Jump to content


Photo

MO3.0 Feedback // SUGGESTIONS


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

#2661 Damfoos

Damfoos

    When world domination haven't cured the emptiness inside

  • Members
  • 870 posts
  • Location:Russia
  • Projects:Translation of various cool C&C mods.
  •  Mental Omega Russian Translator

Posted 26 July 2016 - 05:44 AM

I dont think it would be ever possible - what i mean is increasing speed with passenger.


Maybe the IFV logic it is using would allow to give it a secondary weapon which will constantly fire itself on the tank and attach a speed buff to it? Though I don't know if it is really possible to do a weapon which will automatically fire and target the parent unit. On the other hand, there's Drakuv's healing field which enables automatically, but it is attached to the unit since the beginning, and not granted by IFV logic...

Edited by Damfoos, 26 July 2016 - 05:47 AM.


#2662 Damfoos

Damfoos

    When world domination haven't cured the emptiness inside

  • Members
  • 870 posts
  • Location:Russia
  • Projects:Translation of various cool C&C mods.
  •  Mental Omega Russian Translator

Posted 29 July 2016 - 07:35 AM

Suggestion: how about the campaign-only Coastal Guard like in RA2, but this time with their own ships and not just Destroyers with changed names?



#2663 Com.Davanov

Com.Davanov
  • Members
  • 97 posts
  • Location:Foehn Camp, Location Classified.
  •  That guy who gets angry when you consider killing his fav char.

Posted 30 July 2016 - 11:06 PM

I dunno, that'd increase work time man. Not to mention, too many campaign only units spoils things a tad. Makes multiplayer fans think you like campaign more.



#2664 Graion Dilach

Graion Dilach

    Supérior Caliburwielder

  • Project Team
  • 2,187 posts
  • Location:Iszkaszentgyörgy, Hungary
  • Projects:Infinty Engine modding, OpenHV, Attacque Supérior (sometimes)
  •  That guy you keep hearing the stories about.

Posted 04 August 2016 - 03:03 PM

Coulda just use Bu7loos's Destroyer - or one of the many other public ones. Since it's more of an eye-candy, the RA2 scale might not even harm it.
kuuHd4s.png6pDXsCS.png
n0J1wqE.pngIX8pBXZ.png

AS Discord server: https://discord.gg/7aM7Hm2

ComradeCrimson: AS is the product of Hungarian acid
ComradeCrimson: And magical hussars
Dutchygamer: and Weird Al.


#2665 Com.Davanov

Com.Davanov
  • Members
  • 97 posts
  • Location:Foehn Camp, Location Classified.
  •  That guy who gets angry when you consider killing his fav char.

Posted 04 August 2016 - 03:17 PM

I dunno...



#2666 Abc12341

Abc12341
  • Members
  • 18 posts

Posted 07 August 2016 - 03:27 PM

Suggestion: how about the campaign-only Coastal Guard like in RA2, but this time with their own ships and not just Destroyers with changed names?

Didn't it just look like the Destroyer? Plus wasn't it only in like 1 mission? Either way, I'm not opposed to that idea.

 

My own suggestion: maybe make it so naval and air units plus base defenses can be created as veteran, like when a spy infiltrates a barracks, infantry can be trained as veteran. I'm also suggesting some changes to the normal spies, but the other thing is another spy unit, which would be amphibious so that it can infiltrate shipyards. Its other purpose could be scouting, as it would have a longer cloak-detect range than all other naval units. Also, after an enemy Naval Shipyard has been infiltrated once, any subsequent infiltrations will reveal all enemy naval units' locations at the time of the infiltration, and also reveal cloaked units. This 'new spy' unit would instead serve the purpose of gaining the ability to train units as veteran, so he would be the one to use to infiltrate airbases, shipyards, barracks', war factories, and construction yards, and give veterancy for each corresponding building's production purpose (i.e. con yard -> base defenses, barracks -> infantry, airbases -> jets, etc.), but it would still be worth using even after all veterancy has been acquired, as he could still infiltrate enemy shipyards to reveal the enemy's navy. With this, the current spies would be changed a little bit - instead, they would be the ones to use to shut off an enemy's power, steal money, and re-shroud enemy's radar; and they could have different effects for infiltrating a barracks or a war factory: instead, when for example a war factory is infiltrated by a spy, then production is ceased for an amount of time, possibly 1 minute, and 5 seconds are reduced from the time for each extra war factory the opponent has, maybe capping at 30 seconds. The other thing about the amphibious spy worth mentioning is I suppose it would only be able to disguise itself as a unit that can traverse water, but if not that, then it could just be cloaked, and not able to disguise itself. 


Edited by Abc12341, 07 August 2016 - 03:30 PM.


#2667 BlackAbsence

BlackAbsence

    BlargleGargle

  • Members
  • 360 posts
  • Location:Bottom of the Abyss

Posted 07 August 2016 - 09:52 PM

I recommend adding a little radar icon to go along with the build icons of structures that provide radar.

This is intended to make it clearer to people that not all air force structures provide radar, and it'd be nice to have anyways, imo.

 

The Hunter Seeker thing is a cool power, but I doubt a lot of people are going to know that they can launch more than one at a time without reading up on it first.

This is mainly due to the fact that they come from a tech structure, which is most likely going to be viewed only as a tech structure and nothing more.

So I'd rather these Hunter Seekers come from some defensive structure: A Seeker Silo. It'll be build-able after the Robot Ops Control Center is built and have a build limit of 5, of course.

Just to make it clearer to people.


Edited by BlackAbsence, 07 August 2016 - 09:53 PM.

Infinitive absence.


#2668 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 9,003 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 07 August 2016 - 09:54 PM

Hunter-Seeker's label says (Max: 5) in the game.


mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#2669 MusketMarine

MusketMarine

    Professional MCV Hijacker

  • Members
  • 76 posts
  • Location:United States
  • Projects:Cerebral Cascade, Hidden Allegiances
  •  LibraPsiCucks

Posted 09 August 2016 - 12:14 AM

Does the new Hijacker still have the same voice as the Latin Confederation one?



#2670 Death_Kitty

Death_Kitty

    Balance Crusader.

  • Members
  • 185 posts
  • Location:Great City-State of Chicago
  •  I don't know what balance looks like in this mod; I just know I want it.

Posted 09 August 2016 - 09:23 PM

I have idea! here I go:

 

looked at ares the other day and saw this:

"NoAmmoWeapon, which makes units switch to a less powerful weapon that might not need ammunition to fire while the primary weapon reloads"

(http://ares.strategy-x.com)
 

could we not do that for the wolfhound? I think that would balance it out... perfectly... use the (weaker) MG while the rockets of death reload.

 

EDIT: spelling

 

PS!: On the units page, it says the Storm child is the fastest allied plane... might want to fix that. 


Edited by Death_Kitty, 09 August 2016 - 09:40 PM.


#2671 BlackAbsence

BlackAbsence

    BlargleGargle

  • Members
  • 360 posts
  • Location:Bottom of the Abyss

Posted 10 August 2016 - 01:13 AM

Why Battleships?

Opposed to the other "siege" ships:

- They can't be countered with anti-air.

- They can fend for themselves.

This makes them a bit too excellent, imo.

 

Therefore it should either be removed or the other sides should be compensated with "equivalent" ships.

 

What I would do, is:

- Make the Dreadnought fire smaller, heat-seeking missiles which can't be shot down.

This is so they have a "Battleship" of their own.

- Make the Akula Sub universal, to partake the Dreadnoughts previous role as the dedicated anti-base ship.

- Give Epsilon back an old friend, that would "bring them down to their level": The Boomer Sub.

Again, this is so they'll have a "Battleship" of their own. Unlike their previous water-to-land missiles, their new ones fly too fast to be shot down, and are heat seeking, much like the new Dreadnought missiles.

 

One final thing I'd like to add is a slight range reduction for every "Battleship" type ship, because I don't want them to make the Aircraft Carrier, Alkula, or Resheph redundant.

 

Edit: As for the Phone army, I have no idea :3

 

Edit number two: Something entirely different.

Because Foehn likes BIG STUFF, I was thinking that their naval transport should gain 1.5 times the cargo space & Hit-points, but lose half its speed.

Just my opinion.


Edited by BlackAbsence, 10 August 2016 - 01:35 AM.

Infinitive absence.


#2672 CLAlstar

CLAlstar

    The one and only master of Scorpion Cell

  • Members
  • 1,095 posts
  • Location:Poland
  •  Worst MO Player

Posted 10 August 2016 - 06:45 AM

I send you to topic "N00b bulletin #2" and to latest Cesare video, you will find out why battleship are here with AC's around. Battleship might be good against buildings but its too inaccurate to quickly demolish them in large numbers. And they cant outrange T3 defenses. Their main usage is shore clearing and engaging in naval combat.



#2673 BlackAbsence

BlackAbsence

    BlargleGargle

  • Members
  • 360 posts
  • Location:Bottom of the Abyss

Posted 10 August 2016 - 03:42 PM

But what about "shore clearing + naval combat" for the other Sides?

All they've got is Seawolves and Piranhas? :p They don't fair well against a Battleship.

 

Why do the Allies get better naval options? 


Edited by BlackAbsence, 10 August 2016 - 03:57 PM.

Infinitive absence.


#2674 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 9,003 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 10 August 2016 - 04:06 PM

Cause they rule these waters. They're not 'better', they're 'different'.


mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#2675 Death_Kitty

Death_Kitty

    Balance Crusader.

  • Members
  • 185 posts
  • Location:Great City-State of Chicago
  •  I don't know what balance looks like in this mod; I just know I want it.

Posted 10 August 2016 - 06:25 PM

That makes sense; lore wise the allies have the best navy, and while the aegis is undisputably the best naval AA, and the carrier the best naval artillery, the destroyer suffered later on when soviet and epsilon support  ships came into play, to wit: sure destroyers could cope with a few typhoons, but once seawolves came in and took out the osprey, that engagement went south real quick, and of course epsilon has a completely stealthed navy, which let them position things where they wanted too, which makes withdrawing difficult, especially when a giant squid ends up capturing a destroyer in its attack, then piranhas finish it off. On top of this, allies lacked a fast scout, a role that the piranha and the typhoon (with survivability and not speed) fulfilled for their respective faction.

 

So the battleship was meant to fill the role of heavy naval engagement, and shore clearing, which the allies had lacked, penalized by the aegis cruiser. So... bravo devs. 



#2676 DoMiNaNt_HuNtEr

DoMiNaNt_HuNtEr

    title available

  • Banned
  • 589 posts
  • Location:North America
  •  Mr. Socialite!

Posted 10 August 2016 - 08:05 PM

Yah you guys are fucking geniuses. All I want to see now is the MAD tank.

 

Get 9 MADS lined up outside the enemy base, Iron Curtain them, then deploy them, and hopefully the Iron Curtain effect wears off seconds before the MAD tank is ready to detonate. Back in RA1, the MADS could not detonate while invulnerable.

 

KABOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!

 

Question, can Demo Trucks detonate whilst under the effect of the Iron Curtain?


Edited by DoMiNaNt_HuNtEr, 10 August 2016 - 08:06 PM.


#2677 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 9,003 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 10 August 2016 - 08:57 PM

You can only build one.


mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#2678 BlackAbsence

BlackAbsence

    BlargleGargle

  • Members
  • 360 posts
  • Location:Bottom of the Abyss

Posted 10 August 2016 - 09:25 PM

the battleship was meant to fill the role of heavy naval engagement, and shore clearing, which the allies had lacked

Destroyers are greater than Seawolves & Piranhas at shore bombardment and Aircraft Carriers can hit moving targets.

How, in anyway, did the Allies lack when it came to clearing out shores? =.=


Infinitive absence.


#2679 DoMiNaNt_HuNtEr

DoMiNaNt_HuNtEr

    title available

  • Banned
  • 589 posts
  • Location:North America
  •  Mr. Socialite!

Posted 10 August 2016 - 10:12 PM

You can only build one.

 

HOLY FUCK THE MASTER OF FEW HAS SPOKEN!!!! THE MAD TANK IS IIIIIIINNNNN!!!!!!! Campaign only proly.

 

As a reward for your hard work, Mr. Speeder and mod crew, I wanna send you all, two high class hookers and an 8 ball of yeyo, up a flight of 100000 golden stairs, past the mountain top peaks and into the clouds, where you can pound back some liquor with god himself while Jesus and Buddha throw a bitchin rave MDMA party, and Moses rolls up fatties. Your record just went quintuple platinum fused with triple gold, decked out with diamonds, muthafucken playah! The President of the United States of America wants to shake your hand on national TV while the first lady of France gives you a hummer!

 

 

 

 

the battleship was meant to fill the role of heavy naval engagement, and shore clearing, which the allies had lacked

Destroyers are greater than Seawolves & Piranhas at shore bombardment and Aircraft Carriers can hit moving targets.

How, in anyway, did the Allies lack when it came to clearing out shores? =.=

 

 

Thats not the point, yo.

 

Soviets OWN the seas with their typhoon attack subs and Seawolves. They kick the shit right out of destroyers. Aegies crusier does fuck all about that, so that leaves the dolphins and aircraft carriers.

 

But now with the battle ship, a long lasting mammoth tank of the seas, the Battleships can take the brunt of typhoons and seawolves, fighting back with the destroyers. Think of the battleship as a heavy destroyer, with a much stronger cannon but no Osprey.

 

Its asymmetrical, but should balance out at the end of the day.


Edited by DoMiNaNt_HuNtEr, 10 August 2016 - 10:19 PM.


#2680 edumm

edumm
  • Members
  • 73 posts

Posted 11 August 2016 - 02:01 PM

It would be interesting to allow the shipyards to gain an repair aura for naval units, (only the Epsilon Giant Squid and the Allied Dolphin would not benefit from not being mechanical units).

 

It's annoying to have a damaged naval fleet and does not have a repair option (though the Allies might use the Backwarp and the Soviets the Repair Drone is still something very limited).






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users