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#1921 Mausknovitz

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Posted 19 December 2014 - 01:22 PM

 

 

 

Reestablish the flame tower from red alert 1 for the soviets since the Allies have been restored with gun turret.

(Flame towers should deal splash damage).

 

 

 

This logic you follow is not correct. The early game anti infantry defence slot is already occupied by the Sentries, while the Gun Turrets were added to fill a fuction, which is countering vehicles in early game.

Maybe in the future would be interesting to see it as a faction specific replacement, but I think that an early game AoE defence could be OP.

 

 

Sentries cant deal with scorpion cell and confederation mass attacks because of the relative cost of time and money.And the mentalmeisters are recognized for tactical complexity and forcing player in tougher scenarios than red alert 2

And yes tier 2 and 3 is the best idea to implement this defensive structure.

 

And the fact that allies get gun turret at tier 1 makes the whole tier 1 armour useless against allies who can just hold chokepoints or wall themselves in with G.I's.



#1922 AngelFaux

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Posted 19 December 2014 - 02:17 PM

 

 

 

 

Reestablish the flame tower from red alert 1 for the soviets since the Allies have been restored with gun turret.

(Flame towers should deal splash damage).

 

 

 

This logic you follow is not correct. The early game anti infantry defence slot is already occupied by the Sentries, while the Gun Turrets were added to fill a fuction, which is countering vehicles in early game.

Maybe in the future would be interesting to see it as a faction specific replacement, but I think that an early game AoE defence could be OP.

 

 

Sentries cant deal with scorpion cell and confederation mass attacks because of the relative cost of time and money.And the mentalmeisters are recognized for tactical complexity and forcing player in tougher scenarios than red alert 2

And yes tier 2 and 3 is the best idea to implement this defensive structure.

 

And the fact that allies get gun turret at tier 1 makes the whole tier 1 armour useless against allies who can just hold chokepoints or wall themselves in with G.I's.

That's why you need to learn map control  :)
Don't compare sentries with gun turrets, they have different purpose, you know. And I honestly find it easy to break through those kinds of chokepoints with T1 units, so I don't think you should say that gun turrets make all T1 vehicles useless.


Edited by AngelFaux, 19 December 2014 - 02:57 PM.


#1923 lovalmidas

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Posted 19 December 2014 - 02:18 PM

Flame turrets are interesting. It is a bit unfortunate that flame turrets are rather outclassed by Battle Bunkers in cost effectiveness (perhaps even with the splash damage), which can serve both anti-infantry and anti-vehicle purpose. If it is to appear at all, it will most likely go to either Latin Confederation (most fitting tech) or Russia (because RA1). Seeing that Latin Confederation has a unique defence structure (smoke turret) already, the chances are low another defense structure will be added. But who knows?

 

Allies get the Gun Turret to fulfil the pre-Radar anti-armor defensive structure, which has been filled by Battle Bunker + Flak Troopers, and Tank Bunker + Basic Tank combos for the Soviets and Epsilon.

-----------------------------------------------------------------------------------------------

 

Hmm, I am thinking of a 'multigunner turret' for a subfaction (or as a tech defence structure). It can either work like a one-person bunker (which allows most kinds of infantry), or it can use IFV logic for the different infantry. I wonder how that might turn out


Edited by lovalmidas, 19 December 2014 - 02:19 PM.

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#1924 AngelFaux

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Posted 19 December 2014 - 03:04 PM

Flame turrets are interesting. It is a bit unfortunate that flame turrets are rather outclassed by Battle Bunkers in cost effectiveness (perhaps even with the splash damage), which can serve both anti-infantry and anti-vehicle purpose. If it is to appear at all, it will most likely go to either Latin Confederation (most fitting tech) or Russia (because RA1). Seeing that Latin Confederation has a unique defence structure (smoke turret) already, the chances are low another defense structure will be added. But who knows?

 

Allies get the Gun Turret to fulfil the pre-Radar anti-armor defensive structure, which has been filled by Battle Bunker + Flak Troopers, and Tank Bunker + Basic Tank combos for the Soviets and Epsilon.

-----------------------------------------------------------------------------------------------

 

Hmm, I am thinking of a 'multigunner turret' for a subfaction (or as a tech defence structure). It can either work like a one-person bunker (which allows most kinds of infantry), or it can use IFV logic for the different infantry. I wonder how that might turn out

Things regarding flame turrets are almost exactly as I thought, tbh.

 

However, as I remember if you make most kinds of infantry able to garrison buildings, even if it is meant to be able to garrison certain buildings only, they'd be able to garrison any and all garrisonable buildings, which will make things rather unbalanced.
Though I don't know if there's a way to code such thing or if Ares supports the logic.

Just sharing my opinion.



#1925 Mausknovitz

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Posted 19 December 2014 - 07:03 PM

 

 

 

 

 

Reestablish the flame tower from red alert 1 for the soviets since the Allies have been restored with gun turret.

(Flame towers should deal splash damage).

 

 

 

This logic you follow is not correct. The early game anti infantry defence slot is already occupied by the Sentries, while the Gun Turrets were added to fill a fuction, which is countering vehicles in early game.

Maybe in the future would be interesting to see it as a faction specific replacement, but I think that an early game AoE defence could be OP.

 

 

Sentries cant deal with scorpion cell and confederation mass attacks because of the relative cost of time and money.And the mentalmeisters are recognized for tactical complexity and forcing player in tougher scenarios than red alert 2

And yes tier 2 and 3 is the best idea to implement this defensive structure.

 

And the fact that allies get gun turret at tier 1 makes the whole tier 1 armour useless against allies who can just hold chokepoints or wall themselves in with G.I's.

That's why you need to learn map control  :)
Don't compare sentries with gun turrets, they have different purpose, you know. And I honestly find it easy to break through those kinds of chokepoints with T1 units, so I don't think you should say that gun turrets make all T1 vehicles useless.

 

what the hell is map control is it about avoiding defenses and targeting critical structures.



#1926 MrFreeze777

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Posted 19 December 2014 - 08:21 PM

Who needs stationary RA1 Flame Towers when you have fast and sturdy Borillos that uses the same weapon, which can be used offensively and defensively.



#1927 Mausknovitz

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Posted 19 December 2014 - 11:26 PM

Who needs stationary RA1 Flame Towers when you have fast and sturdy Borillos that uses the same weapon, which can be used offensively and d

 

Who needs stationary RA1 Flame Towers when you have fast and sturdy Borillos that uses the same weapon, which can be used offensively and defensively.

 



#1928 Mausknovitz

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Posted 19 December 2014 - 11:28 PM

yes borilos are fast and sturdy but they cant resist mind control.



#1929 Mausknovitz

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Posted 19 December 2014 - 11:33 PM

yes borilos are fast and sturdy but they cant resist mind control.

there should be a cooldown between mind controls.



#1930 MrFreeze777

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Posted 20 December 2014 - 08:11 AM

yes borilos are fast and sturdy but they cant resist mind control.

You have Terror Drones/Soviet T3 Air Units to counter Adepts.

 

Also don't post multiple times all at once and don't post quote and response separately. You did it a bunch of time and it looks ridiculous, If you want to add more to your comment or modify it, it's simple just move your mouse pointer to your comment and click on 'Edit'.   



#1931 AngelFaux

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Posted 20 December 2014 - 04:54 PM

Who needs stationary RA1 Flame Towers when you have fast and sturdy Borillos that uses the same weapon, which can be used offensively and defensively.

... Or Pyros.



#1932 Mausknovitz

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Posted 20 December 2014 - 09:15 PM

 

Who needs stationary RA1 Flame Towers when you have fast and sturdy Borillos that uses the same weapon, which can be used offensively and defensively.

... Or Pyros.

 

Honestly i tought it out and i believe you now because i mostly play skirmish and was kind of mindstruck when i saw what i could do in a multiplayer match,i must say skirmish in mental omega has nothing to do with RA2 because the AI difficulty counters on two factors,Strategic superiority with money and tactical superiority with almost always perfect unit counters.



#1933 Mausknovitz

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Posted 20 December 2014 - 09:16 PM

 

 

Who needs stationary RA1 Flame Towers when you have fast and sturdy Borillos that uses the same weapon, which can be used offensively and defensively.

... Or Pyros.

 

Honestly i tought it out and i believe you now because i mostly play skirmish and was kind of mindstruck when i saw what i could do in a multiplayer match,i must say skirmish in mental omega has nothing to do with RA2 because the AI difficulty counters on two factors,Strategic superiority with money and tactical superiority with almost always perfect unit counters.

 

and whats so much deceiving is that i always have more ore miners than the AI player and he keeps building.its as if you cant establish proper frontlines.



#1934 FlyingCommander

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Posted 21 December 2014 - 12:23 AM

Have a new difficulty setting as very easy.

I like to mess around and just build bases on the vanilla game, and I can't do that when the difficulty settings are so high.

It won't change much, as it will be another setting, so you wouldn't need to change the other ones.

#1935 Mausknovitz

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Posted 21 December 2014 - 02:47 AM

Have a new difficulty setting as very easy.

I like to mess around and just build bases on the vanilla game, and I can't do that when the difficulty settings are so high.

It won't change much, as it will be another setting, so you wouldn't need to change the other ones.

How do i do this

on my version there is only easy medium and mental,the only way i can play vanilla or close to it is"to start with 50000" cash



#1936 Atomic_Noodles

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Posted 21 December 2014 - 08:09 AM

He's making a suggestion. And no the Game can only have up to 3 Difficulty Settings...


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#1937 doctormedic

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Posted 21 December 2014 - 02:27 PM

He's making a suggestion. And no the Game can only have up to 3 Difficulty Settings...

But that doesnt mean someone cant ''update'' the ai of those difficulties  :evilthinkin:


Edited by doctormedic, 21 December 2014 - 02:28 PM.


#1938 Picodreng

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Posted 21 December 2014 - 03:05 PM

Unfun fact: AI have unlimited funds.


#1939 Protozoan

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Posted 21 December 2014 - 10:08 PM

Unfun fact: AI have unlimited funds.

 

On the plus side, you can just infiltrate their refinery every now and then and you'll be set for the rest of the game.


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#1940 Black/Brunez

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Posted 21 December 2014 - 10:10 PM

Have a new difficulty setting as very easy.

I like to mess around and just build bases on the vanilla game, and I can't do that when the difficulty settings are so high.

It won't change much, as it will be another setting, so you wouldn't need to change the other ones.

 

Just start a skirmish game without Ai for your pretty bases






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