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MO3.0 Feedback // SUGGESTIONS


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#761 tedic123

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Posted 22 January 2014 - 06:49 PM

Hi everyone,

 

This is my first post on here. First off, I'd like to say that I think the mod is great! And love playing it...truly feels like playing Red Alert 2 for the first time, so I'd like to thank Speeder and everyone for putting forth all the time and effort in making this happen!

 

My feedback / suggestions

 

On the MO website, for Allied Tech Tree -> the American flag is missing for the Mercury Uplink FYI

 

I find that the stolen tech infantry are too overpriced for what you get out of them. 1.5k for a Cyro Commando to just slow infantry?...no thanks, maybe make them more powerful?

 

AI should be smarter on navy maps or bridge maps!! If you can, please make them able repair bridges!! Also, they should have more stradgy, eg. using Drillers for attacks, massing flank ambushes, etc. -> sorta like Generals AI

 

Gameplay Bug -> Pacific's Hailstorm plane cannot land when on a bridge

 

Tesla Tanks are too nerfed for Russia compared to the Latin and China elite tanks...like the Catastrophe Tank, Drakuv, Nuwa Cannon, Centurion.

 

Invaders should have better armor / health.

 

Malvar should be more useful. 

 

The aircraft carriers (which look cool already) should have a tower on it graphics-wise

 

Could you please include the new soundtracks in the game? Or instructions on how to do so? (srrry I'm a newb at this)

 

Just my opinions, and I think that's all! :)

 

 

 



#762 Petya

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Posted 22 January 2014 - 07:12 PM

Tesla Tanks can EMP other tanks for a very short time.

 

Malver is already useful. His deploy can nerf enemy units.



#763 mevitar

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Posted 22 January 2014 - 07:37 PM

Stolen tech infantry isn't overpriced, and Cryo Legionaires are one of the most powerful stolen tech infantry in MO (as if there are any weak ones). They don't need any buffs, and i even expect some might get nerfed at some point.

Adding new tracks is impossible except if we do it, and if you try to do it, there are high chances you will break the campaign. Use something like WinAmp if you don't want to listen to MO soundtrack.

Edited by mevitar, 22 January 2014 - 07:42 PM.

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#764 Zenothist

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Posted 22 January 2014 - 08:47 PM

 

Could you please include the new soundtracks in the game? Or instructions on how to do so? (srrry I'm a newb at this)

 

Just my opinions, and I think that's all! :)

 

 

 

 

The soundtrack is a pretty big file. That's why we decided to make it a separate download. Once you've downloaded it, unzip into your game directory. 



#765 tedic123

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Posted 23 January 2014 - 03:33 AM

Thanks everyone!



#766 GhostNemesis

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Posted 23 January 2014 - 03:55 AM

It was only my suggestion on game mode:what about the "Ambushing Warfare"?

In this game mode,all infantry and unit(except miner) will cloak when idle and decloak when they are attack or move.

What do you think about it?



#767 someonebutnoone

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Posted 23 January 2014 - 12:27 PM

 

Subfaction specific basic infantry isn't going to happen.


But subfaction non-basic infantry may happen. :p

Also, note that every "Basic Tank" have some kind of uniqueness to them: decreases infantry firepower, fires faster over time, amphibious, spawns Desperate Drivers, available by paradrop too, EMP resistance, ammo logic, heals other tanks when destroyed, limited-IFV logic. Match the abilities if you will. :p

A direct copy of another unit with changed stats though is less appealing, but might become reality; see Stryker/Archon and Flaktrack/Tsivil. So I won't say those kind of units are a definite no-no. :p

IMO, one of the best ways to add units is to cover up for the subfaction/faction's weaknesses while preserving their personality. China could do with a weak anti-infantry artillery, for example. United States could do with more area effect weapons, for another example. (No, I don't wanna hear stuff like "but the weakness is their personality" or assorted 'character-flaw' arguments. We are not Otacons. :p)

 

 

IMO, I think the 9 subfactions must be unique in their ways. (Yep, I also think there should be subfaction unique infantry, heck, make some units COMPLETELY UNIQUE to some subfactions, Basilisks to HQ, Barracudas for US, etc.)

 

 

^Every faction have a unique MBT, so why not? Just change theirs stats or give them more ability like usual.
There is no rule that dictated that basic infantry have to use the same stats regardless of which faction they belonged to.

 

Adding subfaction specific basic infantry for the sake of aesthetic purposes is not worth the time spent on the cameos and the SHP coloring and all that. It's just a pointless waste of time with infinitesimal results.

 

 

I agree with this, after all, every infantry and unit has to have some strategic importance for their own faction.



#768 Solais

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Posted 23 January 2014 - 02:51 PM

Horrible idea no.X+1: Make a new tier between Tier 2 and Tier 3. It might help with the too fast teching and it might have the potential to give the player a more versatile arsenal. (if it's made right, of course).



#769 Atomic_Noodles

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Posted 24 January 2014 - 01:13 AM

An idea I could suggest is maybe separating the Tech Building for each type. (Tech Building for Infantry,Units & Buildings)

 

The USA had Sidewinders for a short while. Think Rocket Soldiers without Deploy but had Laser Targeting (which increased their damage & range and were far superior AA vs GGIs)

 

Unique BI can be partially done but atm not possible due to Basic Infantry (GIs,Conscripts,Inits),Engineers & Technicians being hardcoded to be the survivors for Buildings isn't customizable yet to be per House.

 

Any infantry past those 2 types can be made unique in a way currently but the question is what should be changed for additional unique factor. I.E: Archers,Flak Troopers,Guardian GIs,Attack Dogs)


Edited by Atomic_Noodles, 24 January 2014 - 01:15 AM.

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#770 Protozoan

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Posted 24 January 2014 - 05:39 AM

An idea I'd like to suggest, if teching up becomes harder, I think moving the Blizzard to T2 for Pacific Front would be more beneficial, I'd say, remove it's AA capabilities, decrease it's anti-infantry capabilities and give it a larger AOE attack.

 

I've brought this up before, but I still stand by my point, it's not that the Blizzard isn't useless, it's just that when compared with the other Pacific Front units, it's role is less useful.

 

As a Support Unit: The Blizzard as a Support unit is too difficult to use efficiently, to slow down and debuff incoming vehicles or to help take out Infantry, the Blizzard's singular firing method means you would have to micro all your Blizzards to each target different vehicles within the very short time frame where you would have the enemy vehicles within the Blizzard's desirable range, the way I would use the Blizzard is to slow down approaching enemy vehicles such as tanks, to give the Zephyrs or Hailstorms more time to deal more damage to those vehicles, and hopefully destroy enough that they aren't a big enough threat anymore to destroy all my units. If the Blizzard had a larger Area of Effect then it wouldn't be so hard to use, it's just so impractical having such a short area of effect.

 

As an Infantry Killer: The Blizzard as an Infantry killer has too short of a Rate of Fire to be useful against Soviet & Epsilon factions, realistically, during a rush or a duel of some kind, your Epsilon or Soviet opponent isn't going to have just a few Infantry, the Epsilon opponent would be sending the Brutes in first, which Blizzards can't even kill in a single shot, during Tier 3, the Epsilon player gets access to the Cloning Vats so that they can double the amount of Brutes they have, the Brutes will easily overwhelm the Blizzards and probably anything else that Pacific Front has. Soviets would(should) likely be sending a motherload of Conscripts & Flak Troopers with a few other Infantry units here and there, the Blizzards simply would not manage to kill enough of them in time. Tsurugi's with GI's are even more effective than the Blizzard against Infantry and won't take up so much priority when you will definitely need Battle Fortresses or Hailstorms once you reach Tier 3.

 

As an Anti-Air Unit: Well this one is pretty self explanatory, it's AA is garbage, probably more useful for taking out things like Gyrocopters, Rocketeers or Invaders, or the other Aircraft which doesn't have much of a powerful attack or is too heavily armored like Wolfhounds, Thors, etc. The more obvious solution is to use Battle Fortresses with GGI's, that takes care of two roles, a tank killer and an aircraft killer, and does it so much more efficiently.

 

If teching up takes longer, then I think the Blizzard would be better off being a Tier 2 unit with some changes as I mentioned above: Larger Area of Effect, no AA capability, or at least just slowing down an Aircraft. And possibly less damage to Infantry, so that it doesn't become too powerful, this way it wouldn't completely outclass Tsurugis & SEALs.

 

Once you reach Tier 3, I see absolutely no point in building Blizzards, they're completely unnecessary at that stage since Hailstorms & Battle Fortresses would be much more effective.


Edited by Protozoan, 24 January 2014 - 05:43 AM.

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#771 Mister_Pants

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Posted 24 January 2014 - 07:54 AM

While you do have a really good point about the Blizzard Tank being a bit ineffective as a T3 unit; moving it to a T2 unit would give a significant disadvantage in the late-game for a PF player. While both the Battle Fortress and Hailstorm are both incredible units, they are quite costly to build, especially when you stock the Battle Fortress with various infantry. Not only that, the changes you proposed would render the Blizzard tank even less effective in the late game. While yes, it can slow groups of units... but that's pretty much it; the rate of fire being too low for the Blizzard tank to be effective against the only thing it was remotely good against. So yes, it would be good in conjunction with Zephyrs and Seal Tsurugi's/Rocketeers in the Mid-Game, but late game, you're better off using Cryofield in a major engagement.

 

I, without a doubt, agree with increasing its support capabilities by making the Blizzard's attacks give off a slowing AoE. The beam would damage and severely hinder one unit, and chill others nearby by a lesser amount (I have no idea how much of a pain in the ass this could be coding wise; Just throwing some stuff out there :p ). This would allow the Blizzard Tank to become a much more potent T3 Support unit in the later stages of the match, while keeping it's less-than-stellar damage.

 

I really have no opinion on the Blizzard AA part, Battle Fortresses with GGI's do it better anyway.

 

You really did raise up a good point on the Blizzard Tank being a bit underwhelming as a T3 unit, I just feel like it needed a buff, not a shove down to T2. :p



#772 X1Destroy

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Posted 24 January 2014 - 08:25 AM

A Rhino, a Tier 1 tank having 420 hp.

An Abrams, a Tier 3 tank having 450 hp while costing 1450.

Why??????? Is this some kind of joke?


Edited by X1Destroy, 24 January 2014 - 08:28 AM.

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#773 Atomic_Noodles

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Posted 24 January 2014 - 08:29 AM

A Rhino, a Tier 1 tank having 420 hp.

An Abrams, a Tier 3 tank having 450 hp while costing 1450.

Why??????? Is this some kind of joke?

 

Abrams have a Laser Guns.


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#774 X1Destroy

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Posted 24 January 2014 - 08:31 AM

 

A Rhino, a Tier 1 tank having 420 hp.

An Abrams, a Tier 3 tank having 450 hp while costing 1450.

Why??????? Is this some kind of joke?

 

Abrams have a Laser Guns.

 

That's not worth the extra costs when it need 3 attacks to kill a single tesla trooper. And its delay between shots isn't small.

Tesla Cruiser can do much better in every aspect. They have the same speed, but Tesla Cruiser have 550 hp and EMP charge and only cost $50 more. That's how a Tier 3 unit should be.


Edited by X1Destroy, 24 January 2014 - 08:36 AM.

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#775 someonebutnoone

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Posted 24 January 2014 - 10:50 AM

I'll say this again: is it possible for ARES to have irregular tech trees?
It's part of my ultra-suggestion to make the subfactions unique to each other.

And is it also possible for subfactions to have unique buildings? And Crawlers? (and Mini-Crawlers). For my fan faction)

Edited by someonebutnoone, 24 January 2014 - 12:28 PM.


#776 Atomic_Noodles

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Posted 24 January 2014 - 11:00 AM

I'll say this again: is it possible for AREA to have irregular tech trees?
It's part of my ultra-suggestion to make the subfactions unique to each other.

 

WTF is AREA... Artificial Random Excited Aliens?

 

you can already do irregular tech trees by reorganizing how each faction techs up. But per sub-faction would require even more dummy/cloned buildings at least and also uneven tech trees would put certain factions to tech up even more slowly than the rest.


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#777 AngelFaux

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Posted 24 January 2014 - 12:24 PM

I don't really want to bring back this topic, but PF really lacks good AA units other than Norio (yes, PF does have Blizzards and Battle Fortresses with GGIs, but the Blizzards aren't particularly useful against tough air units, and Battle Fortresses with GGIs are too costy) .This gives PF a disadvantage against groups of T3 air units assault. So I think it's better to add a new T3 AA unit for PF and remove the Blizzard's AA capability.



#778 someonebutnoone

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Posted 24 January 2014 - 12:32 PM

For that Will of the People support power:
Is it possible to use the same logic in the same way Attack Dogs come out of Kennels?
(Will of the People: Select a civilian building with this and some basic infantry comes out of it.)

#779 X1Destroy

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Posted 24 January 2014 - 12:52 PM

I'm not sure if this is possible, but it would be interesting to see carpet bombing as a support power for MO. At least during a mission for once.


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#780 Protozoan

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Posted 24 January 2014 - 12:55 PM

I don't really want to bring back this topic, but PF really lacks good AA units other than Norio (yes, PF does have Blizzards and Battle Fortresses with GGIs, but the Blizzards aren't particularly useful against tough air units, and Battle Fortresses with GGIs are too costy) .This gives PF a disadvantage against groups of T3 air units assault. So I think it's better to add a new T3 AA unit for PF and remove the Blizzard's AA capability.

 

Pfffttt, PFFFFTTTTTTT

 

Are you srs, 5 BFRTs will take down like 20 wolfhounds, how's that for costly? :p


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