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MO3.0 Feedback // SUGGESTIONS


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#2781 edumm

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Posted 18 October 2016 - 09:24 AM

I would not say a full faction, actually just three units with different colors (as in Red Alert).

 

A Faction composed entirely of giant mutated insects and creepy crawlies in a game mod... where have I heard or seen this before? Either way I don't think its planned for MO to have such a game mode at all like this.



#2782 CLAlstar

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Posted 18 October 2016 - 01:00 PM

LUL @ Atomic_Noodles, i heard that one somewhere too :V



#2783 BlackAbsence

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Posted 20 October 2016 - 06:36 PM

Was thinking about T1 spy-detection units. I like to compare things so let's go:

 

Robot Tank: Attributes - Amphibious, laser cannon, detects stealth, anti infantry, $500.

Stinger: Attributes - Acid sprayer, repair mode option, detects stealth, anti infantry, $550.

Terror drone: Attributes - It's a terror, detects stealth but only for itself, versatile yet weak, anti tank, $500.

As for Foehn, who knows?

 

Anyway, analysis: They all seems pretty unique; they differ in various ways, so I have nothing to complain about.

 

What I'd like to suggest, however, is when a Stringer uses its acid on vehicles, it diminishes their armour slightly, because, you know, it's acid? :)

As for the Terror Drone, I'd like them to slow down the vehicles they occupy (RIP Centurion speed). It'll help differentiate, more so, whether a unit is infected. Better yet, you could give them a terror drone icon on 'em, too.

I don't feel as if the Robot Tank needs improvements because it's amphibious, but maybe you can give 'em a bit of splash damage by adding a prism effect to their lasers, or speed up their fire rate, to be on par with Stringer acid?

 

Edit: Scratch that, Robot Tanks don't need improvement; they're fine the way they are.


Edited by BlackAbsence, 20 October 2016 - 06:48 PM.

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#2784 Damfoos

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Posted 22 October 2016 - 02:38 PM

I guess there are technical reasons for Irkalla being a voxel and not a sprite?

#2785 Speeder

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Posted 22 October 2016 - 02:49 PM

No. I just don't like SHP units.

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#2786 Damfoos

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Posted 22 October 2016 - 03:10 PM

I can see why, sometimes they look somewhat blurred or as if they are made of cardboard, and they stick out when the rest of units are voxels. However, it would allow Irkalla to have animated parts (blinking lights, glowing power "cables") and a proper shadow instead of that small circle underneath.

Edited by Damfoos, 22 October 2016 - 03:13 PM.


#2787 Speeder

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Posted 22 October 2016 - 03:21 PM

Shadows are not important.

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#2788 Martinoz

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Posted 22 October 2016 - 03:54 PM

SHPs are generally looking a lot different than voxel units (Irkalla is a unit, not infantry) and in case of ground SHPs, they just look bad on slopes (that's why you always see infantry in same position all the time).


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#2789 FELITH

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Posted 29 October 2016 - 04:34 AM

Speeder, I will be really appreciate if you use this 3WM8AGR.gif instead of Virus's delay animation.
So if you really want it and need to edit it for your style, I will pm you a psd file. :V

Edited by FELITH, 29 October 2016 - 11:10 AM.


#2790 BlackAbsence

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Posted 03 November 2016 - 02:45 PM

The Syckle looks a bit underwhelming, to be honest.

I think it would be better if they automatically iron curtained themselves when severely damaged.

Kinda like how that one Foehn tank heals itself when severely damaged.


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#2791 Damfoos

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Posted 03 November 2016 - 10:29 PM

Not exactly a gameplay suggestion, but has to be voiced too. After the next release or shortly before it, can you upload a pack with all translatable materials so those who want to translate MO would have easier time acccessing the necessary files? This pack can include the string files, but also blank (without the text and the darkened bottom line) versions of every ingame cameo and icon, because it takes a lot of time to clean the icon from the original caption, the time which is better spent on actual translation of the mod and on composing the new text for icons. If by any chance you still have the blank versions of endgame message pictures (mission failed/completed etc.), would be nice to get them too. I remember you said the translations will be supported officially, so I hope such a pack can be a part of this support.

Edited by Damfoos, 03 November 2016 - 10:31 PM.


#2792 Speeder

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Posted 03 November 2016 - 10:30 PM

I don't have textless cameos.


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#2793 Damfoos

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Posted 03 November 2016 - 10:51 PM

Well, I guess they haven't spawned out of the Void complete with the text and that fancy button effect. :p Someone from the dev.team likely has them, unless deleting all the source materials after the job is done is now a new trend. One can always spend a full day or two clearing the existing icons (given you won't lock them in a protected .mix again) of course, but it is a waste of time if a ready set of blank icons can be used instead. I understand it sounds like I'm demanding something for myself, but in fact other people will benefit from it too, including other possible translators and players who will play the translated versions because they will get them earlier. Peace.

#2794 Damfoos

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Posted 04 November 2016 - 07:02 PM

OK here's another suggestion. Can your cameo artist (Nooze?) make a quality cameo for the Speeder Trike? The old one is, well, old, and looks really outdated next to shiny Foehn cameos.

#2795 Zharakov

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Posted 05 November 2016 - 11:53 AM

A Big Suggestion

 

The ability to enable support Superweapons (chronosphere,iron curtain, rage inductor) WITHOUT Enabling attack (or damaging or destroying or whatever) Superweapons ( Nuke, Weather Controller, Dominator)

 

Alot of people just want to play with support superweapons without having a nuke on their base every 10 minutes or so...


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#2796 Damfoos

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Posted 05 November 2016 - 08:19 PM

Can you replace the ugly and not even properly rendered Sea Oil Platform with this beauty?

http://www.ppmforums...pic.php?t=40258

#2797 Speeder

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Posted 05 November 2016 - 08:48 PM

How is it not properly rendered?


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#2798 Damfoos

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Posted 05 November 2016 - 10:08 PM

That's how. I bet the grey/white areas some of which I marked green were supposed to be transparent, but the guy who rendered the buildings didn't set up the materials to handle the alpha channel properly. Well, unless it has been done on purpose because otherwise the metal pipes/bars would look too tiny and messy, but I have a feeling it wasn't the case. Pink shows where these materials were set up properly and gave proper transparent fences/scaffoldings.

Spoiler


Also, blue antialiasing leftover dots are present on majority of these buildings.

Edited by Damfoos, 05 November 2016 - 10:15 PM.


#2799 RedFox34

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Posted 07 November 2016 - 11:33 PM

When playing Act 1 a while back, and reading the briefings/unit lines I noticed there was some room for improvement in terms of grammar or making things more clear to the reader.   If you want someone to proofread/revise the campaign texts, feel free to ping me via PM.  I did some revisions of TI's briefings and tutorials a few months ago -- I don't know if they ended up being used since TI's latest release hasn't come out yet, but Aro seemed appreciative at the time.



#2800 Solais

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Posted 07 November 2016 - 11:43 PM

Yeah, definitely the briefings seemed a little too... wordy, so to say. Like big chunks/walls of texts, without paragraphs, sometimes missing context, sometimes political terms used that might not be familiar to some, etc. It could be improved imo, if possible.






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