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#1541 MrFreeze777

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Posted 06 July 2014 - 07:55 AM

This is about the siege crawler, I understand its a powerful unit but why is its A.I. so hell bent on stepping on people/tanks? I have the crawler sitting across a river and ordered it to attack some tanks on the other side...rather than shooting at them it wants to go halfway up the map and half way down again to crush them while refusing to shoot at them. 

 

The damn thing seems to always prefer to run around for some reason even though just about anything can out pace it. 

It's fixed in BR2 and it is mentioned in BR2 changelog. if you haven't read it yet here's a link for it:

http://mentalomega.c...?page=changelog

If you just want to just skip right to the changes that resolves the Centurion Siege Crawler pathfinding issue I'll quote it for you:

- changed Centurion's MovementZone from CrusherAll to Crusher to see if it improves its pathfinding behavior



#1542 AngelFaux

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Posted 09 July 2014 - 12:59 PM

I'm still curious about how the 'Tengu Strike' will look like. Somebody can explain it to me in more details, perhaps?

Also... There's still no change about Morales' weapon? He always gives hell for any units passing by his line of fire everytime he shoots at enemy units, which is a little bit troublesome because this makes him a bit unsuitable to be sent into the battle for ambushes etc. together with other units.. At least I think so...



#1543 mevitar

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Posted 09 July 2014 - 01:27 PM

Morales' team-kill is intended to balance his superb range and firepower.


As for Tengu Strike, best to wait until you see it ingame, or look for it on the streams.

Edited by mevitar, 09 July 2014 - 01:28 PM.

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#1544 AngelFaux

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Posted 09 July 2014 - 02:44 PM

 

Morales' team-kill is intended to balance his superb range and firepower.


As for Tengu Strike, best to wait until you see it ingame, or look for it on the streams.

 

 

Thank you for the explanation, I'll look forward to see the Tengu Strike in action, then.



#1545 fff

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Posted 09 July 2014 - 09:36 PM

 

 

Morales' team-kill is intended to balance his superb range and firepower.


As for Tengu Strike, best to wait until you see it ingame, or look for it on the streams.

 

 

Thank you for the explanation, I'll look forward to see the Tengu Strike in action, then.

 

 

Or you can watch Zenothist use it here on this BR2 preview stream...

http://www.twitch.tv...ers/b/518426546

At around 01:06:40 Zeno used Tengu strike. Take in mind that he used this support power wrongly since this is purely anti-armor attack. which is why ore refinery (structure) didn't take almost no damage at all :p

It looks like three small drone aircraft just fly in ramming into stuff.

Or see it from Hecthor Doomhammer perspective here

http://www.twitch.tv...ans/b/518426673

Around 01:07:45



#1546 Meyerm

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Posted 10 July 2014 - 03:22 AM

I was expecting an airtrike by planes modelled after RA3's jet tengu. What's that beacon-mine thingy that gets chronoshifted in right before the tengu strike?



#1547 Black/Brunez

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Posted 10 July 2014 - 03:26 AM

What's that beacon-mine thingy that gets chronoshifted in right before the tengu strike?

 

It´s the Zephyrobot. The Cryofield and Zephyr Beacon were united into a single support power.



#1548 Atomic_Noodles

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Posted 10 July 2014 - 05:04 AM

So Tengu Strike is basically the Final Squadron... only less spectacular?


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#1549 AngelFaux

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Posted 11 July 2014 - 07:51 AM

 

 

 

Morales' team-kill is intended to balance his superb range and firepower.


As for Tengu Strike, best to wait until you see it ingame, or look for it on the streams.

 

 

Thank you for the explanation, I'll look forward to see the Tengu Strike in action, then.

 

 

Or you can watch Zenothist use it here on this BR2 preview stream...

http://www.twitch.tv...ers/b/518426546

At around 01:06:40 Zeno used Tengu strike. Take in mind that he used this support power wrongly since this is purely anti-armor attack. which is why ore refinery (structure) didn't take almost no damage at all :p

It looks like three small drone aircraft just fly in ramming into stuff.

Or see it from Hecthor Doomhammer perspective here

http://www.twitch.tv...ans/b/518426673

Around 01:07:45

 

 

 

So Tengu Strike is basically the Final Squadron... only less spectacular?

 

 

Looks pretty much like Final Squadron of the Empire in RA3, although RA3's Final Squadron deals terrifying amount of damage against structures



#1550 edumm

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Posted 11 July 2014 - 07:27 PM

How about a minelayer for the Epsilon? :)

There is still no unit that plays this role in the game and it would be interesting something that requires micromanagement; Epsilon Army no have an alternative anti-tank weapons then an at-minelayer seems like a good idea. The Avenger Minelayer would be able to destroy an MBT with only one mine in addition after the explosion the suspension of the vehicle would be damaged causing the reduction of speed and turn speed by 50% (or 25%).


Avenger Minelayer

Cost: $ 800
Speed​​: 7
Hitpoints: 300
Armor Class: Medium
Prerequisite: Epsilon War Factory, Radar Spire
Purpose: Anti-Armor
Weapon: Anti-Tank Mine
Range: -

-------

 

Perhaps a good idea? :thumbsuphappy:



#1551 Protozoan

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Posted 11 July 2014 - 07:45 PM

How about a minelayer for the Epsilon? :)

There is still no unit that plays this role in the game and it would be interesting something that requires micromanagement; Epsilon Army no have an alternative anti-tank weapons then an at-minelayer seems like a good idea. The Avenger Minelayer would be able to destroy an MBT with only one mine in addition after the explosion the suspension of the vehicle would be damaged causing the reduction of speed and turn speed by 50% (or 25%).


Avenger Minelayer

Cost: $ 800
Speed​​: 7
Hitpoints: 300
Armor Class: Medium
Prerequisite: Epsilon War Factory, Radar Spire
Purpose: Anti-Armor
Weapon: Anti-Tank Mine
Range: -

-------

 

Perhaps a good idea? :thumbsuphappy:

 

The idea of a mine layer is good in my opinion, but I think being able to destroy a tank with a single mine could be a bit too much, as for Epsilon, I think mines would be too low-tech for them, except for Scorpion Cell, but it wouldn't fit with their strategy either, creating defenses are not their play style.

 

If anyone, I think it would be better assigned to Euro Alliance, because of their defense centered tactics, that and the mine layer was an Allied unit in RA1.


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#1552 Tyhednus

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Posted 11 July 2014 - 08:02 PM

A minelayer for allies and soviets sounds like a great idea. They are great for putting up lines of defenses and you can just troll the hell out of your oponnents with them.

#1553 edumm

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Posted 11 July 2014 - 08:09 PM

 

How about a minelayer for the Epsilon? :)

There is still no unit that plays this role in the game and it would be interesting something that requires micromanagement; Epsilon Army no have an alternative anti-tank weapons then an at-minelayer seems like a good idea. The Avenger Minelayer would be able to destroy an MBT with only one mine in addition after the explosion the suspension of the vehicle would be damaged causing the reduction of speed and turn speed by 50% (or 25%).


Avenger Minelayer

Cost: $ 800
Speed​​: 7
Hitpoints: 300
Armor Class: Medium
Prerequisite: Epsilon War Factory, Radar Spire
Purpose: Anti-Armor
Weapon: Anti-Tank Mine
Range: -

-------

 

Perhaps a good idea? :thumbsuphappy:

 

The idea of a mine layer is good in my opinion, but I think being able to destroy a tank with a single mine could be a bit too much, as for Epsilon, I think mines would be too low-tech for them, except for Scorpion Cell, but it wouldn't fit with their strategy either, creating defenses are not their play style.

 

If anyone, I think it would be better assigned to Euro Alliance, because of their defense centered tactics, that and the mine layer was an Allied unit in RA1.

 

You may be right about the Allies and Soviets have minelayers. ;) and not Epsilon. Really a unique mine be able to destroy a Quilin for example might be overkill, maybe leave with life in red.


Edited by edumm, 11 July 2014 - 08:15 PM.


#1554 edumm

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Posted 12 July 2014 - 09:41 AM

Okay guys, I decided to polish the idea for something more practical and detailed exclusive to European Alliance, see how it is now:


Centaur Minelayer

This unit is unique to European Alliance

Cost: $ 850
Speed​​: 7
Hitpoints: 300
Armor Class: Medium
Prerequisite: Allied War Factory, Air Force Command HQ
Purpose: Anti-Armor
Weapon: Anti-Tank Mine
Range: -

Additional Information:

- Loaded with five mines before to reload (25 seconds reload time per mine)
- Mine decrease speed and turn speed of target by 50% for 30 seconds
- Landmines are invisible

Comments: Designed to function as an anti-tank unit you can install the landmines at strategic points and only vehicles may trigger them. Each mine can do much damage against enemy vehicles and also reduces the target's speed by 50% for 30 seconds (not accumulative effect) - ideal for the destruction of bigger targets. Among the possible tactics highlight the possibility of installing mine on ore destroying the collectors. A group of Centaurs does not require much micromanagement if you use the hotkey 'D' (deploy) for both vehicles install the landmines in an area.


Edited by edumm, 12 July 2014 - 01:12 PM.


#1555 Bernadiroe

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Posted 12 July 2014 - 11:44 AM

wait.. so you need to play as EA, then try to infiltrate an Epsilon ConYard n build its War Factory n Radar Spire to be able to build them..?



#1556 edumm

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Posted 12 July 2014 - 11:49 AM

^ phuff, fixed this. Thks for report. :p


Edited by edumm, 12 July 2014 - 11:50 AM.


#1557 Bernadiroe

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Posted 12 July 2014 - 12:48 PM

^ phuff, fixed this. Thks for report. :p

So... we still need to infiltrate the Epsilon ConYard then? We still need to build Epsilon War Factory to be able to make Centaur Minelayer.



#1558 edumm

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Posted 12 July 2014 - 01:16 PM

^ Now I believe that there are no more error. :sleep:



#1559 Jargalhurts

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Posted 12 July 2014 - 01:38 PM

Seeing how everyone was suddenly talking about land mines, I figured I would contribute to the least.

 

Soviet Tier 2 Vehicle:

 

Sleeper Drone
Cost: $ 300
Speed​​: Medium/Slow
Hitpoints: Weak
Armor Class: Light
Prerequisite: Soviet War Factory, Radar Tower
Purpose: Anti-Armor
Weapon: Explosive Ordinance

Additional Information:

- Deploy to burrow underground and act as a land mine

- Is invisible while burrowed

- Transport slot space: 1

 

Description: Neglecting the old methods of delivering mines, the Soviets decided to up their game with their latest contraption. The Sleeper Drone is the explosive brother of the infamous Terror Drone. Once ordered, the Sleeper Drone burrows underground and readies the explosives it is carrying inside. Once a hostile subject gets in proximity to the Sleeper Drone, the Drone detonates, dealing considerable amount of damage to all that is near. Sleeper Drones are extremely light, taking only one space in a transport. Soviet Halftracks, Borillos and other transports can serve as a secondary mine carrier because of the Sleeper Drone's weight. However, a large amount of armor and speed had to be subtracted from the Sleeper Drone in order to reach it's transport versatilty, rendering it's armor extremely weak and it's movement rather bulky.


Edited by Jargalhurts, 12 July 2014 - 01:39 PM.

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#1560 edumm

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Posted 12 July 2014 - 02:41 PM

Seeing how everyone was suddenly talking about land mines, I figured I would contribute to the least.

 

Soviet Tier 2 Vehicle:

 

Sleeper Drone
Cost: $ 300
Speed​​: Medium/Slow
Hitpoints: Weak
Armor Class: Light
Prerequisite: Soviet War Factory, Radar Tower
Purpose: Anti-Armor
Weapon: Explosive Ordinance

Additional Information:

- Deploy to burrow underground and act as a land mine

- Is invisible while burrowed

- Transport slot space: 1

 

Description: Neglecting the old methods of delivering mines, the Soviets decided to up their game with their latest contraption. The Sleeper Drone is the explosive brother of the infamous Terror Drone. Once ordered, the Sleeper Drone burrows underground and readies the explosives it is carrying inside. Once a hostile subject gets in proximity to the Sleeper Drone, the Drone detonates, dealing considerable amount of damage to all that is near. Sleeper Drones are extremely light, taking only one space in a transport. Soviet Halftracks, Borillos and other transports can serve as a secondary mine carrier because of the Sleeper Drone's weight. However, a large amount of armor and speed had to be subtracted from the Sleeper Drone in order to reach it's transport versatilty, rendering it's armor extremely weak and it's movement rather bulky.

Very interesting - better than my original suggestion - and combines very well with Soviet strategies; something cheap and practical for the beginning and middle of the game, would be really great to see this unit in BR2. ^_^
------

One more useful suggestion?

 

 

Power Support: Nano Repair

Prerequisite: Robot Ops Center

This power support is unique to Pacific Front.

Cost: $500
Recharge Time: 4:00
Requires Power: Yes


Select a naval or land unit with Nano Repair and allowing for 10 seconds the recovery of 1000 hitpoints (100hps per second) - the effect is active for 10 full seconds even if the hps are fully recovered preventing any damage during this time.

Comments: No grants invulnerability for one unit but ensures that a Battlefortress eg resist the intense fighting long enough for an eventual victory; also important for team games - mainly as support for the Soviet units which generally have many hitpoints.


Edited by edumm, 12 July 2014 - 03:59 PM.





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