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MO3.0 Feedback // SUGGESTIONS


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#2501 CLAlstar

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Posted 30 March 2016 - 09:58 AM

There is no such a thing as dedicated stealth detection unit. Every detector in MO have it own purpose, and detection is only an addition. And while Soviets do not get any detectors in T1, they actually get 2 powerful units which can be used in lategame aswell at tier 2 - tesla trooper and borillo. Their downside however is the fact that they have no unit which both detect stealth AND find out infiltrators - like robot tank and stinger.

 

I will not comment the idea with trees. Lag happens.

Afaik flying units cannot detect stealth.

Mirages are not stealthed.



#2502 Houseplant

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Posted 31 March 2016 - 01:41 PM

Comic strips outlining moments in the plot?



#2503 lovalmidas

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Posted 31 March 2016 - 04:53 PM

Only if we have an artist willing to do that. :shiftee:


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#2504 BlackAbsence

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Posted 05 April 2016 - 06:09 PM

A game mode where everything is invisible, except for buildings and aerial stuff. Eveyone could get sensor towers, too.

You know, for the lolz


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#2505 fir3w0rx

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Posted 08 April 2016 - 04:24 AM

A game mode where everything is invisible, except for buildings and aerial stuff. Eveyone could get sensor towers, too.

You know, for the lolz

:laugh:

 

Or how about if only your units are invisible, but you can see your enemy's? :laugh: (the same vice versa of course; your enemy can only see your units). Sensors aren't allowed bcoz they'll ruin the fun.



#2506 doctormedic

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Posted 09 April 2016 - 09:11 AM

 

A game mode where everything is invisible, except for buildings and aerial stuff. Eveyone could get sensor towers, too.

You know, for the lolz

:laugh:

 

Or how about if only your units are invisible, but you can see your enemy's? :laugh: (the same vice versa of course; your enemy can only see your units). Sensors aren't allowed bcoz they'll ruin the fun.

 

Wasnt there a 2.0 psi game mode that was similiar to this thought?



#2507 fir3w0rx

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Posted 10 April 2016 - 12:07 PM

 

 

A game mode where everything is invisible, except for buildings and aerial stuff. Eveyone could get sensor towers, too.

You know, for the lolz

:laugh:

 

Or how about if only your units are invisible, but you can see your enemy's? :laugh: (the same vice versa of course; your enemy can only see your units). Sensors aren't allowed bcoz they'll ruin the fun.

 

Wasnt there a 2.0 psi game mode that was similiar to this thought?

 

Was there? I don't know because when I discovered this mod, v3.0 was about to come out, so I didn't bother exploring the previous version much.



#2508 Graion Dilach

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Posted 10 April 2016 - 02:24 PM

There was a gamemode where every unit were cloaked, indeed. Mind you that MO2 had a LOT of gamemodes with many stuff such like that - like one granting defenses twice their strength - and many of these deemed redundant/boring during 3.0 transition.

 

Tech Power was the sole one I've played though but IIRC that has already been confirmed to return in BR2.


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#2509 doctormedic

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Posted 10 April 2016 - 06:26 PM

No armaggedon then?



#2510 BlackAbsence

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Posted 12 April 2016 - 06:09 PM

Stealth miners are by far superior than the other miners, in my opinion.

Because they're very sneaky and can't get picked off with jets, like the other miners.

So I'd like to propose some additions to the Chrono Miner and War Miner to make them more "jet prof".

 

The Chrono Miner, when deployed, will temporarily phase itself out of this plane of existence, making itself invulnerable for a short amount of time, similar to Siegfried's ability, however unlike Siegfried's ability, the Chrono Miner will only do so for only itself and not neighbouring friendlies. When timed right, this is an excellent counter for quick aerial assaults.

 

The War Miner will now have an additional anti-air-only flak cannon, similar to flak tracks. Solely, a War Miner doesn't have enough fire power to take down quick aerial assaults, however in numbers, most aerial assaults will become severely damaged, if not taken out completely.


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#2511 Atomic_Noodles

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Posted 13 April 2016 - 08:10 AM

You're forgetting The To-Be-Announced As of Yet Foehn Miner whose details have yet to be provided.


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#2512 BlackAbsence

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Posted 13 April 2016 - 02:34 PM

Is it possible to make Gates behave like a wall when closed, as in, stop bullets and such from going threw them?

When they're open, of course, bullets and such passing threw them would make sense, but not when they're closed.

This will make them act more like a defence, too.

 

Is it possible to make the "IFV Types" of "IFV" units count as a different unit?

I ask because if you only want to select all your GI+IFVs, for example, via the select-all command, and you happen to have other "IFV Types" of the same unit within the area, it'll select every type, regardless of type you would prefer, given the situation. I know this can be remedied with the grouping-hot-keys, so it's not that big of an issue, but nonetheless it would be a nice feature, in my opinion.

 

Is it possible to make "Repair Type IFV" units, and Repair Drones not charge at enemy units when you select them to "attack" them?

I ask because if you've selected a large group of units with Repairers, then select that group to attack, all your repairers, which are usually faster then the others in the group selected, will rush out to the front lines and get slaughtered. I know this can be remedied by grouping your repairers away from your forces when commanding them to attack, so it's not that big of a deal, but despite this, I see it all the time with players, and it would be a nice feature, in my opinion.

 

Is it possible to make Repairers actively want to heal units, like Medics?

I ask because, and I see this all the time, Repairs will only repair things that are right up next to them, despite them having farther healing range, and they never drive to the thing that needs healing unless commanded to. I know this can be remedied with micro management, but if they behaved like Medics, then it would be a nice feature, in my opinion.


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#2513 CLAlstar

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Posted 13 April 2016 - 02:49 PM

 

Is it possible to make "Repair Type IFV" units, and Repair Drones not charge at enemy units when you select them to "attack" them?

I ask because if you've selected a large group of units with Repairers, then select that group to attack, all your repairers, which are usually faster then the others in the group selected, will rush out to the front lines and get slaughtered. I know this can be remedied by grouping your repairers away from your forces when commanding them to attack, so it's not that big of a deal, but despite this, I see it all the time with players, and it would be a nice feature, in my opinion.

This is why micromanagement is way more important in MO. Relying on "select all units" will most of time fail you - thats the reason for which i suggest groupig units based on their purpose.

 

 

Is it possible to make Repairers actively want to heal units, like Medics?

I ask because, and I see this all the time, Repairs will only repair things that are right up next to them, despite them having farther healing range, and they never drive to the thing that needs healing unless commanded to. I know this can be remedied with micro management, but if they behaved like Medics, then it would be a nice feature, in my opinion

Hint:

1. Select all repair units you have.

2. Group them under 0 or somethign

3. Using Ctrl + Alt set it to guard one of units.

Here you go, you have a bunch of repair untis assigned to fix marked unit and everyone nearby.



#2514 Bernadiroe

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Posted 23 April 2016 - 10:04 AM

If possible, please add a button/command to make units/infantries stay on their spot. Like, no matter what, unless the player ordered them to move or under chaos effect.

This is a crucial feature to players with OCD that just love to have their base symmetrical with units/buildings which stay on their spot (which is me and few others I believe).

 

I'm having a bad time playing with Pacific Front since their Battle Fortress, Blizzard Tank and even Zephyr move bloody everywhere, messing up my beautifully placed units!!

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Oh also if allowed, maybe add a feature to turn on/off an auto-repair on buildings like the AI got (not auto-heal, but auto-repair, in which the repair automatically used and still use cash).

Maybe you can double or even triple the repair cost when it's enabled. I want it because from time to time, there're those small shrapnel that just damage the buildings a tiny tiny bit.

This one is less important I suppose, just abit of annoyance   :whathuh:



#2515 Protozoan

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Posted 23 April 2016 - 10:08 AM

Your suggestion would significantly ease the strain on overbearing micromanagement for a lot of players, I think its been brought up before though, possibly by me. I'm referring to your suggestion of what would essentially be the opposite of guard mode btw.

Expecting engine limitations though. Or it would be possible but through a ridiculously convoluted method to bypass the limitation.

For your repairing problem I suggest just using the R key, should be quick enough.

Edited by Protozoan, 23 April 2016 - 10:40 AM.

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#2516 Graion Dilach

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Posted 23 April 2016 - 11:44 AM

Instead of a traditional Shipyard, give AIs a building with shitload of periodic selftargeting UnitDelivery SWs spawning ships (should not have the factory tags) to get a somehow working AI navy.


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#2517 Bernadiroe

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Posted 23 April 2016 - 11:58 AM

Oh, by no means I'm trying to lower the difficulty tho, since I'm one of those coward player who only play skirmishes and focuses on absolute defense until the AI can't break thru (with symmetrically beautiful, strategically placed units, of course)

 

But then how come most of other units stay in place tho? 95% of the time, other units would just stay put even if the enemy that entered their attacking range suddenly out of range.

I played Russia, Euro Alliance, United States, HQ... Most of them pretty much stay on their spot, unless they are on chaos/mind control effect.

 

Maybe disable chase target if out of range while in skirmish? (if possible)

 

The units I checked in which they would give chase the most were:

- IFVs (unmanned - aircraft) [90%] (unmanned - ground) [70%]

- Blizzard Tank (aircraft) [80%] (ground) [40%]

- Speeder [70%]

- Battle Fortress (aircraft) [75%] (ground) [50%]

- Zephyr [60%]

- Sentinel [85%]

- Gatling Tank (aircraft) [90%] (ground) [50%]

- Aeroblaze [40%]

 

Other units are relatively pretty low chance to move and chase their out-of-range targets.



#2518 BlackAbsence

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Posted 24 April 2016 - 01:10 AM

Instead of using rings to identify the the amount of tiles a support power will affect, how about you just highlight the tiles themselves? .-.

 

For example:

Instead of the Invariability (Iron Curtain) support power showing a ring, it'll show the 3x3 area, squared.

Instead of the Tactical Nuke support power showing a ring, it'll still show a "ring", exact it's more "blocky", showing each tile of effect.

 

Also, for the Psychic Dominator support power, you could show 2 outlines: one for the mind control area of effect and the other for the destructive area of effect. 


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#2519 Speeder

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Posted 24 April 2016 - 10:09 AM

Technically impossible.


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#2520 Bernadiroe

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Posted 24 April 2016 - 07:24 PM

Technically impossible.

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