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MO3.0 Feedback // SUGGESTIONS


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#641 Martinoz

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Posted 08 January 2014 - 12:55 PM

 

 

Anyway, the dogs will probably work but if a player uses the Elites' Psi Wave properly then it most likely won't work

Do you send them in one big blob against single Elite?


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#642 Protozoan

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Posted 08 January 2014 - 01:38 PM

nope


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#643 Jargalhurts

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Posted 08 January 2014 - 02:03 PM

Just a suggestion for them Russians.

 

Napalm Trooper/Napalm Gunner (Replaces Pyro for Russia)

Cost: 700$

Prerequisite: Soviet Barracks, Soviet Radar Tower

Weapon: 'Veruschka' Incendiary-Shell 12Gauge Shotgun

Armor: Flak

Speed: Slightly faster than Pyro

Purpose: Anti-Infantry, Anti-Building

Description: The doctrine of the Russian armed forces have two things as their absolute importance: mobility and maneuverability. Two qualities that the Pyro's had lacked. The fuel tanks carried by Pyros were heavy to carry and resulted in slow movements. And the lack of maneuverability in the flamethrower resulted in a lot of mishandling of the weapon. And thus, Russian military scientists were assigned to invent a new form of flame delivery that features just as much firepower. The solution came in napalm-coated shells. Engineers had found promising results from using shotguns with shells spiked with incendiary compounds. Soon, the shotgun caliber and the shell gauge was increased in order to maximize the amount of fire delivered through the shells. And the result was an efficient unit with an incredibly light weapon compared to the Pyros. The weight of the weapon allows the former Pyros to walk much faster than before and the simply reloading mechanisms of the weapon allows better rate of fire. Also the range of the weapon is longer than Pyro's due to its nature. Also the shotguns have lesser incendiary capabilities and more penetrative capabilities compared to a flamethrower, thus making them more effective against infantry and less effective against buildings.

 

It's meant to be something like this (skip to 4:22): http://www.youtube.c...h?v=RP4FjODPDFA

 

 

EDIT: It seems less likely for new units to be added in this stage and more likely for new support power ideas to be more useful, so I will tinker about those ones later.


Edited by Jargalhurts, 08 January 2014 - 02:08 PM.

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#644 someonebutnoone

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Posted 08 January 2014 - 02:17 PM

Hackers for a new faction.

 

They are like Spies (but ranged), but they take a few seconds before they can infiltrate the systems of an enemy building. They can hack from long distances, but they cannot disguise.



#645 FiremariomkiZX 123-451-149

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Posted 08 January 2014 - 03:33 PM

Red Storm (Support Power for China)

 

Cost: $1500

Recharge Time: 4:00
Requires Power: Yes
 
Drops 10 Conscripts and 10 Flak Troopers.
 

Spoils of War (Support Power for China)

 

Cost: $1000

Recharge Time: 4:00
Requires Power: Yes
 
Drops 4 outdated battle tank husks (Possibly Battlemaster Tanks) that can be recovered by Desperate Drivers, Engineers or Hijackers. These tanks are much worse than Qilin Tanks, being just as slow but worse in armour and firepower, but at least it's dirt cheap.
 

MIDAS Strike (Support Power for Russia)

 

Cost: $2500

Recharge Time: 4:00
Requires Power: Yes
 
Fires a powerful projectile that obliterates a single target. Larger targets, such as MCVs survive, but just barely.

 

Paradox (Support Power for Euro Alliance)

 

Cost: NOPE

Recharge Time: 4:00
Requires Power: Yes
 
A time vortex rips a hole in reality, damaging all nearby. However, all affected are then invulnerable for a few seconds but unable to move, as if affected by a Chrono Legionnaire. 

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#646 AlmaShade

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Posted 08 January 2014 - 11:42 PM

This isn't really about the mod itself but can you add the damage per hit info to the unit pages on the website. I like being able to apply math to how I play games but it's hard when not all the information is the same place.

 

If you can also add other info like how many times it fires in a second, and the damage type, I'd greatly appreciate it.



#647 Hecthor Doomhammer

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Posted 09 January 2014 - 07:44 AM

I honest;y don't know how that would work out, as I can imagine that different armor types will show different numbers from different warheads, so this list you request can be incredibly long, and I don\t think any one is willing to post that.

But of course, if you can, be my guest


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#648 LusiGoosi

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Posted 09 January 2014 - 08:20 AM

Right a unit idea.

 

Ока́ Assault Transport. ((Russia))
Cost: $1000
Speed: 6
Hitpoints: 650
Armor Class: Heavy
Prerequisite: Soviet War Factory, Radar Tower
Purpose: Anti-Structure, Anti-Infantry, Transport
Weapon: 76mm ZiS-3t Howitzer
Range: 5.75

The Soviets used to deploy transport helicopters to ferry troops to and from the front lines. However, due to the restrictions on military aircraft imposed by the Allied Nations after the Second Great War, these helicopters have been scrapped and faded into obscurity. The vehicle designated to fulfill the role of infantry transportation was the Borillo.  However Soviet Russia has come to the conclusion that while the flamethrower on the transport worked well for an assault option.  The ability for it to continue operations and support the infantry advance was minimal. The Oka Assault Transport was made to fix this problem, while still effective against structures and infantry the new weapon placed on this transport is the ZiS-3t Howitzer. It fires shells armed with a thermobaric type charge, giving it a larger range then the earlier flamethrower and a bit more force against armor as the shell explodes. However do to the new company design armor on this transport is less also speed is down, but the new weapon is a welcome change and is very popular with soviet troops. Many a Russian soldier who was once afraid of stepping down field from a Borrillo and getting caught in a careless gunners flame blast, no longer have to worry with this new unit.

 

//I originally was thinking about a round turret like many post ww2 Russian Armored units, but that does not work with the Red alert story really so. I have been working on a new turret. Hopefully I will be ale to make these better or I might start over. still it gives a picture :p I

Additional Information:
 Amphibious.
    Can crush infantry.
    Has 6 passenger slots.
    Does not sink when affected by EMP.
    Can detect cloaked and submerged units (sensors range: 7).
    Level 2 passenger survivability rate (rookie: 70%, veteran: 80%, elite: 90%).
 

Attached Files


Edited by LusiGoosi, 09 January 2014 - 08:21 AM.


#649 Divine

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Posted 09 January 2014 - 09:34 AM

Right a unit idea.

 

Ока́ Assault Transport. ((Russia))
Cost: $1000
Speed: 6
Hitpoints: 650
Armor Class: Heavy
Prerequisite: Soviet War Factory, Radar Tower
Purpose: Anti-Structure, Anti-Infantry, Transport
Weapon: 76mm ZiS-3t Howitzer
Range: 5.75

The Soviets used to deploy transport helicopters to ferry troops to and from the front lines. However, due to the restrictions on military aircraft imposed by the Allied Nations after the Second Great War, these helicopters have been scrapped and faded into obscurity. The vehicle designated to fulfill the role of infantry transportation was the Borillo.  However Soviet Russia has come to the conclusion that while the flamethrower on the transport worked well for an assault option.  The ability for it to continue operations and support the infantry advance was minimal. The Oka Assault Transport was made to fix this problem, while still effective against structures and infantry the new weapon placed on this transport is the ZiS-3t Howitzer. It fires shells armed with a thermobaric type charge, giving it a larger range then the earlier flamethrower and a bit more force against armor as the shell explodes. However do to the new company design armor on this transport is less also speed is down, but the new weapon is a welcome change and is very popular with soviet troops. Many a Russian soldier who was once afraid of stepping down field from a Borrillo and getting caught in a careless gunners flame blast, no longer have to worry with this new unit.

 

//I originally was thinking about a round turret like many post ww2 Russian Armored units, but that does not work with the Red alert story really so. I have been working on a new turret. Hopefully I will be ale to make these better or I might start over. still it gives a picture :p I

Additional Information:
 Amphibious.
    Can crush infantry.
    Has 6 passenger slots.
    Does not sink when affected by EMP.
    Can detect cloaked and submerged units (sensors range: 7).
    Level 2 passenger survivability rate (rookie: 70%, veteran: 80%, elite: 90%).
 

You should realy use imgur to host images, also, you can make a screenshot of the complete vehicle (even with fancy backgrounds!) with a program called OS Voxel Viewer.


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#650 LusiGoosi

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Posted 09 January 2014 - 09:39 AM

Oh...I'm not very tech smart those are both new to me. hehe. I might use those when I get to the MK 3 version of the unit. I want to make it look great. :) From what I have been told...Brown is a bad color...I'll fix that.apc mk2_001.jpg apc mk2_002.jpg apc mk2_000.jpg so have these.


Edited by LusiGoosi, 09 January 2014 - 12:58 PM.


#651 Toveena

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Posted 09 January 2014 - 07:03 PM

I honest;y don't know how that would work out, as I can imagine that different armor types will show different numbers from different warheads, so this list you request can be incredibly long, and I don\t think any one is willing to post that.

But of course, if you can, be my guest

Not if u guys can upload the rules.ini for us : D



#652 AlmaShade

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Posted 09 January 2014 - 11:54 PM

I honest;y don't know how that would work out, as I can imagine that different armor types will show different numbers from different warheads, so this list you request can be incredibly long, and I don\t think any one is willing to post that.

But of course, if you can, be my guest

Well, isn't there like a base damage value for the unit that the game uses before it calculates the armor multiplier?

I honestly don't know how many damage types there are (or how RA2 even handles that) but wouldn't it be easy to look through the code and make a chart a bit like this?

 

typematchups.jpg

Or like Toveena said, just upload the rules.ini and we can work it out ourselves.

I think I'd have fun doing that, actually. :)



#653 Atomic_Noodles

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Posted 10 January 2014 - 01:01 AM

Theres about 10+ Custom Armors and then each Unit has varying amounts of HP & Damage. and you have to take into account the original 11 Armors YR had not to mention posting up the rules would cause every "gimmick" code that MO is using so far to be ripped by other modders.


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#654 X1Destroy

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Posted 10 January 2014 - 07:17 AM

Rules is just for changing stats, the mix files are locked. Ripping what?

 


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#655 RP.

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Posted 10 January 2014 - 08:28 AM

There's more to the rules than meets the eye.

It's not simply "stats".


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#656 mevitar

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Posted 10 January 2014 - 11:25 AM

insert pokemon damage/type chart here

So, you want us to make a similar table with 100+ entries in it?
Not gonna happen. :p
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#657 someonebutnoone

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Posted 10 January 2014 - 01:19 PM

A tank that can throw oil at enemies, slowing them and making them more suspectible to flame weapons.(Unique to LC) (Based on the Russian OT-26)

 

A vehicle for the Psi-Corps that makes up to 5 illusory copies of its target (friend or foe) under your control. When they die, they briefly stun their enemies.


#658 Atomic_Noodles

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Posted 10 January 2014 - 01:22 PM

 

A tank that can throw oil at enemies, slowing them and making them more suspectible to flame weapons.(Unique to LC) (Based on the Russian OT-26)

 

A vehicle for the Psi-Corps that makes up to 5 illusory copies of its target (friend or foe) under your control. When they die, they briefly stun their enemies.

 

 

Not possible...

 

 1) US has Laser Pointer Support Power.

 

2) Libra Clones


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#659 lovalmidas

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Posted 10 January 2014 - 07:12 PM

insert pokemon damage/type chart here

So, you want us to make a similar table with 100+ entries in it?
Not gonna happen. :p


I like that idea. :p But I'm not thinking of making it... because it is a Warhead vs ArmorType. And we have shitloads of Warheads. :p
Also, the list is still subject to change.

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#660 Toveena

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Posted 10 January 2014 - 09:48 PM

Stormchild missile's courselockdurantion needs to be reduced, when ordering ST to attack targets near the airfield where ST is docked, the missiles hit the ground due to the fact ST fires them prematurely (not flying high enough but fires). Tested several times, it does happen and it is quite annoying.






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