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#261 fff

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Posted 16 December 2013 - 04:10 PM

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.

I would love to see the Hind in the game too! but alas as Mevitar as stated, it is similiar to the wolfhound.

thou there could be a difference, wolfhound being a lot cheaper than the hind ofc.

Or even reintroduce the Airfield for 1500 cash after radar, returning MIG aswell and all current aircraft requiring the airfield to be built...     
(i wish :evgr: )

In some of the mission i can't remember now, there was some kind of medical bay building for the soviets... could this building be buildable in skirmish for all soviets? it would make infantry extra useful.

I Suggest further decreasing some of the infantry T1 prizes  like

GI =             From 120 to 100                 Guardian GI =  From 300 to 250
Conscript = From 60 to  50                     Archer =          From 250 to 200
initiate =      From 150 to 130                 Flak trooper =  From 160 to 120


Edited by fff, 16 December 2013 - 04:23 PM.


#262 Petya

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Posted 16 December 2013 - 04:49 PM

Archer is the best basic AA infantry so that one must stay at 250. GGI is a tank killer when deployed so 300 is a correct price for him.



#263 Divine

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Posted 16 December 2013 - 08:00 PM

I'm wondering if it'd make sense to have modified tech trees in "Islands" gamemode, similarly to the Infantry War. All sides should get the most possible flying / amphibious units. All allied would get Kappa tank as MBT, all Epsilon would get Epsilon Elite, Marauader and Irkalla, and stuff like that. Btw, why don't you rename "Infantry war" to "Meatgrinder"?


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#264 Malekron

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Posted 16 December 2013 - 08:13 PM

==Commissar==

 

Unique to Russia

 

Cost: 450

 

Requires: Barracks, Radar Tower

 

Role: Infantry Support

 

Weapon: Megaphone, huuur-RAAH! shout

 

Abilities: Grants infantry passive 20% speed boost and a 15% firepower boost within sight radius. When ordered to deploy all surrounding infantry gain 55% speed and 45% attack boost within sight radius.

 

Story: Bearing the Soviet Flag with both hands and shouting propaganda and threats to motivate Red Army that they are essential (but disposable) to the success of the Soviet Union. The Commissar are the spine that give the lowly conscripts, flak troopers, Tesla troopers, and pyros the will to smash through infantry battalions, tank divisions and fortresses. When ordered to deploy the Commissar gets fellow his fellow troops to enter yell a battle cry Hurrah with the first syllable being elongated giving it a ghostly moan  with the last syllable yells top of their lungs giving any infantry near the Commissar to achieve a peak in battlefield performance to overcome any challenge that comes to challenge the Mother Land.



#265 Black/Brunez

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Posted 16 December 2013 - 08:18 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.

 

They already have: Ore Purifier, Industrial Plant and Cloning Vats. And both them also work as a passive

 

And fff, I think that infantry is already cheap and effective enough. Specially Archers.



#266 Divine

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Posted 16 December 2013 - 08:20 PM

==Commissar==

 

Unique to Russia

 

Cost: 450

 

Requires: Barracks, Radar Tower

 

Role: Infantry Support

 

Weapon: Megaphone, huuur-RAAH! shout

 

Abilities: Grants infantry passive 20% speed boost and a 15% firepower boost within sight radius. When ordered to deploy all surrounding infantry gain 55% speed and 45% attack boost within sight radius.

 

Story: Bearing the Soviet Flag with both hands and shouting propaganda and threats to motivate Red Army that they are essential (but disposable) to the success of the Soviet Union. The Commissar are the spine that give the lowly conscripts, flak troopers, Tesla troopers, and pyros the will to smash through infantry battalions, tank divisions and fortresses. When ordered to deploy the Commissar gets fellow his fellow troops to enter yell a battle cry Hurrah with the first syllable being elongated giving it a ghostly moan  with the last syllable yells top of their lungs giving any infantry near the Commissar to achieve a peak in battlefield performance to overcome any challenge that comes to challenge the Mother Land.

Warhammer 40k comes to mind. Give it a pistol which can be used against enemy infantry or to "motivate" friendlies, by shooting one of them dead. Shooting one of his men should give a 10 secs boost to speed and firepower of others. About the loudspeaker stuff, it could be used to give a smaller buff, without killing anyone in the ranks.


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#267 Atomic_Noodles

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Posted 17 December 2013 - 12:06 AM

 

==Commissar==

 

Unique to Russia

 

Cost: 450

 

Requires: Barracks, Radar Tower

 

Role: Infantry Support

 

Weapon: Megaphone, huuur-RAAH! shout

 

Abilities: Grants infantry passive 20% speed boost and a 15% firepower boost within sight radius. When ordered to deploy all surrounding infantry gain 55% speed and 45% attack boost within sight radius.

 

Story: Bearing the Soviet Flag with both hands and shouting propaganda and threats to motivate Red Army that they are essential (but disposable) to the success of the Soviet Union. The Commissar are the spine that give the lowly conscripts, flak troopers, Tesla troopers, and pyros the will to smash through infantry battalions, tank divisions and fortresses. When ordered to deploy the Commissar gets fellow his fellow troops to enter yell a battle cry Hurrah with the first syllable being elongated giving it a ghostly moan  with the last syllable yells top of their lungs giving any infantry near the Commissar to achieve a peak in battlefield performance to overcome any challenge that comes to challenge the Mother Land.

Warhammer 40k comes to mind. Give it a pistol which can be used against enemy infantry or to "motivate" friendlies, by shooting one of them dead. Shooting one of his men should give a 10 secs boost to speed and firepower of others. About the loudspeaker stuff, it could be used to give a smaller buff, without killing anyone in the ranks.

 

 

Thats a bit wasteful on your own infantry. I could see it as being like a mini Thor Gunship though with a secondary mega-phone deploy weapon similar in execution to the Desolator where he constantly redeploys or like the Yuri's which is a one time deploy where you have to reorder them. I am using this as well though currently they're limited as Campaign Exclusive infantry.


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#268 LusiGoosi

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Posted 17 December 2013 - 01:29 AM


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.
 

The way I saw the Hind was more of an air based Buratino using the thermobaric rockets fired from the UB-32 rocket pods.It would be much more of a siege weapon and would be used for saturation attacks. Though i suppose the Cannon is the same. I think an air based flame saturation type air attack is rather different from the Wolfhound. The Wolfhound uses guided missiles and a machine gun making it a precise strike helicopter. Not a barrage craft, The more i thought about it the more I thought it should be more like this, my original idea had too many weapons.

Crocodile or Mil-24 “Hind”

Cost: $2125

Speed: 14 (Flying)

Hitpoints: 650

Armor Class: heavy Air

Prerequisite: Soviet War Factory, Soviet Lab

Purpose: Gunship.

Suggested weapon set: GSh-23L 23mm dual auto cannon ((weapon not needed after all the original Red alerts only had rockets))  / UB-32 rocket pods x4

UB-32 rocket pods would use thermobaric rockets much like the Buratino releasing a saturation effect of explosions and a burning field in their wake.  While my original idea had this it also had a lot more to it. One cool idea that could be an option if possible is that Hind had a land mine, being able to place mines as a secondary feature would be unique.

Range:  7/7/7

 

Also good to see another person suggest a commissar or political officer for soviet support.



#269 Malekron

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Posted 17 December 2013 - 01:52 AM

==Disciple==

 

Available to all Epsilon subfactions (I know that the Infiltrator serves as the tier 3 bridge demolitions expert, this is just to something for theoretical tier 2 infantry to give them)

 

Cost: 650

 

Requires: Barracks, Radar Spire

 

Weapon: Mental to Molecular Destruction Device (MTMDD)

 

Role: Demolitions, Anti Structure, Anti Stationary Units

 

Abilities: Amphibious, Can destroy bridges, other Disciples can speed up the MTMDD rate to destroy structures or immobile units, May not target moving units

 

Story: The Disciple take mind over matter to whole another level with the ability to alter the innate energy in solid matter be it inorganic or organic, thanks to their Mental to Molecular Destruction Device. The Disciple provides for Epsilon's forces' the "demolition expert" however mobile units provide the Disciple teams challenges due to their rather lacking psionic focus and potential.

 

==Tall Man==

 

Unique to Psi Corps

 

Cost: 1300

 

Requires: Barracks, Pandora Lab

 

Weapons: Daddy Long Legs, Levitation

 

Role: Anti Infantry, Tank Levitation and Air pull down,

 

Abilities: Flies, counts as both an air and ground and may be attack by both anti air and ground based attack, can step on infantry instant killing them, can bring enemy tanks into the sky leaving them vulnerable to anti air or bring enemy air units down to the ground exposing them to ground based attacks, takes damage when over water.

 

Story: Towering above the battlefield with Yuri's visage connected to segmented legs is the Tall Man, a proselyte within the Gravitational Body-Mass Field or the "Daddy Long Legs". Armed with razor sharp claws at the feet of the Daddy Long Legs, the Tall Man can slash (or simple step on infantry) if they are close enough. The real potential in the Tall Man is his manipulation of gravity to bring tanks to the sky or planes to the ground exposing them to anti air for the former and ground attacks for the latter incongruously. However the Daddy Long Legs takes damage when exposed to water due to it's altering of the laws of gravity bringing droplets of water in to it's delicate infrastructure and can be brought down by both anti air and anti ground units.

 

==Mass Synaptic Collapse Event==

 

HQ Support Power

 

Cost: 800

 

Time: 6:00

 

Requires: Pandora Hub, Geneplug

 

Purpose: Mass infantry immobilization event involving Stalkers from extensive ranges for 10 seconds (think Zephyr Beacon but with a twist)

 

==Unstable Chemical Construction==

 

Scorpion Cell

 

Cost: 2750

 

Time:9:00

 

Requires: Pandora Lab, Chemplug

 

Purpose: Using experimental chemicals all War Factories gain a 60% speed in construction and deployment of vehicles at the cost of half their health (Lasts for 3 minutes).



#270 Atomic_Noodles

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Posted 17 December 2013 - 02:14 AM

Slenderman for Epsilon... :thumbsupxd: Though Crushing for infantry vs infantry isn't possible atm (Unless you give it AE to allow it to fake crush enemy infantry near it (Though this means he can't get exp for the ones he "walks" over. The Weapons I can imagine being doable of bringing ground to air (Old Magnetron Attack) but don't think you can keep it on one spot as it just brings it over to the firer. But Air to ground isn't possible I think.


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#271 Malekron

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Posted 17 December 2013 - 03:45 AM

Slenderman for Epsilon... :thumbsupxd: Though Crushing for infantry vs infantry isn't possible atm (Unless you give it AE to allow it to fake crush enemy infantry near it (Though this means he can't get exp for the ones he "walks" over. The Weapons I can imagine being doable of bringing ground to air (Old Magnetron Attack) but don't think you can keep it on one spot as it just brings it over to the firer. But Air to ground isn't possible I think.

 

I did not think about those coding issues but what does Slender Man have in common with the Tall Man other than both long legs, being unsettling in nature and having 'Man' at the end of both their names.



#272 Mister_Pants

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Posted 17 December 2013 - 04:33 AM

I feel like Scorpion Cell lacks a true T3 Anti-Tank unit. While the Tyrant has his uses, he can't exactly compete against other Uncrushables out there. So I came up with an idea. The Oxidizer, cool little unit, love the voice set for it. However, I feel like he needs a bigger part in the Scorpion Cell Death Squad of Super Fun. So.. why not make him target ground units as well? He'd be quite a boon in the front lines, helping Tyrants and Brutes bring down whatever unit that dares stand in front of Scorpion Cell's welded together army. Although, to shred 40% of an enemy's armour would be broken beyond belief, I'd propose to reduce it to 20% or hell 15%, seeing as there are so many more uses for this little guy. Seeing as they'd be built more, they'd still be a potent Anti-Air Support unit as well. 



#273 Atomic_Noodles

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Posted 17 December 2013 - 05:03 AM

While I was skimming through that. That was what I thought of in the Tall Man.

 

Oxidizers do feel overspecialized with their gun firing only for AA Armor Debuff. Another thing I'd like to suggest for it is to have its weapon's laser change to a bright yellow instead.


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#274 Protozoan

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Posted 17 December 2013 - 05:05 AM

I mentioned earlier that Jets weren't useful enough for their price, well I change my mind, they're fine the way they are.


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#275 Malekron

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Posted 17 December 2013 - 06:06 AM

Well... the pilots for the Oxidizers are punished for insolence and the necessity for soldier-like discipline in the Scorpion Cell and knowing how unstable some of the regimes in their area of operations (they should know they are toppling some West and Soviet aligned governments there) who's to say some other "special interest group" doesn't come along to fight SC and to SC commanders "surprise" they find their troops cowardly or weak to effectively fight against that "special interest group". So to compensate against this they through any soldier that is unsatisfactory in to a haphazardly constructed rustbucket that must rely on other anti air units (Gattling Tanks, Archers and Gattling Turrets) to take down hostile aircraft. If the Oxidizer is destroyed who cares he would have lived if he followed instructions and/or coordinated with his brothers so lets go build a new one. The bottom line is that all the dedicated anti air units must depend on other units to achieve survival and success in the field. The Oxidizer doesn't do any damage but it abilities do stack for each one does 40% armour reduction so for example 5 Oxidizers can make an air unit with 200% reduced armour with more flexible Epsilon units can cause air units to take 2x damage from 10 Gattling Tanks or Archers;10 Oxidizers dealing 400% armour reduction to take 4x damage with 20 Archers or Gattling Tanks (always have more general/flexible units than overspecialized unit that depends on your income and unit production ingame). Synergy between Oxidizers and other anti air units is necessary to Scorpion Cell commanders that want to make the most use out of their units and faction powers, as it is to all other subfactions (if you don't take the traditional zerg rush tactic).


Edited by Malekron, 17 December 2013 - 06:06 AM.


#276 mevitar

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Posted 17 December 2013 - 11:08 AM

This is multiplicative, not additive. 5 Oxidizers reduce armor to 8%, not 50%. 10 Oxidizers is waste of money.
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#277 Malekron

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Posted 17 December 2013 - 05:19 PM

This is multiplicative, not additive. 5 Oxidizers reduce armor to 8%, not 50%. 10 Oxidizers is waste of money.

 

Wait so on the site it said 40% armour reduction that stack-able that is multiplicative and makes the armour protect just 8% of incoming damage, oh I thought it was additive my mistake.



#278 Bobby-Wan Kenobi

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Posted 17 December 2013 - 07:44 PM

Hot about a torpedo boat to Pacific Front ?

 

Cost: 500 - 700

Tier 1 Unit

Fires one torpedo at a time

Has MG for AA defense. Or as a secondary weapon. Good water scouts. And good in numbers. Not much else.

 

or

 

Heavy defense bunker, replacing the Grand Cannon for the Euro Alliance.

 

As the threat of USSR rising to power draw more and more near, Euro Alliance seeked a way to secure it's borders with the once more awakening Russian bear. Plan was to build a line streching from the Baltic Sea to the Greek borders. (Barbarossa reference :D). But before the invasion of America, only small part of the line in Poland was built. It consisted of heavy artilery bunkers with howitzers for ground targets and modified Patriot system for air targets. German engineers working on the line nicknamed it "the Siegfried line" (ding! double reference, to the actual Siegfried line guarding German side of the German-French border and also EU hero Siegfried.) Not being able to finish the line in time, EA High Command decided that line of the bunkers itself is unefective, however, using singular structures at key strategic points is still material and costly efficient. They made the plans available to top ranking European commanders, for choke point and important location defense. As the Red hordes approached Europe once more, Alliance knew that not only the bunkers will be put to the test....

 

T3 base defense

 

Siegfried Line Bunker or whatever.

Cost: more expensive than Grand Cannon

Weapons: sFH model 1980 157mm Howitzer, Waterfall AA missile system

or sFH model 1980 157mm Howitzer + garrison infantry.

 

Requires: Battle Lab, Warfactory

 

I don't know about this, it may be a bit OP or UP I don't know, tell me what you think.



#279 Petya

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Posted 17 December 2013 - 08:26 PM

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.

Nobody would use them, because they have more vulnerabilites than normal miners.



#280 Divine

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Posted 17 December 2013 - 08:34 PM

I'd suggest changing the explosion effect of the Irkalla's weapon.

H1hcDls.png

it's just a color gradient now, and has the shape of an almost perfect circle. IMO it looks very lame, something not helped by that it's spammed on the screen when the Irkalla fires.

 

EDIT: corrected my epic fails, holy shit I tought I can speak English.


Edited by Divine, 17 December 2013 - 09:42 PM.

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Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
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