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MO3.0 Feedback // SUGGESTIONS


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#2841 Helbrecht

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Posted 09 December 2016 - 12:40 PM

Some suggestions for the descriptions of Epsilon infantry in the info section. I tried to tie some of their various abilities together and expand upon their roles in-universe.

 

Archer

Epsilon Archers are the next step for any willing Initiates to take. Genetically enhanced to have superior upper body strength and visual depth of perception, they no longer need a psychic apparatus to manifest their developing psychic ability, and instead use a high-tech compound bow and a telekinetic "kick" to launch special Armour Rupturing Objects with surprising speed and precision, even being able to hit low flying aircraft. Despite their archaic appearance, the Archers have proven themselves to be a formidable opponent to Soviet and Allied vehicle crews, avoided whenever possible.

 

Brute

One of the most reviled assets in the Epsilon arsenal is the technology to quickly mutate normal, often unwilling, humans, into hulking monsters known as Brutes. Often made from captured enemy soldiers and abducted civilians, groups of these dim, but incredibly strong and tough abominations are able to rip entire tank columns apart with their bare hands and survive grave injuries that would instantly incapacitate ordinary men. Brutes' assaults are made significantly worse by Epsilon's horrifying ability to quickly replenish and augment their numbers on the battlefield by use of Cloning Vats and airborne mutating agents, forcing enemy infantry to witness their comrades' grisly fate again and again.

​Dunerider

​A step up from line Epsilon infantry, only soldiers who have proven their loyalty to Yuri are granted the last array of augmentations. Promoted from the ranks of Archers, Duneriders are additionally enhanced with vastly expanded senses, superior resistance to hostile environments, and regenerative strands from the Virus program. Trained to channel their telekinetic abilities into hoverboards and supplied with grenades filled with harvested Bloatick toxins, they can quickly and easily move across difficult terrain, even over water, survive long exposure to scorching heat or freezing cold, and quickly take down groups of infantry and isolated buildings. When finding themselves overwhelmed by opposing forces, Duneriders can temporarily propel their boards to huge heights, then throw a handful of grenades at once in an area below them. They are usually sent on long independent patrols around Epsilon bases, to ensure no threat slips by unnoticed, or into enemy territory, to harass them from unexpected directions.

​Stalker

​Another result of the human augmentation programs run by the Epsilon scientists, Stalkers are the more stable and intelligent counterparts to Brutes. Possessed of exceptional strength and endurance, and fully able to operate weaponry and follow orders, they are armed with some of the heaviest equipment available, becoming walking tanks. Indeed, Stalkers are most often used to support Epsilon infantry, revitalizing them with psychic power torn from enemy soldiers by Psychic Drainers and bringing down enemy fortifications and structures from afar with Implosion Cannons. Their major disadvantages are their slow walking speed and bulk, though, which makes it harder to get them to the frontline.


Edited by Helbrecht, 09 December 2016 - 01:02 PM.


#2842 Handepsilon

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Posted 09 December 2016 - 12:48 PM

Isn't telekinesis a bit of a more high-end ability, given that only Libra and Epsilon Elites were able to harness it ingame whereas most other units try to mimic it using their antigrav technology?

Edited by Handepsilon, 09 December 2016 - 12:49 PM.

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#2843 Damfoos

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Posted 09 December 2016 - 12:49 PM

I like these descriptions. Hovewer Archers use ARO, not APO, it is an intentional reference.

#2844 Helbrecht

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Posted 09 December 2016 - 01:06 PM

Yeah, corrected that.​

​Well, I imagine Epsilon Elites and Libra are able to fly completely unassisted, but the Duneriders still need a board. On the other hand, they are immune to EMP unlike artificial anti-gravs (for no explained reason).

​Also, judging by their role and nonchalant voice-acting, Duneriders must be pretty independent. This kind of freedom and degree of trust would be very valuable in an army built upon mind control, I think, and would be only granted to few outside the Adept circles. So Duneriders and Viruses are kind of elite in their own way.

 

The ability of ordinary humans to develop psychic abilities at all is based on Malver's background. I assume some people are born as strong psychics, and with some training can become Adepts or Elites, but most people need a lot of concentrated effort and/or a psychic booster apparatus to be able to manifest anything.


Edited by Helbrecht, 09 December 2016 - 01:48 PM.


#2845 BlackAbsence

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Posted 09 December 2016 - 04:16 PM

I meant to to say visible bullets, like an animation of bullets and whatnot, not viable bullets :p 


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#2846 Graion Dilach

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Posted 09 December 2016 - 04:45 PM

And I went with your semantics to make sure you get the point. :p
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#2847 BlackAbsence

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Posted 10 December 2016 - 11:01 PM

Could it be possible to sell an upgrade, alone, without selling the structure with the upgrade?

It would be a small feature which really doesn't need to be implemented, but a feature nonetheless.

Just curious. 


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#2848 yunru the gundealer

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Posted 10 December 2016 - 11:47 PM

Could it be possible to sell an upgrade, alone, without selling the structure with the upgrade?

It would be a small feature which really doesn't need to be implemented, but a feature nonetheless.

Just curious. 

i don't think that is possible in this game.



#2849 Chrono Stormer

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Posted 10 December 2016 - 11:53 PM

Plus it would most likely repair the building and give you money in return, making it a little broken



#2850 Wayward Winds

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Posted 11 December 2016 - 07:56 AM

Like upgrading a turret in Twisted Insurrection completely repairs it?  You're essentially replacing one version of a structure with another, not just changing it.



#2851 Made in USSR

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Posted 14 December 2016 - 10:17 AM

Hello guys. Wanna say thanks to MO team, for this great mod, which let us so much fun and new experience. Everything what i feel, when play MO, can be discriped by one Volkov phrase "As in old good days!"

 I have few suggestions:

1) Do it possible, to change attack-move function to one hotkey ("A" for example") instead basik combo cntr+shift? MO have so much interesting units and possibilities, but in lots of situation, player would abuse nuwas, wolfhounds, etc, just becouse no micro enough. Simple 1 hotkey attack-move let player to use more interesting mix of units, without big problems.

2) Please, add new scirmish mod, where player can see whole map, that let players who coming online and try to play on unknown map, get back to scirmish and watch this map for 1 min, and then getting back to online and start the game.



#2852 Speeder

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Posted 14 December 2016 - 10:20 AM

Can you not just remap the hotkeys yourself? EDIT: Huh, I guess that one is not there.

 

The second suggestion doesn't sound really possible.


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#2853 Made in USSR

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Posted 14 December 2016 - 10:30 AM

 

Can you not just remap the hotkeys yourself?

Im sorry, trying to do this, but doesnt find any ideas how to do. In game opitions newer saw attack-move hotkey, so it should be in some file, i've checked all .ini files but doesnt found anything like attack-move, only hotkeys which in game options.  If some one tell me how to do this, im gona be happy.

 

The second suggestion doesn't sound really possible.

It was in MO 2.0. Maybe my not good english fail. Idea to let player to have sattelite hack center. Only for one of scirmish modes.


Edited by Made in USSR, 14 December 2016 - 10:30 AM.


#2854 Damfoos

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Posted 14 December 2016 - 11:18 AM

Erm... can't there be a "reveal shroud" option in match setup, like in TI?

#2855 CLAlstar

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Posted 14 December 2016 - 11:35 AM

You could always join the AI game as an observer.



#2856 BlackAbsence

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Posted 14 December 2016 - 02:35 PM

I suggest decreasing wait times for support powers within Meteor Shower mode.

Not only does it complement its hectic style; it'll be fun too, in my opinion.


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#2857 CLAlstar

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Posted 14 December 2016 - 04:03 PM

It is supposed to be hectic. Also imho Mental AI Boost is not as scary as 3.0 Meteor Shower.


Edited by CLAlstar, 14 December 2016 - 04:04 PM.


#2858 Solais

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Posted 14 December 2016 - 04:19 PM

Umm. That's what he says. That Meteor Shower would be even more hectic with the decreased support power timer. And that being a good thing.


Edited by Solais, 14 December 2016 - 04:19 PM.


#2859 CLAlstar

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Posted 14 December 2016 - 05:26 PM

Those changes would affect everyone, if done easier way. Harder way to properly implement this would take a lot of time i assume.



#2860 yunru the gundealer

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Posted 14 December 2016 - 06:34 PM

i think faster timers on powers would make the mode even harder when fighting more then one ai

(random side note, i had a mo themed dream, got to play against the foehn, but i couldn't play as them or get their conyard D:)






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