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#2361 Solais

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Posted 29 October 2015 - 04:27 PM

 

There's still the problem of Engineers not being able to disarm naval units unless they were amphibious or docked right exactly beside the beach.

 

IDK if this would be even be implemented though... I got around it by making Engineers Amphibious. Another idea could be adding a Naval Unit that is able to defuse bombs and another support ability. (I.E: Repair/Buffing/Additional Damage)

 

 

Maybe for the Allies, the Dolphins could be readded to multiplayer, and have them "trained" in bomb removal. For Soviet, the Repair Drones, if they don't do that already. Dunno about Epsilon.


Edited by Solais, 29 October 2015 - 04:28 PM.


#2362 CLAlstar

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Posted 29 October 2015 - 05:07 PM

*notlikeDolphinsarealreadyreintroducedtomultiplayerplzwatchwalkthroughs*



#2363 Solais

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Posted 29 October 2015 - 05:28 PM

I watch the walkthroughs, but dolphins were in BR1 as well, but campaign only, as far as I know.



#2364 CLAlstar

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Posted 29 October 2015 - 06:30 PM

However information about dolphins being rereintroduced was released long time ago. And theyre honestly way better than vanilla ones.



#2365 Solais

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Posted 29 October 2015 - 11:48 PM

Ah, must have missed it then. Then they can have bomb defuse training still. :V



#2366 Com.Davanov

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Posted 30 October 2015 - 01:08 AM

Too bad about the resolution problem. Personally I can't quite think of any good ideas, this game already does pretty good.



#2367 BlackAbsence

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Posted 30 October 2015 - 01:40 AM

How would a Dolphin, of all things, defuse a bomb?...

Having problems with Crazy Ivans planting bombs on your vessels? Guard them with SEALs.


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#2368 Protozoan

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Posted 30 October 2015 - 02:24 AM

Or doge, cheaper than biscuits m8

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#2369 mevitar

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Posted 30 October 2015 - 03:43 PM

You know... SEAL's bombs planted on ships can't be defused either, and they blow up faster. It's not like only Soviets have such tool.
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#2370 BlackAbsence

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Posted 30 October 2015 - 05:56 PM

Exactly. Plus I wouldn't want Crazy Ivans to become obsolete... Actually, they hardly harm ships as is in comparison to SEALs. Therefore; I propose a buff for Ivans.

Idea 1: Make it so Ivan Bombs do twice as much damage. A SEAL would still probably do more damage in the given time (of an Ivan Bomb to go off) but I'd like imagine that Allied troops should better Soviet troops anyway.

Idea 2: Not sure if possible, but if so; make it so Ivans can plant multiple bombs on the same target. Maybe up to 5 bombs? The amount of bombs planted on a target can be identified to the bottom right of the Ivan Bomb icon as a number. 1 as in; 1 bomb, 2 as in; 2 bombs, and so on up to five as the limit. If an Engineer tries to defuse bombs on a target with multiple Ivan bombs attached to it, the number of bombs will just be decreased by one, as oppose to defusing them all simultaneously.

 

I'd like to see either Idea 1 (as a simple means) or idea 2 (If possible) be implemented as a buff for Ivans to make them more of an equivalent towards SEALs.

 

Here's another problem: Epsilon has no equivalent infantry unit for the SEALs and/or Crazy Ivans role(s), as in; someone to plant bombs on ships, bridge repair hunts (at Tier 2), & structures.

As for the planting bombs on ships part: You could just make it so Dune Riders do slightly more damage towards Ships, considering that they already fill the amphibious role.

As for the bridge & structure demolition: How about a Hacker Infantry (of course being tier 2) that can capture structures in a delayed "mind control" fashion (essentially C4, right?), and is able to plant bombs on bridge repair hunts?

This of course, means that the Infiltrator's bridge demolition now becomes redundant, though :/ so he may need to be repurposed...

 

Tell me what you think. 


Edited by BlackAbsence, 30 October 2015 - 06:22 PM.

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#2371 Solais

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Posted 30 October 2015 - 07:23 PM

What about a terror drone-like unit that attaches itself to the target, then after a time, explodes into poison. Kinda like the weaver, just amphibious and with the attach ability.



#2372 BlackAbsence

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Posted 30 October 2015 - 10:57 PM

Seems redundant to introduce a separate Weaver that can swim if you can just make it so the normal Weavers can swim, and I'd rather have them detonate at their target instantly, otherwise you'll have this venerable Congo-line thing going on, with them taking turns to hop on to get jiggy with it :p ;)

 

I kinda like the idea of Weavers swimming because Weavers are like Dogs and Dogs can swim so Weavers should be able to, too, right?

This does, somewhat, help out with Epsilons lack of being able to plant bombs on vessels, however, it might be more of an expenditure considering their suiciders, unlike Ivans and/or SEALs which can get away with with doing multiple attacks as oppose to solely one.

 

Epsilon still needs a tier two method of demolishing bridges via the bridge repair hut (in my opinion).


Edited by BlackAbsence, 30 October 2015 - 11:16 PM.

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#2373 Atomic_Noodles

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Posted 01 November 2015 - 01:29 AM

How would a Dolphin, of all things, defuse a bomb?...

Having problems with Crazy Ivans planting bombs on your vessels? Guard them with SEALs.

 

https://en.wikipedia...ilitary_dolphin They were used for detecting mines. But still close enough.

 

Soviets & Epsilon don't have as a powerful anti-infantry in navy though.

 

@ Idea 2: You can technically give airburst/cluster projectiles for the ivan bombs.

 

Epsilon lacking the means to demolish bridges at T2 seems like its intended anyway.


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#2374 BlackAbsence

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Posted 01 November 2015 - 05:48 PM

https://en.wikipedia...ilitary_dolphin They were used for detecting mines. But still close enough.

According to the link; they were only used for reconnaissance ("Spotting enemy swimmers & mines"), "object recovery", and "laying mines", but they themselves did not disarm bombs. Like; c'mon, what are they gonna do? cut the right wire with their flippers? I am, however, amazed about how intelligent & cooperative Dolphins are.

Soviets & Epsilon don't have as a powerful anti-infantry in navy though.

Soviets: Sea Wolfs? Epsilon: Dune Riders.

@ Idea 2: You can technically give airburst/cluster projectiles for the ivan bombs.

Sounds awesome :)

Epsilon lacking the means to demolish bridges at T2 seems like its intended anyway.

=.= Why would you intend that?


Edited by BlackAbsence, 01 November 2015 - 06:06 PM.

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#2375 Atomic_Noodles

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Posted 02 November 2015 - 01:10 AM

Because Epsilon has mind control?


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#2376 Tgspy

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Posted 17 November 2015 - 07:22 AM

Personal suggestion, could some of the areas on skirmish maps that can't be built on, such as areas with elevated positions on cliffs and the like, be buildable? It would make for a lot more flexibility for my screenshots and the like.



#2377 Com.Davanov

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Posted 17 November 2015 - 08:12 AM

I don't think that can be circumvented.....



#2378 Shieldheart

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Posted 18 November 2015 - 03:47 AM

Hello MentalMeisters,

Just want to drop some suggestions in regards to cooperative play (versus the AI).

 

Me and my circle (old friends and neighbours, which I used and still play LAN party of Mental Omega or other C&C Games with) are the non-competitive players type. We usually just want to have fun playing together as a team and stomp the hell out of the AI (or get stomped back, hahahah). Meteor Shower Mode really accomodate this type of players and we like it a lot, we are having fun keep ourselves alive, helping friends, and build an enormous base together to defend our precious short-time fortress. However after discussing some things within our circle during our hundred of hours of playtime, we want to know if these suggestions are possible to implement in the next release of Mental Omega:

 

  1. 4 Players Co-op Mode/Maps: As far as I know (reading the ARES dll manual and such), Co-op Mode is possible for 2 players only. But is there any possibility in the future for (maybe) 4 players co-op mission as well? Or maybe a scripted-skirmish map for 4 (or more) human players? We would like to try working together in a mission-like map, not just a skirmish with the same end-game mission (which is destroying everything with everything else we got). In the past I saw something like this in a certain mod (I forgot the name), a scripted-skirmish map for 4 players, but the script was broken halfway that it's unplayable when reaching a certain point.
  2. Modified Single Player Campaign for Co-op Mode: In addition to above suggestion, sometimes we really like to try to finish some certain campaign missions together (like the 1st Allied Mission, man that sure was nostalgic, feel very grand and Red Alert-ish with all the Soviet invansion forces and Hell March Remix). So, is it possible for you to modify the campaign mission to be played together with 2 or more players? Maybe some missions that are considered playable for co-op and add it as individual map in the skirmish mode.
  3. Team-Alliance or Team-Fortress Mode with Meteor Shower: I know the 2 suggestion above are kind of hard to implement and will most likely break the game as well, so, for a more not-so-hard-to-implement-suggestion; Is it possible to modify the Team Alliance or Fortress Mode maps to be available in the Meteor Shower Mode? In a 4 human vs 4 Meteor Shower AI match we stand almost no chance in defending ourselves if our bases are separated (considering that our level are different as well, some are newbies while the others are quite good at this game), so usually we just move our MCVs to a designated point to build our joint-operation base together (which takes time and risked our allies' well being before even arriving at the designated point). So it would be nice if we can get a side-by-side starting point just like in Team Alliance Mode, or even better, a modified Team Fortress Mode with 2, 3, or 4 human players inside the fortress.

I think that is all for now.
The suggestions are related and in favour of cooperative-type players, so it might be uninteresting for competitive-type ones.

But I'll be really thankful if you can consider at least the 3rd suggestion.

 

Thank you for reading and and good luck on the next update!


Edited by Shieldheart, 18 November 2015 - 03:54 AM.


#2379 doctormedic

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Posted 18 November 2015 - 01:41 PM

Im pretty sure that co op missions are possible in the first place thanks to ares which speeder doesnt work at it and they surely wont modify the missions for co op,they are too busy making the 4th faction and missions 12 missions for act 2 and for each of the 4 factions.Now imagine how much more work they would have to spent to try to make them compatible for a co-op enviroment.


Edited by doctormedic, 18 November 2015 - 01:42 PM.


#2380 mevitar

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Posted 18 November 2015 - 03:20 PM

4 player coops are impossible to do. I know of no plans of adding heavily scripted skirmish maps.

It's very unlikely that any mission will get a coop version. The point of coop is telling part of the story that isn't told in the campaign, not remaking it.

I don't know if there will be fortress-like maps for Meteor Shower, but i do see the need for at least a few of them. Regular maps don't fit something like 4 people vs 1 AI.
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