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MO3.0 Feedback // SUGGESTIONS


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#2521 Bernadiroe

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Posted 25 April 2016 - 07:03 AM

Oh also, is it possible to add 4 more choices for skirmish for the sub-faction drop down list?

 

- Random Allied Sub-Faction

- Random Soviet Sub-Faction

- Random Epsilon Sub-Faction

- Random Foehn Sub-Faction

 

That way we can kinda staged the enemies (faction) while still getting abit of surprise (sub-faction)

 

I'm sorry if this suggestion sounds so unnecessary and annoying ._.



#2522 BlackAbsence

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Posted 25 April 2016 - 10:20 AM

I'm sorry if this suggestion sounds so unnecessary and annoying ._.

Iz not bad idea


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#2523 BlackAbsence

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Posted 26 April 2016 - 12:57 AM

Currently the Dune Rider deploy ability is practically a suicide button, so I'd like to propose an immunity to their own deploy function, but as compensation, also make it so it's not as spam-able, as in, they're deploy function will now be dictated by an ammo-slot that needs to recharge after some time in order to be used again (like Siegfried's weapon, for example). This will encourage players to use the Dune Riders deploy function more often. When do you ever see someone use it, really?

 

Considering that their deploy function is practically that of a Psychic Adept/Elite one, I'd like to make it so Psychic Adepts can't deploy any more, and integrate that functionality (A close range anti infantry deploy) to the Dune Rider. This will make Psychic Adepts less useful, which, in my opinion, is always a plus considering that they're one-shot-wonders most of the time. The Psychic Elites, however, should keep their deploy ability, because they're the superior variants and it's too cool to throw away completely.

 

Edit: Dune Riders should only be immune to their own deploy when they've launched themselves up / deployed, because it would only make logical sense then, seeing as they're above and away from their explosions.

 

Another idea is that Weavers, the now explosive little buggers, could blow up bridges like a Navy SEAL by self destructing themselves at bridge repair huts, if they're gonna be for all Epsilon sub factions at Tier 2, for equivalence's sake ;3


Edited by BlackAbsence, 26 April 2016 - 01:16 AM.

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#2524 CLAlstar

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Posted 26 April 2016 - 07:31 AM

1. As far as i know, damage which dune rider deal to himself with deploy has been decreased. it should be better now to use against infnatry. However...

 

2. Adpet deploy ability will not be removed. Here case is applied to mostly missions, as in multiplayer its rare to see situations in which someone uses deploy ability - which doesnt mean they never do, moments in which adept deploy ability is needed just does not happen often. In campaign there are moments where you will not pass without using deploy (Accelerant, some parts of focus shift, actually several missions which include adepts).

 

3. Epsilon already have unit capable of destroying bridges - Infiltrator. New weaver purpose is mainly annoying the crap outta enemy or your forces.



#2525 Graion Dilach

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Posted 26 April 2016 - 02:13 PM

TBH these deploying stuff (Dunerider, Siegfried, Adepts) IMO should be repurposed into support weapons which can be only activated around the initiator unit because that way there's 100% chance that the bug where they get stuck on deploy will never happen while the effect can still be made (Dunerider gets an AE which spawns debris through the animation, Adepts can have the mindring as an AE with animation damage to kill inf and at Siegfried, the SW could be the bubble).


Edited by Graion Dilach, 26 April 2016 - 02:14 PM.

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#2526 Solais

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Posted 26 April 2016 - 03:08 PM

Sounds a little finicky when you have to act fast; while I do agree that deploy abilities are also somewhat finicky and buggy, it's still more useful to have them attack with a hotkey than with a SW. On the other hand, it could work if instead of instant actions, the SWs were like auras that persists for a while, giving more survivability to units and less reliance on twitch split-second actions (like a "mindkill" aura to Adepts).


Edited by Solais, 26 April 2016 - 03:09 PM.


#2527 lovalmidas

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Posted 05 May 2016 - 01:07 PM

SW is a neat idea, but it is not a replacement of the deploy function.

 

The key difference is that SW has a 'global' recharge time, while unit deployments have recharge times local to the unit.

For short recharge times, this might not be a problem, but the difference becomes bigger for longer deploy times.

 

Other differences may include the unit continuing to use its primary weapon when SW is used. In some instances, we do want the secondary ability to prevent the primary ability from firing.

 

Solais made a good point about hotkeys and micro actions for SW and deploy.

 

There are things we might lose when we switch to SW, and that may be the reason why deploy is here to stay (with hopes for a fix too, of course).


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#2528 BlackAbsence

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Posted 06 May 2016 - 05:17 PM

Kirov variants for all Soviet factions:

 

#1: Kirov Airship

Side: Russia

Speed: As is

Health: As is

Cost: $2000

Bomb type: As is

Elite Bomb type: Tesla Charges

Bomb count: 5

Bomb reload time: As is

Death: As is

 

#2: Emperor Airship

Side: China

Speed: Slower

Health: Stronger

Cost: $2500

Bomb type: Mini Nuke

Elite Bomb type: Same (Mini Nuke)

Bomb count: 1

Bomb reload time: %500 slower

Death: Mini Nuke

 

#3: Confederate Airship

Side: Latin Confederation

Speed: Faster

Health: Weaker

Cost: $1500

Bomb type: Mini napalm charge

Elite bomb type: Ivan napalm charge

Bomb count: 2

Bomb reload time: As is

Death: Ivan napalm charge


Edited by BlackAbsence, 06 May 2016 - 05:18 PM.

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#2529 BlackAbsence

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Posted 12 May 2016 - 11:38 AM

Suggestion 1: Each Allied faction getting their own bombers, just like they have their own main jet.

 

America will keep the Barracuda Bomber, but will be a bit different. The Barracuda Bomber is:

- Invisible on radar.

- The second fastest.

- The second toughest.

- Capable of holding one "big bomb" (with a 3x3-area splash damage), allowing for quick in-and-out strikes.

- Buildable after constructing an Air Field + Lab.

- $2000.

 

The European Alliance will get the Hercules Bomber. The Hercules Bomber is

- The slowest.

- The toughest.

- Capable of holding a volley of small bombs that can do two bombing runs, meaning it will be vulnerable longer per attack, however, is very tough as compensation.

- Buildable after constructing an Air Field + Lab.

- $2000.

(It is called the Hercules because of its strength and like their Thor, its name comes from mythology)

 

The Pacific Front will get the Kamikaze Bot. The Kamikaze Bot is:

- Unmanned: A bot.

- The fastest.

- The weakest.

- Not capable of dropping bombs but rather is the bomb, itself.

- Buildable after constructing an Air Field alone.

- $600.

(Their Black Eagle will get a buff, due to them not having a reloadable bomber: Black Eagle bombs will now slow down tanks, and leave three cryo clouds per bomb, making them more anti-structure/infantry)

Edit: Alternatively, their bomber could be an upgraded Hailstrom Bomber, whereas the mobile Hailstorm platforms could use a new Hailstorm Bomber Mini.

 

Suggestion 2: Anti-air Jets.

 

Each main Jet will be able to attack aerial targets, except for the Epsilon one.

 

The Soviets will also get the Flak Yak. The Flak Yak is:

- Buildable by all Soviet sub factions.

- A light plane.

- Capable of holding a volley of flak shells that can do three fly-by strikes.

- Capable of attacking aerial targets.

- Buildable after constructing an Air Field alone.

- $700

(due to their inability to keep up with Jets, seeing as it's a Plane, the Flak Yak can only effectively hit slower moving aircraft like helicopters.

 

The Epsilon will be able to construct the Dybbuk Interceptor via their Air Field alone. This Dybbuk Interceptor can fly anywhere on the map, unlike the ones with limited fuel from Gehenna Platforms. 

Edit: Seeing as there is already the Dybbuk Interceptor via the Gehenna Platform, the Gehenna Platform will now use the Dybbuk Interceptor Mini, which is just as good, but is smaller (or you could make the buildable Dybbuk Interceptors bigger?), whereas the the new Dybbuk Interceptor via Air Fields will be a bit better.


Edited by BlackAbsence, 12 May 2016 - 10:26 PM.

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#2530 Protozoan

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Posted 12 May 2016 - 02:03 PM

Kamikaze bomb sounds irritating as fuck.

11/10 would use incessantly

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#2531 Schottkey 7th Path

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Posted 18 May 2016 - 01:50 PM

I like those alternative airship ideas. Emperor Airship sounds very menacing and fitting for Chinese. also the confederate airship better fits with the faction that cannot reliably acquire soviet equipment.

 

Since Airforce is getting expanded, wonder if the RA3 Apollo would make an appearance as the Allies air interceptor. And Allies seem likely to have a very strong airforce (and the Wings of Coronia from the sounds of it). it uses a low damage per shot but very rapid fire autocannon with unlimited ammo. balanced by being only able to attack air and has weak armour.


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#2532 BlackAbsence

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Posted 19 May 2016 - 10:57 PM

Instead of clicking 50 times to make 50 units, can we just click and hold and watch the production number go up automatically... while holding?

I have a feeling that it's not going to be possible with the way things are, but it's still an idea I feel to be share worthy... so here ya go.

 

Edit: Same thing could go for cancelling productions via the right mouse button.


Edited by BlackAbsence, 19 May 2016 - 11:02 PM.

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#2533 Speeder

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Posted 19 May 2016 - 11:12 PM

You can cancel the entire unit build queue by holding shift and then clicking the right button on the cameo.

 

The other thing you suggested is technically impossible.


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#2534 Chrono Stormer

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Posted 23 May 2016 - 01:35 AM

Any chance we'll see the return of certain Skirmish maps(or updated versions) like DC Uprising, Paris Revisited, and maybe Chrono Storm's Moscow map? It'd be cool to have an expanded DC, Moscow, etc that can hold 6-8 players. I could see Moscow or The Alamo being good fortress map ideas, too.



#2535 Speeder

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Posted 23 May 2016 - 05:07 AM

DC Uprising was not balanced, Paris looks different in Mental Omega, which is why Paris Revisited was removed, and it wasn't a good map anyway.

 

Moscow also looks different and the Moscow's mission layout doesn't make for a good skirmish map.

 

A modified version of The Alamo is still in, known as "(4) Fort Kickass".


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#2536 Chrono Stormer

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Posted 23 May 2016 - 08:31 PM

Meh, that's valid. Since heroes seem to be getting their own maps, it would be logical to assume Foehn heroes would have them too, correct?



#2537 Speeder

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Posted 24 May 2016 - 04:37 AM

Yes.


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#2538 Malekron

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Posted 25 May 2016 - 01:00 AM

When will Foehn's heroes will be revealed?



#2539 Solais

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Posted 25 May 2016 - 05:49 AM

Probably when their art is ready or when they are voiced. Both things that are quite problematic at the moment (or at least were some months ago).



#2540 Com.Davanov

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Posted 25 May 2016 - 12:37 PM

I only hope the Foehn Commandoes don't hold a tsundere who is also insanely violent and strong.... Yunru already conked me once with her exosuit....






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