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MO3.0 Feedback // SUGGESTIONS


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#2481 Solais

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Posted 10 March 2016 - 04:49 PM

You know what would be great? If RAILguns shot trains as projectile.


Edited by Solais, 10 March 2016 - 04:49 PM.


#2482 mevitar

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Posted 11 March 2016 - 01:17 AM

Damn... And we wanted to make them impale people with train rails...
Damn, indeed...
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#2483 BlackAbsence

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Posted 17 March 2016 - 08:37 PM

Considering that the Allied Nation has Field Medics as support infantry, I'd like to suggest some support infantry for the other sides.

 

Field Officer:

- Side: The Soviet Union

- Requisite: Tier 2

- Cost: $800

- Weapon: Handgun

- Secondary: Whistle (upon deploy)

- Ability: strategically improves the effectiveness of neighbouring infantry by boosting their fire-power upon deploy.

Note: Most officers stay in the comfort of their offices, however, due to the shear about of men the Soviet Union has, the more expendable ones join the fight on the field alongside those conscripts who could use all the help they can get. These men are weak, high-priority targets.

 

Psychokinetic Adept:

- Side: The Epsilon Army 

- Requisite: Tier 2

- Cost: $800

- Weapon: Kinetic Grip (it's like EMP for infantry)

- Secondary: Kinetic barrier (upon deploy)

- Ability: Creates a small (in radius) kinetic shielding to boost neighbouring infantry defence upon deploy.

 

Psychokinetic Elite:

- Side: PsiCorps Exclusive

- Requisite: Tier 2

- Cost: $1000

- Weapon: Kinetic Grip (It's like EMP for infantry, with slightly farther range)

- Secondary: Kinetic barrier (upon deploy)

- Ability: Creates a slightly larger (in radius) kinetic shielding to boost neighbouring infantry defence upon deploy

- Ability 2: Can hover over water

 

Energizer:

Side: The Foehn Revolt 

- Requisite: Tier 2

- Cost: $600

- Weapon: Energy Sword

- Secondary: Energy Pulse (upon deploy)

- Ability: Boosts speed for all neighbouring mech-infantry upon deploy. They also get this affect allowing them to charge with their sword.


Edited by BlackAbsence, 17 March 2016 - 08:47 PM.

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#2484 Kirov_Fury

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Posted 19 March 2016 - 01:31 PM

Will we be able to control spesific stolen tech units during the Act 2 campaign ? I'm asking because at least in the Act 1 Public Beta I can not infiltrate enemy labs with spies or saboteurs.

#2485 BlackAbsence

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Posted 20 March 2016 - 01:14 AM

Time manipulation, to me, is a very interesting concept, so I've given it some thought and came up with some suggestions for the Hummingbird. 

 

Suggestions for Hummingbird:

 

- Make it so their time manipulation animation is "transparent" so you can see what's being effected better. It's like a smoke screen right now. . . 

- Make it so their time manipulation reduces attack-speed instead of attack-damage, kinda like a opposite-chaos-gas-affect.

- Give a new "status arrow" for for this new attack-speed status, as light blue.

- Add toggleable bomb modes via the deploy function. Bomb A (The default bomb) will slow down time. Bomb B (The deployed-status bomb) will speed up time.

- Make it so the Hummingbird can fire upon friendly forces, because of optional bomb.

 

Bomb A will reduce speed and fire-rate of anything hit by %50, and will be blue within the bomb slot for distinguishing proposes. This is intended to hinder your opponents forces.

Bomb B will increase speed and fire-rate of anything hit by %50, and will be red within the bomb slot for distinguishing proposes. This is intended to enhance your own forces.

 

With multiple options, new tactics and can be executed. For example, more offensively with bomb B, and more defensively with bomb A.


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#2486 BlackAbsence

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Posted 20 March 2016 - 04:45 PM

You know what would be funny? If Terror Drones behaved like Infantry xD so they can "group up" closer. It would be absolutely terrifying ' : D


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#2487 BlackAbsence

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Posted 21 March 2016 - 08:08 PM

Is it possible to get invisible structures working with Epsilon stealth-tech again, without the lag?

If so, I suggest that.

 

The Scout Raven support power, in rare cases, get's shot at before taking flight, so i'd like to suggest giving them invisibility for 1 second to prevent this rare occurrence.

Also, how about making 2 or 3 Ravens spawn at once? They get shot down pretty fast, is why I ask. Get rid of the smoke puff, too, eh?

 

The Mortar Quad Ambush shouldn't just puff out of smoke, too. Why not para drop them, instead?

 

How about a support power utilizing drillers to enforce an area with infantry? If possible, of course.

 

How about controlling the Mercury Satellite? It can summon onto the battle upon constructing the Mercury Control Up-link right above it, and be an invisible flying unit that can also be used to spy.

The Support Power to activate its cannon will still be there, but can only be fired within the units (the satellites) range, much like how the EMP cannon functions within TS.

Once the Mercury Satellite Up-link is destroyed, the Satellite unit will vanish, or if you like, become uncontrollable until another Up-link is built, much like how the Robots Tanks did in vanilla RA/YR.

The Mercury Satellite will not move very fast, but at least it can now be used as a method of scouting as a convenient compensation.


Edited by BlackAbsence, 21 March 2016 - 08:09 PM.

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#2488 Speeder

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Posted 21 March 2016 - 09:20 PM

If there was a way to make stealth structures not lag we'd do it already.

Scout Raven will deploy a single raven, there is a modifier to its armor at start but some weapons can still kill it in one shot.

The Mortar Quad Ambush shouldn't just puff out of smoke, too. Why not para drop them, instead?


Because it's a Motor Ambush and not a Motor Hey look there's a cargo plane dropping Mortar Quads slowly.

Mercury will not become a unit.

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#2489 Solais

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Posted 21 March 2016 - 09:29 PM

Actually, would be cool if it was possible for a cargo plane to just drop Mortal Quads without a parachute, like, ready to go almost instantly.



#2490 CLAlstar

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Posted 21 March 2016 - 10:02 PM

That would instantly alarm enemies. No need for "hey its a x-mig, i better check the area" when the support power name contains -> ambush <- .



#2491 BlackAbsence

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Posted 22 March 2016 - 04:08 AM

Forgive me for thinking a para-drop is an ambush then, but I guess, yes, it is more stealth if they just poof into existence x) 

Actually, would be cool if it was possible for a cargo plane to just drop Mortal Quads without a parachute, like, ready to go almost instantly.

That is one ride I would not sign up for. . .


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#2492 Speeder

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Posted 22 March 2016 - 03:20 PM

The implication of 'ambush' powers is that they were already there and in hiding and you just order them to move. Just like in Generals with Rebel Ambush or whatever the power was.

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#2493 lovalmidas

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Posted 22 March 2016 - 03:50 PM

Might as well deliver Quad bombs from the plane. :p

 

-------------------------------------------------------------------

 

Speaking of alarming enemies, perhaps one of the subfactions with heavy use of aerial cargo planes (US, Russia) could use a support weapon that calls for an empty paradrop plane. The cargo plane would simply perform a fly-by over the area without dropping anything.

 

This plane could either be used to mislead the opponents on the position of their paradrops, or as a weak meatshield for the real paradrop. 


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#2494 Houseplant

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Posted 22 March 2016 - 04:53 PM

Some kind of civilian map militia in the middle or elsewhere on the map?



#2495 Solais

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Posted 22 March 2016 - 05:59 PM

Inb4 Tech Buildings as 5th Side.



#2496 doctormedic

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Posted 26 March 2016 - 04:51 PM

In a way there are.Can neutrals be considered a side techinicaly?



#2497 BlackAbsence

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Posted 27 March 2016 - 05:53 PM

How about for Infantry War, at tier 3, everyone gets Cloning Vats?

 

And if you ever bring back the vehicles-only mode, then everyone could get Industrial Plants at tier 3. 

 

Can neutrals be considered a side techinicaly?

That'd be neat.


Edited by BlackAbsence, 27 March 2016 - 06:52 PM.

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#2498 doctormedic

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Posted 29 March 2016 - 12:20 PM

I guess apart from the new faction and ares implimitation and other techincal difficulties the reason as of why it takes so long for the revision to come out is probably to impliment all the features that were left out from psi such as the oil derric mode and vehicles only.



#2499 BlackAbsence

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Posted 30 March 2016 - 07:48 AM

Mind control is very powerful, and hated among some players for being so notorious, so I've devised some mind-control-counters I'd like to suggest.

 

The Hummingbird will be the Allies method of countering mind control.
Considering that the Hummingbird warps time, psychics cannot maintain brainwave links within the time distortion. As a result, this disrupts (stops) the brainwave link between the mind controlled and the mind controller. Mind controllers will not be able to mind control permanently when within a time distorted area. 

 

The Drakuv and Tesla weaponry will be the Soviets method of countering mind control.

A massive jolt of electricity to the brain disrupts (stops) the brainwave link between the mind controlled and the mind controller.

Tesla troopers, however, cannot disrupt (stop) a brainwave link of a mind controlled vehicle, because most of the electricity is conducted by the vehicle itself, resulting in the mind controlled passenger remaining unharmed. Tesla Troopers will not be able to disrupt Master Mind brainwave links for the same reason. In short: Tesla Troopers can only disturb (stop) a brainwave link by attacking mind controlling / mind controlled Infantry. Tesla Tanks and Tesla coils, on the other hand, are powerful enough to penetrate far enough into vehicles to disturb the mind controlled passenger's brainwave link. Tesla based units should also be resilient to each other, because if they're mind controlled, then they won't be as effective at stopping what will counter mind control.

When the Drakuv says "get the shockers ready", it'll be more befitting now, because the Drakuv will now have a new feature. When the Drakuv is gripping onto a vehicle it will now shock the the vehicle occasionally resulting in the same affect the Tesla Tank and Tesla Coil does when disturbing (stopping) the passenger's brainwave link. The Drakuv will capture mind controlled infantry, or any brain-washable infantry, threw its traditional means: Capturing and brain washing.

 

A new support power and Malvar will be Epsilons method of countering mind control.

Mind suppression, obviously hinders the minds capabilities. As a result, it disturbs (Stops) the brainwave link between the mind controlled and the mind controller.

There will be a support power called "Mind Suppression". It essentially works just like Malvar's deploy ability, just in a smaller radius. This for the price of being an extremely convenient / instant means of countering mind control comes at a hefty cost, and can only be used when the support power is ready again over a time period. Malvar, on the other hand, may use this suppression whenever, of course.

Mind controllers will not be able to mind control permanently when within a mind suppressed area. 

 

As for Foehn, I really don't know, because I hardly know anything about them. "Confusion weaponry" sounds like a good candidate, though, as their means for countering mind control.

 

So there you go. These are my ideas for countering the ever so notorious mind control. 

 

Tell me if this mind control link stoppage is even possible, too. Oh, and of course, weather you support the idea or not.


Edited by BlackAbsence, 30 March 2016 - 08:52 AM.

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#2500 BlackAbsence

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Posted 30 March 2016 - 08:38 AM

Currently (in 3.0), every side has a tier 1 stealth detection unit, except for the soviets. Arguably, you could say the Terror Drone fills this role, but in reality, it does not entirely function like a Robot Tank or a Stinger, as in, they don't revel invisible things for your forces. I hear, however, that Terror Drones can now stay within stealth units now, making it now suffice as a stealth reveller, but can only do so with one unit at a time, is easily countered with repairing, and will most likely die from your own forces that fire at the unit its within. So, in my opinion, the Soviets should get some kind of compensation for this.

 

Their tier 1 stealth reviler is just pretty bad in comparison, but that doesn't mean I'll be suggesting a replacement. No way; the Terror Drone is just too cool.

Instead, I'll be suggesting a dedicated stealth reviler for the Soviets at tier 2: The Spy Balloon. The Spy Balloon is a balloon that spies... self explanatory! It also serves as a replacement for the Borrilo, in terms of stealth detection, as in, the Borillo will no longer have stealth detection. Borrilos were too good, anyway. A Spy Balloon would be a much better means because of their very large sight / scanning radius and their ability to stay safe in the air, when there's no anti-air. Much like the Kirov, the Spy Balloon is surprisingly durable when it comes to taking damage. The only down side is that it's a bit slow.

 

I'd also like to suggest some things that would make stealth detection in general more useful.

- Infantry stationed under trees will become invisible, as if hiding in the trees. Trees could act like a Chimera Core, but only cloak the one cell they occupy?

- Stealth detection could reveal Mirage Tanks? (I actually don't even know if they already do that)

- Mobile Mini-Chimera-Cores could be added?


Edited by BlackAbsence, 30 March 2016 - 08:46 AM.

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