That's how I'm imagining the final missions of Act 2, actually. Hero and Faction team up against the common enemy.
MO3.0 Feedback // SUGGESTIONS
#221
Posted 15 December 2013 - 12:13 AM
#222
Posted 15 December 2013 - 01:32 AM
Suggestions for some missions:
"Mutants of the Dead"
1. A mission in which an Allied plane containing Tanya, Siegfried, a Medic and a buffed-up Navy Seal gets shut down on a desolate European town that is populated by failed Headquarters experiments and mutants.
This mission will have many choices (a shout-out to zombie games such as The Walking Dead, this time with mutants), such as sacrificing some infantry, choosing routes, killing mutants or escaping. There will seem to be many ways to complete the mission, but with SURPRISES.
The mutants consists of Brutes, Dogs thats explode poison gas when killed, mutated civilians that can take high damage, etc.
(Like zombies from L4D)
The only objective here is SURVIVE for three days. (Each day will consist of 15/20/25 minutes, 15 mins on the 1st day, 20 mins on the 2nd day, 25 mins on the 3rd day)
2."Brutal Legend"
Rahn is pitted against a Russian base. He uses only brutes.
Edited by someonebutnoone, 15 December 2013 - 01:12 PM.
#223
Posted 15 December 2013 - 05:36 AM
-------------------------------------------------------
Blizzard Tank
When the Pacific Front joined the Allies in light of the Soviet threat from China, the Japanese contributed an amazing piece of technology to the Allied arsenal. The Blizzard Tank was originally a non-lethal weapon, used to impede vehicles and immobilize unruly citizens or fleeing criminals with its unique Thermal Inversion cannon which could cool sub-atomic particles to temperatures which made movement almost impossible.
Now this weapon's effectiveness has been amplified to such a level that any organic material is instantly destroyed and armored targets are slowed and their armor reduced to fragile layers of ice under the stress of the absolute zero temperatures inflicted by the Blizzard Tank....
--------------------------------------------------------
Suggestion:
Currently in game they only slow the enemy...
Would it be overpowered if the blizzard tank gave the enemy unit some kind of armor debuff like the current lore states? for example
as suggestion > - 25% armor decrease?
Edited by fff, 15 December 2013 - 05:37 AM.
#224
Posted 15 December 2013 - 05:51 AM
There is one thing dats also really annoying, please change all offensive units' [preventattackmove=yes] to [no], for instance like zephre, when players try to select a bunch of units and order them to steamroll, units with this tag in the group do a good job disrupting the attackmove commands
#225
Posted 15 December 2013 - 05:58 AM
There is one thing dats also really annoying, please change all offensive units' [preventattackmove=yes] to [no], for instance like zephre, when players try to select a bunch of units and order them to steamroll, units with this tag in the group do a good job disrupting the attackmove commands
Then your saying we should just break all the other units then?
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
#226
Posted 15 December 2013 - 06:05 AM
There is one thing dats also really annoying, please change all offensive units' [preventattackmove=yes] to [no], for instance like zephre, when players try to select a bunch of units and order them to steamroll, units with this tag in the group do a good job disrupting the attackmove commands
Then your saying we should just break all the other units then?
Break? I am just saying some units cant use attackmove command, why are they kept this way?
#227
Posted 15 December 2013 - 06:42 AM
Since it's possible to render vehicles with no driver (without the ability to receive orders or make choices i.e. neutral) with the kill driver warhead, is it possible to render infantry (without ability to receive orders (without the ability to receive orders or make choices i.e. neutral) with different logic code based on infantry?
I also have some ideas for some units ...
==Mameluke==
Unique to Scorpion Cell
Cost:$650
Role: Tank Support
Requires: Barracks, Radar Spire
Speed: 8
Weapons:Polymer Caster
Abilities:
*Fires a synthesized polymer of unknown properties at enemy armor that renders the tank a pseudo-"friendly" Mantis upon destruction giving SC's armor divisions from Mantis to Tyrants (or others) the ability to repair some of their health in the radius of the destroyed unit. (Effect only works on enemy vehicles)
*May not be crushed by normal vehicles.
Story: Riding camel back come the Mamelukes, Scorpion Cell's slave soldier cadres giving their armored brethren support in the field. Taken from their original homes through conquest or deception by Scorpion Cell and hammered by anti-Western (or anti-Soviet) rhetoric, loyalty camps, and attacks (from actual threats or false flag attacks on themselves) the mere slave turns in to a potential candidate for "freedom" the Mamelukes were originally capable of using anti infantry and anti tank weapons but proved themselves to be treasonous with their weaponry and a certain leader of the mutiny met with Malver who agreed to have negotiations in which Malver simply killed him and his followers. The Mamelukes now have their doctrine moved from it's original duties of anti tank and anti infantry to armor support through using a non lethal caster of polymers similar to those of the Mantis tank with the ability to cause the afflicted enemy unit to heal Scorpion Cell's units upon the enemy tanks' death.
==Ghola==
Unique to Headquarters
Speed: 6
Cost:800
Requires:Pandora Hub, Barracks
Role: Anti Infantry, Variable Role
Weapon:Duplication/Remaking Bite
Abilities:
*Spawns two at the Barracks (and four if Cloning Vats has been built)
*Upon successful attack the Ghola becomes the unit it "killed" and that unit and the Ghola become assimilated into one creature (Ghola is removed from play but the new infantry gets a 15% bonus to armor, rate of fire, speed compared to it's original form)
*May NOT take the form of commandos or other Gholas but may kill them.
*Immune to mind control/chaos.
Story: A near-amorphous creature resembling over-sized archea, the Ghola drifts ominously towards it's target until it comes in to contact with it's unfortunate victim replacing all their hopes and dreams with Headquarters directives. The Ghola being based on genetic crossbreeding of various creatures based on human and animal DNA can take their form and make them better and the application of microbiological mitosis in to marcobiological mitosis led to the mass production of these creatures from the Barracks and Cloning Vats.
- someonebutnoone likes this
#228
Posted 15 December 2013 - 07:40 AM
New infantry, I like that idea. I think The normal ground units are very good, but we need Infantry of all sorts and new air units perhaps and of course navy stuff. I think we have good balanced buildings. i'll be sure to come up with lots of ideas soon, besides it is fun to do that.
#229
Posted 15 December 2013 - 08:08 AM
There is one thing dats also really annoying, please change all offensive units' [preventattackmove=yes] to [no], for instance like zephre, when players try to select a bunch of units and order them to steamroll, units with this tag in the group do a good job disrupting the attackmove commands
Then your saying we should just break all the other units then?
Break? I am just saying some units cant use attackmove command, why are they kept this way?
By your suggestion it pretty much says we should totally disable Attack Move. It should be in the players plans to properly group their units anyway. (I have my Artillery units in a seperate group)
Some Units do not have it because they'd just become overpowered if they could fire on the move. Plague Splatter are a major example of this.
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
#230
Posted 15 December 2013 - 10:19 AM
I'm not sure about the Blizzard Tank. I think that armor reducing thing was removed due to the fact that Blizzard Tanks were too efficient against armored targets and they could easily eliminate both infantry and armored forces. But I'm not sure about this only thing I know that they were very good against armor.
#231
Posted 15 December 2013 - 11:20 AM
I'm not sure about the Blizzard Tank. I think that armor reducing thing was removed due to the fact that Blizzard Tanks were too efficient against armored targets and they could easily eliminate both infantry and armored forces. But I'm not sure about this only thing I know that they were very good against armor.
With their Armor Debuff they essentially ended up turning into the same thing with the Prism Tanks in Vanilla. And with Frostbite Debuff stacking the more units fired the more quickly the debuff made units receive more damage.
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
#232
Posted 15 December 2013 - 01:27 PM
How about a civilian nuclear power plant or a tech hydroelectric power station as new energy source ??
Edited by Allied Commander ???, 15 December 2013 - 01:27 PM.
#233
Posted 15 December 2013 - 01:30 PM
Amphibious spies and engineers, even MCVs will make thing better.
#234
Posted 15 December 2013 - 02:46 PM
Amphibious spies and engineers, even MCVs will make thing better.
Yeah lets see some Jesus Conscripts,GIs & Initiates... Making MCVs amphibious just makes base crawling more quick. You still have to deploy them on land.
Honestly if people want Amphibious Sabotage Infantry & Heavy Naval Combat play RA3...
- Divine likes this
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
#235
Posted 15 December 2013 - 03:54 PM
Add a new Tech Building called Military Archives, when captured you will get some old tech from GWWII. And Yuri could get some units that Nod would have.
Allies - Jeep, Light Tank, Medium Tank or Mechanic
Soviets - Heavy Tank or Minelayer
Yuri - Attack Buggy, Speed bike or some NOD tech I can't remeber.
Or something like that. Not something completely unbalanced.
#236
Posted 15 December 2013 - 03:59 PM
Suggestions for some missions:
"Mutants of the Dead"
1. A mission in which an Allied plane containing Tanya, Siegfried, a Medic and a buffed-up Navy Seal gets shut down on a desolate European town that is populated by failed Headquarters experiments and mutants.
This mission will have many choices (a shout-out to zombie games such as The Walking Dead, this time with mutants), such as sacrificing some infantry, choosing routes, killing mutants or escaping. There will seem to be many ways to complete the mission, but with SURPRISES.
The mutants consists of Brutes, Dogs thats explode poison gas when killed, mutated civilians that can take high damage, etc.
(Like zombies from L4D)
The only objective here is SURVIVE for three days. (Each day will consist of 15/20/25 minutes, 15 mins on the 1st day, 20 mins on the 2nd day, 25 mins on the 3rd day)
2."Brutal Legend"
Rahn is pitted against a Russian base. He uses only brutes.
Mutants of the dead reminds me a combination of "something" of the Dead, Left 4 Dead and Outpost combined. Could be fun.
They should make some of these fun missions, either connected to the sotry or not.
#237
Posted 15 December 2013 - 06:56 PM
Does the Blizzard Tank use railgun logic because when I positioned them in defense with my infantry in front of them they die with a freeze death voxel but with my vehicles in front they are unharmed, why is that? Also the Hailstorm is allegedly immune to the kill driver warhead but when I used Morales against it became neutral and was able capture it, is that a bug?
Speaking of the Blizzard Tank I have an idea for a dedicated anti-air infantry for the PF that replaces the Blizzard Tank in that role (similar to the Stalker from HQ).
==Methodist==
Unique to Pacific Front
Cost: 975
Requires: Barracks, Tech Lab
Weapon: Relativistic Bose-Einstein Condensate Projected Launcher
Role: Anti-Air and Air to Ground Support
Speed: 6
Range: 6
Abilities: Attack spreads to other units in the air, reduces air speed by 25%.
Story: Troops hailing from Australia come the Methodist, a less than threatening name for infantry that is a real potent threat to enemy air craft. The Methodist is designed to be a dedicated anti air unit firing Bose-Einstein Condensate (a different phase of matter derived from the dilute gas that has it's boson particles frozen to 0 degrees kelvin) at the speed of light, with it's vapour trail simulating a mix of ice and fire. While fragile by it's self but when combined with the Battle Fortress, the Methodist can turn the Battle Fortress in to a potent anti air moving citadel.
==Stratospheric Shielding==
Unique to Pacific Front
Requires: Strategy Center and Airforce Command
Time:6:00
Cost: 1000
Purpose: Applying cryogenic technology to achieve stratospheric flight. Places a beacon that grants air units the ability to appear at the position instantly (essentially teleports them) bypassing any anti air units that would have shot them down if they took the conventional route.
==Phalanx==
Unique to Euro Alliance
Role: Anti Armor
Cost:1300
Weapon: Tachyon Flux Cannon, Neutrino Shield
Range: 5
Requires: Barracks and Tech Lab
Abilities:
*Fires three energy beams
*Attack causes splash damage
*Deploys shield that reduces damage by 5% and speed by 8% individually. If in a group of fellow deployed Phalanx the damage is reduced by 15% and speed of 18% (stackable to Thor Hold the Line ability)
#239
Posted 15 December 2013 - 07:16 PM
There is one thing dats also really annoying, please change all offensive units' [preventattackmove=yes] to [no], for instance like zephre, when players try to select a bunch of units and order them to steamroll, units with this tag in the group do a good job disrupting the attackmove commands
Then your saying we should just break all the other units then?
Break? I am just saying some units cant use attackmove command, why are they kept this way?
By your suggestion it pretty much says we should totally disable Attack Move. It should be in the players plans to properly group their units anyway. (I have my Artillery units in a seperate group)
Some Units do not have it because they'd just become overpowered if they could fire on the move. Plague Splatter are a major example of this.
Allow attackmove does not mean also allow opportunityFire, these are two different functions. OFC we know it would be op for long range weapons to have the ability to fire on the move.
#240
Posted 15 December 2013 - 07:23 PM
Is my earlier suggestion for a "psychic healer" for psicorps completely ignored?
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