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MO3.0 Feedback // SUGGESTIONS


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#2421 CLAlstar

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Posted 15 January 2016 - 08:48 PM

"You misread buff :3 I know Nuwas are already strong but it's only a slight buff, like $1900 to $2000, %5, really, and aren't all that great if your opponent knows what he's doing (Charon Tanks / Mortar Quads, SCUDs, Zephers, EMP, Psychics, so on)"
This unit deserves nerfs, not buffs. Making it more powerful will only encourage massing them, even if price is increased. Stubborn you are, sir.

 

"I suppose, but it wouldn't be too bad because you could just micro your units away from the fire, and it'd take more to have them kill instantly due to their nerf. It's a traid off system, not really a buff."

micro units away from fire  = time spent not firing on enemy = enemy keeps firing = your units die even faster

 

About miner issue, i thought you did play "Happy Birthday" map. If you didnt, do it, build refinery, read what shows up and learn to manualy manage your miners.

 

"- Make drillers able to drill into vehicles / infantry /structures to do damage?"

No, just no. They are supposed to be specialized transport, not specialized kill you from underground unit.

 

"- Make it so Sedge Cadres (or all prism stuff) "blind" (reduces attack damage toward) infantry (Only infantry)."

Already reserved for Riot Troopers (check Developer Playthrough A05 Bad Apple)



#2422 BlackAbsence

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Posted 17 January 2016 - 07:58 AM

^ I suppose Nuwas don't deserve a buff, even if they went up $100 in price :p

 

How about a structure that automatically repairs surrounding structures for free?

Maybe the "Crane" can function that way, as an addition? 

or am I just being lazy hehe


Edited by BlackAbsence, 17 January 2016 - 08:57 AM.

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#2423 guntama

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Posted 21 January 2016 - 01:38 PM

Since the Topol-M is widely used in campaigns, I wanna give an idea for using it in skirmish: making it a disposable weapon.

Buildlimit=1, then give ICBM's trail anim a damage which can destroy the launcher after firing, the ICBM's speed is lower than standard scud while its HP is higher.

 

And the demo truck/bomb buggy can be equipped with the EMP instead of the M.A.D, it might gives us more chances to micro.



#2424 WarriorGirlD

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Posted 22 January 2016 - 02:27 PM

Since the Topol-M is widely used in campaigns, I wanna give an idea for using it in skirmish: making it a disposable weapon.

Buildlimit=1, then give ICBM's trail anim a damage which can destroy the launcher after firing, the ICBM's speed is lower than standard scud while its HP is higher.

 

And the demo truck/bomb buggy can be equipped with the EMP instead of the M.A.D, it might gives us more chances to micro.

Not really a good idea tbh.:/



#2425 RedFox34

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Posted 22 January 2016 - 06:42 PM

Topol-M could be interesting as a tech capturable or reward of some kind for skirmish maps, like the Rejuvenator or the Artillery batteries.



#2426 BlackAbsence

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Posted 23 January 2016 - 05:32 PM

More suggestions:

- Hologram technology, preferably for Foehn. Like in C&C3; there's a support power that allows you to temporarily "clone" units as distractions without fire-power. The Foehn spy could also deploy a hologram of itself to scout out the base before walking in, or to lead attack dogs / other spy detectors away.

- Mantis Husks. When a Mantis Tank dies it turns into a Mantis Husk. A Mantis Husk can either; A: Be used to individually heal other Mantis Tanks surround it with the health it has, or B: Be repaired back into a Mantis Tank with friendly engineers. Mantis Husks are meticulously designed to self destruct if not repaired properly, so only friendly engineers know how to fix them. 

- Epsilon Drakuv. I think the Drakuv should be moved to Epsilon (or at least; give the Epsilon their own kind of "Drakuv"), for; it's more their style with the whole brainwashing and whatnot. Plus: Epsilon is lacking a strong / high occupancy infantry transport, excluding navy. 

- EMP Turrets. EMP Turrets are Chinese specific defence structures that can take a lot more beating than Dragonflys and EMP units at a fair range.

- Great Wall of China. Essentially it's a massive wall for China.

- A Stealth Mine layer. Not sure what name it should have but essentially it's a Epsilon / HQ specific unit that goes out onto the field and lays mines. It needs to go back to a special building to reload its mines, which cost money, like in RA1. This one is stealth for protection. HQ could have toxic mines. 

- A EMP Mine layer. Not sure what name it should have but essentially it's a Soviet / Chinese specific unit that goes out onto the field and lays EMP mines, as oppose to EMP mines being built as a structure (because it's a bit OP otherwise). It needs to go back to a special building to reload its mines, which cost money, like in RA1. This one has good armour and a MG turret for protection. 

- Mine Drop. A support power that drops mines onto the field via plane. 

 

P.S: Nice Chinese Armadillo.


Edited by BlackAbsence, 23 January 2016 - 06:46 PM.

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#2427 Speeder

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Posted 23 January 2016 - 08:10 PM

Epsilon doesn't need Drakuv as they have a better unit capture technology and units.


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#2428 BlackAbsence

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Posted 24 January 2016 - 01:53 AM

I was watching your playthrew of the mission: "Recharger", and I noticed that you were having a bit of trouble keeping Chizkoi from charging into danger, because, to him, everything must look like a giant chew toy :) Unfortunately, that can get him killed sometimes, so I'd like to suggest something to prevent this. I call it the Sit Command. All ya gotta do is deploy him, and he'll just sit there like a good boy.

 

Another thing: If it's not too much trouble, could you make each building of each faction vary in theme corresponding to their faction? Like; China would have Chinese buildings, EA would have fancy European buildings, SC would have Middle Eastern / African buildings, and so forth. It totally sounds like a lot of work, though it'd also be pretty nice detail. You could still use the default buildings for factions like Russia, USA, and Psi Corps or whoever you see as most fit.


Edited by BlackAbsence, 24 January 2016 - 02:41 AM.

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#2429 Speeder

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Posted 24 January 2016 - 09:19 AM

Another thing: If it's not too much trouble, could you make each building of each faction vary in theme corresponding to their faction? Like; China would have Chinese buildings, EA would have fancy European buildings, SC would have Middle Eastern / African buildings, and so forth. It totally sounds like a lot of work, though it'd also be pretty nice detail. You could still use the default buildings for factions like Russia, USA, and Psi Corps or whoever you see as most fit.

 

It is way too much trouble, so no.


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#2430 Schottkey 7th Path

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Posted 24 January 2016 - 01:40 PM

^ Nice ideas. I've always wanted infantry healing for Epsilon (The most infantry focused side in the game). Though; there has to be a better name than "Gas Healer".

Considering that some Epsilon infantry already heal in Virus gas, you could make the Dune Rider or Tyrant a "healer" in a way.

Though; I don't really care about the Soviets having infantry healing, considering that a Conscript will be costing $50 :) but I guess it'd be nice to have for balance reasons.

Although your second suggestion is a nice idea, it's a bit vague. What other roles could be played in naval combat? T3 "monster" ships? Stolen-tech ships? I miss Boomers :D

 

 

How about the name "Lazarus" for the Gas healer?

 

Also my idea for having some more unique naval options came before i saw the mission videos on youtube. so it looks like the Dolphin is returning with a prism weapon. and Riot Troopers.

 

But here is an idea for the Allies: the "Icebreaker" a large, heavily armoured ship. it is very tanky and expensive but it's real strength is it's short range cryo cannon that fires an aoe cryo projectile that temporarily turns the water at the target into slush water that makes it difficult for ships to maneuver in thus resulting a speed debuff. the Icebreaker (both yours and the enemy's Icebreaker) is immune to the slush water effect. (because they are meant to go in icy waters :p )  and kill swimming infantry by freezing them to death. (yes, even you, Epsilon Elite. can't float from the cold)

the Slush water effect can be represented as an icy blue glow (recolor the desolator's glow).

 

Epsilon maybe a "mine barge". a re purposed garbage barge designed to carry navel mines. by deploying it, it will drop a naval mine. it has a long reload rate, however. 

 

 

Also, after playing infantry war, i realized my "Support truck" idea would not be available for that mode for being a vehicle. unless it was spawned from the barracks, make a Soviet Medic instead. but with a twist. by itsself it behaves like a regular medic. but when deployed, (similar to the desolator) it places a miniature propaganda tower that creates an aura that buffs all conscripts and flak troopers nearby with a small rate of fire boost. but the medic cannot heal while his miniature propaganda tower is deployed.

 

Basically, make Allied Medics deploy into a triage (a small tent with sandbags) that trades movement for a healing aura and better protects the medic (great for G.I. static gunlines) while Soviet Medics deploy a propaganda tower to buff conscript and flak troopers. but cannot move or heal until undeployed. i think this fits their themes very well while giving them much need means of healing infantry.  :)


>>>>>>>> Unoffical compliation of upcoming features for the next MO Release https://forums.revor...-see/?p=1033314 <<<<<<<<


#2431 X1Destroy

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Posted 24 January 2016 - 03:50 PM

I think heroes should be gone for infantry war mode. Or replace them with new ones.

It's a pain in the ass to have a 1 man army unit making all basic infantry become obsolete right after it appeared.



 


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#2432 BlackAbsence

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Posted 24 January 2016 - 06:31 PM

Epsilon maybe a "mine barge". a re purposed garbage barge designed to carry navel mines. by deploying it, it will drop a naval mine. it has a long reload rate, however

The thing about naval mines is that they're completely useless due to every basic thing in the navy having stealth detection.

Also, after playing infantry war, i realized my "Support truck" idea would not be available for that mode for being a vehicle. unless it was spawned from the barracks, make a Soviet Medic instead. but with a twist. by itsself it behaves like a regular medic. but when deployed, (similar to the desolator) it places a miniature propaganda tower that creates an aura that buffs all conscripts and flak troopers nearby with a small rate of fire boost. but the medic cannot heal while his miniature propaganda tower is deployed.

The propaganda Tower just seems off putting for a medic to have. If they were a Commander, General, or Officer, then it'd make more sense for them to propagate their soldiers.

Maybe even propagate them so much that they slowly heal? Haha, yeah, logic! "Suck it up, men!"

I think heroes should be gone for infantry war mode. Or replace them with new ones.
It's a pain in the ass to have a 1 man army unit making all basic infantry become obsolete right after it appeared.

I don't play Infantry War a lot, but you have my complete agreeance. Oh, and Riot Troopers in Infantry War would seem to be a bit over powered, too.

Perhaps T1 & T2 Infantry should only be allowed in Infantry War. IMO: Infantry War should be a light / easy going game mode where all you really need is Walls & MG Turrets, like in the 2.0 days.

That or.... bring back the tech-bar! :D


Edited by BlackAbsence, 24 January 2016 - 07:16 PM.

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#2433 BlackAbsence

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Posted 24 January 2016 - 07:18 PM

Idea for Radiation:

Radiation clearing garrisons?

Radiation killing Unit drivers (Excluding ones immune to radiation, of course) over a long period of time?

Radiation turning Structures (Excluding defences) neutral over really long periods of time?

 

Possible? Over powered


Edited by BlackAbsence, 24 January 2016 - 07:27 PM.

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#2434 Malekron

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Posted 25 January 2016 - 10:54 PM

Idea for Radiation:

Radiation clearing garrisons?

Radiation killing Unit drivers (Excluding ones immune to radiation, of course) over a long period of time?

Radiation turning Structures (Excluding defences) neutral over really long periods of time?

 

Possible? Over powered

Overpowered.



#2435 Schottkey 7th Path

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Posted 26 January 2016 - 08:52 AM

 

Also, after playing infantry war, i realized my "Support truck" idea would not be available for that mode for being a vehicle. unless it was spawned from the barracks, make a Soviet Medic instead. but with a twist. by itsself it behaves like a regular medic. but when deployed, (similar to the desolator) it places a miniature propaganda tower that creates an aura that buffs all conscripts and flak troopers nearby with a small rate of fire boost. but the medic cannot heal while his miniature propaganda tower is deployed.

The propaganda Tower just seems off putting for a medic to have. If they were a Commander, General, or Officer, then it'd make more sense for them to propagate their soldiers.

Maybe even propagate them so much that they slowly heal? Haha, yeah, logic! "Suck it up, men!"

 

What is so off putting about it? aren't commies all about propaganda?  :p  fight harder or it's one million years gulag. 

Besides, a Commander or a General seems even crazier to be put on a battlefield with a bunch of conscripts. makes more sense to be on a Kirov drinking premium vodka.

 

Idea for Radiation:

Radiation clearing garrisons?

Radiation killing Unit drivers (Excluding ones immune to radiation, of course) over a long period of time?

Radiation turning Structures (Excluding defences) neutral over really long periods of time?

 

Possible? Over powered

Seems overpowered. though i suspect Desolators or Pyros to use the new garrison clearing mechanic like the previewed Riot Trooper for the Allies. but that is it.

 

 

Also, one more suggestion i would like to add. the "Formation Mode" unit command where all units toggled to go in a formation will travel at the same speed as it's slowest unit in the formation group. this would really help with making bodyguards for particular units. like having my Qilins and Halftracks tanks move at the same speed as my Nuwa Cannons, thereby protecting them. (or just implement it with the unit selection numbers)


>>>>>>>> Unoffical compliation of upcoming features for the next MO Release https://forums.revor...-see/?p=1033314 <<<<<<<<


#2436 CLAlstar

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Posted 26 January 2016 - 09:20 AM

I dont think that formation mode would be even possible. Engine, yo.



#2437 BlackAbsence

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Posted 27 January 2016 - 07:35 PM

A Game mode where you have infinite funds for fun.

That or; with the "Money Option", if you put it all the way to the right it enables infinite funds?


Edited by BlackAbsence, 30 January 2016 - 04:59 AM.

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#2438 Schottkey 7th Path

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Posted 28 January 2016 - 07:39 AM

In regards to infantry, after snooping around the forums and the moddb profile, i had noticed some changes to the Drakuv in that it no longer has a passive healing ability, and that it is replaced with a support power that gives the Drakuv a healing radius.  http://forums.revora...letin-1-3112014

 

Also it was said that the Drakuv was Confederation exclusive with the prison. but now that there is the "Field Bureau" that use the Prison's model, and it is now a vital tech center for all Soviet factions (replacing the radar tower iirc), does this mean the "Prison Facility" is scrapped and the Drakuv is now available to all Soviets as a (support power) combat ambulance as well an infantry stealer?


>>>>>>>> Unoffical compliation of upcoming features for the next MO Release https://forums.revor...-see/?p=1033314 <<<<<<<<


#2439 Speeder

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Posted 28 January 2016 - 12:26 PM

Prison Facility is now Field Bureau and replaces the Radar Tower for all Soviets. Drakuv is available as a support power unit from the Field Bureau.


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#2440 BlackAbsence

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Posted 29 January 2016 - 11:18 PM

Suggestion: Make it so the players stealth units decloak once their structures are destroyed.

This is so games with "Short Game" disabled, don't become a manhunt for stealth units after their bases are destroyed.

However, this doesn't fix the "Driller Troll" problem.


Edited by BlackAbsence, 30 January 2016 - 03:15 AM.

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