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#181 Divine

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Posted 12 December 2013 - 05:01 PM

The vehicle clonning didn't work, also which map has the tech nuke pad ??

You mean Tech Missile Silo? Once I had one on a random generated map.


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#182 mevitar

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Posted 12 December 2013 - 07:47 PM

I suggest removing the radiation from Saboteur's death weapon. Giving them a death weapon and damaging stuff around them if they are detected and killed is one thing, but the radiation makes it really painful when you're using infantry for that. Getting dogs in your base isn't enough, like for other spy units, because 3 out of 4 times they'll die because of that radiation, and you have to constantly watch them.

Another issue is that using radiation causes you-know-what-bug, and you have to make them immune to radiation because of it. It completely doesn't make sense, since they don't have any form of protection, yet they are better protected from it than Tesla Troopers or Stalkers!

Now that Demo Trucks and Bomb Buggies use MAD warheads that leave no radiation, i suggest giving a smaller version of the same to Saboteurs.

Edited by mevitar, 12 December 2013 - 07:48 PM.

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#183 Divine

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Posted 12 December 2013 - 07:53 PM

I suggest removing the radiation from Saboteur's death weapon. Giving them a death weapon and damaging stuff around them if they are detected and killed is one thing, but the radiation makes it really painful when you're using infantry for that. Getting dogs in your base isn't enough, like for other spy units, because 3 out of 4 times they'll die because of that radiation, and you have to constantly watch them.

Another issue is that using radiation causes you-know-what-bug, and you have to make them immune to radiation because of it. It completely doesn't make sense, since they don't have any form of protection, yet they are better protected from it than Tesla Troopers or Stalkers!

Now that Demo Trucks and Bomb Buggies use MAD warheads that leave no radiation, i suggest giving a smaller version of the same to Saboteurs.

Once I got infiltrated because the enemy saboteur disguised as my desolator couldn't be killed by my real Desolator. That time I tought the immunity bug was because the Desolator disguise. About dogs, you have to watch out for them anyways, because they are retarded and always wander away from the base.


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#184 zocker4ever

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Posted 12 December 2013 - 08:06 PM

I suggest removing the radiation from Saboteur's death weapon. Giving them a death weapon and damaging stuff around them if they are detected and killed is one thing, but the radiation makes it really painful when you're using infantry for that. Getting dogs in your base isn't enough, like for other spy units, because 3 out of 4 times they'll die because of that radiation, and you have to constantly watch them.

Another issue is that using radiation causes you-know-what-bug, and you have to make them immune to radiation because of it. It completely doesn't make sense, since they don't have any form of protection, yet they are better protected from it than Tesla Troopers or Stalkers!

Now that Demo Trucks and Bomb Buggies use MAD warheads that leave no radiation, i suggest giving a smaller version of the same to Saboteurs.

 

Even though I think it's a nice twist and doesn't really affect my Stingers, you are right.

 

 

Btw. you work on Doom Desire? Your mod looks epic :3 really imaginative



#185 mevitar

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Posted 12 December 2013 - 08:18 PM

Yes, i do. Thank you.

Zephyr Beacons might be hard to spot on some snow maps due to their colors (that's what happened to me on one, but don't remember the name). I suggest adding some sort of remapable outline for them (or maybe just red for everyone, should be easy to spot on all maps).
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#186 Divine

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Posted 12 December 2013 - 08:19 PM

I suggest that buildings should be buildable farther from each other, not by much, mostly one, maybe two blocks farhter. The current values result in very crowded bases, prone to be oneshotted by superweapons, it also makes placing proper defenses very hard.


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#187 Petya

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Posted 12 December 2013 - 08:25 PM

Reactors can be used for basewalking and they can be placed further than any of the structures.



#188 Divine

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Posted 12 December 2013 - 08:29 PM

Reactors can be used for basewalking and they can be placed further than any of the structures.

Yes, that's exactly what i want to do. Waste money and time doing "basewalking", because structures can't be placed more than 10 meters from each other. Also, can you restore the original attack to dogs? When they behave much like a terror drone. I just got infiltrated because the retard dog could not catch the enemy spy, just kept walking-stopping behind him.


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#189 zocker4ever

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Posted 12 December 2013 - 09:28 PM

What about outposts similar to Tiberium Wars? I'm sure somebody of you had the idea already.

Building an additional MCV is rather expensive and moves slowly. OC, you can use your main MCV but it's rather risky and you can't build anything while it's moving.


Edited by zocker4ever, 12 December 2013 - 09:28 PM.


#190 Atomic_Noodles

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Posted 13 December 2013 - 04:16 AM

Yes, that's exactly what i want to do. Waste money and time doing "basewalking", because structures can't be placed more than 10 meters from each other. Also, can you restore the original attack to dogs? When they behave much like a terror drone. I just got infiltrated because the retard dog could not catch the enemy spy, just kept walking-stopping behind him.

 

The reason dog's don't pounce now is because they sometimes get stuck inside structures i.e: Dog pounces on a spy as its in the cell of the structure. Also it would look weird for the dog to suddenly do a jump in the water to attack.


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#191 Protozoan

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Posted 13 December 2013 - 05:55 AM

 

Yes, that's exactly what i want to do. Waste money and time doing "basewalking", because structures can't be placed more than 10 meters from each other. Also, can you restore the original attack to dogs? When they behave much like a terror drone. I just got infiltrated because the retard dog could not catch the enemy spy, just kept walking-stopping behind him.

 

The reason dog's don't pounce now is because they sometimes get stuck inside structures i.e: Dog pounces on a spy as its in the cell of the structure. Also it would look weird for the dog to suddenly do a jump in the water to attack.

 

 

When they swim in the water it seems like they have different animations anyway, isn't it possible to just make it so they don't pounce in the water and do on land? I'd rather have the dogs get stuck in a building and kill a spy in the process than let the spy infiltrate my building, it's just a minor bug anyways. I haven't really noticed that problem with the dog stopping behind the spy before though.


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#192 Atomic_Noodles

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Posted 13 December 2013 - 06:37 AM

In Red Alert 2 each unit can have up to 2 Weapons. The Dogs use a secondary Dummy Weapon to allow it to passively attack units that are too far away for it to approach. (This is also used by the Terror Drones & Chitzkoi) Dogs also become invulnerable when they are pouncing. Chitzkoi has the gimmick of being able to pounce.


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#193 osamasam_3101995

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Posted 13 December 2013 - 07:20 AM

thats so cool!hey,i meant in the missions too,like they discribe you a whole mission,i am talking about Lt. Eva Lee,Lt. Zofia voice,the operator of allied and soviet union,should be replaced and describe you the entire mission

#194 osamasam_3101995

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Posted 13 December 2013 - 07:26 AM

my annother idea was,what if we take all Command and conquer in one game,the subfactions will be
NOD(Tiberian sun)
GDI(tiberian sun)
Allied(Red alert 2)
Soviets(red alert 2)
Yuri Republic(red alert 2)
USA Advanced(Generals,Zero Hour)
China(General,Zero hour)
GLA(General,Zero hour)
Sub Fedration(my conceptional team,which all units will be amphibious

#195 Atomic_Noodles

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Posted 13 December 2013 - 07:28 AM

thats so cool!hey,i meant in the missions too,like they discribe you a whole mission,i am talking about Lt. Eva Lee,Lt. Zofia voice,the operator of allied and soviet union,should be replaced and describe you the entire mission

 

Sure just get us Athena Massey & Aleksandra Kaniak and we can get them to record more audio.

 

 

 

my annother idea was,what if we take all Command and conquer in one game,the subfactions will be
NOD(Tiberian sun)
GDI(tiberian sun)
Allied(Red alert 2)
Soviets(red alert 2)
Yuri Republic(red alert 2)
USA Advanced(Generals,Zero Hour)
China(General,Zero hour)
GLA(General,Zero hour)
Sub Fedration(my conceptional team,which all units will be amphibious

 

Theres already a mod with somewhat the same Goal, Although it doesn't have the Generals Factions. Also going into that would put too many units with similar aesthetics. Also Mental Omega is about retelling the Red Alert Universe not a Mashup Mod.


Edited by Atomic_Noodles, 13 December 2013 - 07:30 AM.

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#196 osamasam_3101995

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Posted 13 December 2013 - 11:41 AM

-_- i am saying replace their voices with someone else,not take them back and record more..take someone else,record them in the place of Lt. Lee and Lt. Zofia and Initiate(yuri's operator)

#197 Protozoan

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Posted 13 December 2013 - 12:06 PM

-_- i am saying replace their voices with someone else,not take them back and record more..take someone else,record them in the place of Lt. Lee and Lt. Zofia and Initiate(yuri's operator)

 

So then they have to go find people that sound like those people you mentioned, to voice mission briefings and objectives for Mental Omega, for free?

 

Or are you talking about getting some people to do the mission briefings and objectives and just using those actors as example? Still, even then, that sounds like a pain in the arse. It would probably require some expensive high quality gear to make it decent and not like a movie using late 70's CGI, lol


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#198 Zenothist

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Posted 13 December 2013 - 12:33 PM

It's possible to record our own EVA voices. It could open up a lot of possibilities for us when it comes to new EVA announcements and mission briefings among other things, but I am not sure if you guys would want to sacrifice the classic announcers for that. 


Edited by Zenothist, 13 December 2013 - 12:33 PM.


#199 Graion Dilach

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Posted 13 December 2013 - 12:53 PM

I wouldn't opt for custom EVAs anyway, we already lost plenty VAs around (Siegfried/Morales actor disappeared more than a year ago now, for example).


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#200 Petya

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Posted 13 December 2013 - 03:50 PM

Although a new EVA for Epsilon wouldn't hurt in my opinion. :






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