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MO3.0 Feedback // SUGGESTIONS


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#321 Zenothist

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Posted 19 December 2013 - 09:25 PM

Limpet Drones weren't really the best units design-wise. There's a reason why they were on a list of the most useless units in the entire Command & Conquer franchise. 

 

Maybe there's a way to bring it back and make it genuinely useful, but it'll probably require a severe rework.



#322 NHunter

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Posted 19 December 2013 - 09:48 PM

Make it relatively cheap, tier 1, invisible through digging into the ground (deploying) and give it some nice stealth-detection abilities (say, range 7 or 8)... This way, in addition to hoping that it will attach to enemy's harvester/whatever, you can use these drones as a defensive-utility unit to add another layer of protection to your base as well.

 

Today I learned that Malver's attack range is greater than dog's sensing range the hard way...



#323 Divine

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Posted 19 December 2013 - 10:05 PM

Make it relatively cheap, tier 1, invisible through digging into the ground (deploying) and give it some nice stealth-detection abilities (say, range 7 or 8)... This way, in addition to hoping that it will attach to enemy's harvester/whatever, you can use these drones as a defensive-utility unit to add another layer of protection to your base as well.

 

Today I learned that Malver's attack range is greater than dog's sensing range the hard way...

The original Limpet Drone was useless, because it was extremely easy to notice: the vehicle it infected became tad slow, and had a different selection box. If we removed these two "features", and thus make the LD more stealthy, it could be actualy more useful. There is a problem tho: as Terror Drones leave Chrono Miners when they teleport, I'm afraid, so would the Limpet Drone.


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#324 Malekron

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Posted 20 December 2013 - 02:12 AM

A Limpet Drone re-design, hmm...

 

==Oracle of Delphi Drone==

 

Unique: Euro Alliance

 

Requires: War Factory, Tech Lab

 

Role: Mobile Defence Drone

 

Cost: 900

 

Weapons: Styx Missile, THC gas pods

 

Abilities: When ordered to deploy rendering it invisible, Uses tactical deployment of THC gas pods for infantry disruption and activates a missile pod to attack enemy armor and aircraft. Can undeploy to move to new locations and redeploy there.



#325 someonebutnoone

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Posted 20 December 2013 - 03:02 AM

I've observed that Rahn has the lowest number of votes in my commando poll.

Rahn suggestion:

 

Every time Rahn's health reaches 10%, he transforms into a very buffed Brute that can pounce on units like Chitzkoi. (Like the hulk)

On aircraft, he jumps to it and punches it rapidly. He also gives other Brutes a firepower boost when near them.

 

(Thanks, Speeder)

 

Chitzkoi suggestion:

When deployed, Chitzkoi barks using an amplified built-in microphone. This bark can not just stun infantry, but this bark will also stun the drivers INSIDE vehicles.


Edited by someonebutnoone, 21 December 2013 - 03:27 AM.


#326 Speeder

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Posted 20 December 2013 - 03:03 AM

That can't work right because you can train another Rahn once he "transforms".

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#327 Protozoan

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Posted 20 December 2013 - 12:31 PM

Bears in place of attack dogs for Russia :D


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#328 Solais

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Posted 20 December 2013 - 01:05 PM

In-base missions, like in RA1. I loved that one mission in RA1 where half of it was about infiltrating a tech center, then the other half was shutting it down from the inside.



#329 Wackyserious

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Posted 20 December 2013 - 01:46 PM

New Tech Facilities with Support Powers

Playing in a map with many tech structures with unique support powers and new units can give us more strategy


[Tech Special Training Facility]

New Hero Unit: Can be a standard hero for all or unique heroes

for each faction / Support Power: Special Training (Unit

Promotion)

[Tech Pharmaceutical Laboratory]

Support Power: 1.) Wonder Opiate "Still need an appropriate name" (Boost infantry

health) 2.) Developed Bioweapon (Spawn virus clouds)

[Tech Robotics Research Facility]

New Unit: Standard Robot Unit / Support Power: March of

the Machines (Paradrop 3 Standard Robot Unit)

[Civilian Hospital Tweak]

Support Power: Field Hospital or Paramedic (Heal Infantry)

[Tech Aeronautics Development Facility]

New Unit: Aircraft Fighter Prototype

[Heavy Industries Corporation]

Bonus: 1.) Generates money like Oil derricks 2.) Tank armor/health bonus

[Tech Civilian Construction Yard]

New Unit: Civilian MCV (Cheap MCV for fast paced base expansion) / New Defense Structures : Civilian Concrete Walls and gates (Not sure about this, but this can be

used for aesthetic purposes in Campaign)



#330 Divine

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Posted 20 December 2013 - 05:24 PM

A few things about infantry war:

-Rename it to Meatgrinder

-Allow the construction of AA base defenses

-Allow the training of Allied Rocketeers, Chinese Gyrocopters, and all the heroes currently left out of the gamemode.


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#331 Petya

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Posted 20 December 2013 - 05:32 PM

Some of the heroes were removed due to balance issues. Morales could take down a whole base single handedly, just as well Norio. Rahn was removed because he can turn enemy infantry into loyal brutes.



#332 Divine

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Posted 20 December 2013 - 06:06 PM

Some of the heroes were removed due to balance issues. Morales could take down a whole base single handedly, just as well Norio. Rahn was removed because he can turn enemy infantry into loyal brutes.

Tanya and Siegfried are very deadly in infantry war, it wouldn't hurt if the Soviets and Epsilon had something to compensate. Also, isn't it possible to alter them just for this gamemode, like, taking away Morales' airstrike and Rahn could just kill infantry instead of mutating them?


Edited by Divine, 20 December 2013 - 06:08 PM.

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Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
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#333 lovalmidas

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Posted 20 December 2013 - 06:37 PM

How about remove all heroes/heroines altogether? At least that's a bit more fair. :p

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#334 delulytric

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Posted 20 December 2013 - 07:17 PM

Euro Alliance scientists have found a brilliant way in developing the perfect mobile base defense tank. By mobile, it is way more mobile than the Chinese's Nuwa Defense Cannon tank. By incorporating the idea of Allied chrono miners back into their ore refinery, they have retrofitted a mobile chronosphere core to one of their tank which was classified as a massive project failure, the Defender in MO2 and restructured it in a way where these tanks could warp back to their own base with the help of a Vortex System building when the need arises. However, the scientists have relied on the Vortex System building too much and there was a great loophole - because Defenders are robots in nature, if the system goes down, all robots will crash and render itself offline. 

 

Name: Defender

Country: Euro Alliance

Prerequisite: Vortex System Building (-100 Power; 1200$; Requires Tech Lab), Allied War Factory

Role: Base Protection; Defense Cannon

Model: Defender (MO2 model) with heavier metal plating

Cost: 1400

Health: 900

Sight: 6

Speed: 4

Armor: Heavy

Tier 3 weaponry

Special ability: Able to warp back to the Vortex System Building whenever the need arises. Can warp to more than one vortex system. However only one Defender can warp back to the Vortex System Building at one time. 

Primary weapon [All-rounded missiles]: Fire its 4 missile projectiles against any kind of enemy, be it infantry, structures, tanks or aircraft. Have limited range unfortunately and has long cooldown because of the heavy portable chronosphere system the Euro Alliance places inside the Defender. Effective against lightly armored tank and aircrafts, neutral against medium/heavy armored tanks, ineffective against structures and infantry. Range of 6 (AA=9)

 

If there's any surprise attacks on a Euro Alliance base, the commander can sortie its Defender tanks on the field back to its base to defend their base. Likewise if there is a need for tanks to go on the offense, Defenders could lead the way and take the damage before the armor wears it off.



#335 Divine

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Posted 20 December 2013 - 07:43 PM

How about remove all heroes/heroines altogether? At least that's a bit more fair. :p

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Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#336 X1Destroy

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Posted 20 December 2013 - 07:51 PM

Actually, removing heroes from infantry war is a much better solution.

I would also want to remove all other infantry beside basic AI, AT troops.



 


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#337 Petya

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Posted 20 December 2013 - 08:14 PM

Removing heroes seems to be a good idea, because heroes make the infantry wars more hero oriented.



#338 Divine

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Posted 20 December 2013 - 08:41 PM

I hope you guys are just trolling.... Or do you seriously want to remove this litte piece of tactical gameplay from infantry war and make it an all out spamming contest?


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
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#339 Mister_Pants

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Posted 21 December 2013 - 06:42 AM

I hope you guys are just trolling.... Or do you seriously want to remove this litte piece of tactical gameplay from infantry war and make it an all out spamming contest?

You mean people weren't spamming before? :p



#340 X1Destroy

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Posted 21 December 2013 - 07:09 AM

I hope you guys are just trolling.... Or do you seriously want to remove this litte piece of tactical gameplay from infantry war and make it an all out spamming contest?

Why do you want to play tacticool specops in a meat-grinder?


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