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MO3.0 Feedback // SUGGESTIONS


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#1861 Martinoz

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Posted 07 November 2014 - 09:18 PM

Kivz pls stop


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#1862 Piorun

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Posted 08 November 2014 - 12:08 AM

Mirage Tank is the Tank Destroyer.

Well thanks for info I Didn't Know xD

Kivz pls stop

Im Not Kivz All Right -_-

Edited by mevitar, 08 November 2014 - 12:11 AM.


#1863 mevitar

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Posted 08 November 2014 - 12:10 AM

This is not Kivz. Stop bringing that back. He didn't even remotely reach Kivz level.
If he does, then we will take action.

Also, posts merged, don't doublepost.

Edited by mevitar, 08 November 2014 - 12:12 AM.

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#1864 Atomic_Noodles

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Posted 08 November 2014 - 12:28 AM

Did you try playing the game yet Piorun though. Alot of your suggestions are just simple unit roles moved over to different terrain movement,etc. Careful planning has been done on the unit rosters for each of the factions in Mental Omega and the roles they fulfill. Instead of just a boring of BLA BLA MASTERMIND KIROV AIRSHIP


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#1865 Divine

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Posted 08 November 2014 - 12:49 AM

Did you try playing the game yet Piorun though. Alot of your suggestions are just simple unit roles moved over to different terrain movement,etc. Careful planning has been done on the unit rosters for each of the factions in Mental Omega and the roles they fulfill. Instead of just a boring of BLA BLA MASTERMIND KIROV AIRSHIP

Mastermind Kirov Airship is actualy a good idea!

 

/joke


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#1866 Piorun

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Posted 08 November 2014 - 02:45 PM

Did you try playing the game yet Piorun though. Alot of your suggestions are just simple unit roles moved over to different terrain movement,etc. Careful planning has been done on the unit rosters for each of the factions in Mental Omega and the roles they fulfill. Instead of just a boring of BLA BLA MASTERMIND KIROV AIRSHIP

Yes I Played And I Like Idea Of Epsilon Campaign
Also I Understand that yous worked Hard On Units :)

Btw I didn't Suggests only Units xD



#1867 edumm

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Posted 09 November 2014 - 12:36 PM

A different suggestion:

You guys could create new effects for tropical maps based on the same animation of Blizzard Tank "freezing cloud"; transparent clouds that would simulate fogs, these clouds appeared randomly on the map, or just on a pre-defined region; would be good to create a wild or primitive environment to certain maps and missions. A good idea?



#1868 LewlNewb

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Posted 09 November 2014 - 01:03 PM

A different suggestion:

You guys could create new effects for tropical maps based on the same animation of Blizzard Tank "freezing cloud"; transparent clouds that would simulate fogs, these clouds appeared randomly on the map, or just on a pre-defined region; would be good to create a wild or primitive environment to certain maps and missions. A good idea?

I like it. It evokes a sense of mystery.

A suggestion: If possible, a render of the Perun Flagship so we can have an idea what this unit looks like. Also the renders of the tech aircraft (Hailfox excluded) from the tech airfield. 



#1869 Petya

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Posted 18 November 2014 - 06:24 PM

It's been long since the last time I posted a suggestion for a unit here, so it's time to do it again. :p

 

 

Vermin

Faction: Scorpion Cell

Price: 1700

Purpose: Long range combat, harassment

Weapon: Molebombs

 

The Molebombs were among the most used and preferred weapons in the Scorpion Cell arsenal, but they soon became less efficient against enemies, because the advanced technologies could detect and neutralize Molebombs, before they could do harm. Since Scorpion Cell isn't the one who likes to throw away old weapons even if they became obsolete, so the Scorpion Cell technicians developed a new way to use Molebombs in combat once again. They designed a Mobile Molebomb Assembly Unit, simply called as Vermin. The Vermin is capable of ejecting Molebombs onto the battlefield, which can later be used to eliminate the targets, such as infantries. Once the Vermin engaged into combat, it will relentlessly flood the enemy with molebombs. There is an option to release some Molebombs which the player has control over. These Molebombs can be used from high distance so the Vermin can remain out of combat. The Vermin is among the less fast units in the Scorpion Cell arsenal, so be prepared to cover it in the time of need.



#1870 edumm

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Posted 18 November 2014 - 07:53 PM

It's been long since the last time I posted a suggestion for a unit here, so it's time to do it again. :p

 

 

Vermin

Faction: Scorpion Cell

Price: 1700

Purpose: Long range combat, harassment

Weapon: Molebombs

 

The Molebombs were among the most used and preferred weapons in the Scorpion Cell arsenal, but they soon became less efficient against enemies, because the advanced technologies could detect and neutralize Molebombs, before they could do harm. Since Scorpion Cell isn't the one who likes to throw away old weapons even if they became obsolete, so the Scorpion Cell technicians developed a new way to use Molebombs in combat once again. They designed a Mobile Molebomb Assembly Unit, simply called as Vermin. The Vermin is capable of ejecting Molebombs onto the battlefield, which can later be used to eliminate the targets, such as infantries. Once the Vermin engaged into combat, it will relentlessly flood the enemy with molebombs. There is an option to release some Molebombs which the player has control over. These Molebombs can be used from high distance so the Vermin can remain out of combat. The Vermin is among the less fast units in the Scorpion Cell arsenal, so be prepared to cover it in the time of need.

Maybe not quite match with the play style of the Scorpion Cell characterized by rapid and inexpensive units.


Edited by edumm, 18 November 2014 - 07:53 PM.


#1871 MrFreeze777

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Posted 18 November 2014 - 08:17 PM

Not to mention there is already a unit with the same role as the Vermin, the new Deviator that can kill swarms of infantry.

But if the Vermin/Molebomb were also effective against buildings especially defenses, that would be a big plus and an awesome unit for Scorpion Cell for campaign and maybe Skirmish if it's possible for Tech Secret Labs to allow players to build sub-faction specific units.



#1872 Shaithias

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Posted 23 November 2014 - 02:31 AM

Many units need an ability to make them stationary.

The reason for this is as follows: Optimum firing positions for a group of units are impossible for the computer to obtain on its own. A good example is a mixed group of artillery, tanks and units with engineers inside that can heal other units, and infantry and antiaircraft units defending a base.

 

Each of these groups has a function to do, and there are several ways to control them, however the ai gets in the way in some circumstances and unless one is a korean or has a a direct neural link to the computer then one cannot issue enough commands per second to control the military. A good example is if you have a group of tanks in a line holding a chokepoint, being healed by other units. As long as that line does not move, then they can tank the damage, and sustain. However under normal circumstances, all tanks and artillery will pursue. Their healers will not follow, they will lose their chokepoint position and in many cases be overwhelmed by the enemy while the player is off fighting another battle. 

 

A good tactic is to line up units that can fire over walls, and wall them in, but this is really a wrench being used as a hammer, combined with the fact in yr, that walls can be hit by many more units, its not productive.

 

Another scheme of control, involves hotkeying multiple groups, but then again this involves putting the burden on the users clicks per second, and although clicks per second is important, and micro has a place, macro is important too. And you cannot macro if you are microing everywhere at once. It would be great if you could issue stances, but then again that is game engine changing, not modding in all probability.

 

So what I do implore: Units that are dedicated anti air should be able to deploy, just like the colossas tank that hq has. Units like the rhino or the lasher tank should also be able to deploy. This deployment would not grant abilities or stats, it would just lock their treads and prevent them from running and getting killed.



#1873 Shaithias

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Posted 24 November 2014 - 05:31 PM

Idea: Make ultimate superweapons into something that must be unlocked by infiltrating a lab. The infiltration unlocks own superweapon. Minor superweapons would be unchanged. This would intensify the spy game.



#1874 Petya

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Posted 24 November 2014 - 06:46 PM

Ultimate Superweapons are stalemate breakers so they will never be moved to secret technology. Spying already has its own advanteges:

-You can build units which start as veteran.

-Stealing money

-Shutting down the power which will also slow down production. (Will be even greater in the next version, where power shortage really slows down the production)

-Sabotage radar and reshroud the map (in PvP it can change the entire game)

-You can get a secret unit, which is really powerful against that faction you stole the technology from.



#1875 Shaithias

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Posted 25 November 2014 - 05:33 AM

Could there be a game mode added where things like the rage inducer are allowed but nuclear missiles etc are not allowed? Its just that they are too much of a deal breaker at times.... Turtle and rush nukes gg. Lesser super weapons are not as deal breaking. That's why I wanted the bar to build super weps to be raised. Maybe if a super wep cost an insane amount of cash to build, and was a tad more fragile.... at the moment $5k is too little for a weapon that can deal $20-$30k of dmg in one shot...



#1876 Protozoan

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Posted 25 November 2014 - 06:49 AM

Could there be a game mode added where things like the rage inducer are allowed but nuclear missiles etc are not allowed? Its just that they are too much of a deal breaker at times.... Turtle and rush nukes gg. Lesser super weapons are not as deal breaking. That's why I wanted the bar to build super weps to be raised. Maybe if a super wep cost an insane amount of cash to build, and was a tad more fragile.... at the moment $5k is too little for a weapon that can deal $20-$30k of dmg in one shot...

 

There ought to be a toggle for Passive SW & Destructive SW.

 

I like the Passive ones like the Chronosphere but the Destructive ones are often just used to troll people on maps where the base is on an elevated position with bunkers or some long chokepoint.

 

Besides that, some Factions just plain have it easier when it comes to SWs, like China, it's much easier for them to defend their Superweapon just because of their Gameplay style. IE having lots of powerful slow units that you have no choice but to engage with if you want to try and take out that Superweapon.

 

Sneak attack is an option, but any average player is likely prepared for one, and a great deal of maps make it very difficult.


Edited by Protozoan, 25 November 2014 - 06:50 AM.

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#1877 Black/Brunez

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Posted 25 November 2014 - 03:14 PM

Turtle and rush nukes gg. Lesser super weapons are not as deal breaking. 

 

This is what everybody thinks... before having a real online match against someone. (or if you play on some silly super campy maps like switchback ravine). On MO 3.0, I saw some players trying to do the same thing, but there are some heavy issues on doing that:

 

1) By "camping to death" you are basically locking your base from the rest of the map. And with the time you will not be able to get resources.

2) Rushing SW is EXTREMALLY costly. Doing that you will not have money for your army and you will easily get overwhelmed by the enemy.

 

Super Weapons are only really worthy if you are on late game.



#1878 Petya

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Posted 25 November 2014 - 04:40 PM

And those "lesser" Superweapons can do more harm than the ultimate superweapons. Just imagine that your enemy teleports a bunch of siege units into your base. Game over.



#1879 mevitar

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Posted 25 November 2014 - 04:54 PM

Disabling SWs won't help against turtlers. In fact, without SWs, people tend to turtle even more. If you like Eternal Stalemate games, literally all you need is to turn off SWs off. Then you can have your 3 hour long "nothing happens" and "can't break through" games.
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#1880 Protozoan

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Posted 26 November 2014 - 01:03 AM

Some in-game in-depth tutorials would be a great addition. I have some friends that I'd like to play Mental Omega, but they've never touched C&C and I'm afraid that the game's steep learning curve will frustrate them and turn them away from the game.

 

Things like basic controls, point and click, capturing structures, micromanagement, building a base, maintaining an economy and building an army. Along with unit guides for each Faction and how to use them efficiently. In-game tips as well would be greatly appreciated.

 

Along with possible strategy guides, strengths and weaknesses, etc. I'm not entirely sure that a new player would enjoy sifting through 9 pages of content on the main website and be capable of retaining all that information on a subsequent playthrough. I know that the difficulty of the Campaign is going to be decreased, but will it be enough for a completely new player?


Edited by Protozoan, 26 November 2014 - 01:04 AM.

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