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MO3.0 Feedback // SUGGESTIONS


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#1421 Solais

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Posted 13 June 2014 - 06:12 AM

Hmm, true that RA2 has some viable micro potential. I do remember winning that one MO2.0 soviet mission where you have to build the Centurion, by microing a -single- Siege Chopper to destroy the entire enemy base. :p



#1422 doctormedic

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Posted 13 June 2014 - 09:18 PM

Hmm, true that RA2 has some viable micro potential. I do remember winning that one MO2.0 soviet mission where you have to build the Centurion, by microing a -single- Siege Chopper to destroy the entire enemy base. :p

you mean the typical BR 1 mission



#1423 doctormedic

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Posted 14 June 2014 - 08:18 AM

For everyone complaining about the mobile gap generator i have come up with an interesting idea.The mobile generator would be a light armored helicopter and would generate gap at smaller aoe from the normal gap generator.It would also be revialed from the gap that is generating to be spotted by anti air more easily.


Edited by doctormedic, 14 June 2014 - 08:18 AM.


#1424 mevitar

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Posted 14 June 2014 - 01:36 PM

That's not even possible.
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#1425 Divine

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Posted 14 June 2014 - 02:36 PM

That's not even possible.

It should be, provided that the helicopter can deploy. Unarmed, lightly armored, and low in its mobile form, and a gap generator when deployed.


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#1426 mevitar

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Posted 14 June 2014 - 02:57 PM

Only buildings can be gap generators. Being picked up by AA = cannot be a building (and means no deploying either :p ).

Edited by mevitar, 14 June 2014 - 02:58 PM.

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#1427 Protozoan

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Posted 15 June 2014 - 02:03 AM

A propaganda truck like in the original RA2 campaign, that both the Allies and Soviets can build, designed solely just to piss your opponents off, spewing taunts which distract them, that costs about $100-200. It has absolutely no effect on anything other than annoying your enemy.


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#1428 Meyerm

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Posted 15 June 2014 - 03:41 AM

lore-wise, the robot tank replaces the humvee in ACT II to counter Yuri's mind control technology. Humvees can easily be made buildable with simple rules editing.



#1429 Petya

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Posted 15 June 2014 - 08:18 AM

Because Humvee is the T1 anti-infantry vehicle in Act 1, so you can build it in missions only. Robot Tank will make its debut in Act 2, replacing the Humvee. In skirmish, the T1 anti-infantry allied vehicle will always be the Robot Tank.



#1430 Divine

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Posted 15 June 2014 - 01:48 PM

I tought it'd be nice if Crazy and Chrono Ivans could throw their bombs, and not only plant them. The "bomb throw" should be their secondary weapon, used only against enemy infantry and when inside open top transports. This "weapon" should have a realy short range, like 3 cells, the stack of dynamite should travel slowly, and on a high arc, resulting in a projectile travel time of cc 2 seconds (so faster infantry, like heroes and dogs could avoid being hit). Perhaps Chrono Ivan could still use normal bomb planting on infantry, but  he too should throw the stuff out when inside trasports.

 

Pros:

-Ivan won't be useless if seated inside the Centurion, or a captured Battle Fortress.

-lol factor

-Ivan is subpar compared to the Navy SEAL. With this, not anymore.

 

Cons:

-coding and artwork needed, sorry, Speeder ):

-Ivan may need a rebalance, if this would make him OP.

 

My other idea is a Wolfhound nerf:

Take away its ability to engage aerial targets. You say "But that's Russia's T3 aa unit!" Well, not anymore. I think that by making the Tsivil open top (and perhaps nerfing its armor a bit / making it more expensive, so the Tsivil itself won't be more powerfull), and adding a dedicated AA infantry at tier 2 or 3, we could solve this problem.

 

The AA infantry should be mediocre but cheap if it's T2, or strong but expensive if T3, obviously. I tought of 2 concepts: one would have a shoulder mounted, heatseeking rocket launcher, while the other... well... RA2 just loves giving WW2 nazi stuff to soviets, so why not stick to that? Ladies, and gentlemen, I present you the Fleigerfaust (no, that's not a minigun!):

 

fliegerfaust.jpg

The Fleigerfaust was a German-made, late war portable anti aircraft weapon. It consisted of 9 launching tubes, an aiming sight, a firing mechanism, and a handle. The weapon fired 9 unguided rockets made out of 20mm autocannon ammunition, in 2 bursts. In MO, the Flying Fist would be much like an infantry version of the Sentinel, but ofc much weaker (and cheaper). By implementing this, and combining it with an open top Tsivil, not only MO would have one more awesome unit, Russia a dedicated AA unit, but the greatest issue with the Wolfhound (that it's strong vs everything) would be gone too.


Edited by Divine, 15 June 2014 - 01:50 PM.

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#1431 Black/Brunez

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Posted 15 June 2014 - 02:21 PM

I tought it'd be nice if Crazy and Chrono Ivans could throw their bombs,

 

You already say the reason why this will never happen:

 

Cons:

-Ivan may need a rebalance, if this would make him OP.

 

No other comments are needed here.

 

 

My other idea is a Wolfhound nerf:

Take away its ability to engage aerial targets.

 

Wolfhounds are OP mostly because they rape everything on the ground, not because it´s AA capabilities. But ok, let´s continue.

 

 

"The rest of the post"

 

Actually this is ignoring the reasons for why the Tsivil (and, in parts, the Archon) exists. It came to deal with a balance issue with the factions which use aerial units as their T3 AA when comming to these situations:

 

- The enemy also brings a considerable ammount of AA to counter your flying AA units.

- The enemy is bringing THOR GUNSHIPS against you. (yeah, no matter your fanboyism, but Thor Gunships beat Wolfhounds on direct engagement. I´m also taking in consideration when the enemy has more Thor Gunships than you)

 

So, with the changes you proposed this stuff would happen:

 

- The Tsivil would become just a Halftrack with a different look. Meh.

- Euro would once again screw Russia.

- Russia would not have a single flying unit which has AA, something which every other faction have.

- Other factions would still be complaining about Wolfhound´s OPness. :p


Edited by Black/Brunez, 15 June 2014 - 02:23 PM.


#1432 Petya

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Posted 15 June 2014 - 03:04 PM

Because each side has only one T1 anti-infantry vehicle and the Allies can easily make anti-infantry IFVs by placing a GI in each of them too.



#1433 LewlNewb

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Posted 15 June 2014 - 03:08 PM

 

Because Humvee is the T1 anti-infantry vehicle in Act 1, so you can build it in missions only. Robot Tank will make its debut in Act 2, replacing the Humvee. In skirmish, the T1 anti-infantry allied vehicle will always be the Robot Tank.


Why you cannot have 2 t1 in skm game?

 

Because one more unit with almost the same purpose on the same tier would be redundant, one way or another. 

And of course, Robot Tanks are much useful than Humvees. (Robot Tanks have Stealth Detection and is amphibious)



#1434 Divine

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Posted 15 June 2014 - 03:31 PM

 

I tought it'd be nice if Crazy and Chrono Ivans could throw their bombs,

 

You already say the reason why this will never happen:

 

Cons:

-Ivan may need a rebalance, if this would make him OP.

 

No other comments are needed here.

 

 

My other idea is a Wolfhound nerf:

Take away its ability to engage aerial targets.

 

Wolfhounds are OP mostly because they rape everything on the ground, not because it´s AA capabilities. But ok, let´s continue.

 

 

"The rest of the post"

 

Actually this is ignoring the reasons for why the Tsivil (and, in parts, the Archon) exists. It came to deal with a balance issue with the factions which use aerial units as their T3 AA when comming to these situations:

 

- The enemy also brings a considerable ammount of AA to counter your flying AA units.

- The enemy is bringing THOR GUNSHIPS against you. (yeah, no matter your fanboyism, but Thor Gunships beat Wolfhounds on direct engagement. I´m also taking in consideration when the enemy has more Thor Gunships than you)

 

So, with the changes you proposed this stuff would happen:

 

- The Tsivil would become just a Halftrack with a different look. Meh.

- Euro would once again screw Russia.

- Russia would not have a single flying unit which has AA, something which every other faction have.

- Other factions would still be complaining about Wolfhound´s OPness. :p

 

Ivan bombs: I do not see how a weapon with a range of 3 cells and tad slow projectiles would make the Ivan OP, but whatever. It was more about making the crazy dude able to fire from open top transport, so if you insist, he should throw bombs ONLY when inside a transport. These bombs would be ofc far less effective against structures than the planted ones, they would be AoE anti infantry, much like Ivan IFV's weapon.

 

Wolfhounds: They indeed rape everything on the ground, but they would be far less powerful, if Rocketeers, Norio, Flying DIscs, Vultures, etc could counter them. Also, I noticed that the wolfie's rockets can omnifire, I guess if it was removed, the wolfies could not dispose land targets that fast. You were right however, that Russia would lose it's airborne AA, so let's keep the machine gun as an AA weapon, but not the rockets.

 

You say that the Tsivil would become a halftrack clone. I guess you did not understand that the Tsivil would be open top? That means infantry can fire from inside. They can't from the halftrack. I mentioned a minor armor nerf so it would not become OP. Combined with the open top Tsivil, a new dedicated AA infantry would make a very potent AA defense, something that could beat the living crap out of Thors, unlike Wolfhounds, as you mentioned.


Edited by Divine, 15 June 2014 - 03:33 PM.

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#1435 lovalmidas

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Posted 15 June 2014 - 03:51 PM

Realism-wise, "Flak Cannons" are better termed as some kind of AA gun or another. In WWII, such things can be used against ground targets with some great effect.

In this game though, we follow what the original developers did and say 'screw you' to realism. The Flak Cannon is already too iconic among RA2/YR players to facilitate a name change. Things might change if we have a really good candidate for an alternate name (like how 'flak track' became the 'halftrack' since that name really fits better')

By the way, a buildable Artillery Cannon of some sorts won't come in anytime soon. They can potentially make Tech Artillery Cannons and Tier 2/3 defences obsolete.

Robot Tanks and Humvees are quite useful in different scenarios. Robot Tanks is amphibious and can detect stealth. The Humvee... is a really fast Halftrack (and can carry 2 personnel too). I swear it is almost as fast as the Speeder Trike.

A Humvee-Siege Cadre rush can be devastating to any opponent.

I guess the main reason why Humvee isn't buildable is due to the need to balance the T1 techtree between the factions. It might still make for interesting gameplay with the Humvee though.

Edited by lovalmidas, 15 June 2014 - 03:55 PM.

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#1436 Graion Dilach

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Posted 15 June 2014 - 04:43 PM

Opentopped Tsivils? Hell no. And Wolfie's rockets are omnifire because jumpjets can't turn to target.
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#1437 Black/Brunez

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Posted 15 June 2014 - 06:13 PM

Ivan bombs: I do not see how a weapon with a range of 3 cells and tad slow projectiles would make the Ivan OP

 

Hue. Look at me with my close range Virus doing hit and runs on you infantry. Put he Centurion on the mix (or even your open top Tsivil) and be ready for the huehue train.

 

Crazy Ivans already have a very well defined role. And Soviets already have enough anti-infantry combos.

 

Next.

 

 

You say that the Tsivil would become a halftrack clone. I guess you did not understand that the Tsivil would be open top? That means infantry can fire from inside. They can't from the halftrack. I mentioned a minor armor nerf so it would not become OP. Combined with the open top Tsivil, a new dedicated AA infantry would make a very potent AA defense, something that could beat the living crap out of Thors, unlike Wolfhounds, as you mentioned.

 

Yeah, I did miss the open top thing. And this makes stuff even more unbalanced. Tsivils with Tesla Troopers and/or Flack Troopers would totally brake the early-mid game, by creating an anti-everything assault vehicles. And I´m not even counting your huehue Ivan combo... Damn, this reminds me the scary Humvees from C&C Generals.

 

This is trying - and yet not really fixing that issue - to fix something and braking the rest of the game.



#1438 Eternity 6

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Posted 16 June 2014 - 04:32 PM

It's quiet ... too quiet

 

:grin:

 

How about an update the Twitter page has been silent and there is no other way to get any updates other than on the main website which is as usual .


Edited by Eternity 6, 16 June 2014 - 04:32 PM.


#1439 Atomic_Noodles

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Posted 17 June 2014 - 12:10 AM

There's a reason the OpenTopped is only on slow,cumbersome vehicles though.

 

Battle Fortress,Centurion Siege Crawler,Catastrophe Tank

 

Putting it on a slightly faster Vehicle which can be spammed more easily... yeah its gonna be overkill.


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#1440 Meyerm

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Posted 17 June 2014 - 03:08 AM

Tank destroyer is a campaign-only unit, decomissioned as the war wages on. The Europeans built the mirage tank to replace it, and the others developed other technologies. So the humvee's and tank destroyer's replacements are alwready in multiplayer. Battleship is too OP. Not sure about sniper.






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