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#1141 Divine

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Posted 21 May 2014 - 02:47 PM

Latin Confederation
Grenadier-
Armament High-explosive
Grenades
Tier 1
Tech level 1
Cost $500
Produced by Soviet barracks
attack 50
Cooldown 60
Speed 5
Attack range 5
Sight range 4

What's the use of it? I mean, what's special?

 

Artillery Cannon (flak cannon from yr)- replace in flak cannon.

Hydrofoil(sea scorpion)-replace in Seawolf

Vague.

 

Headquarters

Gattling Trooper -replace in Archer
Requirements - Barracks
Cost - $400
Weapons - Gattling Gun
Purpose - anti infantry , vehicle and anti-aircraft
It was only a matter of time before
Yuri successfully scaled down the
gattling systems. Though not quite as
strong, and lacking the ability to spin
up, the Gattling Trooper's gun is easily
able to knock aircraft from the sky and
it's quite deadly on enemy infantry as
well.

We had gattling brutes.... but if there will be no Archers, what will be HQ's anti armor infantry?

 

In china

Dragon Spiral-When you build this your tactical and invulnerability increase range by 50 percent by summoning the power of dragon.
Power- maybe -1000
Cost- 2000
Buid limit is 1
Canot capture

194trtw9lwx2hjpg.jpg


Edited by Divine, 21 May 2014 - 02:47 PM.

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#1142 X1Destroy

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Posted 21 May 2014 - 04:32 PM

"Summoning the power of dragon..........................."

ROFL :smile2ap:

But reusing vanilla game flak cannon seems like a good idea though. For China, as a stationary version of Sentinel :themenace:

I have suggested bringing back the sea scorpion already, for one soviet faction. No idea about if it have been considered or not though.


Edited by X1Destroy, 21 May 2014 - 04:32 PM.

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#1143 Haxxan

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Posted 21 May 2014 - 04:55 PM

How about a support drone, that attaches itself one your units and gives it a buff, or I could work in the opposite way by attaching itself to an enemy unit and given it a nerf?

 

How about giving a unique type of drone to each faction? 

i.e. Speed for Allies, Strength for Soviets, Firepower for the Epsilon?


Edited by Haxxan, 21 May 2014 - 05:00 PM.

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#1144 Darkstorm

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Posted 21 May 2014 - 04:56 PM

@X1Destroy
Sorry, missed that last part. I'd say it would be better to reduce the number of Kirovs in the team to 2, then increase the AI's amount of AA defenses they will build in addition to adding AA patrol teams as Divine suggested. There is no need to dumb-down the AIs units because the AI can't handle them.

It would be nice to see the Sea Scorpion for the Confederation maybe, it would fit them I think. Of course it would need a slightly new design with the quad cannons. Yet Kivz seems to want to replace all the factions' seawolf with sea scorpions which is like he's demanded Speeder un-mod the game.

Also, I think he wants the old flak cannon back, which doesn't make much sense either since I'm sure the flak cannon was changed to look like what was put on units to fit in more. Although I think it doesn't really matter since flak in general is a vague term to describe cannons that shoot at aircraft, it seems to be a non-arbitrary aesthetic choice. If he wants the old cannon back then you'd need to give the half track, Tsivil, and Seawolf all giant anti-aircraft artillery instead of their much more compact and reasonable quad flak cannons.

(Note: The old flak was more like the German Flak 88, where as the new ones are more like the Flakvierling 38. Both were anti-aircraft weapons that worked in a similar manner.)

Edit:

@Haxxan
I'm not sure parasite units can work that way. I may be wrong though.


Edited by Darkstorm, 21 May 2014 - 05:00 PM.


#1145 Haxxan

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Posted 21 May 2014 - 05:04 PM

It doesnt have to be a parasite, it can be like the raven, that follows a certain unit. It could be possible that it can't be targeted while it's 'attacking' some unit. 


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#1146 Divine

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Posted 21 May 2014 - 05:53 PM

I have noticed, that in Infantry War gamemode, any Tech Machine Shops on a map will be Tech Airports. Perhaps you should do the same to Tech SAM Bunkers? They could be artillery platforms, or bunkers.


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#1147 doctormedic

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Posted 21 May 2014 - 07:12 PM

what if the vultore's anti air was stronger than the wolfhound?Would that make russia players more reluctant to use wolfhounds against the confederation?



#1148 Malekron

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Posted 21 May 2014 - 08:20 PM

 

 

Thanks for clarifying that

 

Nautilus?  Sounds like a file manager(Only certain IT Enthusiasts can get this) ;)

I got the name from Alpha Centauri's faction the Nautilus Pirates who are an expy of the characters of Twenty Thousand Leagues Under the Sea.

 

 

No problem, it did give me another more feasible idea though. It perhaps fits the Allies more then Epsilon though. Basically have a warship that buffs other warship's defense, but do it progressively over a time period. Using the Gatling system and AttachEffect make something like this:

First Phase: 10% defense boost

Second Phase: 20% defense boost

Third Phase: 40% defense boost
 

I like that idea

==Teleforce Spetnaz==

 

Replaces: Tesla Trooper

 

Unique to Russia

 

Abilities: Firepower increased under the radius of Tesla Coils, Immune to dog attacks, cannot be crushed by normal, can cause a short duration EMP effect if under a Tesla Coil's influence, attack boosted by 100% by Overcharge, 1 Teleforce Spetnaz can increase Tesla Coil's firepower, 2 Teleforce Spetnaz can make a Tesla Coil work on low power, 2 Teleforce Spetnaz will add a longer duration of the EMP effect to Tesla Coil's bolt, sensor.

 

Cost: 900

 

Range: 4

 

Speed: 4

 

Requires: Barracks and Radar

 

Story: The special forces of USSR known as the Spetnaz have been given new equipment to devastate the oncoming Allied armor division's, using recently declassified technology known only as Teleforce. The Teleforce Spetnaz use this exotic energy field to siphon the power of nearby Tesla based energy signatures to increase their weapons' power. While a potent infantry to defend bases, it's speed and effective range hinders it's pursuing of enemies.

 

==Mercenary Camp==

 

Tech Capturable structure

 

Spawns unique special mercenary infantry

 

==Valkyrie==

 

Role: Support Power Structure Collateral Anti Air

 

Cost: 1500

 

Requires: Tech Lab, Strategy Center

 

Unique to Euro Alliance

 

Weapon: Cluster MIRV Missiles

 

Role: Defense of the airspace of the Euro Alliance requires consideration of  area of effect based weapons and massive firepower to knock out incoming air armadas

 

==Flying Hellspawn==

 

Unique: PsiCorp

 

Cost: 1000

 

Requires: Pandora Hub

 

Role: 3 Banshees and 3 Dybbuks come speeding out of an underground facility to defend a particular point, Banshee attack ground units and Dybbuks attack air units.

 

Teleforce Spetznaz: I think we should probably stick to either Tesla Troopers buffing Tesla Coils or the reverse. Plus the AttachEffect system can't change a unit's weapon (like to add EMP), so that's out. Also, Overcharge wouldn't be able to do the things you're talking about. (It basically changes the weapon of the coil and powers it without power being necessary, you can't really change AttachEffect that way to my knowledge.)

Mercenary Camp: That's vague, and therefore pointless.

Valkyrie: Nothing impossible about this persay. The Splitting idea is probably out though, but the area of effect isn't necessarily. Although with Skyrays, I don't think there is a need for more unique Allied AA defenses. Also, the MIRV acronym applies to ballistic missiles not SAMs.

Flying Hellspawn: So an aircraft carrier that attacks air and ground with two different types of aircraft? Why? The defenses are pretty set, I'd imagine. Ever faction has a basic defense or two (like Sentries), an AA defense (like Flak Cannons), a power hungry advanced defense (like Railgun Towers or Tesla Coils), and a long range defense (Like the Antares or Hammer). This would be a completely unnecessary defense that also probably outclasses them all for a faction that doesn't focus on defense (that's probably the Allies).

 

Yeah I was thinking about the Teleforce Spetnaz getting it's fire rate boosted while under the Tesla coil and not both.

 

Thanks for correcting me on the Multiple Independent Return Vehicle being Surface to Surface not SAM

 

The Flying Hellspawn is not a aircraft carrier but a support power, however I decided that it is purposes are already fulfilled with Gehenna's, Libra and her clone posse

 

The Mercenary Camp is something I was thinking to be put in to exclusively Infantry Wars to add further dynamics in to the mode with some units I was thinking of

are...

 

 * Mercenary

 Collect Credits from slain enemies that were killed by his weaponry

 

 * Field Mechanic

 Provides a repairing radius to vehicles

 

 Also a unique Mercenary Hero for each sub-faction (note these infantry DON'T replace, just add to Infantry War)

 

  such as..

 

  * Classic Tanya (more RA1 flavored) with her dual pistols for America.

 

  * Odin a walking tank of a man using weather manipulation involve tornadoes to support the Euro Alliance.

 

  * The Pacific Front has the Avatar, a long range experimental sniper firing Tau particles at oncoming units that these Tau bounce off an damage other units.

 

  * Boris as he was in Yuri's Revenge for Russia.

 

  * Yang can hack into defenses and take them over for China (or can disable them).

 

  * For the LC is Diablo is armed with an multi missile podded artillery and netguns to wipe out infantry.

 

  * Rashidi for Scorpion Cell using the same weapon as he did from Epsilon mission Scrapyard (also for this mode on death he heals infantry on death and    buffs them).

 

  * Ogre, a mutant with a chainsaw for one hand and a grenade launcher for the other for Headquarters.

 

  * Bedlam is armed with a cognitive manipulation device that makes enemies see bizarre, terrifying or rage inducing attacks all in the name of PsiCorps.



#1149 Darkstorm

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Posted 21 May 2014 - 11:33 PM

A new hero might be a bit much, but it would be an interesting replacement for the tech airfield in Infantry War.



#1150 Atomic_Noodles

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Posted 21 May 2014 - 11:43 PM

How about giving a unique type of drone to each faction? 

 

Robot Tank,Terror Drone,Stinger

 

The Sea Wolf currently IS a mash-up of the various ideas for Soviet Anti-Air in Red Alert Games though. Quad Flak Cannons from Red Alert 3/Concept Art, The more mobile design originally planned for the Sea Wolf Hydrofoil and its Voice being an attempt to mimic the Sea Scorpion.


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#1151 Darkstorm

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Posted 22 May 2014 - 12:26 AM

Soviet Anti-air in Red Alert 1 was missiles...



#1152 Eternity 6

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Posted 22 May 2014 - 02:50 AM

''Units like Aircraft Carriers and Destroyers got a minor update: not only can they now cloak without crashing their spawned units all the time, they can optionally also gain experience from their spawns' kills now. On top of this, literally, flying Aircraft Carriers are now supported: spawns don't appear on the ground any more, and they can dock with the carrier in air.'' - Ares update 0.6

 

Will there be flying aircraft carriers ? If not please add them  :D

 

We neeeeed this soooo badly  :)



#1153 Atomic_Noodles

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Posted 22 May 2014 - 04:21 AM

Soviet Anti-air in Red Alert 1 was missiles...

 

You did see when I mentioned RA3 Flak Cannons right? :/

 

Another faction will be getting the Flying ACCs as will the old Chaos Gas Logic...


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#1154 Darkstorm

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Posted 22 May 2014 - 04:22 AM

Well there is this and the corresponding concept, but as cool as it sounds! there is no real place for such a thing in the normal tech tree.

Edit:
@Atomic_Noodles
Yeah I saw, but it's only really a combo of defenses from RA2 and RA3, and even then, it is more like RA3. Also, sounds cool about the chaos gas and flying ACCs, and you're saying it's a new faction or the Soviets (which don't have ACCs or chaos gas)?

Edited by Darkstorm, 22 May 2014 - 04:27 AM.


#1155 Meyerm

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Posted 22 May 2014 - 04:58 AM

That or a new Confederation chemical weapon.



#1156 Atomic_Noodles

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Posted 22 May 2014 - 05:17 AM

A Totally new fourth side...

 

The LC don't use chemical weapons though aside from Incendiary/Fire-Based weapons.

 

Acid or Poison is more of the SC's forte.


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#1157 Protozoan

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Posted 22 May 2014 - 05:20 AM

It's been brought up before, but I liked the suggestion of a Cryo Rocketeer, being like a flying mini blizzard tank in a way (how I would imagine it), slightly more effective against Infantry, with a slow down effect, and a price increase, I'd leave the details up to the devs.

 

Aside from that; the Siege Cadre, I still firmly believe that it needs some sort of buff or change to be more effective or useful, maybe a range increase. I also tested it's firepower against buildings and it seemed to be just slightly more effective than a GGI, which kind of renders the prism fortress idea useless and expensive. I get that the Siege Cadre has the range, but that's essentially it's only benefit, besides that, it won't out-range T2 defenses.

 

In terms of strategy, it's dangerous to spend cash on it when you reach T2 since it's only dedicated as a light siege unit, which will leave a considerable hole in your defenses. Decreasing it's price is helpful (A $50 price decrease isn't much), but I still don't think it'll make much of a difference.

 

The Siege Cadre is probably the most underused unit in the whole Mental Omega arsenal, I've never seen anyone use the Siege Cadre except for obscure things (or just trolling) like clearing garrisoned structures (which they only slightly out-range), or being perched up on a cliff outside of someone's base with a stallion, or helping SEALs take out buildings, all of which take considerable time and focus.

 

It has it's uses, but it could be better at them in my opinion.

 

The changes I think that would make a difference is decreasing it's price and leaving it as it is, to make a more effective harassment unit, which compliments USA's and EA's strategies (to a degree), or making it better at it's job as a dedicated T2 siege unit. I know some people who visit the IRC regularly who would back me up on these changes, so I'm not alone in this (or evidenced by it's lack of use in multiplayer).

 

Another thing is that I think the Siege Cadre isn't really necessary in Pacific Front's arsenal, I know that the Zephyr is anti-tank, but it is decent against structures, I've used it for that plenty of times successfully, more than a Siege Cadre.


Edited by Protozoan, 22 May 2014 - 05:21 AM.

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#1158 doctormedic

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Posted 22 May 2014 - 05:55 AM

what about if Cryo Rocketeer is a stolen tech that unique in pacifc front.

Or I suggest that replace in chrono legionaire.

Thats like removing crazy ivan in a russian subfaction

they do have ironicaly a chrono legionaire-like stolen tech already.


Edited by doctormedic, 22 May 2014 - 05:56 AM.


#1159 Meyerm

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Posted 22 May 2014 - 06:14 AM

A Totally new fourth side...

 

The LC don't use chemical weapons though aside from Incendiary/Fire-Based weapons.

 

Acid or Poison is more of the SC's forte.

I'll take that as an official statement.

 

When can we see this 4th side? I have a feeling they'll come out whenever Act II does, since you'd need to redo ACT I if you want to tie them in with the campaign otherwise.

 

(Begins thinking of what they may be)

 

Digging up that old old old character, Uri, the rogue Yuri clone?



#1160 doctormedic

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Posted 22 May 2014 - 06:18 AM

 

A Totally new fourth side...

 

The LC don't use chemical weapons though aside from Incendiary/Fire-Based weapons.

 

Acid or Poison is more of the SC's forte.

I'll take that as an official statement.

 

When can we see this 4th side? I have a feeling they'll come out whenever Act II does, since you'd need to redo ACT I if you want to tie them in with the campaign otherwise.

 

(Begins thinking of what they may be)

 

Digging up that old old old character, Uri, the rogue Yuri clone?

 

what rogue clone?






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