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MO3.0 Feedback // SUGGESTIONS


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#1021 Meyerm

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Posted 08 May 2014 - 09:04 PM

Personally I don't think the Mirage tank needs any improvements. The fact that enemy units are too stupid to shoot back without explicit orders when it's firing makes it powerful enough as it is.



#1022 Meyerm

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Posted 09 May 2014 - 06:31 AM

On another note, what does the Allied spy have to balance with saboteur's explosive vest and infiltrator's bridge demo kit?



#1023 Sizyfos31

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Posted 09 May 2014 - 09:28 AM

When you are not satisfied with lower cost of allied spy (100$ might not be much, but count it in group of spies), there is still option for allied spy to leave a bait for dogs (could be performed by deploy command). Not sure, if it would be just like another aggro for dogs, or there would actually be some item, but it is really too difficult to even think about making it possible.


This is what I see when anyone misspell Fury Drone as Furry Drone

 

I made a youtube playlist of songs that may have inspired mission names (at least 50% is correct and seen by Speeder himself)


#1024 Speeder

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Posted 09 May 2014 - 09:47 AM

Why mercury uplink is in structure tab not in armory tab?coz mercury uplink is radar only unlike airforce comand,rdar tower, radar spire and tech airfield that has airfield,controler inside to call an spy plane and raven producer.
Is mercury uplink has controller inside to control the mercury in outer space?
 

 

All superweapon structures are in the Buildings tab.


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#1025 switchblade16

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Posted 09 May 2014 - 10:32 AM

For your understanding Kivz/Sana maintindihan mo(Note what Zenothist said)

 

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Plus Superweapons are meant to be in the buildings tab for convenience.  Are you "forcibly" suggesting to the MM's to revert Mental Omega to vanilla YR?


Edited by switchblade16, 09 May 2014 - 10:33 AM.

DID SOMEBODY SAY DERP?

 

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#1026 Graion Dilach

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Posted 09 May 2014 - 03:57 PM

Not for convenience. SWs are moved to buildings tab because people does not rely on defences much, so they didn't have to pay precious building time upon their SW (so in MO during that time, they can't power and spam more warfactos/refis/such).
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#1027 switchblade16

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Posted 09 May 2014 - 07:02 PM

Not for convenience. SWs are moved to buildings tab because people does not rely on defences much, so they didn't have to pay precious building time upon their SW (so in MO during that time, they can't power and spam more warfactos/refis/such).

I stand corrected, because some said it was for convenience(so more defenses can be built) in the IRC.


DID SOMEBODY SAY DERP?

 

Libra: The Floor is Ice!
Malver: Under the guidance of Lord Yuri.
Rahn: What are we waiting for?

...

Lord Yuri: I have taught you all well, be of one mind, one vision, proselytes!

TXibgYC.gif

 

 

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#1028 Darkstorm

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Posted 09 May 2014 - 09:09 PM

I'm not sure it's come up yet but the Navy SEAL should be renamed to the ever so generic "Special Forces" or something totally original since it doesn't make sense for the entirely of the Allied forces to use American special forces since their armies are somewhat separate, not a conglomerate of different nations.

 

(Even better, give each nation their own special forces infantry. The equipment can remain the same, just change graphics and name. )



#1029 Speeder

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Posted 09 May 2014 - 11:00 PM

At some point in the closed beta it was called 'Ghost' but I changed it back because everyone will always refer to it as Navy SEAL. That's also a reason I'm trying not to rename original objects anymore most of the time.


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#1030 Darkstorm

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Posted 10 May 2014 - 03:11 AM

That makes sense. I guess it can just be explained away as apart of the whole Allied Navy since it's just "Navy SEAL" and not "American Navy SEAL".

Did the idea to make text mission briefings getting anywhere? I don't know if Ares does anything with the movie list to allow you to do that, but I've been thinking that it could be expanded on.

Given some people with good voices, you could potentially have briefings that take place over a map kind of like Red Alert 3. Explain the mission and the larger strategic context over a map kind of like World in Conflict. With a Give a few images of the mission or units and an explanation of the mission. It's also a nice compromise over the loading screen political map in Red Alert 2. The actual briefing can be done Generals-style without any actual people, just a voice over. I might see if I have some free time to work on a simple one for the first Allied mission (just as a proof of concept).


Edited by Darkstorm, 10 May 2014 - 03:13 AM.


#1031 Meyerm

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Posted 10 May 2014 - 03:48 AM

I like the RA2 maps, and I'm actually eager to see them return in BR2. To offer explanation for the SEAL, consider that it's an alternate reality where many nations allied to eachother used standardized equipment. The SEAL program could have expanded from America to include all allied nations.



#1032 Meyerm

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Posted 10 May 2014 - 05:51 AM

I think the minimum health for building capture in multiplayer/skirmish needs to be raised. A number of times, I'd send a group of engineers together to capture a building, but the AI at least with it's ability to instantly begin repairs can get the health back up to just above the minimum in the second or two between the first and last engineer, causing the building to blow up. At least this is the case for weaker buildings like power plants and barracks.


Edited by Meyerm, 10 May 2014 - 05:52 AM.


#1033 AngelFaux

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Posted 10 May 2014 - 06:02 AM

I like the RA2 maps, and I'm actually eager to see them return in BR2. To offer explanation for the SEAL, consider that it's an alternate reality where many nations allied to eachother used standardized equipment. The SEAL program could have expanded from America to include all allied nations.

Finally someone with nice way of thinking about the SEAL's name.  :thumbsuphappy:



#1034 edumm

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Posted 10 May 2014 - 11:44 AM

How about turning the Rahn's mutations into something more powerful instead of conventional Brutes in order to improve the capacity of the hero?

Juggernaught: a Brute with more hit points, speed and damage - (a bit better than a normal Brute).

A good idea?



#1035 Protozoan

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Posted 10 May 2014 - 11:57 AM

How about turning the Rahn's mutations into something more powerful instead of conventional Brutes in order to improve the capacity of the hero?

Juggernaught: a Brute with more hit points, speed and damage - (a bit better than a normal Brute).

A good idea?

 

Considering his slow ROF, it doesn't seem like a bad idea to me.


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#1036 switchblade16

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Posted 10 May 2014 - 12:12 PM

I think its good if you capture the enemy base, you can train 3 kinds of attack dog, all unique units,you can build many kinds of anti air weapons like patriot and skyray, all its stolen technology , and train 3 kinds of engineer.
Coz its different.

Inb4 everyone who read that says it's plain bs(what you are saying is bs).

 

 

 

How about turning the Rahn's mutations into something more powerful instead of conventional Brutes in order to improve the capacity of the hero?

Juggernaught: a Brute with more hit points, speed and damage - (a bit better than a normal Brute).

A good idea?

 

Considering his slow ROF, it doesn't seem like a bad idea to me.

 

 

Brutation, anybody? :)


DID SOMEBODY SAY DERP?

 

Libra: The Floor is Ice!
Malver: Under the guidance of Lord Yuri.
Rahn: What are we waiting for?

...

Lord Yuri: I have taught you all well, be of one mind, one vision, proselytes!

TXibgYC.gif

 

 

Spoiler

#1037 mevitar

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Posted 10 May 2014 - 12:47 PM

Rahn is already getting buffed and it will be very easy for him to get an army of Brutes. Making him create stronger Brutes will be too much.
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#1038 Petya

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Posted 10 May 2014 - 12:51 PM

Rahn will get buffed as mevitar mentioned and on the other hand Rahn is already very good against most things (infantry, armor, buildings).



#1039 Meyerm

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Posted 10 May 2014 - 06:12 PM

I forget if it was an earlier version of this mod or a different mod entirely, but I recall a mod somewhere that had on-site mutations (genetic mutator, other mutation weapons) create stronger brute variants than what is trainable. But I agree with the current approach. I think improving Rahn should focus more on the hero itself, rather than his "children."



#1040 Graion Dilach

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Posted 10 May 2014 - 06:37 PM

Reloaded has such IIRC. Many mods also change Mutation's brutes only visually and decrease their prices to not use the GenMutator (which ofc does not exist here) on Slave Miners (ohlook another nonexistant thing) to mutate free slaves into 250$ worth of cash.
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