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MO3.0 Feedback // SUGGESTIONS


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#1441 doctormedic

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Posted 17 June 2014 - 06:50 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.

I havent played 2.0psi,how badly balanced was it?


Edited by doctormedic, 17 June 2014 - 06:52 AM.


#1442 Bernadiroe

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Posted 17 June 2014 - 08:38 AM

Could the mentalmeisters add a command to put units stay at their spot even tho their target become too far from their attacking range?

 

I do know that most units stay put, but most land units which can attack aircrafts would move away from their spot.

 

Or that kind of command is already exist which means I just make a complete ass of myself.

 

BTW, by command I mean those shortcuts at the bottom screen when playing. I don't know what they called.

P.S: I honestly don't know where to post this, in here or BR2: Proposed Changelog. Sorry.



#1443 Eternity 6

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Posted 17 June 2014 - 09:05 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.

I havent played 2.0psi,how badly balanced was it?

 

It was friking awesome units still shot double when becoming heroic making the centurion awesome not to mention the atomic Apocalypse tanks and the battles on the moon , soooooo muuuuch fun !!!!!!!!!!!!!!!!!!!!!

 

Edit : it was very unbalanced but I didn't really care as I only played against the AI , however I must say that version 3.0 is way better in every-way and most importantly it is fun without the major imbalance that there was is 2.0 . The polish on everything is also a lot higher in 3.0 and the quality is very constant where as in 2.0 it was very erratic at best . V 2.0 is the addition of cool over the top concepts but 3.0 is the addition of that , is balance and a unified idea .


Edited by Eternity 6, 17 June 2014 - 01:20 PM.


#1444 Divine

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Posted 17 June 2014 - 10:44 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.


You mean you are not able to put more units each Tier?

 

No, Kivz, he means that the role of such units overlap, eg: both robot tank and hummvee is anti infantry light vehicle, both mirage tank and tank destroyer are anti tank, so having both of them would be nonsense. Also, some others, like the Sniper, are totoaly OP.


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#1445 switchblade16

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Posted 17 June 2014 - 02:23 PM

Armory Command Center

instead of shield command

 

Not likely :V


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#1446 doctormedic

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Posted 17 June 2014 - 02:50 PM

I had this wierd idea last day.What if you could construct buldings that acted as an -upgrade/research-bulding.the bulding i was thinking was a tesla skyskraper that would increase the speed of tesla troupers by 20% and tesla tanks by 15% to achieve that it would have an aoe that would increase the speed of those units and said aoe would stretch to the entire map.

Well i found a way if the mentalmeisters wanted to make a sudo-research mechanic.


Edited by doctormedic, 17 June 2014 - 02:51 PM.


#1447 fff

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Posted 17 June 2014 - 06:42 PM

Why Humvee cannot build now?because of Bloodhounds? but its better if Humvee can build in US but don't remove Robot Tank.

I see the tech tree in novalmidas's post in changelog proposal.

 

Why humvee cannot be built now? you sound like you didn't know it was already not buildable in BR1 skirmish, hence the current tech tree also miss humvee. It was always like that (except in campaign)

Also i wonder will both Mixtech and alltech be available in single player in BR2? I was always kinda bummed that the current "unholy alliance" is only available in multi player, even though i know the reasoning of it being this way because of the AI. Could we ignore this fact and just include them anyway for solo testing all the units?



#1448 Bernadiroe

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Posted 17 June 2014 - 08:12 PM

Oh my god, please reduce the amount of Kirovs AI send! Either ally or enemy! The AI always got annihilated if enemy sends Kirovs at them. No AI survive 4 Kirovs visit. I think the amount should be reduced to 2, since AI's script to build AA units/structures seems only capable of taking 2 Kirovs. Else everything destroyed. ConYard, War Factory, Barracks... It's just too OP for AI.



#1449 Speeder

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Posted 17 June 2014 - 08:13 PM

AI will send 50% of current Kirov numbers.

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#1450 MrFreeze777

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Posted 17 June 2014 - 08:15 PM

Mixtech will most likely be multiplayer since the AI is limited to just using one sub-factions arsenal of units. I'll admit it would be fun to have Mixtech in singleplayer.
 
 

Is in Mixtech Mode can you build Tank Destroyer, Sniper, Battleship and Airborne Humvee?

 

What if added a new some units in campaign only as a counterpart of Sniper, Humvee etc..

 

Armory Command Center

instead of shield command

3aab4843fccfd7d67fa415c3bf646f.jpg

 


Edited by MrFreeze777, 17 June 2014 - 10:44 PM.


#1451 Bernadiroe

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Posted 17 June 2014 - 08:29 PM

AI will send 50% of current Kirov numbers.

 

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#1452 DoMiNaNt_HuNtEr

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Posted 17 June 2014 - 08:53 PM

Could the mentalmeisters add a command to put units stay at their spot even tho their target become too far from their attacking range?

 

I do know that most units stay put, but most land units which can attack aircrafts would move away from their spot.

 

Or that kind of command is already exist which means I just make a complete ass of myself.

 

BTW, by command I mean those shortcuts at the bottom screen when playing. I don't know what they called.

P.S: I honestly don't know where to post this, in here or BR2: Proposed Changelog. Sorry.

 

THIS!

 

My fucking flak troops and tracks keep wandering away form their position to "pursue" the aircraft. Dumbasses.

 

Thats gonna be some hard coded shit though amirite?



#1453 Divine

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Posted 17 June 2014 - 09:07 PM

And dogs are quite retarded too.


Edited by Divine, 17 June 2014 - 09:07 PM.

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#1454 Meyerm

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Posted 17 June 2014 - 09:22 PM

Could the mentalmeisters add a command to put units stay at their spot even tho their target become too far from their attacking range?

 

I do know that most units stay put, but most land units which can attack aircrafts would move away from their spot.

 

Or that kind of command is already exist which means I just make a complete ass of myself.

 

BTW, by command I mean those shortcuts at the bottom screen when playing. I don't know what they called.

P.S: I honestly don't know where to post this, in here or BR2: Proposed Changelog. Sorry.

You mean a hold position command? Sounds like a good idea.



#1455 mevitar

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Posted 17 June 2014 - 09:31 PM

There won't be any hold position command. It's impossible to add it.

Edited by mevitar, 17 June 2014 - 09:33 PM.

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#1456 DoMiNaNt_HuNtEr

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Posted 18 June 2014 - 01:26 AM

There won't be any hold position command. It's impossible to add it.

 

... as of right now?

 

Can Ares do it down the line, maybe?

 

You gotta admit it would be a simple but very useful feature.

 

Imagine an end to all wandering dogs and drones - the anti spy guys STAY at their posts. And all of your aa units maintaining their position at all times? Basically, imagine NONE of your units wandering away from the firing line.



#1457 Meyerm

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Posted 18 June 2014 - 03:51 AM

Well, dogs are gonna need to leave their post anyways to do their job, but the other ones, yes. I especially hate when AA decides to wander half way around the map chasing a cargo plane. Confederation smoke bombs are more effective as AA bait than decreasing unit efficiency. XD


Edited by Meyerm, 18 June 2014 - 05:03 AM.


#1458 MrFreeze777

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Posted 18 June 2014 - 05:25 AM

Oxidizer Trooper

- infantry who use 1x oxidizer weapon
- his weapon decreases aircraft armor by 40%.
Stackable.
- unique in Scorpion Cell that replace in Archer

 



#1459 Petya

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Posted 18 June 2014 - 10:53 AM

All of the allied subfactions lack subfaction specific infantry (heroes don't count).



#1460 X1Destroy

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Posted 18 June 2014 - 11:22 AM

How about giving USA unique paratrooper infantry units? Same role but better stats, different names and weapons.

That way they won't be redundant, because they won't be buildable.


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