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MO3.0 Feedback // SUGGESTIONS


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#21 GiveMeYourLunchMoney

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Posted 03 December 2013 - 01:41 PM

The difficulty is insane in some missions. I've only played through the 8 first Allied missions this far, and I had to replay some of the missions around 10 times, on easy difficulty!!

 

I'm not a noob in any way either, been playing all Red Alert games for 16 years. Mental Omega 2 was definitely easier than this. You've made the AI more challenging which is good, but the missions seem to have been designed by different people, some of them were badly designed, others very great but too difficult.

 

Some of the voices for the units were very annoying, example that German guy talking for one of the Allied tanks. You really notice it when you select multiple units of different kind, having all those units say different things in more than one word at the same time is just not good.



#22 Hecthor Doomhammer

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Posted 03 December 2013 - 03:12 PM

The missions are designed by several different ppl, and their style of mission design is visible throughout the entirety of the campaigns and coop missions. And then to imagine that I was the one who wanted more Super Thors in Thunder God...


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#23 Speeder

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Posted 03 December 2013 - 03:15 PM

Gonna need more details.

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#24 Vhaldez

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Posted 03 December 2013 - 03:29 PM

Hmm, I think I'm going to think up some units to put in the Tech Secret Lab.

As it stands right now, all we can get is the Rejuvinator, but I'd say 5 to 6 different units randomly assigned would be ideal.

Also, perhaps it's a good idea to make the Lab infiltratable, so that whenever it's been captured, the cycle resets and nobody gets the same unit from the Lab twice.


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#25 GiveMeYourLunchMoney

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Posted 03 December 2013 - 03:39 PM

Right the annoying voice was for the AMC unit. Can't stand the fake accent, it's like a bad comedian who think he's funny. No offence.

 

Ok and I played the last 4 missions of the Allies, and sadly all those last 4 missions were very bad in my opinion.

The one with the robot: A slow turning unit who can't even shoot more than 3-4 infantry and definitel ynot at the same time going around finding scientists in a map full of patrolling tanks and AMCs on easy mode, was really not fun.

 

The one you're suppose to follow two units and protect them: Would help a lot if one unit didn't go a way and the other another way! And it's really not fun having to go around shooting scuds that appear form nowhere just when you reached your destination, and all that on easy mode.

 

The one you're supposed to get the nuke silo before time runs out, insanely hard and bad map design, on easy mode.

 

The last mission might be fun for some people, but not my idea of fun either.

 

The missions with Tanya and the seals were all good and well designed, but hard indeed, not in a bad way.


Edited by GiveMeYourLunchMoney, 03 December 2013 - 03:48 PM.


#26 Speeder

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Posted 03 December 2013 - 03:45 PM

Hmm, I think I'm going to think up some units to put in the Tech Secret Lab.
As it stands right now, all we can get is the Rejuvinator, but I'd say 5 to 6 different units randomly assigned would be ideal.
Also, perhaps it's a good idea to make the Lab infiltratable, so that whenever it's been captured, the cycle resets and nobody gets the same unit from the Lab twice.


The Rejuvenator was made a single unit from Tech Secret Lab to remove the random factor. If any other units get added in the future, you'll get them all by capturing a single lab.

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#27 Martinoz

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Posted 03 December 2013 - 03:59 PM

The one you're supposed to get the nuke silo before time runs out, insanely hard and bad map design, on easy mode.

You have a longplay on the medium, the key to win is timing to:

- Capture Oil Derrick and SpySat (no Sat on medium difficulty)

- Destroy Stalin's Fist

- Destroy Qilin Tanks right after they appear on map

- Don't forget about Rhino drops in your base, Guardian GI's will do the job

- Tech Arty Bunkers might be handy, protect them

- Use the hill near the main Soviet base to hit them with Snipers and Enforcers.

- GET THE RID OF SCUDS AS SOON AS POSSIBLE

You don't need to capture these 3 domes in time, first you have to get the rid of nuke. On Easy is also a Tech SpySat that gives a full vision of map.

 


Edited by Martinoz, 03 December 2013 - 04:01 PM.

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#28 Vhaldez

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Posted 03 December 2013 - 04:09 PM

 

Hmm, I think I'm going to think up some units to put in the Tech Secret Lab.
As it stands right now, all we can get is the Rejuvinator, but I'd say 5 to 6 different units randomly assigned would be ideal.
Also, perhaps it's a good idea to make the Lab infiltratable, so that whenever it's been captured, the cycle resets and nobody gets the same unit from the Lab twice.


The Rejuvenator was made a single unit from Tech Secret Lab to remove the random factor. If any other units get added in the future, you'll get them all by capturing a single lab.

 

 

 

But then you can't add too many units, or it'll be oberpowered, right?


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#29 Petya

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Posted 03 December 2013 - 04:18 PM

The problem with the Tech Secret Lab was that it's random behaviour could give way too useful or way too lame units. I don't know how happy you would be if your enemy gets Nuwa while you get an Aeroblaze.



#30 Vhaldez

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Posted 03 December 2013 - 04:34 PM

The problem with the Tech Secret Lab was that it's random behaviour could give way too useful or way too lame units. I don't know how happy you would be if your enemy gets Nuwa while you get an Aeroblaze.

 

 

But that was when it just gave away subfaction units, and I thought we wanted to move away from that idea?


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#31 Petya

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Posted 03 December 2013 - 04:42 PM

Also be happy with the current one, because I think that Rejuvenator rocks. :D



#32 Vhaldez

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Posted 03 December 2013 - 05:05 PM

Also be happy with the current one, because I think that Rejuvenator rocks. :D

 

 

I think you're misunderstanding me here.

 

I'm not suggesting we remove anything, in fact I want quite the opposite. Add more Tech to the Lab, make a cycle.


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#33 Graion Dilach

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Posted 03 December 2013 - 05:20 PM

There's not many unit roles which looks useful for every side in this game. Rejuvenator is one. And TBH, as much as I see, the only.

 

I wouldn't mind homage/scrapped-units neither and (following is said as an individual, not as Mentalmeister) going even balancebalancebalance on Secret Lab is a bit over the top, but Speed thinks otherwise.


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#34 Vhaldez

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Posted 03 December 2013 - 05:44 PM

There's not many unit roles which looks useful for every side in this game. Rejuvenator is one. And TBH, as much as I see, the only.

 

I wouldn't mind homage/scrapped-units neither and (following is said as an individual, not as Mentalmeister) going even balancebalancebalance on Secret Lab is a bit over the top, but Speed thinks otherwise.

 

Oh well, I suppose I can't think of any good units either. They would either be useless or overpowered for one side or the other, and adding homage units souds like a lot of hard work put into something that could also just stay the way it is, and nobody would mind.


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#35 Vhaldez

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Posted 04 December 2013 - 07:29 AM

Scratch that, I've managed to come up with three units that, in my opinion, are equally balanced on all sides yet still retain their usefulness!

 

Re-introduce the Mobile Gap Generator and the Mobile Illusion / Chimera, then add one new unit called the Mobile Crane.

 

The MGG and MCC are balanced enough as they were in 2.0, although the MCC should only be able to cloak infantry now.

 

The Mobile Crane would have the same range as the other two units, but for example half the repair speed as the actual, stationary crane.

 

If these units would become overpowered in large numbers, you could add a build limit of for example three units.


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#36 Atomic_Noodles

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Posted 04 December 2013 - 07:45 AM

Stalin's Fist already provide the Mobile Crane's Ability in your book.


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#37 Vhaldez

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Posted 04 December 2013 - 11:41 AM

Stalin's Fist already provide the Mobile Crane's Ability in your book.

 

Ah, damn it :l

 

What other, typical Soviet building would be mobilisable then?


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#38 Hecthor Doomhammer

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Posted 04 December 2013 - 12:36 PM

Mobile Barracks?

 

Nah, the reason Speeder only let you have the Rejuvinator from the Secret Lab, is gor instance on T1, as soon as you have a WF, you indeed could instantly build a Nuwa or Abrams, allowing you as owner a much easier time, as you have practically no need of anything else but to spam those units.

The Rejuvinator has been put in to be more of a support unit which would serve any and all subfactions equally


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#39 Graion Dilach

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Posted 04 December 2013 - 12:39 PM

Slave Miner, then. :p


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#40 Zenothist

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Posted 04 December 2013 - 12:54 PM

Mobile Construction Yard Oh wait.




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