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MO3.0 Feedback // SUGGESTIONS


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#1701 Petya

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Posted 29 August 2014 - 05:15 PM

And you overlook the fact that Stalker spam could even stop armored units. Now that HQ has Irkalla, if it is used properly, it can be an all round defense for your units. Stalkers will probably have a new ability in the future.



#1702 MrFreeze777

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Posted 30 August 2014 - 12:56 AM

MrFreeze - that is a nerf actually. Adjusting HP as justification of a range nerf is not a buff.
 

I didn't specifically say it was a buff, but I meant the BR2 changes for Stalkers as whole just to add info on what is expected in BR2. But yeah it is basically 2 sets of a buff and a nerf to even the stats a bit.

Hit points buff justifies range nerf and price reduction(therefore slightly more spammable) buff justifies movement speed nerf.


Edited by MrFreeze777, 30 August 2014 - 12:58 AM.


#1703 Tyhednus

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Posted 30 August 2014 - 08:02 AM

If the logic of balance forbid this, then so be it. Rahn will have his area of effect anyway. See how that will turn out.If

#1704 Kivz

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Posted 02 September 2014 - 01:24 AM

what about a new power, Empire from red alert 3.

#1705 Karpet

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Posted 02 September 2014 - 02:37 AM

Japan is the Pacific Front, along with a few other countries...

Seriously, have you even played Mental Omega? Until you do, shut the hell up and stop posting.

#1706 Martinoz

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Posted 02 September 2014 - 06:57 AM

what about a new power, Empire from red alert 3.

Deleting your spam doesn't help so it's official, you are too stupid to post here. Read this.


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#1707 Protozoan

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Posted 02 September 2014 - 07:02 AM

 

what about a new power, Empire from red alert 3.

 

 

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EDIT: Pls save my sanity


Edited by Protozoan, 02 September 2014 - 07:04 AM.

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#1708 MrFreeze777

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Posted 02 September 2014 - 11:34 PM

what about a new power, Empire from red alert 3.

I honestly believe this guy is a troll who gets a kick out of sparking negative reactions for intentionally posting bad suggestions. This guy has repeatedly been told to stop posting but he does it anyway. Now that he is banned hopefully no more drama.



#1709 Divine

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Posted 03 September 2014 - 12:14 AM

About the Stalkers, giving them an anti armor buff would render Reapers pointless.


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#1710 Martinoz

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Posted 03 September 2014 - 07:28 AM

 

what about a new power, Empire from red alert 3.

I honestly believe this guy is a troll who gets a kick out of sparking negative reactions for intentionally posting bad suggestions. This guy has repeatedly been told to stop posting but he does it anyway. Now that he is banned hopefully no more drama.

 

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#1711 Pasidon

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Posted 03 September 2014 - 02:09 PM

Yea... no more derailing.  I'm sure Speed would appreciate the off-topic chatter to come to a conclusion for this topic.  Starting now.



#1712 Atomic_Noodles

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Posted 03 September 2014 - 09:21 PM

The Dune Rider uses a Grenade Launcher Sound for when it attacks. I suggested it be changed to something more fitting like the pin being pulled out so a metallic twang and probably a thrown sound effect since the Dune Rider's throwing the grenades and dropping them not firing from a pressurized tube.


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#1713 Toveena

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Posted 04 September 2014 - 02:00 AM

Speaking of sound effects, IMO Basilisk's warhead impact sound is a bit too weak, feel like it can be more..solid and hardcore. 

    This also applies to BlackEagle's warhead's sound fx as well.



#1714 Malekron

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Posted 04 September 2014 - 11:18 PM

Does the Irkrala's imploder weapon have a special sound effect when fired? When I play with HQ I don't hear the awesome power of imploder's firing only lasers. Maybe the sounds for the lasers firing be slightly adjusted to complement a higher pitch to any sound fx for Irkrala's imploder weapon, hopefully a deep menacing crackling of plasma.



#1715 Atomic_Noodles

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Posted 06 September 2014 - 07:31 AM

By imploder I'm guessing you mean those fireballs it shoots as well?


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#1716 Speeder

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Posted 06 September 2014 - 08:44 AM

Last time I checked the sound effects for shooting of Irkalla's fireballs don't mix too well with the laser sounds because of how fast the shooting rate is. Since it uses Gatling.Cycle logic, these sounds are tied to invisible animations for each shot.


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#1717 FiremariomkiZX 123-451-149

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Posted 06 September 2014 - 02:33 PM

With Scorpion Cell losing its T3 anti-armour, I feel something should fill the void. Or we could add 10-25% more to the Oxidizer's price and allow it to target vehicles too (but not Infantry, the mixture is too specialized). This may help out in SC's coming armour blues.

And methinks the Warhawks need a boost vs. vehicles. After all, the other two allied factions have Tank Destroyer types (Mirage Tank and Zephyr) and unless the US gains the Tank Destroyer proper, it seems the US will have issues with tanks without sending out their somewhat weak Abrams Tank.
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#1718 Petya

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Posted 06 September 2014 - 04:04 PM

Scorpion Cell's Tyrant will have a new ability which will make it one of the most decent T3 tanks. It won't be anti-armor, but it won't need it anyway.

 

Warhawk isn't pure anti-armor unit and it is both good against armor and infantry. Maybe it is better at killing infantry, but in numbers I'm sure that Warhawk is good against tanks too.



#1719 lovalmidas

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Posted 06 September 2014 - 06:09 PM

Light vehicles. By the time you get enough Warhawks to take out heavies with ease, they should pwn almost everything else that is not aircraft. Provided they don't get downed first. :p

 

US has always had issues with heavy armour. Their playstyle centers around outmanuvering armour and striking where it matters more. 


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#1720 Divine

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Posted 06 September 2014 - 11:37 PM

Speaking about effects, I think that the implosions made by Irkalla and Stalkers look horrible. They are basicly just color gradients, perhaps you should consider taking / making an adequitly looking explosion and reversing it (play it backwards). Also, since it's a vacoom bomb or WTF, I do not understand why fire is included.


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