MO3.0 Feedback // SUGGESTIONS
#2121
Posted 22 June 2015 - 06:43 PM
If dogs will get their issue fixed, it definitely won't be by making them able to jump at targets.
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#2122
Posted 23 June 2015 - 09:51 PM
My suggestion for the new side, whoever they are: Try not to make them look TOO high tech, or else they won't fit in with the existing sides.
#2123
Posted 24 June 2015 - 12:16 AM
Either in singular mine deployment or cluster. Still hoping to see more expansion to the arsenal of each factions navy.
#2124
Posted 24 June 2015 - 08:55 AM
My suggestion for the new side, whoever they are: Try not to make them look TOO high tech, or else they won't fit in with the existing sides.
Too late
#2125
Posted 24 June 2015 - 09:41 AM
#2126
Posted 24 June 2015 - 10:22 PM
4th Hi-Tech faction... Saw this coming lol.
So... Will the 4th faction have their own set of missions?
The faction looks similar with Project Phantom's Phanthom faction though, with their hi-tech things. Also with hi-price units, maybe?
I'm really looking forward to the next update now.
As for suggestion is it possible to make AIs intercept heavy air attacks like from Kirovs and Basilisks? (And maybe the new gunship?)
AIs are too prone against those kinds of attacks, even in Meteor Shower mode. 3 Kirovs + ground decoys to heavily cripple the AIs? (Except for USA, China, and PsiCorps which have the access to AA-dedicated units like Aeroblaze, Sentinel, and Gehenna.)
I think 1 AA-dedicated unit for each subfactions will suffice as the solution for this, or is it too unreasonable?
Edited by AngelFaux, 24 June 2015 - 10:35 PM.
#2127
Posted 25 June 2015 - 03:26 AM
Hell, 1 kirov can wreck an AI's base. Not only does AI not counter well enough, but the unit itself needs change, particularly the crash explosion. A kirov crashing on a Conyard at full health takes out 2/3 of its health. I don't think any single attack other than Tanya's c4 does more damage to a conyard. Even if the kirov does get shot down, if it's reached the base, it usually takes out something important when it crashes.
#2128
Posted 25 June 2015 - 03:58 AM
#2129
Posted 25 June 2015 - 08:43 AM
AI can't handle air units. When you play against players you will realise that you can't send your Kirovs alone, because they will die while en route. So most times they won't even reach the base. As for ConYard: even if you manage to get Kirov into the base, the other player will simply unpack his MCV and retreat from Kirov. Kirov is fine as it is.
Besides, you can also wreck the enemy AI with a single Irkalla, assuming that it is not a PsiCorps player, because of Gehenas.
#2130
Posted 25 June 2015 - 12:09 PM
Hell, 1 kirov can wreck an AI's base. Not only does AI not counter well enough, but the unit itself needs change, particularly the crash explosion. A kirov crashing on a Conyard at full health takes out 2/3 of its health. I don't think any single attack other than Tanya's c4 does more damage to a conyard. Even if the kirov does get shot down, if it's reached the base, it usually takes out something important when it crashes.
Nope, Kirov is fine as it is. Anymore nerf can make Kirov rather useless. Kirov's deathweapon simply compensates to its slooooooooow speed.
Btw by 3 Kirovs I mean that each of them has different roles. 1 to ConYard, 1 to WF, 1 to the other WF. That way the AI won't be able to build a new MCV.
Good. Kirovs are so horrendously slow and expensive, nearly every faction has dedicated AA on top of that which will rape them, only time I've ever witnessed kirovs being used effectively is when a player used them with guerilla tactics and diversion. The problem simply lies with the AI.
As for my experience, Kirovs are too easily intercepted, even when there are diversions. Send Norio and 3 rocketeers (as PF) and they will take care of them. (Depends on how large the map is.)
AI can't handle air units. When you play against players you will realise that you can't send your Kirovs alone, because they will die while en route. So most times they won't even reach the base. As for ConYard: even if you manage to get Kirov into the base, the other player will simply unpack his MCV and retreat from Kirov. Kirov is fine as it is.
Besides, you can also wreck the enemy AI with a single Irkalla, assuming that it is not a PsiCorps player, because of Gehenas.
USA, China, and PsiCorps AI handle air units better than the others, though.
And yeah the problem lies within the AI, not Kirov.
But then again it's already too late to intercept them when they already got past your AA defenses, and smart players wouldn't stupidly chase a fleeing MCV like the AI does, right?
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#2131
Posted 25 June 2015 - 12:18 PM
But then again it's already too late to intercept them when they already got past your AA defenses, and smart players wouldn't stupidly chase a fleeing MCV like the AI does, right?
*cries*
Once when I was a little girl... I pursued an mcv with a kirov, until five seconds later I realised the futility of my actions, but by then, it was already too late, the kirov got shot down before I could take out another building.
I hope the kirov gets a health boost, I always enjoy the tension of having a group of Kirovs heading towards my base and the panic to gather an AAforce and hoping its enough to deal with them in time
#2132
Posted 25 June 2015 - 03:37 PM
It can be solved easily by giving the AI a clone unit with less hitpoints and slower speed instead of the actual Kirov used by human players.
Edited by X1Destroy, 25 June 2015 - 03:38 PM.
"Protecting the land of the Free."
#2133
Posted 25 June 2015 - 04:55 PM
Some possible names for the 4th side's subfaction names...
1 Sea Peoples (named after a historical group that contributed to the collapse of Bronze Age civilizations including Egypt)
2 Leviathan (Biblical sea creature)
3 Megalodon (Extinct giant shark)
4 R'lyeh (Lovecraftian location where Cthulhu sleeps)
#2134
Posted 25 June 2015 - 05:40 PM
Back in the days I was a part of the devteam this was immediately rejected in case PvE players starting to report this as bug after some tries of PvP.It can be solved easily by giving the AI a clone unit with less hitpoints and slower speed instead of the actual Kirov used by human players.
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#2135
Posted 25 June 2015 - 06:17 PM
Well, we can just put it in the FAQ and have them read it.
Or just reduce the frequent and strength of Kirov attacks in AI ini.
Though, I prefer seeing lots of them in the sky even if they're weak, cause epic invasion scenes
"Protecting the land of the Free."
#2136
Posted 25 June 2015 - 08:57 PM
Could you clarify what your problem is with the Kirov? Because I no longer know what your issue is about it.
#2137
Posted 25 June 2015 - 10:32 PM
In player vs player, nothing, but say you pit two AI teams against each other and sit back. The winning team is ALWAYS the first to get kirovs out, because AI is defenseless against them. I don't know if it's so much the kirov as it is AI base planning and air counters.
#2138
Posted 25 June 2015 - 11:15 PM
Why are people arguing about AI Kirovs vs other AI, it has already been fixed with AI sending only send 2 Kirovs rather than 4. I'm sure the AI can hold thier own against 2 Kirovs.
#2139
Posted 25 June 2015 - 11:40 PM
It's been fixed? Where does it say that?
#2140
Posted 25 June 2015 - 11:45 PM
It can be solved easily by giving the AI a clone unit with less hitpoints and slower speed instead of the actual Kirov used by human players.
Nah... I personally want Kirov Airship to be stronger.
Because I enjoy the thrill of shooting down hard-to-take-down Kirovs.
But that'd make Kirov OP.
Edited by AngelFaux, 25 June 2015 - 11:52 PM.
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