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MO3.0 Feedback // SUGGESTIONS


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#2441 BlackAbsence

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Posted 29 January 2016 - 11:44 PM

Malvar, is; IMO, the worst Hero in the game, despite his suppression abilities, so; I'd like to propose some buffs for Malvar.

#1: Make him able to plant bombs on bridge repair huts, resulting in the destruction of said bridge. IMO; Malvar is all about surprise attacks, and this will definitely surprise.

#2: Make his suppression ability more consistent, if not; constant! because, sometimes; fast units can drive right threw 3/4s of the diameter of his suppression zone without being suppressed yet.

#3: You could make him stronger and faster... He is; an assassin after all. 

#4: Make it so Malvar heals in virus gas, without decloaking and dying like he currently does. This is mainly due to the fact that SC heavily emphasizes chemical warfare, whereas Malvar may get caught up in their constant occurrence of said warfare.

#5: Maybe make it so his suppression ability reaches a bit farther in radius, if it's not too overpowered, that is.

#6: Make it so Malvar doesn't randomly decloak around enemies where there is no stealth detection at all. Yes, this is a thing, especially around vehicles and Ai. I've witnessed it many times, and me and others have lost him because of it. The only thing that should decloak Malvar is stealth detection, and not damage?

#7: Make Malvar able to swim. Any good assassin can swim :)

#8: When selected, while deployed; make it so you can see his suppressions range, much like how you can see the range of defences when they're selected. 

 

And those are my suggestions for buffing Malvar, my currently; most beloved Hero. 

Malvar really does suck, on his own.


Edited by BlackAbsence, 30 January 2016 - 04:51 AM.

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#2442 guntama

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Posted 30 January 2016 - 12:38 AM

A soviet new toy: with prebuilt passengers, it could be possible to make a fake borillo contains fake MBTs and fake halftracks, their damage is 0 and cannot crush, even the hitpoint is low, but it can confuse enemy in PvP.

It could also be used to build two or more vehicles at once



#2443 BlackAbsence

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Posted 30 January 2016 - 03:07 AM

Not sure if possible, but if it is possible; would it be cool if the "Cryofield" support power froze water tiles, which could stop naval units completely?

Also, how about a lingering effect. What I mean is: What if cyro gas turned units and/or infantry a frosty light blue colour alongside with the slowness effect for a short duration afterwards?

Because, as it is now, they're only slowed down for an extremely brief moment.

Another silly idea with the "Cryofield" Support power, is that you can freeze water, to get non-amphibious units across, but be quick, for; it'll melt after the affect wears off. "This a river? Nah, this is a bridge!"

Also; could you change the icon for the "Cryofield" support power to a snowflake or something?


Edited by BlackAbsence, 30 January 2016 - 03:11 AM.

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#2444 CLAlstar

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Posted 30 January 2016 - 10:17 AM

1. Only sugestions that i find decent-ish about malver are poison heal and visible suppresion range. Malver at first is a Support Unit, not killer.

 

2. Cryofield is removed in BR2.



#2445 Kirov_Fury

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Posted 31 January 2016 - 07:32 AM

Can i suggest being able to place fences a bit further from the main buildings (not too much of course) it is getting really difficult to fortify your base in skirmish and campaign without having a buffer zone between the fence and the main buildings.

#2446 BlackAbsence

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Posted 14 February 2016 - 11:09 PM

Dog Deviations

 

Armour Plated Bears for Russia as a replacement for Dogs:

- Cost: $300: Twice as expensive as Dogs

- Have %50 less net-worth scouting efficiency than Dogs (Goes one path for the price of 2 Dogs; not 2 for the price of 2 Dogs)

- Have %50 less net-worth killing speed than Dogs (Attacks as 1 for the price of 2 Dogs; not as 2 for the price of 2 Dogs)

- Are %400 stronger than Dogs

- Are immune to Dog bites

- Can attack Infantry normally immune to Dog bites

- Are amphibious (Buoyant armour)

- Are immune to mind control and chaos gas

- Detects spies

(%100 more expensive, %50 less net-worth killing speed, & 50% less net-worth scouting efficiency, but has %200 as much net-worth health, Dog immunity, & can attack all infantry as compensation)

Note: Normally these iconicly Russian Bears can charge faster than Dogs, but due to their armour, they now charge as fast as Dogs. The armour has also been designed buoyant enough for them to swim.

 

Plague Rats for Scorpion Cell (or for Epsilon in general) as a replacement for Dogs:

- Cost: $200: $50 more expensive than Dogs

- Are %20 weaker than Dogs

- Are %20 faster than Dogs: %20 better scouts

- Leaves virus gas upon death

- Infects Infantry into virus gas (Like MO/2.0 Epsilon Dogs)

- Are Immune to virus gas

- Heals in virus gas

- Heals on its own

- Are amphibious

- Are immune to mind control and chaos gas

- Detects spies

(1/3rd more expensive, & have %80 as much health, but have %20 more speed: %20 better scouting, plagues the land, & have healing properties as compensation)

Note: These generically modified lab rats were the result of a horrifying lab accident. Seeing as they proved so threatening, they were latter weaponized in a more controllable manner.

These abominations have been reported to thrive in sewers, polluting the populous. The cases involving the deaths of detectives investigating them were, for lack of better word, grotesque.

 

I couldn't think of anything for the Allies and Foehn, because I can't think of any particularly matching theme to go along as an Attack Dog deviation, plus It's not required, nor are the Plague Rats and Armour Plated Bears, due to the Attack Dogs already playing these rules respectively, however, I think they are nice additions for varietie's sake nonetheless. I've meticulously altered the traits of the Attack Dog to make these as much as an equivalent deviation as possible. Please tell me if I've left out any factors, or if you just hate my ideas in general   :p I just adore variation. That's all. 


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#2447 BlackAbsence

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Posted 15 February 2016 - 10:56 PM

How about when a Spy infiltrates a Barracks, War Factory, Airfield, or Construction Yard, it halts its production for 1:30t?

This will give insensitive to re-infiltrate Barracks, War Factories, and Construction Yards, instead of it only being a useful task once.

So you can either, hinder all production (with the addition of halting powered defences) by infiltrating power sources, or individually halt certain productions (with the addition of gaining veterancy and/or stolen-tech) by infiltrating individual production structures.

Display messages could be: "Barracks off-line", "War Factory off-line", "Airfield off-line", and "Con Yard off-line".

The thing(s) in production (if any) would be locked in their cancelled state, and clicking to un-cancel them would not un-cancel them for the duration of the structure being off-line. Is this possible?

 

I think I've stated this before, but if infiltrating a Airfield yielded veteran Air Force production, too, then that'd be cool in my opinion.

Same goes for "veteran" / upgraded defences from Construction Yards.

 

Is it intentional for the Ai to spam Spies at the start of games, even when they lack the requisite tier-3-structure to produce them?


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#2448 mevitar

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Posted 16 February 2016 - 01:13 AM

Only powerplants can be turned offline. Also I'm not sure if infiltrating airfields can give veterancy at all.

Due to how spies work, the AI has to ignore the prerequisite structures. This won't change.
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#2449 Oktavia

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Posted 17 February 2016 - 10:59 PM

How about spies infiltrating walls?

#2450 fir3w0rx

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Posted 18 February 2016 - 01:49 PM

Agent Zero: "Alright, I'm in."

Spy HQ: "Great. Now head over to their weapons systems to gather some important intel."

Agent Zero: "No, I'm busy trying to infiltrate this wall right now."

Spy HQ: "Trying to infiltrate a what?"

Agent Zero: "A WALL, sir."

Spy HQ: "Ummm... why the fuck are you doing that?"

Agent Zero: "This wall has a lot of graffiti on it, very cryptic. It'll take me a while to decipher it. Afterwards I'll be heading over to this tree I came across earlier, it had names and love hearts and stuff - must be a secret code or something."

Spy HQ: "Ahh ok, sure...... HAVE YOU LOST YOUR GOD DAMNED MIND?!?!?"

Agent Zero: "Oh shit, I think I've been spotted. My cover is blown! There's a rock looking right at me! I gotta go."

Spy HQ: "..............................(smh)"



#2451 Solais

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Posted 18 February 2016 - 02:39 PM

Conscript1: Comrade, did you see that new guy?

Conscript2: Da, he's a strange fellow.

Conscript1: What is he doing with that wall? And why are his pants down?

Conscript2: ....Let's get the dogs.


Edited by Solais, 18 February 2016 - 04:17 PM.


#2452 fir3w0rx

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Posted 19 February 2016 - 02:37 AM

Conscript1: Comrade, did you see that new guy?
Conscript2: Da, he's a strange fellow.
Conscript1: What is he doing with that wall? And why are his pants down?
Conscript2: ....Let's get the dogs.

Don't, he might try to 'infiltrate' the dogs too!



#2453 CLAlstar

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Posted 19 February 2016 - 08:23 AM

How about spies infiltrating walls?

Spoiler



#2454 Malekron

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Posted 20 February 2016 - 02:52 AM

 

How about spies infiltrating walls?

Spoiler

 

Indeed.



#2455 mevitar

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Posted 20 February 2016 - 12:03 PM

Don't, he might try to 'infiltrate' the dogs too!

866.gif
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#2456 Protozoan

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Posted 21 February 2016 - 04:10 AM

 

Don't, he might try to 'infiltrate' the dogs too!

866.gif

 

 

( ͡° ͜ʖ ͡°)

 

bring back doge spy


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#2457 Solais

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Posted 22 February 2016 - 11:39 PM

So I just replayed Kane's Wrath, and in that, there was a mission where you played a mission from the vanilla game, except you controlled the enemy. And as the level started, you actually seen some scripted sequences that actually referred to the actions you took in the vanilla game originally. It would be cool if MO had a mission like this.

Like three separate missions that take place in the same area, or near the other areas, and all original three sides are present. And if you'd play one of the missions, if you are curious enough to look everywhere, you would notice scripted sequences that are related to the other missions. Like for example, in one of the missions, you need to escort your MCV to a certain location. In the other mission, you'd get a glance of "you" escorting the MCV, though you wouldn't be able to interact with them. And also, in the first mission, you'd be able to see "your" units cross near the convoy, but again, not being able to interact with them (to not break canon).

 

I think it would definitely add to the whole "every campaign is happening at the same time" feeling to the game.


Edited by Solais, 22 February 2016 - 11:40 PM.


#2458 SnowOwl010101

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Posted 23 February 2016 - 10:56 PM

Suggestion Name: Meta Game

Function: Recall past base constructions from previous mission and replicate in following mission. 

Origin of Idea: Red Alert 1 Allied campaign. (Missions 2 and 4). 

Visual Examples:

 

1.a) End of Allied Mission 2 https://youtu.be/KEy9UhwotkI?t=6m

1.b) Beginning of Allied Mission 4 https://youtu.be/7LguZ2IS720?t=29s

 

2.a) End of Allied Mission 2 https://youtu.be/CgcRRLdVzcY?t=7m14s

2.b) Beginning of Allied Mission 4 https://youtu.be/cx7SPkZ13vw?t=1m28s

 

Reason I suggest: Provides an increased immersion in the game, being that your Building/Unit production and placement will carry over into a future scenario. 



#2459 Solais

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Posted 23 February 2016 - 11:43 PM

Actually, would be interesting if there was one mission where you have to build up a base and try to defend, then in a later mission, with one of the other sides, you'd have to attack the same base you defended earlier, with the same unit and building placements.



#2460 Jargalhurts

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Posted 26 February 2016 - 07:11 AM

Long time no post.
 
Lodestone Cannon (PsiCorps replacement for Antares Battery)
Cost: $2200
Prerequisite: Pandora Hub
Weapon: Magnetic Cluster Artillery
Deploy: None
Power: -150
Purpose: Long Range Defense, Anti-Armor
 
Ever since the success of the Magnetron, Epsilon's PsiCorps divison has been more than eager to find more applications for magnetic technology on the battlefield. A large number of the most talented scientists from the division were granted a secretive research hub in the reaches of Eastern Europe far away from human urbanization. The scientists had promised Yuri they will develop a new weapon that will strike fear into the hearts of brutish communists and corrupt capitalists.
 
Their original intenton was to create a magnetic forklift device that can lift enemy vehicles and toss them into the air. Several months of research was conducted there but the experiment had proved to be less than promising. The majority of the scientists were in deep denial of the weapon simply being impossible to create and were afraid of facing Yuri's wrath because they wasted precious money and time on a research that wasn't worth anything. But one scientist out of the bunch had suggested a completely new idea to present for Yuri; a much less flashy weapon compared to the "magnetic forklift" but much more feasible to produce. The idea was eventually accepted by the other scientists and was quickly developed and sent to Yuri. Miraculously, Yuri approved the weapon being implemented into the PsiCops arsenal and all the scientists got to have their heads and genes still intact.
 
The Lodestone Cannon is an immobile artillery piece that rains down several clusters of small explosive shells tipped with magnetic points. When the shells approach the targeted ground, they are immediately attracted to nearby metallic objects, causing them to specifically hit vehicles with shocking precision, with almost none of the shells actually hitting the ground. This allows for the Lodestone Cannon to quickly tear vehicles apart with only a few fires and no compromises in accuracy. However, the reason why the Lodestone Cannon is so effective is because the artillery has no minimum firing range cap. Due to the accurate nature of the weapon, if the Lodestone Cannon fires completely straight upwards, the shells that fall down will immediately lock on to vehicles next to the Lodestone, an effect that gets rid of all the blind spots in the weapon.
 
But the Lodestone does come with a few disadvantages of its own. In an attempt to destroy vehicles closeby, early prototypes of Lodestones that fired upwards tended to strike itself with the magnetic shells due to the metallic content of the building itself. This flaw was fixed with the Lodestone's passive magnetic pulse generation, repelling away nearby magnetic shells in order to prevent the defense from causing self-harm. Also, the shells are completely indiscriminate between friend or foe, as long as the target's a vehicle, it will accurately strike into it. And due to the lack of metallic content in infantry, the shells are very inaccurate against them.
 
Firestarter (Epsilon Stolen Tech)
Cost: $2200
Prerequisite: Pandora Hub, Infiltrate Foehn Lab
Weapon: Pyrokinetic Manipulation Device
Deploy: Generate Infernova
Armor: Light
Purpose: Siege, Anti-Infantry, Area Denial
 
By stealing advanced technology blueprints from Soviets and combining it with the pyrokinetic properties of the Epsilon Initiate, here cometh one of the deadliest siege engines ever seen on this planet. By psionically gathering large quantities of invisible electricity and combustive energy onto a collected field, the Firestarter can create large deflagrating waves of fire and plasma out of seemingly nowhere. Cliffs, canyons and elevations will not affect the accuracy of the Firestarter because it has no projectile, it will simply detect the target and reduce it to ashes with pyrokinetic power enhanced by the incredible technology of Foehn.

 

Buildings and infantry are the most effective targets for the Firestarter to attack, infantry turning to mush in seconds and building crashing down on itself due to the extremely hot flames weakening its foundations. Due to the extreme weight and size of the device, the Firestarter is rather slow and lightly-armored, making accompanied guardians an absolute must. But if the Firestartes does find itself in the midst of enemy ambush, it can unleash a giant twirling nova of fire around itself, setting all nearby enemies on fire. While the nova itself is very effective, it's energy takes a massive toll on the Firestarter's engines, causing the vehicle to take damage.


Edited by Jargalhurts, 26 February 2016 - 07:12 AM.

Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.





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