Jump to content


Photo

MO3.0 Feedback // SUGGESTIONS


  • This topic is locked This topic is locked
2870 replies to this topic

#241 fff

fff
  • Members
  • 116 posts

Posted 15 December 2013 - 07:38 PM

I like how on the map tiki trap those stone golems are capturable making some great attacking units, could there be more maps containing captureable neutral vehicles ?,  like say an abandoned old soviet base with neutral apocalypse tanks standing in the middle of the map...
 

 

Is my earlier suggestion for a "psychic healer" for psicorps completely ignored?

I can't seem to find ur original post about this, but it sounds like some infantry healer kind of ? well then
It wouldnt make sense for Yuri story-wise to care about the individual soldier for medical aid when he's crazy madman and just sends lots of mind-controlled soldiers, civilians, slaves, fanatics, loyal forces, mutants, clones etc en masses for master Yuri's goal...
Plus epsilon infantry seems to be the best compared to the allied / soviet counterparts (being clonable, double forces)...

Yuri loves to grind in pieces people in the grinder for his economic advantage, and torture in using them as Duracell power batteries... those poor humans, and dogs =(


Edited by fff, 15 December 2013 - 08:01 PM.


#242 Petya

Petya

    title available

  • Project Team
  • 1,324 posts

Posted 15 December 2013 - 07:39 PM

Epsilon doesn't need healer unit because that would make Epsilon too powerful.



#243 Divine

Divine

    NGL, I was kinda drunk when I registered with this name.

  • Members
  • 1,182 posts
  • Location:Hungary

Posted 15 December 2013 - 08:25 PM

some levitating dude / dudette who heals infantry, and have a suicide ability which does area effect heal (my original idea) would be nice tho, especialy when used with the Libra army. I think PsiCorps is inferior to HQ anyways, this'd even out the odds a bit.


Edited by Divine, 15 December 2013 - 08:26 PM.

Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#244 Petya

Petya

    title available

  • Project Team
  • 1,324 posts

Posted 15 December 2013 - 08:34 PM

PsiCorps is "dejoined" from Russia and because of this they use general Epsilon technology, advanced psychic weaponry and what they stole from Russia.

 

And PsiCorps is not inferior to HQ.



#245 Divine

Divine

    NGL, I was kinda drunk when I registered with this name.

  • Members
  • 1,182 posts
  • Location:Hungary

Posted 15 December 2013 - 08:42 PM

PsiCorps is "dejoined" from Russia and because of this they use general Epsilon technology, advanced psychic weaponry and what they stole from Russia.

 

And PsiCorps is not inferior to HQ.

Ah come on, what can they do? I only play them because Libra (clones). Ok, That's very cool. But HQ has shadow tanks, the Irkalla, friggin stalkers. Don't even mention masterminds because EMP and terror drones troll them to no end.


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#246 Petya

Petya

    title available

  • Project Team
  • 1,324 posts

Posted 15 December 2013 - 08:44 PM

PsiCorps has Lasher Tanks, Marauders, Masterminds, Magnetrons and Gehennas. These units can be very efficient if used correctly.



#247 Divine

Divine

    NGL, I was kinda drunk when I registered with this name.

  • Members
  • 1,182 posts
  • Location:Hungary

Posted 15 December 2013 - 09:04 PM

PsiCorps has Lasher Tanks, Marauders, Masterminds, Magnetrons and Gehennas. These units can be very efficient if used correctly.

I found their only brute force unit is Libra (clones), and maybe the Magnetron against buildings, but as much as two Nuvas, or Basilisks, Tyrants etc can ruin the fun very quickly, that's why I suggested a healer that can accompany them.

The rest are good units if micro'd well indeed, but kinda over-specialised, like the original Yuri units were in YR.


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#248 venoxxis

venoxxis
  • Members
  • 6 posts

Posted 16 December 2013 - 12:35 AM

Something like the chrono legionnaire:
Time Warper for an epsilon sub faction stolen infantry tech
Cost: 2000
They do something like a chrono legionnaire. It skips the unit or building on the time of its death/destruction but it takes some time for them to be skipped. It also skips time when they walk, the longer the distance the longer the time that they will take to skip. They can also go back in time so they can evade an instance of damage. 40%???

Edited by venoxxis, 16 December 2013 - 12:38 AM.


#249 Atomic_Noodles

Atomic_Noodles

    Colony Hivemind

  • Project Team
  • 854 posts
  • Location:Planet Earth
  • Projects:Red Alert - Colony Wars
  •  Colony Wars Hive Mind

Posted 16 December 2013 - 02:03 AM

Yuri has Grinders for a reason, if you think its not worth fixing up just send it to the Grinder not to mention since Yuri has cloning vats you can theoretically reimburse back troops anyway.

 

There are already more than enough Stolen Tech Infantry for each Faction adding more would just clutter up and end up with overlapping roles. Especially if people seriously want that way you'll end up with the game requiring 81 Infantry & 81 Vehicles. (9 Infantry & 9 Vehicles for each Sub-Faction)

 

Chrono Adept - Virus - Reaper

Chrono Ivan - Voltmortar - Cyborg

Cryo Commando - Suppressor - Hoplite

 

If anything a better addition for Stolen Tech is adding in 6 more Vehicles. As right now all provide the same boon. Soviets reward Apocalypse's. Allies reward Future Tanks & Epsilon reward the Deviator


Edited by Atomic_Noodles, 16 December 2013 - 02:08 AM.

~ Getting cringe reactions when you see a RAINBOW means you have issues. ~

 

"This World is an Illussion,Exile" -High Templar Dominus


#250 Protozoan

Protozoan

    Big Stinky Gun

  • Members
  • 429 posts
  • Location:Australia
  •  Prepare to be emancipated from your own inferior genes!

Posted 16 December 2013 - 03:18 AM

 

Amphibious spies and engineers, even MCVs will make thing better. :smilehuh:

 

Yeah lets see some Jesus Conscripts,GIs & Initiates... Making MCVs amphibious just makes base crawling more quick. You still have to deploy them on land.

 

Honestly if people want Amphibious Sabotage Infantry & Heavy Naval Combat play RA3...

 

 

Then why bother having maps designed for naval combat in the first place? They're incredibly dull, if a few things were added to improve naval combat it'd be a lot more fun, but as it is it's ridiculously boring. I don't agree with the Amphibious Spies or Engineers though, just possibly a couple of new Naval units plus some Amphibious structures.


Edited by Protozoan, 16 December 2013 - 03:34 AM.

2nm4ut.jpg


#251 Atomic_Noodles

Atomic_Noodles

    Colony Hivemind

  • Project Team
  • 854 posts
  • Location:Planet Earth
  • Projects:Red Alert - Colony Wars
  •  Colony Wars Hive Mind

Posted 16 December 2013 - 04:57 AM

I am a hypocrite. Indeed I am... I totally am since I remembered I made MCVs in my own Mod amphibious. Freeing up 6 Slots for the Transports are good for Ferrying more units though.

 

On Spy Infantry I could see it working but its just alot of hassle compared to RA3 which had it easier since they used a 3D engine. But on a 2D Game like RA2 its harder since first of all we don't have WW's sprites so we're stuck with the problem of only having guys in Wet Suits for swim frames for every infantry or we set them to the land frames so we end up with "Jesus" infantry.

 

Adding in new naval only structures would work but so far I've noticed Mental Omega just uses the island on the map with a defense on it.


~ Getting cringe reactions when you see a RAINBOW means you have issues. ~

 

"This World is an Illussion,Exile" -High Templar Dominus


#252 LusiGoosi

LusiGoosi
  • Members
  • 81 posts

Posted 16 December 2013 - 06:24 AM

I’d still love to see the Mil-24 “Hind” Being a unit from the original Red Alert, but also as it has been used by soviet armed forces since 1972.(Kind of odd it was in the original Red alert, as we know Stalin was well dead by 72 and Red alert I thought was supposed to take place in the late 40’s))  and is a symbol of soviet power being used by over 30 nations and having over 2000 built, it is also being a large multipurpose helicopter is rather unique. Often referred to as a flying tank, it is more armored then many western helicopters. Thus it takes on the roles of Gunship and Low capacity transport and Attack helicopter.  It is just a fascinating craft with a very interesting tactical doctrine too, having been used in many conflicts around the world and being a unique soviet Russian idea having no real counterpart in NATO forces.  It was key to soviet tactics during the Soviet war in Afghanistan, which for conflicts takes place closest to the game years being 1979-1989. Well I could go on for a long time talking about the Hind…hehe. Think I kind of over did it as it is, anyhow on to how I think the unit could be.  The unit being much closer to its real life counterpart then to its Red alert 1.

Crocodile or Mil-24 “Hind”
Cost: $2125
Speed: 14 (Flying)
Hitpoints: 650
Armor Class: heavy Air
Prerequisite: Soviet War Factory, Soviet Lab
Purpose: Gunship/ transport. Anti-ground.
Weapons...Note: the “Hind”  has many variants on the weapons it carries, the wings having spots that different weapons modules  can attached to, plus it has a few variants of armament for the nose the following are some of the common weapons used: Yak-B Gatling gun 12.7mm, GSh-23L 23mm dual auto cannon gun pods, UB-32 rocket pods, "shturm" antitank missiles...or it can use GUV-8700 gun pods which have a bundle of weapons on them from multiple machine guns of several sizes to canons and grenade launchers....it also can carry a bomb load, some haveGSh-23L  or  GSh-30K.  So when it comes to weapons many options as you can see could be used, however for balancing a game purposes and simplicity. I think it should come down to the most iconic weapons of this gunship.
Suggested weapon set: GSh-23L 23mm dual auto cannon (( I would have gone with the Yak-B Gatling gun 12.7mm, but it would be a turreted like weapon and the others are fixed which I don't think works game mechanic wise, so might as well choose the gun option in the nose that is already fixed.))  / UB-32 rocket pods / "shturm" antitank missiles.
The auto canon would be anti-infantry, UB-32 rocket pods would use thermobaric rockets much like the Buratino as while the scud replaced the MRLS system on the ground in the air Russia has found use of the older, but still fine system in a place well deserving of it, the air. 
/Skipping my normal story description. I have talked about the "hind" enough :p /
Range:  7/7/7
Has 3 or 4 passenger slots.
Infantry can fire from the “hind” Using PKB Machine guns
If destroyed in flight, passengers might para-drop, this percentage is a bit lower due to the heaviness of the armored doors when compared to the Stallions lighter ones.
Passenger survivability rate (rookie: 60%, veteran: 70%, elite: 80%).

 

I think it would be cool for all soviet forces to have the “hind”, however another possibility that could be good (and make a bit more sense for game balancing) is that it could be used in place of the Kirov and would be unique to Russia, it would then keep to the Russian helicopter set of designs giving them a more unique feel. Also it would be closer to their theme then the slow ponderous Kirov (Which fits the feel for the Chinese better than the Russians as for the Confederation, I think they much like the Chinese fit closer to the Kirov as an old air vessel)) , being more mobile.  
Also I would love to see a light weapon on the Stallion transport for the allies, making slightly closer to the Nighthawk transport form the vanilla Red Alert 2/YR. 



#253 Protozoan

Protozoan

    Big Stinky Gun

  • Members
  • 429 posts
  • Location:Australia
  •  Prepare to be emancipated from your own inferior genes!

Posted 16 December 2013 - 07:53 AM

I also love the Hind, however I think it would probably be op as fuck considering it had the reputation of a flying tank, having that & the wolfhound would be absolute overkill. The Wolfhound decimates ground units & air units alike already, the HInd would be like the Wolfhound except it flies slower and does more damage. Perhaps maybe as Stolen Tech? Even then... :L

 

You write too many details imo, it ends up being a huge wall of text, you only need to describe a few things with a couple of sentences.


2nm4ut.jpg


#254 LusiGoosi

LusiGoosi
  • Members
  • 81 posts

Posted 16 December 2013 - 08:18 AM

You should have seen my first draft, i got it down to a single page. A page is nothing to read. :p. Besides it is not that much writing, I can go on and on about military tech and equipment, I could write a book, I would not though too many books on the subject exist already.. Still I think the Hind could work as a replacement for the Kirov.  More of a siege gunship.


Edited by LusiGoosi, 16 December 2013 - 08:19 AM.


#255 Protozoan

Protozoan

    Big Stinky Gun

  • Members
  • 429 posts
  • Location:Australia
  •  Prepare to be emancipated from your own inferior genes!

Posted 16 December 2013 - 09:38 AM

You should have seen my first draft, i got it down to a single page. A page is nothing to read. :p. Besides it is not that much writing, I can go on and on about military tech and equipment, I could write a book, I would not though too many books on the subject exist already.. Still I think the Hind could work as a replacement for the Kirov.  More of a siege gunship.

 

I would like this so much, it'd be good against that pesky Epsilon, although I don't see how it would be balanced.


2nm4ut.jpg


#256 Traumaticid

Traumaticid
  • Members
  • 66 posts
  • Location:Infiltration Central
  •  Mad Suggestor

Posted 16 December 2013 - 11:30 AM

Downloaded, play it right to Bay of Pigs, mental AIs, 3 v 3, no SW no crates, random facts (my most used setting).

First impression: Love how those SUVs dancing around..

 

At first trial, I'm ded in about 15 minutes, incapable of defending my own base. But now, when I learned the patterns, I could make an absolute stationary defenses..

Sure it is hard at first times, but I think as the players get themselves accustomed to the AI, eventually they will say it is boring, too easy, need more units, etc..

 

Sure, one will say to me "too easy? try maps with more than one way to get inside your base" "try 1 v 5". Everyone has their own play style, and for me I love to play as a support/defense while aiding my allies.

 

I don't know what base the mentalmeisters use for the AI patterns, but maybe they need an automatic progressive tactic? Like, at first enemy would send 6 T1 units, after some requirements met, they will start sending 6 T2 with 4 T3, etc. More like, auto counter-measure. I remember I saw enemy immediately start training dogs only when I just trained my first Spy class unit in MO 2.0. In MO 3.0, I like the idea of the enemy detector units will automatically targets spies.

 

The requirements can be timing-related (reached specific seconds, units send will doubled/more tactical according to what our base currently have), resources value (reached a specific amount, and enemy will send a 'reasonable' bulk of units against your base so you would spent your money, the units sent also tactical; if our base has too much AAs, they will send land/naval forces).. For now, the pattern is almost always linear, so it won't be hard at all when the players know what the enemy will do, how much units the enemy will send, what unit the enemy will send..

 

But then again, these all just my opinions, no offense.. :(

 

Some things that I somewhat want them back:

-MO 2.0 health bar

-Defenses rank graphic

 

Since EA is a defensive sub faction, how about adding naval defense turrets/towers? And replace its Aircraft Carrier and Aegis Cruiser with one defensive unit..? Like, an anti-armor, anti-infantry and anti-air with no minimum range and each weapon can function at the same time? Probably like Aegis's missiles for tanks and aircrafts and some turrets for infantries? And probably make Mirage Tank's more precision strike like the vanilla..? Because for now, the only thing that I like about EA are Thor Gunship and Aircraft Carrier...



#257 Petya

Petya

    title available

  • Project Team
  • 1,324 posts

Posted 16 December 2013 - 02:47 PM

Nice to see you in the forums again Traumaticid. :) Well tge MO2 health bar and defenses rank graphic won't return because they are too new for that.

 

About the Mirage Tank. Well I think making it precise again won't hurt.



#258 mevitar

mevitar

    REEEEEEEEEEEEE

  • Hosted
  • 1,971 posts
  • Location:your imagination
  • Projects:Doom Desire
  •  (◉ _ ◉)

Posted 16 December 2013 - 03:03 PM

Allow attackmove does not mean also allow opportunityFire, these are two different functions. OFC we know it would be op for long range weapons to have the ability to fire on the move.

Only units that can fire on move can be ordered to attack move. Units that can't, won't be able to attack move, because they would need to be able to fire on the move in the first place.
 

Id still love to see the Mil-24 Hind Being a unit from the original Red Alert, but also as it has been used by soviet armed forces since 1972.

All that Hind does, Wolfhound can do too. There's no gameplay reason to add them, and flying transports with weapons are too problematic to control.
 

Since EA is a defensive sub faction, how about adding naval defense turrets/towers? And replace its Aircraft Carrier and Aegis Cruiser with one defensive unit..?

There is no support-only subfaction (some person asked for such to be added at one point), and there won't be any faction that lacks a long-range siege ship. If a subfaction would end up lacking one, it would be a disability when it comes to attacking enemy bases from the sea. Whole naval tech tree would have to be redesigned, because otherwise, that side would always end up being destroyed by long range ships, while they themselves would be unable to get through enemy long range base defenses.

Edited by mevitar, 16 December 2013 - 04:14 PM.

ded signature

(◉ ᗝ ◉)

#259 X1Destroy

X1Destroy

    title available

  • Members
  • 660 posts
  • Location:Holy Terra

Posted 16 December 2013 - 03:39 PM

Suggestion....

Make naval mines available in Skirmish.

Maybe as support power?


"Protecting the land of the Free."
efXH1rz.png
 


#260 fff

fff
  • Members
  • 116 posts

Posted 16 December 2013 - 04:02 PM

How about adding late game economic buildings to all three sides?

Allied: oil derrick like structure, which acts like two oil derricks, requires tech center

Soviet: Driller like structure spawning ores around the building for ore miners, requires palace/science lab/battle lab

Epsilon: Slave miners are back, requiring pandora hub, and seeing as snipers are no longer in skirmish which could render them useless, and no op cause tier 3? still lots of anti-infantry weaponry, but you would have some kind of escort to them.


Edited by fff, 16 December 2013 - 04:04 PM.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users