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MO3.0 Feedback // SUGGESTIONS


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#2021 DoMiNaNt_HuNtEr

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Posted 24 February 2015 - 05:21 AM

@Dr. Coffee Drinking Iron Giant:

 

Dafuq did you just call me? Srsly, I don't understand your language. Who's got a translator?


Edited by DoMiNaNt_HuNtEr, 24 February 2015 - 05:21 AM.


#2022 doctormedic

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Posted 24 February 2015 - 02:58 PM

i meant technicians which were in RA 1 and were the closest thing to a civilian.I most have confused the movie stars that assist you in an allied campgain mission in RA 2 with them



#2023 Suda

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Posted 01 March 2015 - 04:53 PM

I'm not sure if this has been brought up before, but is fog of war going to be an option for future revisions? 

 

As for a game mode idea I have it would basically be scavenger mode paired with another game, "Empires and Conquest" from the Starcraft 2 Arcade.

 

In Empires and Conquest, players start out with a con yard and only a couple buildings available to be built. There are no ore miners to get income, instead every 45 seconds they receive income based on their upgrades. One can construct a research building to research upgrades, including ones that boost income and increase troop damage and armor. Only one barracks and war factory can be built, and only certain units could be built (I believe it was to preserve the balance).

The purpose of the game is to destroy the enemies' con yard, and if that was successful then they are "converted" into your team, with the person who destroyed the con yard as the "warlord". Allies who destroy other con yards absorb them under your command, and anyone can change teams if their con yard is destroyed.

Once a warlord controls 4 people then he/she can build an additional barracks/war factory (Though this doesn't work as well in MO as units can only be produced one at a time. Perhaps the ability to build a Stalin's Fist?). The aim of the game is to conquer everyone, and I threw in the scavenger mode for fun since I personally love it and it prolongs the game somewhat and makes it slightly more interesting with all the different army compositions.

 

Any suggestions or advice would be appreciated, thanks!   


Edited by Suda, 01 March 2015 - 05:14 PM.


#2024 doctormedic

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Posted 01 March 2015 - 05:44 PM

I'm not sure if this has been brought up before, but is fog of war going to be an option for future revisions? 

 

As for a game mode idea I have it would basically be scavenger mode paired with another game, "Empires and Conquest" from the Starcraft 2 Arcade.

 

In Empires and Conquest, players start out with a con yard and only a couple buildings available to be built. There are no ore miners to get income, instead every 45 seconds they receive income based on their upgrades. One can construct a research building to research upgrades, including ones that boost income and increase troop damage and armor. Only one barracks and war factory can be built, and only certain units could be built (I believe it was to preserve the balance).

The purpose of the game is to destroy the enemies' con yard, and if that was successful then they are "converted" into your team, with the person who destroyed the con yard as the "warlord". Allies who destroy other con yards absorb them under your command, and anyone can change teams if their con yard is destroyed.

Once a warlord controls 4 people then he/she can build an additional barracks/war factory (Though this doesn't work as well in MO as units can only be produced one at a time. Perhaps the ability to build a Stalin's Fist?). The aim of the game is to conquer everyone, and I threw in the scavenger mode for fun since I personally love it and it prolongs the game somewhat and makes it slightly more interesting with all the different army compositions.

 

Any suggestions or advice would be appreciated, thanks!   

Im pretty sure that reaches the boundaries of ARIES and probably wont be made



#2025 FELITH

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Posted 03 March 2015 - 06:03 PM

Add special insignia for medic and engineer like this.

 

qWDGnEr.png

 

It easy to distinguish.

 

Edit: 

 

 

 If You actually took a look at older News Bulletins, You could actually notice that this is already planned.

 

 

Oh I miss it O.o


Edited by FELITH, 03 March 2015 - 10:19 PM.


#2026 CLAlstar

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Posted 03 March 2015 - 07:42 PM

Add special insignia for medic and engineer like this.

 

qWDGnEr.png

 

It easy to distinguish.

 If You actually took a look at older News Bulletins, You could actually notice that this is already planned.



#2027 Speeder

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Posted 04 March 2015 - 11:41 AM

For Spies and heroes, yes, but after seeing that post I spent few minutes to adding something similar to Medics and Engineers as well.


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#2028 Protozoan

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Posted 21 March 2015 - 03:42 AM

Some general suggestions, I feel like Allied defense could use a little more versatility. Generally because T1 allied defenses don't seem to be all that effective. So Id like to suggest adding:

The gun turret with a deploy function that increases its range and firepower at the price of additional power units. Similar to the gap generator ability.

And a camouflaged pillbox that functions like an invisible unit, requiring stealth detectors, but costing +$250-300 more than the default pillbox.

Something else I thought about is turning the pillbox into a form of bunker that can be garrisoned by 2 or so additional GI's to make it a longer lasting or more powerful defense as the game progresses, as borillos, pyros and duneriders will make short work of any of those defenses rendering them as a useless choice for an early game defense.

Edited by Protozoan, 21 March 2015 - 03:45 AM.

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#2029 CLAlstar

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Posted 21 March 2015 - 02:17 PM

1. Gun turret never required power iirc.
2. Camo pillbox wouldnt be any better than normal pillbox, it would still die to borillo/dune riders (stealth reveal ftw) and any units that decide to attack, because then camo pillbox becomes just a pillbox.

 

 

However a garrison inside pillbox could be a good idea, but limited to 1 or 2 infantry units inside - for a bit bigger price ofc.



#2030 Protozoan

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Posted 21 March 2015 - 02:31 PM

Gun turret doesn't need to require power when first placed, but using its deploy function could use power.

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#2031 Martinoz

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Posted 21 March 2015 - 04:16 PM

Gun Artillery Turret would be op, expense of using more power is almost unnoticable.


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#2032 Petya

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Posted 21 March 2015 - 05:21 PM

Not a bad idea I admit, however there is always a slight problem with such features. When you use the deploy command then the turret will become more powerful at the cost of energy, however it is only temporal, you can switch back to its original form which doesn't require power. This would make the original form of the defense redundant, and it could be asked at the first place that what the point of having such feature is.

 

Extra power usage makes more sense when you have a defense with permanent effect, such as gap generator, which can increase its range at the cost of energy, so you can increase the range when it is necessary.



#2033 Protozoan

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Posted 22 March 2015 - 03:21 PM

Gun Artillery Turret would be op, expense of using more power is almost unnoticable.


I feel like it wouldn't be though, especially in a 1v1 and considering things will require more power in BR2, you'd be taking a risk by giving power to gun turrets and taking away vital power units that you might need for that war factory, second refinery or air force command etc.

Not a bad idea I admit, however there is always a slight problem with such features. When you use the deploy command then the turret will become more powerful at the cost of energy, however it is only temporal, you can switch back to its original form which doesn't require power. This would make the original form of the defense redundant, and it could be asked at the first place that what the point of having such feature is.
 
Extra power usage makes more sense when you have a defense with permanent effect, such as gap generator, which can increase its range at the cost of energy, so you can increase the range when it is necessary.


So you mean to have the gun turret require power in the first place like gap gen? But have boosted effects by increasing its power usage?

I suppose that does make sense, but every now and then in my experience from 1v1's I found power to be extremely important earlier on near the start of a match, having one power plant taken out could really throw a monkey wrench in your plans by slowing down your production and killing your radar. I never saw a lot of effective use of the gun turret in my games or from observing and I feel like this sort of thing could give the allies some more versatility, add an interesting dynamic to early gameplay and give the gun turret a twist and make it more effective while still leaving it as a viable option for early game use without it interfering too much with a player's strategy.

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#2034 Petya

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Posted 22 March 2015 - 03:32 PM

No, I wanted to express that unlike gap gen the gun turret doesn't have a constant effect, so giving such buff at the cost of power would make the unpowered gun turret redundant. And I think it is unnecessary to have an additional effect if it will make the other redundant. Everybody will just use the more powerful form of it, so having an unpowered and weak form is unnecessary.



#2035 Protozoan

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Posted 22 March 2015 - 03:53 PM

I'm guessing there's no way to make it so the effect only lasts temporarily and has a cool down for the ability?

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#2036 edumm

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Posted 24 March 2015 - 01:55 PM

An infantry that can have an interesting role - and unique not op - for the Soviets in the game. :cool:

 

 

Tank Hunter (All Soviets)

 

This T3 soviet infantry receives a PTRD-41 anti-tank rifle able to do into pieces an armored enemy vehicle.

The Tank Hunter is a fragile soldier that moves slowly and may not be transported - and not garrison buildings - due to the size of your weapon, besides it is expensive and needs to receive the order to deploy - requires small micro to use - otherwise can not shoot at any vehicle.

Another important factor that should be considered is the fact that the Tank Hunter can not shoot enemy soldiers because of his rifle not be accurate enough gun to hit human targets therefore requires an anti-infantry escort.

In return the Tank Hunter can guarantee the anti-armored superiority of Soviets thanks to the damage and range of your rifle.

 

  • Cost: $1000
  • Speed: 4
  • Hitpoints: 125
  • Armor Class: Flak
  • Prerequisite: Soviet Barracks, Soviet Lab
  • Purpose: Anti-Armored
  • Equipment: PTRD-41
  • Range: 15
Additional Information:

 

Cannot be crushed by normal vehicles when deployed.



#2037 X1Destroy

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Posted 24 March 2015 - 03:45 PM

Range 15? Is this a mortar or something?

 


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#2038 edumm

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Posted 24 March 2015 - 03:54 PM

Range 15? Is this a mortar or something?

 

Would have a long range - same of Morales - because it is an anti-tank sniper; think that is the slowest infantry of the Soviets and extremely vulnerable and it would be a high-priority target of attacks.



#2039 TIjey

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Posted 25 March 2015 - 10:27 AM

idea unit for psi corps..

a sniper who shoots a "mind control" or a "chaos" on big distance



#2040 Eckirion

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Posted 26 March 2015 - 01:12 PM

I hope you make the AI stop spamming OP units ( like Thor Gunship ) on Revision 2, please.

 

NOTE: Ahh... This one is suppose to be in the Feedback/BALANCING topic. Sorry, I posted it on the wrong one.


Edited by Eckirion, 26 March 2015 - 01:15 PM.

Making something-something... GREAT again... not again... MAKE it GREAT! :flameblast:





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