Boomers :D

 

I'd like to suggest a new / replacement unit for the Latin Confederation Kirov Airship: The Confederate Airship (or; whatever, more creative, name anyone else can think of for it).

What is it? Well, it's pretty much a slightly faster / weaker / cheaper Kirov Airship that drops napalm bombs, similar to Ivan bombs. It's smaller in size so it holds less bombs at the ready (4), as well.

 

Other suggestions:

- Make it so Airships have a "constant attack" mode, accessible by "deploying" them, because then you could carpet bomb bases! :)

- Make the Shadow Tank movable in its "pacifist" mode, like how Malver is, because It'd make scouting dangerous territory more leisurely.

- Make / put a little shield (or whatever you think of as better) insignia on Shadow tanks that are in "pacifist" mode, just for distinguishing purposes.

- Make it so "Vehicle / EMP-able" infantry (Mortar Quads / Seigfried / Cyborgs) can't be healed by medics. Just have them "self heal", or rather; "self repair". Seigfried+Medics=OP IMO.

- Maybe make it so Seigfried takes up 4 slots in transports? "Seigfried no fit in Driller"

- Make it so Seigfried, Volkov, & Libra cost $2000 and that it takes %25 more time to train them from barracks. Have one faction from each side have a superior $2000 Hero variant.

- Make it so Chitzkoi costs $1500, give the player more time to shot at him when he's transferring between "immortal jumping phases".

- Make it so Mercury IFVs are only accessible via Tanya(s), and slightly decrease its range & splash damage.

- Make it so Pyros are immune to lingering fire / napalm (That fire from Crazy Ivan bombs).

- Slightly nerf Pyros / Borillos / Buratinos initial attack damage, but make it so Pyro / Borillo / Buratino attacks leave lingering fire / napalm (One flame per shot).

- Make Attack Dogs and Brutes attack %50 faster, but with %50 less damage (Preferably two Attack Dog bites to kill basic Infantry). Dogs should be dogged, not derpy.

- Make Tesla Troopers a Russia exclusive unit, and give China & LC Shock Troopers (Lighter / faster Tesla Troopers. Can be bit by dogs) as an alternative / replacement.

- Make it so Sentinels can out-range the Irkilla, or at least give them some sort of buff in favour of bringing down the Irkilla.

- Slightly buff the Qilin Tank but increase its cost to $1000.

- Slightly buff the Nuwa Cannon but increase its cost to $2000, and make sure that there's a good counter for them by every faction.

- Slightly buff the Centurion Siege Crawler but increase its cost to $4000, and give China another artillery unit that isn't "heroic", which is massable (Maybe Mortar Troopers).

- Slightly buff the Irkilla but increase its cost to $4000, have it be built as an invisible structure, & make it uncloak/take-off or cloak/land via deploying.

- Makes it so Thors make thunder clouds, because It'd be much more aesthetically pleasing and it'll increase the badassery of the Thor by %80  :)

- Take away the Thors ability to "Hold the line" but add a new type of "Thor" that provides a blue force field over vehicles / structures (when "deployed") that increases armour / decreases speed.

- Make it so the support power "Force Shield" only temporarily increases armour / decreases speed on friendly units / structures instead of temporarily making structures indestructible.

- Make it so Weavers can burrow / deploy into toxic mines on land, and have them able to swim.

- Make it so Allies can build Sandbags, Soviets can build Barb-wire, Epsilon can build Prison-fences, and Foehn can build a wall that isn't lasers? (all for aesthetic options, not all replacements)

- Give the Soviets a buildable repair unit.

- Make it so you can repair a deployed Stalin's Fist.

- Make it so repair units will repair things on their own without you having to tell them to.

- Make miners always go to the nearest ore without you having to tell them to, and preferably have them prioritize gems if possible.

 

And now; discus. (PS: I know I've already suggested a smidge of this before, I just want all my ideas in one spot)


Edited by BlackAbsence, 15 January 2016 - 07:59 AM.

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#2416 CLAlstar

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Posted 15 January 2016 - 04:29 PM

"- Make it so Airships have a "constant attack" mode, accessible by "deploying" them, because then you could carpet bomb bases!"

Attack move. Doesnt exactly work as it should but kirov should be a bit micro-intensive

 

"- Maybe make it so Seigfried takes up 4 slots in transports? "Seigfried no fit in Driller""

This would only affect multiplayer game. Also i havent seen anyone doing that, mostly because its not cost effective. Siegfook tends to die.

 

"- Make it so Chitzkoi costs $1500, give the player more time to shot at him when he's transferring between "immortal jumping phases"."

There is a fun counter to him: repair units. If youre smart enough you will move your vechs in front for chitz to infect them, and then repair the vechicle.

 

"- Make it so Mercury IFVs are only accessible via Tanya(s), and slightly decrease its range & splash damage."

Nope Nope idea. Makes it less punishing for you letting your enemies capture your IFVs

 

"- Slightly nerf Pyros / Borillos / Buratinos initial attack damage, but make it so Pyro / Borillo / Buratino attacks leave lingering fire / napalm (One flame per shot)."

It would make flame units even more overpowered, esspecialy vs infantry/big structures.

 

"- Slightly buff the Nuwa Cannon but increase its cost to $2000, and make sure that there's a good counter for them by every faction."

You misstyped nerf.

 

"- Take away the Thors ability to "Hold the line" but add a new type of "Thor" that provides a blue force field over vehicles / structures (when "deployed") that increases armour / decreases speed."

No, just no. Current deploy is decent as it is. We dont need to have EA defense even tankier with incoming coordnode.

 

"- Make it so the support power "Force Shield" only temporarily increases armour / decreases speed on friendly units / structures instead of temporarily making structures indestructible."

And confuse players just like in railgun/psychic tower case. Its a good support weapon against any sort of base attacks.

 

"- Make it so Weavers can burrow / deploy into toxic mines on land, and have them able to swim."

Swimming weavers? Its like introducing jumping bangelings to multiplayer of Starcraft.

 

"- Make miners always go to the nearest ore without you having to tell them to, and preferably have them prioritize gems if possible."

Arent they doing that right now?



#2417 Petya

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Posted 15 January 2016 - 04:33 PM

The miners already work like that, but the way they detect the nearest ore field is a bit flawed (blame WW), because they ignore chasms, water, which separate that area. So basically they detect the nearest ore field in bee line, which may lead to inaccurate conclusions for the system on certain maps.



#2418 BlackAbsence

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Posted 15 January 2016 - 05:18 PM

This would only affect multiplayer game. Also i havent seen anyone doing that, mostly because its not cost effective. Siegfook tends to die.

Siegfried actually tends to stay alive in most the games I've encountered, & it's just a small nerf so you can't fly him in with much aid via just 1 chopper.

There is a fun counter to him: repair units. If youre smart enough you will move your vechs in front for chitz to infect them, and then repair the vechicle.

I more so meant his attacking towards infantry should be delayed slightly. Just so you can get one or two shots in per every bite, instead of none.

It would make flame units even more overpowered, esspecialy vs infantry/big structures.

I suppose, but it wouldn't be too bad because you could just micro your units away from the fire, and it'd take more to have them kill instantly due to their nerf. It's a traid off system, not really a buff.

You misstyped nerf.

You misread buff :3 I know Nuwas are already strong but it's only a slight buff, like $1900 to $2000, %5, really, and aren't all that great if your opponent knows what he's doing (Charon Tanks / Mortar Quads, SCUDs, Zephers, EMP, Psychics, so on)

Arent they doing that right now?

No. Lets say I have a ref next to ore, and have my way point on my WF set to a location far away from my ref which is also next to some ore. When I build a miner, it'll go to that location (obviously), pick the ore there up, bring it back, then proceed to the ore far away as oppose to the ore conveniently by the ref. Sometimes if you don't micro your miners right, it can mean the game, and I'm pretty sure they don't already prioritize gems. 


Edited by BlackAbsence, 15 January 2016 - 06:30 PM.

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#2419 BlackAbsence

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Posted 15 January 2016 - 05:42 PM

More suggestions:

- Make terror drones slow vehicles down when in them / give them subtle grinding noises / make small debris fly off from the vehicle.

- Make Siegfrieds "phase deploy" invulnerable to Terror Drones / Chitzkoi, because it's currently not.

- Make a MBT for a Foehn faction a mech walker, kinda like Titans from TS.

- Make drillers able to drill into vehicles / infantry /structures to do damage?

- Make it so Sedge Cadres (or all prism stuff) "blind" (reduces attack damage toward) infantry (Only infantry).


Edited by BlackAbsence, 15 January 2016 - 06:32 PM.

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#2420 X1Destroy

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Posted 15 January 2016 - 07:54 PM


- Slightly buff the Qilin Tank but increase its cost to $1000.

- Slightly buff the Nuwa Cannon but increase its cost to $2000, and make sure that there's a good counter for them by every faction.

- Slightly buff the Centurion Siege Crawler but increase its cost to $4000, and give China another artillery unit that isn't "heroic", which is massable (Maybe Mortar Troopers).

- Slightly buff the Irkilla but increase its cost to $4000, have it be built as an invisible structure, & make it uncloak/take-off or cloak/land via deploying.

Honestly I don't want to see any buff for China beside making Yunru immune to dogs.

My USA have no freaking way to counter a late game Chinese army with Nuwas, Sentinels, Centurion with Yunru inside and worst of all, EMP blast.

People always tell me to rush and stop them from getting to T3 to win, but there are maps that will never let you do that.


Edited by X1Destroy, 15 January 2016 - 07:57 PM.

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