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MO3.0 Feedback // SUGGESTIONS


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#1281 Martinoz

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Posted 01 June 2014 - 10:32 AM

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#1282 switchblade16

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Posted 01 June 2014 - 10:43 AM

I suggest that in Mix Mode, the default Miners are Chrono Miner, War Miner and Psychic Miner.

What about if instead of Oxidizer Miner is Gattling/Gatling Miner.

Maybe the best maximum units is 20 cameos each side bar tab.

I like to say that "more unique units, more fun" instead of more units, more fun!

LIGHT HARVESTER is equal to Harvester in now.

Demolition Miner can deactivate the self-destruct if nearby friend team. It cost less than 1000.

Its better if soviet cloning vats, psi
corps trooper and psychic sensor are
no longer in any game mode.

Switchblade,

I know that about in skirmish!
I mean psych sensor, cln vats and psi corp in campaign/mission.

I hope you understand!

----------------------------------------------------------

Maybe about the units are Final then the new incoming suggestions are for the next game.

Except in unique Ore Miner.

"Maybe the best maximum units is 20 cameos each side bar tab"
 
Its better if soviet cloning vats, psi
corps trooper and psychic sensor are
no longer in any game mode.

For what? Have you ever asked yourself in Filipino this: "Bakit kaya ayaw nila mga suggestions ko"? If you do, I hope the reality of your suggestions being "WALANG KWENTA" sinks in because if you want a Filipino answer to what they are saying for your short attention span + ignorance, all of their answers to your suggestions in Filipino would be: "Walang kwenta, ayaw namin suggestions mo, mag laro ka na lang ng Yuri's Revenge IGNORANTE!"... And oh
 
What part of my reply to you do you not understand?!
 

I suggest that in Mix Mode, the default Miners are Chrono Miner, War Miner and Psychic Miner.

Mixtech?  "It's already the default miners."


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#1283 doctormedic

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Posted 01 June 2014 - 01:25 PM

What about if instead of Oxidizer Miner is Gattling/Gatling Miner.

Maybe the best maximum units is 20 cameos each side bar tab.

I like to say that "more unique units, more fun" instead of more units, more fun!

LIGHT HARVESTER is equal to Harvester in now.

Demolition Miner can deactivate the self-destruct if nearby friend team. It cost less than 1000.

I know that about in skirmish!
I mean psych sensor, cln vats and psi corp in campaign/mission.
----------------------------------------------------------

Maybe about the units are Final then the new incoming suggestions are for the next game.

Who are agree about uniqe ore miners?

SWITCHBLADE walang personalan ha!! Game suggestion lang naman to!!!

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#1284 Malekron

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Posted 01 June 2014 - 06:11 PM

The Nighthawk's weapons could be a beacon that calls down a dual Mercury Strike and/or Tungsten Rods fired from space.



#1285 MrFreeze777

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Posted 02 June 2014 - 06:58 AM

What about if instead of Oxidizer Miner is Gattling/Gatling Miner.

Maybe the best maximum units is 20 cameos each side bar tab.

I like to say that "more unique units, more fun" instead of more units, more fun!

LIGHT HARVESTER is equal to Harvester in now.

Demolition Miner can deactivate the self-destruct if nearby friend team. It cost less than 1000.

I know that about in skirmish!
I mean psych sensor, cln vats and psi corp in campaign/mission.
----------------------------------------------------------

Maybe about the units are Final then the new incoming suggestions are for the next game.

Who are agree about uniqe ore miners?

SWITCHBLADE walang personalan ha!! Game suggestion lang naman to!!!

http://www.youtube.c...h?v=NRISmm3dpVw


Edited by MrFreeze777, 03 June 2014 - 07:09 AM.


#1286 LewlNewb

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Posted 02 June 2014 - 02:21 PM

Tomahawk Launcher
 

Cost: $1300

Speed: 6
HItpoints: 500

Armor Class: Light
Prerequisite: Allied War Factory, Air Force Command HQ
Purpose: Long range Anti-armor, Anti Armor support
Weapons: Tomahawk Rocket/Laser Designator

Range: 15/10

Unique to United States of America

Additional Information:
- Can crush infantry.
- Minimum Range: 5
- Deploy to use Laser Designator. Deploying disables the unit's ability to move and fire Tomahawk Rockets. Range also decreases. Reduces target vehicle armor by 15%. Does not stack.
- Projectile Stats (Speed:35; Health:200)



#1287 Reisjin

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Posted 03 June 2014 - 02:31 AM

Adding more types of ore miners complicates everything. Have you even imagined how this would work out in-game?

 

Uniqueness is good, but too much of the good stuff kills.



#1288 Meyerm

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Posted 03 June 2014 - 03:03 AM

Why not break the 3 factions into 9 individual factions while we're at it? (kidding)



#1289 Eternity 6

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Posted 03 June 2014 - 04:19 AM

My suggestion : close the Feedback//suggestion page because no one can think of any good suggestions and spams junk then reopen in a weeks time .



#1290 Divine

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Posted 03 June 2014 - 10:44 AM

How about re-adding the Slave miner? With some twists.

 

It should be a tier 3 vehicle, so SC would keep their normal refinery and Ghost Miners, the Slave Miner would work kinda like a late game economy booster. You could only build it as a vehicle. In it's undeployed form, the Slave miner should be omnicrusher, heavily armored, and self-healing. Infiltrating it when deployed should not be possible, also, the miner should be self repairin when deployed. I also tought that the machine gun on it could be replaced by some chemical weaponry, like a buffed up version of the Stinger's sprayer.

 

I also tought that you couold get extra slaves by abducting enemy soldiers and civilians Drakuv-style, but IDK if that's possible.


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#1291 X1Destroy

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Posted 03 June 2014 - 10:59 AM

How about Red Alert 1 mode where you can use RA1 technology? (For the lulz)


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#1292 Atomic_Noodles

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Posted 03 June 2014 - 11:03 AM

That's how i made the Slave Miner out in my mod. You can't mutate them either since they're classified as "Mutants" :p You unlock it by building the Grinder. (Which means you have to choose between rushing to unlock more Units via the Tech Building or increasing economy with the grinder's grinding & Slave Miner. It's late-game and its pretty much what you said so far.


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#1293 switchblade16

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Posted 03 June 2014 - 04:07 PM

That's how i made the Slave Miner out in my mod. You can't mutate them either since they're classified as "Mutants" :p You unlock it by building the Grinder. (Which means you have to choose between rushing to unlock more Units via the Tech Building or increasing economy with the grinder's grinding & Slave Miner. It's late-game and its pretty much what you said so far.

 

Slave Miner works well to be honest(As a CW alpha tester I can say it's a unique plus).

 

As a matter of fact, I would like to see the Slave Minter reintroduced in Act II for Scorpion Cell missions only, assuming little progress has been made so far with SC Act II missions, why not(just like why the Soviets have Psychic Tech in Act I).    

In short make Slave Miners Campaign Exclusive for Scorpion Cell.


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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#1294 Protozoan

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Posted 03 June 2014 - 04:21 PM

I have a question,

 

Has anyone's suggestions from this thread ever actually been implemented into Mental Omega?


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#1295 Atomic_Noodles

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Posted 03 June 2014 - 04:25 PM

Nope but it is a good treasure trove to borrow ideas on the gimmick barrel. :p 


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#1296 doctormedic

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Posted 03 June 2014 - 04:30 PM

Lets increase the range of the hailstorm by 1 and decrease its damage by 15%.Here is a suggestion to be implimented to the game when people start complaining that hailstorm is the new wolfhound.



#1297 Toveena

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Posted 03 June 2014 - 05:05 PM

IMO the prob with hailstorm is its deadly accuracy with humongous range, not mentioning also with great AoE. With these elements combined together It can sniper infantries and heroes easily. (Precision strike for PF? USA says hue ) With the buffed Blizzard in hand, I suggest reduce hailhitters' projectile range and speed, and along with other modifications which make it less accurate against moving targets.


Edited by Toveena, 03 June 2014 - 06:07 PM.


#1298 Divine

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Posted 03 June 2014 - 05:21 PM

 

Lets increase the range of the hailstorm by 1 and decrease its damage by 15%.Here is a suggestion to be implimented to the game when people start complaining that hailstorm is the new wolfhound.

 

Right, Hailstorm the new wolfhound... The wolfhound is infamous as it is because it fills every role, anti-infantry, anti-vehicle, anti-structure, and it moves at a decent speed. The Hailstorm can not swing around past your forces and go blow up your base should you choose to be offensive, which is a huge pain in the arse on large maps.

 

Anyway, it is getting nerfed in Beta Revision 2, less effective against units and has a longer recharge time.

 

P.S This should be in the balance thread.

 

I think the real problem is that the plane respawns quite quickly after it's shot down.


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#1299 Protozoan

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Posted 03 June 2014 - 06:23 PM

 

 

Lets increase the range of the hailstorm by 1 and decrease its damage by 15%.Here is a suggestion to be implimented to the game when people start complaining that hailstorm is the new wolfhound.

 

Right, Hailstorm the new wolfhound... The wolfhound is infamous as it is because it fills every role, anti-infantry, anti-vehicle, anti-structure, and it moves at a decent speed. The Hailstorm can not swing around past your forces and go blow up your base should you choose to be offensive, which is a huge pain in the arse on large maps.

 

Anyway, it is getting nerfed in Beta Revision 2, less effective against units and has a longer recharge time.

 

P.S This should be in the balance thread.

 

I think the real problem is that the plane respawns quite quickly after it's shot down.

 

 

 

It's respawn time is being increased. Half of the time when the shit hits then fan I haven't even realized that my hailhitter/s have respawned, usually because they don't auto-attack or because their target has already been killed so they just sit there like a nob.

 

IMO the prob with hailstorm is its deadly accuracy with humongous range, not mentioning also with great AoE. With these elements combined together It can sniper infantries and heroes easily. (Precision strike for PF? USA says hue ) With the buffed Blizzard in hand, I suggest reduce hailhitters' projectile range and speed, and along with other modifications which make it less accurate against moving targets.

 

As a faction that specializes in long-range, this doesn't seem like that big of a deal to me, but then again, I've never gone against anyone using Pacific Front properly.

 

Again, it's one of the few siege unit's projectiles that can actually be shot down, Centurion, Magnetron, Stalker, Buratino, Basswave, Irkalla, Prism Tank, Plague Splatter (lol).

 

That just leaves the SCUD Launcher which as it is, isn't very easy to shoot down it's projectiles (if at all).

 

Pacific Front, as someone eloquently put, is like the China of the Allies, a slow moving war machine in a way, because of it's slow vehicles but great firepower. It never really occurred to me that this unit was overpowered, given it's drawbacks of being a slow unit with no auto-attacking. I'm glad that it can kill heroes though, hopefully people can wise up and realize that they shouldn't be an unstoppable force and use them recklessly at the front-line. (looking at you Libra).

 

But again, it is already being nerfed: " Hailstorm reload delay increased from 250 to 300, regen delay increased from 400 to 500, effectiveness vs units decreased by 10-20% depending on armor type"


Edited by Protozoan, 03 June 2014 - 06:24 PM.

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#1300 lovalmidas

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Posted 03 June 2014 - 10:40 PM

We'll see if the nerf is enough. The Allied siege units have one humongous advantage over the rest though: With the Chronosphere they will ensure even the ConYard shall fall. Methinks that one should be nerfed. :p

Hailstorms are exceptionally useful because of their ability to cover the Zephyr's one weakness: Infantry. Both artillery units are already better than any other due to their damage and spread (losing only to the Battleship and the Centurion). In PB1, they can kill light vehicles with ease too. They might even take out Speeder Trikes if they are lucky. The biggest downside is their cost.

It isn't the same as Wolfhound in terms of OPness. It is more similar to a Nuwa for that purpose.

Edited by lovalmidas, 03 June 2014 - 10:42 PM.

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