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#801 lovalmidas

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Posted 28 January 2014 - 01:46 PM

Spoiler tags can be activated by [spoiler ] and in the BBCode. (remove spaces) The code does not work while in edit mode, but it works when you are done.

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#802 Tyhednus

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Posted 29 January 2014 - 07:24 AM

Cosmonauts maybe as stolen tech or campaign?Co

#803 Atomic_Noodles

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Posted 29 January 2014 - 08:33 AM

Cosmonauts maybe as stolen tech or campaign?Co

 

Statistically theyre basically rocketeers with fancier laser graphics though.


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#804 LusiGoosi

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Posted 29 January 2014 - 03:22 PM

Soviet infantry idea, perhaps unique to Russia...or Russia and Latin confederation.  

 

(The) Guards

Cost: 600

Speed: 6

Hitpoints: 95

Armor Class: Flak

Prerequisite: Soviet Barracks, Radar Tower

Purpose: Anti-Infantry, Adv. /Anti-garrison

Equipment: AKS

Range 5.5/6 (Garrison))

Guard units are formed of volunteers, in Soviet nations while many of the troops are conscripts. These professionals had multiple uses besides the parade ground.  A replacement of the shock armies of old, the Guards are given preferential treatment receiving superior training and weapons.  Their new AKS are deadly anti-infantry weapons, when the Russian government issued these weapons they thought that soon they would make every soldier the equivalent of a navy seal. However In spite of the advanced weapons the firepower of seals if greater do to advanced seal training. For that matter Guards are not trained with explosives or any anti-building weapons.  Their training is all about how to clear enemy garrisons.  Soviet high command to get proper speed from these troops have limited their armor. Still, when these troops into an enemy garrisoned structure rest assure it will soon be in friendly hands. For that matter it will be in tight spots held by the same guard troops who just stormed it.

Can garrison civilian structures.

Like Tanya, can rush into enemy garrisons and clear them.



#805 I_Download_Stuff

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Posted 30 January 2014 - 08:26 AM

So here are the 11th and 12th mission concepts for Epsilon Act 2

Spoiler


Spoiler


Edited by I_Download_Stuff, 31 January 2014 - 08:31 AM.


#806 X1Destroy

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Posted 30 January 2014 - 11:51 AM

Soviet AI always aim for the Conyard first whenever it use Kirov.

This, make the game become too short and boring, because your Allied AI is too dumb to defend against this tactic.

Tested with Mental difficulty.

I suggest removing this kind of attack, or reduce the amount of Kirovs per attack. We are not playing Meteor Shower here, and the AI don't rebuild Coyard fast enough.

Back then, it always aim for the Warfactory and Barrack first, which is still acceptable.


Edited by X1Destroy, 30 January 2014 - 11:53 AM.

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#807 Sven Co. Op

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Posted 30 January 2014 - 12:10 PM

This is following up as an Allied version of I_Download_Stuff's idea on the Act II missions 11

 

[Allies] Mission 11: Not A Castle Too Far

 

Location: Transylvania, Romania

 

Background: The Allies have found out that a castle in Romania has become a new fortress for Yuri. With Russia's help, the Allies prepare to storm the defenses outside the castle to reach it. As the dawn of next day draws near, the sound of tanks, aircraft and infantry will be heard across the serine landscape as the attack on the bastion is nigh. The US has a spec-ops team of Navy Seals led by Tanya that will help pave the way to the castle. The EU and Russia are both on opposite ends of the battlefield, ready to make sure that Yuri's forces have nowhere to go. 

 

Mission Nature: Destroy key defenses that protect the castle

Mission Objectives:

1. Destroy the key defenses that block the path to the castle

2. Eliminate the defenders that are outside the castle

3. Tanya and Siegfried must survive

 

Mission Players:

You: US [has a small base comprising of a barracks and several tents. Has a Team that composes of Tanya, Siegfried, a squad of Seals, two squads of GIs, and five Abrams for support.  Located middle bottom of the map]

EU: Left Flank of the map

Russia: Right Flank of the map

Epsilon: Top Middle of the map

 

Mission Outlay:

 

You are starting at the middle bottom of the map. You may have a small unit of troops, but the EU and Russians already have the foot of the hill surrounded and ready to go. The problem is, the hill is dotted with a huge amount of defenses. Long range artillery is hammering the forces that try to go up the hill, while a large amount of AA protect those guns. The upside is that the artillery can't target small groups well, so this where you come in. You are to lead a strike group led by Tanya and Siegfried. Your mission is to destroy the AA defenses as well as the artillery emplacements that defend the castle. Once there out of the way, the EU and Russia will storm the outer defenses of the castle to secure it. Afterwards.......

 

 

[Allies] Mission 12: Into the Darkness

 

Location: Inside the castle

 

Background: You have just entered the castle. You must find your way through the castle and get to the throne room to capture Yuri.

 

Mission Nature: Search and Capture

Mission Objectives:

1. Find your way to the throne room

2. Tanya must survive

3. Assist any surviving friendlies trapped in the castle

 

Mission Players:

You

Epsilon

 

Mission Outlay:

 

You have just entered the castle. You are leading a squad of Seals that are commanded by Tanya. Your mission is make it through the maze that makes up the inside of the castle. There are various traps so be careful. Also, several squads were sent ahead to make a foothold, but we lost contact with them at the moment, so try to find them. Make your way to the throne room. Be careful. Multiple reports of automated defenses and a lot of Libra clones leading the protectors of the castle. The Throne room is in the middle of the castle.


Edited by Sven Co. Op, 30 January 2014 - 12:12 PM.

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#808 I_Download_Stuff

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Posted 30 January 2014 - 12:20 PM

Well my ideas are just mere ideas, any fixes are allowed so don't get all too offended or a bit grumpy critical about it at least you folks are constantly given suggestions

Also, did you guys like the idea of the first Epsilon Act 2 mission, I know it needs fixing but hey, at least the title and concept sounds awesome

I was thinking of an idea about Soviet Missions having some of it you playing as China going against the Epsilon for betraying you in the dealings both have made to each other


Edited by I_Download_Stuff, 30 January 2014 - 12:41 PM.


#809 Tyhednus

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Posted 30 January 2014 - 12:54 PM

 

Cosmonauts maybe as stolen tech or campaign?Co

 

Statistically theyre basically rocketeers with fancier laser graphics though.

 

I always got the feeling that they do more damage because of the lasers.



#810 Malekron

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Posted 30 January 2014 - 04:51 PM

A suggestion for the Charon Tank is that when deployed it will not fire unless ordered to do so that they will not automatically target weaker units while more potent units get through. Basically it is like the Shadow Tanks Hold Fire Mode except can still fire but not without the direct command from the commander.



#811 Speeder

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Posted 30 January 2014 - 04:55 PM

Not doing that. Cheap unit spam is supposed to remain a viable tactic against Charon Tank. Use more micro.

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#812 Tyhednus

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Posted 30 January 2014 - 05:03 PM

Maybe there should be  a mission of Act 2, where Psicorps turns on HQ, because of psychic reasons agains the ultimate weapon, whatever it may be in 3.0.



#813 Solais

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Posted 30 January 2014 - 05:19 PM

If there's a faction to have any reason to turn against the rest of Epsilon it is Scorpion Cell.


Edited by Solais, 30 January 2014 - 05:19 PM.


#814 mevitar

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Posted 30 January 2014 - 11:04 PM

Something for the Kappa Tank to make it viable not only on naval maps, and useful in late game.

 

Deploy repair - can deploy in order to repair itself. While repairing, it won't attack or move at all. The ability works only on the tank itself, and can be used both on ground and water, but should be slow, to prevent it being overused during a battle (perhaps explain it as mini-backwarp?).

With this ability, the cost might need to be increased to 1k, but Pacific Front won't need repair units in early game that much anymore. The unit's slow speed should also prevent amphibious hit-n-run-to-repair to be too hard to counter from ground (although tbh, Allies still have jets and Soviets can use Ivans, even repair won't save Kappas against them).


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#815 Malekron

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Posted 30 January 2014 - 11:23 PM

Something for the Kappa Tank to make it viable not only on naval maps, and useful in late game.

 

Deploy repair - can deploy in order to repair itself. While repairing, it won't attack or move at all. The ability works only on the tank itself, and can be used both on ground and water, but should be slow, to prevent it being overused during a battle (perhaps explain it as mini-backwarp?).

With this ability, the cost might need to be increased to 1k, but Pacific Front won't need repair units in early game that much anymore. The unit's slow speed should also prevent amphibious hit-n-run-to-repair to be too hard to counter from ground (although tbh, Allies still have jets and Soviets can use Ivans, even repair won't save Kappas against them).

 

Doesn't the Kappa Tank have the ability to heal 320 HP from the Backwarp support power, wouldn't that make it redundant and unbalanced?



#816 mevitar

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Posted 30 January 2014 - 11:28 PM

If Speeder would implement this then i expect it would go, but for now there's no sign that he even considers doing this.
 
Or maybe it should stay. So everybody are like "OMG KAPPA OP" now for a change? :p

Edited by mevitar, 30 January 2014 - 11:29 PM.

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#817 Toveena

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Posted 31 January 2014 - 05:45 AM

Another sniper stuff comes into my mind:

    Training snipers op? then sniper can only be aquired via support center SW just like other airdrop powers.

    Just like CnC3 GDI's sharpshooter team support power, one can only deploy 2 or 3 snipers every few minutes costing around 1000-1500.

    Giving this power to either USA or EU. 


Edited by Toveena, 31 January 2014 - 05:46 AM.


#818 I_Download_Stuff

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Posted 31 January 2014 - 06:21 AM

Another sniper stuff comes into my mind:

    Training snipers op? then sniper can only be aquired via support center SW just like other airdrop powers.

    Just like CnC3 GDI's sharpshooter team support power, one can only deploy 2 or 3 snipers every few minutes costing around 1000-1500.

    Giving this power to either USA or EU. 

 

Not bad



#819 lovalmidas

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Posted 31 January 2014 - 08:24 AM

If there's a faction to have any reason to turn against the rest of Epsilon it is Scorpion Cell.


I think nobody will ever expect.... that there is a traitor amongst the Epsilon ranks. And so, on that fateful day, the world watched in surprise as the Epsilon HQ turned against their non-Antarctican comrades. Rumors said that Irkalla is overtly jealous of Libra, but attempts to confirm this rumor were met with futility. Only the Thing inside the Mental Omega can foresee the future of such a world...

Go figure. :p

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#820 Protozoan

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Posted 31 January 2014 - 01:12 PM

Something for the Kappa Tank to make it viable not only on naval maps, and useful in late game.

 

Deploy repair - can deploy in order to repair itself. While repairing, it won't attack or move at all. The ability works only on the tank itself, and can be used both on ground and water, but should be slow, to prevent it being overused during a battle (perhaps explain it as mini-backwarp?).

With this ability, the cost might need to be increased to 1k, but Pacific Front won't need repair units in early game that much anymore. The unit's slow speed should also prevent amphibious hit-n-run-to-repair to be too hard to counter from ground (although tbh, Allies still have jets and Soviets can use Ivans, even repair won't save Kappas against them).

 

As long as they're super slow, they're not really going to be an appealing option for many PF players, most tanks, excluding the Qilin can easily evade the Kappa, and basic AT Infantry will rip it apart.

 

I would prefer that it was some kind of tick tank (deploying to get a range bonus and a HP bonus), it's very difficult to effectively defend your base early game as Pacific Front, all your slow units can't really defend each part of the base, and needing to dig in to a position and defend as PF occurs regularly.

 

Though I doubt that would happen, why not just make them immune to EMP so they don't just drop into the water and explode if they get hit by the EMP power or a Dragonfly? It's a bit ridiculous that Pacific Front would not invest in some kind of back up plan for their amphibious tank if it were to get hit by EMP during an amphibious assault. That's like their main gimmick, and their main opponent is China, who loves EMP.

 

 

 

Another sniper stuff comes into my mind:

    Training snipers op? then sniper can only be aquired via support center SW just like other airdrop powers.

    Just like CnC3 GDI's sharpshooter team support power, one can only deploy 2 or 3 snipers every few minutes costing around 1000-1500.

    Giving this power to either USA or EU. 

 
Training Snipers wouldn't even be OP with the right adjustments, it would probably make players not recklessly use their heroes and rush to get them as fast as possible if they were up against the Allies. Siegfried, Volkov and the tougher heroes can just be made to take a lot of hits from Snipers.
 
Tough Infantry like the Brute or Desolater can also be made to take more hits from Snipers.
 
The reason I brought up the Sniper was because of Allied Anti-Infantry being rather sub-par, and that applies to Pacific Front more than anything else.
 
USA has a shit load of Anti-Infantry units, Warhawk, a light agile IFV which can be used a lot easier to kite spam, Abrams which have a secondary Anti-Infantry weapon, Basswaves which can be effective against Infantry, Tanya, Mercury Uplink, ya.
 
EA has a fucking Infantry annihilating gunship, Siegfried wipes out large groups of Infantry with ease, and most of their units still have medium speed, so they can still kite spam.
 
PF's Anti-Infantry: Tsurugi, Blizzard, Hailstorm.
 
Tsurugi: Kind of effective with GI's, but still clunky and slow, moves in a really weird way that'll get itself killed half of the time. Command it to move somewhere and then for some reason it feels the need to move closer to the enemy before turning around and moving away.
 
Blizzard: Slow ROF, won't even kill basic Infantry in a single shot unless they stand there in the ice cloud, it's supposedly more of a support unit anyhow.
 
Hailstorm: Super slow, it's not gonna get away from Brutes in time, I always lose this thing to Brutes. It's a Siege unit, it's not going to fire automatically which can be a pain in the arse when you don't know if the Hailhitter has respawned and you're getting bumrushed by Soviets or Epsilon. And since 99% of the time your Soviet opponent likes to have a massive crowd of Flak Troopers due to their cheap price, or a massive crowd of Archers because of the Cloning Vats, the Hailhitter is gonna get shot down rather quickly.
 
Though since some of the staff seem to bitch and moan saying that it'll make Infantry useless, I bet that if it were implemented it would be expensive, slow, slow ROF and it wouldn't even make much of a difference anyway, except just to kill Heroes basically, or just Adepts & Elites, and that would piss some of the staff off even more due to their unconditional love for their Heroes.

Edited by Protozoan, 31 January 2014 - 01:47 PM.

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