Jump to content


Photo

MO3.0 Feedback // SUGGESTIONS


  • This topic is locked This topic is locked
2870 replies to this topic

#1601 Karpet

Karpet
  • Members
  • 51 posts

Posted 17 July 2014 - 05:40 PM

I tried to make a battleship that could be balanced.

Battlecruiser (Exclusive to European Alliance)
Cost: 3000$
Hitpoints: Medium
Armor: Medium
Speed: Low-Medium
Prerequisite: Allied Naval Shipyard, Allied Airforce Command, Allied Lab
Purpose: Siege, Anti-Ship, Precision Striking
Armament: 2x Twin-Barreled Cannons
Additional Information:
-Twin-Barreled Cannons are very inaccurate at long range and have a bit of a dead-zone near them, but are extremely damaging. Unlike the RA1 Cruiser, you cannot guide its inaccurate shots, because they scatter randomly. Also they take quite a bit of time to reload.

Edited by Karpet, 18 July 2014 - 12:43 PM.


#1602 Bernadiroe

Bernadiroe

    Pepperoni

  • Members
  • 287 posts

Posted 17 July 2014 - 06:46 PM

I tried to make a battleship that could be balanced.

Battlecruiser (Exclusive to European Alliance)
Cost: 3000$
Hitpoints: Medium
Armor: Medium
Speed: Low-Medium
Prerequisite: Allied Naval Shipyard, Allied Airforce Command, Allied Lab
Purpose: Siege, Anti-Ship, Precision Striking
Armament: 2x Twin-Barreled Cannons, VLS Pods
Additional Information:
-Twin-Barreled Cannons are very inaccurate at long range and have a large dead-zone, but are extremely damaging. Unlike the RA1 Cruiser, you cannot guide its inaccurate shots, because they scatter randomly.
-VLS Pods are used at short range, for precision striking, and for self defense against close range enemies. Missiles launched are fast and have high damage, but have a very small AoE and can be shot down due to low health.

 

I don't know whether it'll be considered balanced or not but, maybe this battleship is not for EA, since it seems too strong for a defensive-oriented subfaction..

 

EDIT:

Also, a suggestion

 

Void Prototype (Stolen Naval Unit)

 

Cost: 2500$

Hitpoints: Medium

Armor: Medium/Low

Speed: Low

Pre-requisite: Infiltration of Soviet+Allied+Epsilon's Battle Labs, construction of each faction's naval structure

Purpose: Anti-Infantry (Epsilon), Anti-Armor (Soviet), Anti-Air (Allied)

Secondary Armament: 2x Acid Bomb (Epsilon), Tesla Arch (Soviet), 3x Heat Laser (Aliied)

Primary Armament: 1x Anti-Armor Rocket Pod, 1x Machine Gun, 1x 120mm Cannon

Range: 6/10, 6/10, 5 [Primary Armament] 26, 23, 20 [Secondary Armament]

Minimum Range: 7 [Secondary Armament]

Build Limit: 4

Additional Information:

- This ship is not a godmode kind of monster which will annihilate anything. It has Primary Armament which consist of one anti-armor rocket (can target Aircraft), one anti-infantry machine gun (can target Aircraft), and one anti-structure 120mm cannon. Its Primary Armament has standard/basic range, so even tho all of it can attack at the same time, it cannot be used to quickly destroy bases.

- This ship comes with additional Armament, depending on what faction you play as. If you playing as Epsilon, it will have Acid Bomb, which devastating only to infantries. Projectile cannot be shot down, 2 projectiles/second, 4x4 AoE.

- If you playing as Soviet, it will have Tesla Arch, which devastating only to heavily-armored units. 1 strike/second, 25% chance EMP effect each strike, single/multi target (like Prism Tank).

- If you playing as Allied, it will have Heat Lasers, which can only target air units. Long-range, 3 shoots/second.

- Its Secondary Armament can auto-target by itself, so you just need to place it within range of your targets. Clicking target/force attack will make it closing by (because it will try to make its Primary Armament in range). Shortly, the armaments work like Battle Fortress.

- Its weakness is cloaked units.

- Acid bomb will only auto-target infantries and Tesla Arch will only auto-target units. (So that Tesla Arch cannot be used against infantries)

- It will stop attacking entirely if the player command it to move. (So that player won't try to click/force attack > move, to make the ship specifically targets what the player wants without making it closing by)


Edited by Bernadiroe, 17 July 2014 - 07:38 PM.


#1603 Karpet

Karpet
  • Members
  • 51 posts

Posted 17 July 2014 - 07:16 PM

I tried to make a battleship that could be balanced.
Battlecruiser (Exclusive to European Alliance)
Cost: 3000$
Hitpoints: Medium
Armor: Medium
Speed: Low-Medium
Prerequisite: Allied Naval Shipyard, Allied Airforce Command, Allied Lab
Purpose: Siege, Anti-Ship, Precision Striking
Armament: 2x Twin-Barreled Cannons, VLS Pods
Additional Information:
-Twin-Barreled Cannons are very inaccurate at long range and have a large dead-zone, but are extremely damaging. Unlike the RA1 Cruiser, you cannot guide its inaccurate shots, because they scatter randomly.
-VLS Pods are used at short range, for precision striking, and for self defense against close range enemies. Missiles launched are fast and have high damage, but have a very small AoE and can be shot down due to low health.

 
I don't know whether it'll be considered balanced or not but, maybe this battleship is not for EA, since it seems too strong for a defensive-oriented subfaction..
I based it more on how the Allies had the cruiser in Red Alert 1.

#1604 Atomic_Noodles

Atomic_Noodles

    Colony Hivemind

  • Project Team
  • 854 posts
  • Location:Planet Earth
  • Projects:Red Alert - Colony Wars
  •  Colony Wars Hive Mind

Posted 18 July 2014 - 12:03 PM

The reason Battleships are OP is because you CANT shoot down their projectiles.


~ Getting cringe reactions when you see a RAINBOW means you have issues. ~

 

"This World is an Illussion,Exile" -High Templar Dominus


#1605 Karpet

Karpet
  • Members
  • 51 posts

Posted 18 July 2014 - 12:40 PM

The reason Battleships are OP is because you CANT shoot down their projectiles.


These Battlecruisers are inaccurate, and less armored than dreadnoughts and Aircraft carriers. You can shoot down their close range projectiles as well.

#1606 AngelFaux

AngelFaux
  • Members
  • 52 posts
  • Location:Indonesia

Posted 18 July 2014 - 01:17 PM

 

The reason Battleships are OP is because you CANT shoot down their projectiles.


These Battlecruisers are inaccurate, and less armored than dreadnoughts and Aircraft carriers. You can shoot down their close range projectiles as well.

 

 

battlecruisers, battleships, cruisers, etc. won't be able to be balanced with their cannons. Moreover, those things you suggested makes your beloved battlecruiser sounds -much- worse than Allied's Aircraft Carrier, either as a worse nightmare or a worse choice to build. So whatever you suggest, as long as it's related with giant cruisers with long range siege cannons, it won't happen, trust me.   :grin:


Edited by AngelFaux, 18 July 2014 - 01:22 PM.


#1607 Karpet

Karpet
  • Members
  • 51 posts

Posted 18 July 2014 - 01:28 PM

The reason Battleships are OP is because you CANT shoot down their projectiles.


These Battlecruisers are inaccurate, and less armored than dreadnoughts and Aircraft carriers. You can shoot down their close range projectiles as well.
 
battlecruisers, battleships, cruisers, etc. won't be able to be balanced with their cannons. Moreover, those things you suggested makes your beloved battlecruiser sounds -much- worse than Allied's Aircraft Carrier, either as a worse nightmare or a worse choice to build. So whatever you suggest, as long as it's related with giant cruisers with long range siege cannons, it won't happen, trust me.   :grin:
Well, I came in here with the mindset anyways that my suggestions won't be accepted.
Life is cruel :p

#1608 Malekron

Malekron
  • Members
  • 240 posts
  • Location:The Abyssal Plains

Posted 18 July 2014 - 06:13 PM

I tried to make a battleship that could be balanced.

Battlecruiser (Exclusive to European Alliance)
Cost: 3000$
Hitpoints: Medium
Armor: Medium
Speed: Low-Medium
Prerequisite: Allied Naval Shipyard, Allied Airforce Command, Allied Lab
Purpose: Siege, Anti-Ship, Precision Striking
Armament: 2x Twin-Barreled Cannons
Additional Information:
-Twin-Barreled Cannons are very inaccurate at long range and have a bit of a dead-zone near them, but are extremely damaging. Unlike the RA1 Cruiser, you cannot guide its inaccurate shots, because they scatter randomly. Also they take quite a bit of time to reload.

 

How about the armament being weather manipulating drone launcher, it allows the object to be shot down and can be justified by the limited range of WM weaponry without risking the unit itself.



#1609 Karpet

Karpet
  • Members
  • 51 posts

Posted 18 July 2014 - 08:14 PM

I tried to make a battleship that could be balanced.
Battlecruiser (Exclusive to European Alliance)
Cost: 3000$
Hitpoints: Medium
Armor: Medium
Speed: Low-Medium
Prerequisite: Allied Naval Shipyard, Allied Airforce Command, Allied Lab
Purpose: Siege, Anti-Ship, Precision Striking
Armament: 2x Twin-Barreled Cannons
Additional Information:
-Twin-Barreled Cannons are very inaccurate at long range and have a bit of a dead-zone near them, but are extremely damaging. Unlike the RA1 Cruiser, you cannot guide its inaccurate shots, because they scatter randomly. Also they take quite a bit of time to reload.

 
How about the armament being weather manipulating drone launcher, it allows the object to be shot down and can be justified by the limited range of WM weaponry without risking the unit itself.
That sounds great. Using this idea here's my revised EA artillery ship.

Weathercruiser (exclusive to European Alliance)
Cost: 2500$
Hitpoints: Medium-High
Armor: High
Speed: Low
Prerequisite: Allied Naval Shipyard, Allied Lab
Purpose: Siege, Anti-Infantry, Anti-Air (this can be changed if it is unbalanced), Precision Strikes
Armament: 5x Weather-Manipulating Drones/Weather-Affecting Drones
Info:
The Weathercruiser is a ship similar to the Aircraft Carrier, but instead of drones armed with missiles, these carriers hold drones that can use the weather as weapons. The drones are armed with miniature versions of the Thor Gunship's weapon. They are extremely effective against infantry, and are also good against air units and buildings. The downside is that these drones can be easily shot down due to their little armor and fire slower against air units (due to the process involved in targeting them).

#1610 Divine

Divine

    NGL, I was kinda drunk when I registered with this name.

  • Members
  • 1,182 posts
  • Location:Hungary

Posted 18 July 2014 - 10:21 PM

I think the battleship coul be balanced by having a low ROF. However, extremely damaging but very inaccruate shells are, in fact, worse than extremely damaging and pinpoint accuracy shells. Why? Because imagine this situation: 5 battleships fring at the same spot. Complete area-effect annihilation, thanks to the inaccuracy. OR we could have a battleship as sort of a hero ship, with a build limit of 1.


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#1611 Meyerm

Meyerm

    Commisar

  • Members
  • 716 posts
  • Location:Chicago

Posted 18 July 2014 - 10:27 PM

The other naval siege units have a weakness in that sufficient AA can block their attacks. The battleship's cannon shells bypass this issue, making them overpowered.



#1612 Petya

Petya

    title available

  • Project Team
  • 1,324 posts

Posted 19 July 2014 - 09:45 AM

Battleship will always be unbalanced. The projectiles are indestructible and can deal very heavy amount of damage. On the other hand it is extremely inaccurate so on higher elevations it can be problematic to use it.


Edited by Petya, 19 July 2014 - 09:45 AM.


#1613 Protozoan

Protozoan

    Big Stinky Gun

  • Members
  • 429 posts
  • Location:Australia
  •  Prepare to be emancipated from your own inferior genes!

Posted 19 July 2014 - 10:00 AM

Battleship will always be unbalanced. The projectiles are indestructible and can deal very heavy amount of damage. On the other hand it is extremely inaccurate so on higher elevations it can be problematic to use it.

 

Maybe the Battleship will never be balanced, but maybe there is hope for some kind of naval flagship or at least a new addition to the Allied Navy?

 

It would make Islands more interesting if some more units were added to the faction's naval arsenal.


2nm4ut.jpg


#1614 X1Destroy

X1Destroy

    title available

  • Members
  • 660 posts
  • Location:Holy Terra

Posted 19 July 2014 - 12:14 PM

Make it an epic unit so it doesn't matter much if it's OP, since there can be only 1 at a time.


"Protecting the land of the Free."
efXH1rz.png
 


#1615 Meyerm

Meyerm

    Commisar

  • Members
  • 716 posts
  • Location:Chicago

Posted 20 July 2014 - 05:31 AM

Or just forget the battleship entirely and keep it campaign-exclusive.



#1616 Jargalhurts

Jargalhurts

    Mental Face

  • Project Team
  • 328 posts
  • Location:Silent Hill
  • Projects:Nothing worth showing off.
  •  Actually Yngwie of House Malmsteen.

Posted 20 July 2014 - 06:32 AM

I do remember back then that I suggested Battleship creating a destructible chrono portal above a target where shells are dropped instead of just shooting cannons at it. Good times.


Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.


#1617 edumm

edumm
  • Members
  • 73 posts

Posted 21 July 2014 - 02:18 PM

The idea now is to increase the dynamism of the game in aquatic maps and allow new strategies with the engineers as well as introduce new tech aquatic structures causing that an engineer captures a structure on the water in the same way that captures a structure on the land. I think it might be a good idea.


Engineer (additional skill)

All engineers (Allies, Soviets, Epsilon) can cross the water with 'tech boats', thus being no more necessary that a transport to take him to an island; this ability allows an engineer explore the water slightly earlier than before and allows that tech structures and naval yards can be capture on the high seas.


Tech Torpedo Tower

This tower was designed to detect and destroy enemy submarines and ships at sea; once engaged two torpedoes are fired against the target. The Torpedo Tower requires no power to operate.


Tech Multi-Defense Platform

This tower can defend both the sea and the sky; against vessels fires a single torpedo at long distance capable of cause great damage; against aircraft fires its heavy flak cannons also causing considerable damage. The detection range of the tower against enemies submerged units is far reaching; Another point of notoriety is the high resistance of its reinforced structure. The Tech Multi-Defense Platform needs energy to function.


Tech Sea Flak

This tower equipped with a flak cannon does not detect or faces vessels but can offer resistance against air targets. Does not require power to operate.

 

 

NOTA: because the simplified dynamics of naval battles is not necessary that there be a wide range of tech structures; but without doubt must increase the fun on scenarios which have these structures.


Edited by edumm, 21 July 2014 - 02:19 PM.


#1618 Atomic_Noodles

Atomic_Noodles

    Colony Hivemind

  • Project Team
  • 854 posts
  • Location:Planet Earth
  • Projects:Red Alert - Colony Wars
  •  Colony Wars Hive Mind

Posted 21 July 2014 - 03:24 PM

Colony Wars already has amphibious Engineers,Miners & MCVs :p


~ Getting cringe reactions when you see a RAINBOW means you have issues. ~

 

"This World is an Illussion,Exile" -High Templar Dominus


#1619 edumm

edumm
  • Members
  • 73 posts

Posted 21 July 2014 - 03:36 PM

Colony Wars already has amphibious Engineers,Miners & MCVs :p

Miners and MCVs is too much for me, but engineers seems to be something interesting, allows you capture the naval yard. :)



#1620 Meyerm

Meyerm

    Commisar

  • Members
  • 716 posts
  • Location:Chicago

Posted 21 July 2014 - 04:09 PM

And disarm ivan bombs from ships.






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users