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MO3.0 Feedback // SUGGESTIONS


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#2621 CLAlstar

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Posted 25 June 2016 - 09:16 AM

I didnt meant to say what would happen, i'm saying what is happening RIGHT NOW in this mission. Come closer with navy and you will be sunk by swarm of angry hornests. I've never used navy to deal with carriers in this mission, only rocketeers + jets.

 

Also approaching carriers which would not attack could be obviously too easy. MO always likes to boost difficulty up to eleven :p

 

 

Also, Allies Ore Purifier's ore bonus feels like the weakest of ecoboosters?

This could be because unlike Cloning vats, Industrial plant and Foehn Ecobooster, it role in late game drasticly falls off. When you have no ore and no access to it, all purifier does is a single derrick income. Maybe that could be doubled to match Tech Deposit?


Edited by CLAlstar, 25 June 2016 - 09:19 AM.


#2622 Speeder

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Posted 25 June 2016 - 09:30 AM

Also, Allies Ore Purifier's ore bonus feels like the weakest of ecoboosters? what if ore purifier either reduces construction time of base defenses or reduces building prices like it's an industrial plant for conyard? lore would be that the ore purifier helps building construction since there is more high quality building material to work with thanks to the purifier. though im sure someone might have a more exciting idea though.


And yet the Allies swim in money in the late game. It's not the weakest ecobooster, it might just be the strongest.

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#2623 BlackAbsence

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Posted 25 June 2016 - 10:51 AM

On poor maps, the player could use up all the ore before constructing his \ her Ore Purifier, in turn, only enhancing the scraps.

In this case, for it to have it's fullest potential, the player would have to hold back his \ her ore consumption prior to constructing their Ore Purifier.

However, on rich maps, the player could use up a small fraction of the ore before constructing his \ her Ore Purifier, without the need to hold back any, in turn, enhancing most of it.

 

The Ore Purifier can also play a rule the others can't, as in, it can still be considered working when destroyed, if its already done its job: Its investment remains.

 

How much exactly does the Ore Purifier addition you anyway?


Edited by BlackAbsence, 25 June 2016 - 10:52 AM.

Infinitive absence.


#2624 CLAlstar

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Posted 25 June 2016 - 11:22 AM

22% more cash from every drop AFAIK. Still, imho it falls of drasticly in late game when there arent any resources avaible.



#2625 Damfoos

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Posted 25 June 2016 - 11:31 AM

Doesn't it also boost your income from other sources (for example oil derricks), like Supply Lines upgrade in G:ZH does?



#2626 CLAlstar

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Posted 25 June 2016 - 11:49 AM

Nope. Only cash received from miners.



#2627 Schottkey 7th Path

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Posted 27 June 2016 - 05:48 AM

I tend to bankrupt myself easier with the ore purifier then the industrial plant. unless there is LOTS of ore mines around. tell me your wartime financial secrets! :p

 

 

Also, It looks like the Euro Alliance is the only faction without a upper tier Anti-Air unit (ALLIES: Aeroblaze, Blizzard Tank, SOV: Wolfhound, Sentinel, Catastrophe. EPS: Oxidizer, Ghenna, deployed Collosus)

 

Unless anyone has a better idea: It's Basically a "Mothership" unit like the Ghenna Platform. but for the Euro Alliance. carrying a special Chrono Fighter that can debuff enemy air by shooting the targets with a chrono weapon that slows down aircraft so anti-air have more time shooting down the slow moving aircraft.

If that is impossible to give aircraft speed debuffs then just make it deploy an Apollo Fighter instead to shoot down aircraft.


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#2628 Damfoos

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Posted 27 June 2016 - 06:17 AM

Last I checked Thors take down aircraft pretty damn fast.

#2629 Schottkey 7th Path

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Posted 27 June 2016 - 06:22 AM

Last I checked Thors take down aircraft pretty damn fast.

Wait, so Thors can take down aircraft? all this time i've been massing Archon AMC's whenever i see a Kirov and Thors have Anti Air?

 

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#2630 Damfoos

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Posted 27 June 2016 - 07:24 AM

Well, maybe they don't pack as much punch as Sentinels and thus can't really intercept fighters and bombers unless massed, but they have decent AoE (shred grouped air units, especially Rocketeers and helicopters) and unlike WHounds they have no chance to miss. I'm not sure, but I think code-wise armor of each air unit was made additionally vulnerable to Thor attacks.

#2631 CLAlstar

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Posted 27 June 2016 - 08:19 AM

Thors are mainly anti-air and anti-infantry. They are decent against large groups of units, due to big splash radius.



#2632 Schottkey 7th Path

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Posted 18 July 2016 - 03:15 PM

Looking at the statlines on the units page , the USA's Bulldog looks like the worst tank so far. the rebalanced Kappa is now faster and a wee bit better armoured then the Bulldog. and it can even go over water. it's only better then then the mantis but even then the mantis is meant to be deployed in a horde, can heal others on death and is cheaper by a 100. the only thing keeping to going is the flashbang debuffer weapon. Think the bulldog can be made better expanding on the debuffer aspect by maybe giving it's main gun the ability to reduce enemy armor strength for the next hit like the Harrier's HEAT missile?  though the debuff percentage would by alot smaller then the Harrier's. Or the Bulldog fires special Flashbangs that can also scramble enemy targeting systems to reduce their accuracy (damage) for a few seconds or so. this would be an interesting quirk for a basic tank.


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#2633 Damfoos

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Posted 18 July 2016 - 03:25 PM

It isn't mentioned in unit's description, but I'm pretty sure Bulldogs are invisible on radar. Though it might be removed in 3.3 or it was mission-exclusve trait in 3.0, I'm not sure.

Also, Kappa's description could use something like "to keep the tank afloat heavy armor had to be sacrificed" along with simple "engine consumes a lot of power".



#2634 BlackAbsence

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Posted 18 July 2016 - 03:28 PM

If the Instant Shelter support power is going to create a bunker that isn't a requisite for winning with short game enabled, then I suggest that we change its appearance somewhat to differentiate Instant Shelter Bunkers from Battle Bunkers. This is so people can priorities what's need to be destroyed without confusion.

Lore wise, I'd like there to be some explanation for the instant shelters appearance, so I've given that some thought and came up with two solution:

- The instant shelter could be a MCV-like unit para-dropped from the sky.

- The instant shelter could also be a create dropped from space or via missile which deploys into an Instant Shelter Bunker automatically.

 

I suggest that, when the Nuclear Reactor is in its damaged animation, it emits radiation. Engineers will have a terrible time fixing it, but that's the price you pay when constructing something so volatile.

This is intended for balance: Super power output / T2 - Potential base hazard. The same thing could be done for the Chinese Atom Heart, but to a lesser extent.

 

I suggest that the Soviet Crane be build-able at T2 + War Factory level, as compensation for the Soviets still not reviving a mass-able repairer unit.

 

Also, if the Soviet labs are going to be more expensive, then I recommend giving them more armour than the others. The Soviets love their armour, and their labs look tougher anyway, especially the Atom Heart.

 

USA's Bulldog looks like the worst tank so far.

The MBT Rank List:

1st - Qilin Heavy Tank @ $950.

2nd - Rhino Heavy Tank @ $900.

3rd - Opus Custom Tank w/ Initiate @ $850.

4th - Cavalier Medium Tank - Kappa Hover Tank - Jaguar Assault Tank @ $800.

5th - Bulldog Light Tank - Lasher Light Tank @ $750.

6th - Opus Custom Tank (As is) @ $700.

7th - Mantis Light Tank @ $650 ($600 in MO3.3).


Edited by BlackAbsence, 18 July 2016 - 04:15 PM.

Infinitive absence.


#2635 CLAlstar

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Posted 18 July 2016 - 04:17 PM

Instant shelter is fine as it is imho.

 

Punishing player for trying to fix his nuke reactor using engi is one of worst possible ideas i have ever heard.

 

Soviet labs cost more because soviets right now have most simple tech tree when it comes to reaching T3.

 

Regarding tanks: Bulldog is not weak. Right now its decent against BOTH tanks and infantry. Kappa loses it healing perk. Mantis can still affect only other Mantis tanks.


Edited by CLAlstar, 18 July 2016 - 04:26 PM.


#2636 X1Destroy

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Posted 18 July 2016 - 06:54 PM

Bulldog is not weak, but it should be a bit cheaper. At the cost of 700$ it would be easier to spam bulldogs as the main anti-tank forces till Abrams arrive.

BTW, was Apocalypse removed? Can't see it in the unit list anymore.


Edited by X1Destroy, 18 July 2016 - 06:54 PM.

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#2637 Damfoos

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Posted 18 July 2016 - 07:40 PM

It is either removed as a buildable unit (left for campaign only), or moved to Stolen Tech which is yet to be updated. 



#2638 Damfoos

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Posted 20 July 2016 - 08:00 AM

So the Epsilon infantry page has been updated, and the Hijacker is there now. But I was surprised it doesn't have a special insignia like all the units which can disquise have (Arsonist has one too after all), so what if he had something like a wheel or a steering wheel, let the color be black to not confuse it with Infiltrator insignia.

Nice new Epsilon units cameos btw

#2639 Death_Kitty

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Posted 21 July 2016 - 09:57 AM

Well... I saw virus is back as a mainline unit for yuri... Then I looked at the range... Had a heart attack. Let me explain why a 12 range virus is BAD.

Let's start off with how ridiculous it is... Only 8 units outrage virus... She has the same range as a prism tank, magnetron, and a deployed allied sniper... Yes. A virus that remains mobile outranges a mobile sniper who fires bullets not darts. Wha?

Lore aside. Snipers in general are BAD idea bc they instantly make infantry obsolete. A unit with artiliry range that 1 hits infantry can kill endless units... the solution is to make the Snipers take multiple hits to kill infantry... Like how starcraft ghost take multiple hits to kill even a marine. I just don't see how virus is balancable... You could lower the regular snipers rof and dmg but virus has different mechanics. I liked her better as stolen tech...

Edit: spelling/grammar

Edited by Death_Kitty, 21 July 2016 - 10:00 AM.


#2640 BlackAbsence

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Posted 21 July 2016 - 10:53 AM

Viruses aren't 'bad', they're practically on par with almost ever other T3 siege unit in terms of infantry sniping.

Prism Tanks, Buratinos, Blizzard Tanks, and many others... they're all equivalent to snipers in this regard.

Viruses are good for Psi Corps because it's their only sniper.

 

Mass infantry (of the right type) will always beat tanks, especially when they're uncrushable, which is why some infantry counters are necessary.

Now I know Infantry becomes obsolescent in the presence of these great counters, but it's only until late game, and they're expensive in comparison to tanks.

So while your enemy commander is putting all his/her funds into sniper-like siege, you can invest into out numbering them tank-wise, especially if you're SC.

 

Edit: Speaking of which, I have a feeling that everyone is going to fear using infantry against SC : p Bloatick Traps...

Every light faction seems to have a nasty surprise for infantry. USA: Mercury strike. LC: Flamey Squad. SC: ...Everything...

Infantry are weak, meaty sacks, best used for early - mid game. Get some nice sturdy metal and roll things over.


Edited by BlackAbsence, 21 July 2016 - 10:59 AM.

Infinitive absence.





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