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MO3.0 Feedback // SUGGESTIONS


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#1961 CLAlstar

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Posted 31 December 2014 - 03:35 PM

Guess youre right.pyroes on the previous games were less expensive too.

 

But i would also like to have a list of all anti infantry vehicles and aircrafts in the game to see how efficient they are against pyroes

 

https://dl.dropboxus...here you go.txt

Here, all pyro counters. Might forgot about something but doesnt matter.



#1962 doctormedic

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Posted 01 January 2015 - 11:53 AM

 

Guess youre right.pyroes on the previous games were less expensive too.

 

But i would also like to have a list of all anti infantry vehicles and aircrafts in the game to see how efficient they are against pyroes

 

https://dl.dropboxus...here you go.txt

Here, all pyro counters. Might forgot about something but doesnt matter.

 

Well that seems about right



#1963 Toveena

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Posted 01 January 2015 - 03:38 PM

Guess youre right.pyroes on the previous games were less expensive too.
 
But i would also like to have a list of all anti infantry vehicles and aircrafts in the game to see how efficient they are against pyroes

https://dl.dropboxus...here you go.txt
Here, all pyro counters. Might forgot about something but doesnt matter.

Pyro is immune to normal crash just so u know :)

#1964 doctormedic

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Posted 02 January 2015 - 12:10 PM

 

 

Guess youre right.pyroes on the previous games were less expensive too.
 
But i would also like to have a list of all anti infantry vehicles and aircrafts in the game to see how efficient they are against pyroes

https://dl.dropboxus...here you go.txt
Here, all pyro counters. Might forgot about something but doesnt matter.

Pyro is immune to normal crash just so u know :)

 

Oh right they are immune to crush

Still battle fortress and other omnicrushers can still work



#1965 Omega Legion

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Posted 04 January 2015 - 05:21 AM

A suggestion to HQ:the opus tank cannot get an extra turret when there is an infantry in it. Instead, it becomes a repairing vehicle when an engineer in it. The extra turret isn't quite useful, and HQ already has shadow tank to detect cloaked units so they doesn't need stinger.

#1966 Atomic_Noodles

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Posted 04 January 2015 - 08:13 AM

If you want a repair unit for Epsilon get Stinger Engineers

 

The Opus Tank's extra turret is just another surface of that gimmick. If the Opus Tank dies the survivor Passenger would usually at least provide an extra added layer of attacking power.


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#1967 Petya

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Posted 04 January 2015 - 09:32 AM

The extra turret offers bigger DPS so its damage output becomes the best among the Epsilon T1 tanks. While it may die to Lasher Tanks, Opus is very useful at destroying structures and miners. I can't say it for sure, but the double barreled Opus Tank has better DPS than certain soviet and allied tanks. 

 

Opus can also be used to carry passengers to different locations, while it is still able to fight back. You can use this to weaken structures so a single engineer can capture them instead of 3.

 

And as Jem said, the role of the repair unit in the Epsilon arsenal is taken by Stinger + Engineer.

 

Shadow Tanks can detect cloak, but it isn't basic technology. If you want to harass Epsilon miners, but you are at T1, then Shadow Tanks aren't really an option. Besides, some double barreled Opus Tanks with some Stingers can do better job at harassing than Shadow Tanks and that unit composition is somewhat cheaper than going for pure Shadow Tanks.


Edited by Petya, 04 January 2015 - 09:37 AM.


#1968 Hecthor Doomhammer

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Posted 04 January 2015 - 04:38 PM

All of that, plus another role the Stinger fulfills is T1 anti infantry, just like the Robot Tank and irrc it also detects disguised spies


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#1969 Picodreng

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Posted 05 January 2015 - 03:42 PM

Have there been any considerations about my mercenary suggestion? Just wondering.



#1970 franchise422617

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Posted 05 January 2015 - 07:17 PM

my son begged me to download as he said it was a cool addition to the C&C collection. WOW this game blows. Is it suppose to be this hard even on easy? I'm trying to do missions and it took me a week before I could get past the first mission. Now I'm on the second mission where I have to keep Tanya alive while my spies infiltrate a certain building. Nothing like having Tanya walk past enemies only to get destroyed 30 seconds into the game. Not to mention my troops are surrounded by mountains that they can't go around!!! Seriously!!! Who thought of theses idiotic impossible missions? Poor planning all around. Am deleting from my computer!!!



#1971 Martinoz

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Posted 05 January 2015 - 07:35 PM

ROTFL


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#1972 Petya

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Posted 05 January 2015 - 08:00 PM

my son begged me to download as he said it was a cool addition to the C&C collection. WOW this game blows. Is it suppose to be this hard even on easy? I'm trying to do missions and it took me a week before I could get past the first mission. Now I'm on the second mission where I have to keep Tanya alive while my spies infiltrate a certain building. Nothing like having Tanya walk past enemies only to get destroyed 30 seconds into the game. Not to mention my troops are surrounded by mountains that they can't go around!!! Seriously!!! Who thought of theses idiotic impossible missions? Poor planning all around. Am deleting from my computer!!!

Missions are generally harder than the original RA2 YR missions, but most of them are doable, except that there are some which are bugged. They will be easier in the next beta release though.

 

If you really weren't satisfied with BR1 then wait until a new version is released. You might like it.



#1973 Picodreng

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Posted 06 January 2015 - 03:04 PM

my son begged me to download as he said it was a cool addition to the C&C collection. WOW this game blows. Is it suppose to be this hard even on easy? I'm trying to do missions and it took me a week before I could get past the first mission. Now I'm on the second mission where I have to keep Tanya alive while my spies infiltrate a certain building. Nothing like having Tanya walk past enemies only to get destroyed 30 seconds into the game. Not to mention my troops are surrounded by mountains that they can't go around!!! Seriously!!! Who thought of theses idiotic impossible missions? Poor planning all around. Am deleting from my computer!!!

10/10 would assume this is a joke again.



#1974 Malekron

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Posted 09 January 2015 - 04:59 AM

A suggestion to HQ:the opus tank cannot get an extra turret when there is an infantry in it. Instead, it becomes a repairing vehicle when an engineer in it. The extra turret isn't quite useful, and HQ already has shadow tank to detect cloaked units so they doesn't need stinger.

 

If you want a repair unit for Epsilon get Stinger Engineers

 

The Opus Tank's extra turret is just another surface of that gimmick. If the Opus Tank dies the survivor Passenger would usually at least provide an extra added layer of attacking power.

I have two variations of some suggestions for the Opus...   

 

1...If a passenger is in the Opus it receives  longer and/or additonal duration of buffs (Rage Inducer) if used in tandem to it/ if a passenger is not in the opus then it receives longer and/or additional debuffs. 

 

...or...

 

2...Each infantry tier grants the Opus an incremental such as Tier 1 (Initiates,GIs, Flak Troopers etc) grant 35% firepower, Tier 2 infantry (SEALS, Brutes, Tesla Troopers) grant 55, Tier 3 Infantry (Adepts, Chrono Legionnaires, Desolators, hero units) grant 75% firepower boost.



#1975 Toveena

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Posted 09 January 2015 - 05:42 AM

Dog + IFV = Barking speaker ? (Ra3ish)

but somewhat weaker than complelety stun lock like in ra3 tho... maybe with cellspread = 0.5, Infantries get 0.5 attack and 0.5 speed debuff.



#1976 Atomic_Noodles

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Posted 09 January 2015 - 05:52 AM

@Malekron that could be a nice touch on the Opus's Weapon Boost rather than just a straight Single Barrel or Double Barrel. Higher Tiered Infantry offering a slightly better IFV Effect. I'm gonna tweak this for my Bradley FV in Colony Wars if you don't mind. :p

 

Not enough IFV Slots Toveena atm for more possible IFV Modes.


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#1977 Hecthor Doomhammer

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Posted 09 January 2015 - 01:04 PM

Any humanoid infantry pretty much grants the Opuis a 100% Rate of Fire bonus, It litterally does DOUBLE DAMAGE when thee's an infantry inside of it and it has double barrels.


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#1978 Picodreng

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Posted 10 January 2015 - 02:54 PM

Here comes another idea from me. This could be a cool unit for campaign-only purposes.

 

Ski trooper/scout

  • Cost: $700-900
  • Speed: 6 (undeployed), 4 (deployed), 8-9 (deployed, on slope/ramp)
  • Hitpoints: 100
  • Armor Class: Flak (anything light)
  • Prerequisite: Tech Secret Lab
  • Purpose: Reconnaissance, Anti-Infantry
  • Equipment: HK5 UMP Submachine Gun or similar
  • Range: 6.5

Soldiers specially trained for scouting out mountanous areas. Although not suited for direct combat, their great speed and powerful submachine gun make them great for anti-infantry hit-and-run tactics. They deploy to equip and unequip their skis, which must be used to your advantage depending on the situation.

 

Sub-ideas:

  • Turret-style ability to fire on the move while skiing.
  • Special technology to allow their skis to work without snow (hence the tech lab).
  • Campaign mission featuring the enemy using them as well (Cosmonaut style).
  • Quotes referencing James Bond movies (if you understand why).
  • Ability to jump across small gaps for superior maneuverability. Possibly to jump off cliffs as well.

A final thing I want to point out is that, in my opinion, they seem to fit in as tech technology along with he rejuvenators. Both can be useless or an advantage depending on the terrain.


Edited by Picodreng, 10 January 2015 - 02:58 PM.


#1979 Atomic_Noodles

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Posted 10 January 2015 - 03:10 PM

Infantry can't fire on the move sadly.


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#1980 Picodreng

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Posted 10 January 2015 - 04:30 PM

Dammit RA2 mechanics!






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