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MO3.0 Feedback // SUGGESTIONS


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#2081 Atomic_Noodles

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Posted 10 April 2015 - 04:20 AM

Yes. I have Commissars & Propaganda Towers who provide area-wide buffs. The Commisar does so by deploy weapon as for the propaganda tower they're area firing weapons that shoot the ground where they're at.


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#2082 DoMiNaNt_HuNtEr

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Posted 11 April 2015 - 07:17 PM

Can you make mixtech, crate war and meteor shower as skirmish options instead of game modes? So that we can enjoy them in other modes such as fortress and petrowar.

 

THIS! It'd be awesome, but I'm not sure if its possible.



#2083 SlySluavity

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Posted 22 April 2015 - 03:53 AM

To toss an idea for the gameplay interface, it'd be nice for you to browse creation tabs by selecting your owned buildings. For instance, clicking a Barracks would bring up the Infantry tab; War Factory or Shipyard for Unit tab, or any of the main buildings or defenses for the Structure and Armory tab, respectively.

 

This is really more of a convenience thing, and it'd incentivise people to select military buildings outside of primary selections -- it'd also find appeal with conventional RTS audiences. It wouldn't be too drastic, since people can already alternate tabs with hotkeys. Of course, this option would also be toggleable.


Edited by UrbaneVirtuoso, 22 April 2015 - 03:56 AM.


#2084 Atomic_Noodles

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Posted 22 April 2015 - 09:52 AM

That idea while really a great one really isn't possible on this game. The only problem IMO is there's also the Buildings as clicking on the Con Yard you'd have to choose whether it would present the Economy/Armory Tab.


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#2085 SlySluavity

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Posted 22 April 2015 - 05:35 PM

Thanks. If the technical limits are very real, it'd be a shame for Ares to not explore this concept.

 

The Armory selection does present an initial issue for the mechanic, yet players would still have hotkeys and/or manual tabbing to make use of -- having it otherwise would just be flawed design choice.

 

As far as Con Yard selection goes, I'm not too sure whether clicking only that or any of the Structure tab buildings to present their category would suffice... probably the latter as it's more accessible.


Edited by UrbaneVirtuoso, 22 April 2015 - 05:42 PM.


#2086 Toveena

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Posted 25 April 2015 - 03:44 AM

Referring to SC2's Dark templar, HQ can make use of a melee perma-stealth warrior

purpose=stealth melee assault , equivalent to stealthed + slightly weakened brutes in term of hp

weapon damage=100, range=1.5, ROF=40, warhead=150%,125%,100%,70%,65%,60%,50%,50%,40%,200%,100%

(Melee psi-blade attack, effective vs. all targets, like brutes with slightly higher damage output , much more glass-cannon tilted, this way it does not overlap brute, brute still serves as front-line warrior meatshield)

(While this shadow warrior is designed for back stabbing, Also does not take over Mavler's role since malver has superior range and attack speed)

cost=900, armor=flak, hp=220, speed=6, prerequisite=gen-plug+barrack, does not detect stealth on its own.


Edited by Toveena, 25 April 2015 - 04:06 AM.


#2087 MrFreeze777

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Posted 25 April 2015 - 08:05 AM

Pacific Front is the only subfaction that doesn't have a non-fixed winged aircraft at all (like Warhawks for USA or Thors Gunships for EA), also the Allies don't have any sub-faction specific infantry other than heroes. So here is a suggestion for a new infantry unit:

 

Hiryu 

Subfaction: Pacific Front (Replaces Rocketeer)
Cost: 600
Speed: 36
Hitpoints: 150

Armor Class: Flak
Prerequisite: Allied Barracks, Air Force Command HQ
Purpose: Anti-Infantry, Anti-Aircraft
Weapons: Type-42K HMG(x2)

Range: 6

 

The Hiryu Rocketeers have an improved rocketeer design that is much stronger and faster than their American and European counterpart. Although the armor and jet pack speed from the Hiryu design is still vastly inferior than Norio's flight suit design, it is still much easier to mass produce. The Hiryus flight suit armor also looks very similar to Norio's 'Garuda' power armor due to having a light silver color rather than a dark gray color that the generic Rocketeers have, making it hard for enemy anti-air to focus fire on Norio when he is grouped with Hiryu Rocketeers. The only way to distinguish Norio from Hiryus is the wings which the Hiryus lack and both Norio and Hiryu designs having a slightly different appearance.


Edited by MrFreeze777, 26 April 2015 - 05:32 AM.


#2088 Malekron

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Posted 15 May 2015 - 10:09 PM

How many ideas in this entire thread are even considered? Are some suggestions tested out during play tests or are they left alone never to be even considered?



#2089 Meyerm

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Posted 15 May 2015 - 10:37 PM

They've discovered the ruse and realised this is just to make players feel important!

 

 

On a serious note though, not sure. There were some ideas I had that were already planned, such as making the allied base uncapturable in Bleed Red (finished the whole mission that way before I was even handed the soviet base). I would like to hear though what ideas pitched by community members (not devs or testers) that werer actually taken up on.



#2090 HavikRyan

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Posted 05 June 2015 - 04:49 PM

Anyone else feel like the difficulty of easy AI in skirmish is still too invasive / strong?
I have been playing YR for years and i am thrilled to finally discover MentalOmega (introduced to me by my brother) however i am unsatisfied with the AI difficulties. Perhaps addind different builds for the AI? Or go with the original YR easy difficulty. Its very hard to expand and learn this mod when im getting invaded before i have a tech centre up and they destroy my conyard.

Please make adjustments to your 'easy' difficulty. And perhaps add other builds to AI. i.e. Defensive build. Mass wave. Stealth attack. Timed. Etc.

 



#2091 AngelFaux

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Posted 06 June 2015 - 07:52 AM

Anyone else feel like the difficulty of easy AI in skirmish is still too invasive / strong?
I have been playing YR for years and i am thrilled to finally discover MentalOmega (introduced to me by my brother) however i am unsatisfied with the AI difficulties. Perhaps addind different builds for the AI? Or go with the original YR easy difficulty. Its very hard to expand and learn this mod when im getting invaded before i have a tech centre up and they destroy my conyard.

Please make adjustments to your 'easy' difficulty. And perhaps add other builds to AI. i.e. Defensive build. Mass wave. Stealth attack. Timed. Etc.

 

You can't just use the same tactics you used in YR. For the meantime you can try to make new tactics depending on what subfaction you're using.. If you want to learn about subfactions and units' abilities and purposes you can always start a skirmish without AI and build freely without worrying about attackers.

Because... well... each subfaction has their own unique tactics and units arsenal, you can't treat them the same as in vanilla YR.

You can also make use of AI teammates in skirmishes and play in Teams game mode if you have difficulty engaging the enemies. (China, EA, and PF are reliable in this case)

 

But yeah I guess they will make 'easy' easier in act 2.



#2092 Meyerm

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Posted 06 June 2015 - 04:20 PM

Regardless of difficulty, AI kirov rushes are still too powerful as I've mentioned in the past. If you're expecting it, it's easy to defend against, but it's always GG for a rival AI when kirovs come. Is coding AI to react a certain way when certain units enter the field, like massing AA when kirovs are built, possible?



#2093 Fnatic RaidCall

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Posted 06 June 2015 - 09:18 PM

Would be amazing to add b2 spirit bomber and spectre gunship with those amazing explosions just like in generals 2.5 mods :3 



#2094 Speeder

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Posted 06 June 2015 - 10:06 PM

Expect a Spectre Gunship lookalike.

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#2095 Malekron

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Posted 08 June 2015 - 07:56 PM

A spectre gunship for who?



#2096 Meyerm

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Posted 08 June 2015 - 08:12 PM

In before a vague nothing answer from the devs. :p


Edited by Meyerm, 08 June 2015 - 08:13 PM.


#2097 mevitar

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Posted 08 June 2015 - 09:36 PM

For someone.
That was your daily dose of your vague answers from the devs. Stay tuned for future updates, for more non-answer answers and certain uncertainity. :)
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#2098 Malekron

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Posted 14 June 2015 - 08:04 PM

Maybe Allied Spies can bribe enemy units to change sides for a counter point to Epsilon's MC and Latin Confederation's Abduction

 

==Sonic Marine==

Unique: USA

Cost: 1000

Weapon: Sonic Rifle

Abilities: On attack weapon prevents unit from firing, attack does ambient damage

Role: Anti Infantry, Anti Structure Support

Requires: Barracks, Allied Tech Lab



#2099 Malekron

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Posted 16 June 2015 - 01:53 AM

Maybe a smarter AI opponent ie not using EMP pulse on infantry, using mutate on weakened infantry, Allies using seal and engi copter insertions, etc 



#2100 Meyerm

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Posted 16 June 2015 - 02:36 AM

I think AA is AI's biggest weakness. They should react more to air attacks, like having AA units hunt kirovs across the map the same way wolfhounds hunt infantry.






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