I noticed a curious thing: i don't speak spanish or russian, but is somewhat strange that the BORILLO, which has a name that seems to be spanish, is a unit available for all the soviets and instead the DRAKUV, which on the contrary has a name that seems to be russian, is a unique unit of the Latin Confederation. Perhaps their names were reversed by mistake?
MO3.0 Feedback // SUGGESTIONS
#341
Posted 21 December 2013 - 09:14 AM
#342
Posted 21 December 2013 - 09:18 AM
How about using some of the Stolen Tech units in the missions of Act II?
#343
Posted 21 December 2013 - 09:47 AM
I noticed a curious thing: i don't speak spanish or russian, but is somewhat strange that the BORILLO, which has a name that seems to be spanish, is a unit available for all the soviets and instead the DRAKUV, which on the contrary has a name that seems to be russian, is a unique unit of the Latin Confederation. Perhaps their names were reversed by mistake?
Now that you say it, it seems quite a valid point. BORILLO was originally a Confed-only T3 vehicle. As more units become part of the arsenal, Borillo got moved to become an all-Soviet vehicle - And moved to T2 (with some twerks I think) as the same level as Stallion and Driller.
That might partially explain why Borillo rush is so damn powerful against an unsuspecting player, and on certain maps.
EDIT: Never mind. I'm drunk.
Edited by lovalmidas, 22 December 2013 - 12:28 AM.
#345
Posted 21 December 2013 - 10:22 AM
The closest thing we had was the Iraq's Armadillo, which never appeared again since was decided that we would have 9 factions.
#346
Posted 21 December 2013 - 11:40 AM
I noticed a curious thing: i don't speak spanish or russian, but is somewhat strange that the BORILLO, which has a name that seems to be spanish, is a unit available for all the soviets and instead the DRAKUV, which on the contrary has a name that seems to be russian, is a unique unit of the Latin Confederation. Perhaps their names were reversed by mistake?
Borillo's name was a reference to Need for Speed. The Artist played the game alot and its one of the Companies you can buy parts from in the game. Its a Russian Company.
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
#347
Posted 21 December 2013 - 11:44 AM
I hope you guys are just trolling.... Or do you seriously want to remove this litte piece of tactical gameplay from infantry war and make it an all out spamming contest?
Why do you want to play tacticool specops in a meat-grinder?
Because palying "tacticool spacecops" is much more entertaining and challenging than mindlessly bashing the icon of GI / Conscript / Initiate?
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#348
Posted 21 December 2013 - 11:53 AM
But watching hundreds of them killing each other for hours is much more entertaning than a short 10 min C4 planting game, right?
"Protecting the land of the Free."
#349
Posted 21 December 2013 - 11:59 AM
But watching hundreds of them killing each other for hours is much more entertaning than a short 10 min C4 planting game, right?
Absolutely not right... at least in my opinion.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#350
Posted 21 December 2013 - 12:29 PM
Why not?
"Protecting the land of the Free."
#351
Posted 21 December 2013 - 01:21 PM
How about using some of the Stolen Tech units in the missions of Act II?
Oooh! I like this one! We've already seen the Future Tank X-0 in the Soviet mission "Unshakeable", but what of the Apocalypse or Deviator? How about a mission for Epsilon that features a special devision of Deviators tasked with wreaking havoc in a contested strategic city? Or perhaps a mission featuring the Apocalypse Tanks of the Kremlin Black Guard, valiantly and fiercely defending Moscow from either Allied or Epsilon invasion? So many possibilities!
I have a Moddb page, if anyone cares to check it out: linky.
I can also be found at the Spacebattles Forums: linky.
#352
Posted 21 December 2013 - 01:47 PM
From an army Chinese Cyborgs, lol. Stolen tech unit vs stolen tech unit.
#353
Posted 21 December 2013 - 02:07 PM
From an army Chinese Cyborgs, lol. Stolen tech unit vs stolen tech unit.
Actually, Volkov's unit profile mentioned there being a secret cyborg production facility hidden somewhere in the Urals. Perhaps we could have a mission centered there? Whether it'd be an Allied one to destroy it, an Epsilon to hijack it, or a Soviet one to defend it against either.
I have a Moddb page, if anyone cares to check it out: linky.
I can also be found at the Spacebattles Forums: linky.
#354
Posted 21 December 2013 - 02:25 PM
Apocalypse is available in 2 soviet coops: Thunder God and Mad Monster, but in Mad Monster they are uncontrollable.
Deviator will be featured in some missions/coops in Act 2 I guess.
#355
Posted 21 December 2013 - 11:21 PM
For those who wanted an Allied epic unit, there is your Allied epic unit. Blame Russia for taking it out of production for your multiplayer gameplay.
#356
Posted 21 December 2013 - 11:29 PM
Tanya: Um…not sure on this one. My only thought is Tanya really military or private contractor or perhaps CIA? I’d guess CIA. Perhaps a way to tie the different looks between Red alert one and two together.
Well I guess that Tanya is just a codename, because if RA1 was in 1950 and she looked like 25-30 years old and RA2 is in 1972, MO in 1983, she would be at least 60 years old. I guess Tanya isn't her real name. I'd guess she is Delta Force or other Spec Ops. Since she is more of a soldier than agent, even though it is said it's agent Tanya. CIA agens don't take command of military divisions and units. At least not directly.
#357
Posted 22 December 2013 - 07:44 AM
I think it would be nice to see something like the "meat grinder" mode from the vanilla game. That is, a game mode where players are limited to T1 units and structures, radar being allowed. Is there any particular reason why this mode was removed for MO?
Such a mode would offer a simpler way to play for beginning / casual players, and it would give the basic tanks a chance to star - since Speeder and MM have put so much effort / creativity into balancing nine of them.
A similar mode that allowed players to build T2 units, though perhaps not T2 defenses, might also be interesting.
On an unrelated note, I used to enjoy playing a mod that replaced the "superweapons" option with a "destructive superweapons" option, so that players could disable nukes, weather controllers, and dominators without disabling chronospheres, iron curtains, and mutators. Have the MO staff considered such an option for this mod?
#358
Posted 22 December 2013 - 10:33 AM
The first one can be played via changing the max tech level in the game lobby.
I think the second one should return because I also liked that gametype.
#359
Posted 22 December 2013 - 11:37 AM
After 50 mins........
Genius building of a Normal AI.
Compared to this.....of an Easy AI.
I believe that this happened because of the map. Position 1 obviously need bigger build space.
Edited by X1Destroy, 22 December 2013 - 11:47 AM.
"Protecting the land of the Free."
#360
Posted 22 December 2013 - 02:28 PM
FutureTech Corporation / Syndicate (Full faction)
Leader:Rupert Thornley
"Why do we need to take over this world, when he have it already in our fingertips?"
Backstory: Said to be the rival to Kanegawa Industries, MassiveSoft Computing, Apricot Inc, and many other technology industries, The FutureTech Corporation's status can only be described as "on the top of the world." Their creations has the power to twist chemistry, physics, and any other sciences at their favor. For example, one of their tanks can either speed up or slow down the passage of time of their allies and enemies.
Led by a group of brilliant tacticians, inventors, scientists, engineers, and troopers, FutureTech has worked side-by-side with the Allied Forces for many years now. In fact, as it was said, "Finding a piece of Allied Technology that is NOT inspired, nor suggested by the FutureTech is like finding bacon that does not come from pork."
Their alliance came to an end, when information was leaked that the Thornley, is indeed corrupt, and FutureTech is actually a science-supported syndicate. They even support various criminal organizations, such as the Mafia, the Yakuzas and the Triads by helping with their operations and supplying them with their technology. (They even get to be hired to be soldiers and vehicle operators)
Shocked by their betrayal, the Allies immediately ordered the FutureTech to disband and surrender. (SPOILER ALERT: They didn't. )
Now, working not for any world superpower, but for themselves, the
TL;DR The FutureTech is actually a syndicate designed to push science forward, and make money process. Allies disowned them and became enemies with them.
If China is the mighty glacier of the subfactipns, then the FutureTech is glass cannon of them.
(China=Slow but Powerful)
(FutureTech=Powerful but Squishy)
Characteristics:
Technological advancement (Massive Hadron Collider for a Superweapon,
Breaking the laws of physics,chemistry and other sciences (Entropy Supervehicles, Aeon Tracks, Tachyon Troopers, anyone?)
Can'be considered to be "balanced game-breaking."
Commando: Darwin (think of him as female Yunru since they're both teenagers, this time he can:
Time-freeze unit in a radius, even aircraft (they won't fall from the sky)
Just like Tachyon Troopers, can be deployed to be bombarded by tachyons, making him extremely fast when running away
Against structures, he targets them like how Morales does, just replaces "MiGs" with "a laser from an Athena satellite."
Just like Siegfried, he does not die. Unlike Siegfried, Darwin shifts himself to another dimension to take a break.
Edited by someonebutnoone, 23 December 2013 - 12:59 AM.
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