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MO3.0 Feedback // MISSIONS/CO-OP


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#221 Martinoz

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Posted 29 December 2013 - 11:27 PM

True - Attack on Buggies is a very slow paced mission with 15 convoys of Bomb Buggies to destroy, but it takes over 30 minutes for a part of that mission. When there is another objective, while you have only Barracks, War Factory, Airfield to destroy the base spamming basic units - the only good answer is to quit such a long mission that gets boring after first few convoys.


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#222 Solais

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Posted 30 December 2013 - 08:24 AM

I think one way to improve most of these maze like missions is to always reveal areas where the player have to be extra careful. Many missions already do this, but there are others that don't, or just does it a little. Like for example, Human Shield is so damn hard because you really don't know where is what, you just see a sudden terror drone approaching and you're dead. More annoying that the terror drones only attack the spies, not the adepts. Even more annoying that the drones are hidden behind trees, no way to actually notice them.

Also, I'd suggest a similar system to Singularity (of all the missions, that has the best example), that spies shouldn't be critical units, because there would be always one turning up when the others are dead, so the only challenge would be going back to the beginning and trying it again. (And that's why I'm also against that one Epsilon mission - I think Think Different - which will be updated for saboteurs to be not trainable. That's stupid, I heard the mission is already hard enough as it is.)

 

As for the Coop missions: Soviet 01 Coop should really have reveals to things like "look out for the bunker turrets" or the IFV patrolling the bridge, and the like. Fortunately, it did reveal a few things, like the SEAL on the bridge, though we kind lost where we should be able to go after that.

 

For Allied 03 Coop, I think it would be the best if the MCV would be controllable by the player, but of course not deployable. The mission is a real slap in the face after two awesome/good missions.

 

For Epsilon 01 Coop... I dunno. There are things that are distracting. Like, I think the level mentions that killing dogs should be okay, but NHunter says it doesn't. It also says that vehicles can't be mindcontrolled, yet there's a halftrack that can be mindcontrolled, only when it is destroyed by the enemy, it's still Mission Failed (at least I think, it might have killed a GI I told it to not kill). Also the level also says that if the allies kill a civilian, they won't attack anyone again.


Edited by Solais, 30 December 2013 - 09:56 AM.


#223 Petya

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Posted 30 December 2013 - 08:56 AM

That Halftrack in Eppy coop 1 is for to distract that Abrams Tank nearby. Otherwise you won't be able to take that Engi away and both Engis are needed.



#224 Solais

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Posted 30 December 2013 - 09:54 AM

Oh, so I was using it for the right thing. I guess it really did kill one of the GIs.



#225 UprisingJC

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Posted 02 January 2014 - 02:04 PM

I'm here to deliver some message from my coop partner.

I'm not sure if my translation is good enough, so I'm also posting the original content written in Chinese.

 

 

 

It seems that something's wrong with the crates in COOP.

For example, in the Allied 5th COOP stage, there are 2 crates near the missile silo and the airfield("「HINT - There is a Missile Silo and an Airport, with resources in crates nearby.」"), but sometimes players may get nothing (0 $) from a crate, making them unable to make use of both tech buildings.

 

 

------Original Content-------

MO3在合作戰役中把錢箱改掉,但卻又在地圖中擺上錢箱,最明顯的是盟軍第五關科技機場及飛彈井旁的木箱,那關還有文字提示寫著「HINT - There is a Missile Silo and an Airport, with resources in crates nearby.」。

 

不過錢箱雖然被改掉,沒有動畫和音效,且獲得金額設定為0,但遊戲本身實際運作是獲得x~x+900,所以還是有隨機0~900可拿就是了。



#226 Petya

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Posted 02 January 2014 - 02:29 PM

They wouldn't have much use I'm afraid and I think that one is intended.



#227 UprisingJC

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Posted 02 January 2014 - 02:45 PM

They wouldn't have much use I'm afraid and I think that one is intended.

That guy took the Allied 5th coop stage for instance as it's the most obvious one that shows how the crate works.



#228 someonebutnoone

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Posted 03 January 2014 - 11:32 AM

Yeah, there is a possibility that using cheats in tailor-made missions will either break it or crash the game due to unexpected wtfs.
 
Goshdarnit, just face the missions like a man! :p 



A possibility? Make it a fact. :p

#229 someonebutnoone

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Posted 03 January 2014 - 11:38 AM

We'll consider what you said about the difficulty that you expect from the game.

Spoiler

Typical Act II mission will be like a mix of Panic Cycle, Singularity, Unshakeable, Human Shield and other mental missions. Expect a timed commando mission with Tanya destroying Tesla Coils evading EMP mines, then you can control a base BUT without a Construction Yard and for last objective you must defend a convoy which you can't control. Of course the driver is retarded and will drive directly to the enemies.

The enemies consisting of PURE anti-armor, plus a plot twist in which most of your powerful units turn out to be defectors, and there will be 35 terror drones, and all you have against all of those are: Mercury Cannons, WITHOUT the Target Painter...

#230 someonebutnoone

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Posted 03 January 2014 - 11:45 AM

Did you really expect that you'll be given a Nuke Silo that easily? :p There is always a catch. In an older version that Nuke Silo wasn't a threat because you could bring down the power of the chinese base so that their nuke silo would become useless. Then I came in and I suggested Speeder to make the Pacific Front army power up the Nuke Silo. :D

https://www.youtube....h?v=LzwKwM2gLeU
How about a secret mission in which the factions discover that they are mere creations of a certain sadistic group of individuals, who want to troll the rest of the world. At the climax, Stalin, Cherdenko, and Speeder are present, you playing Tanya. You can only fire once.
If you kill Hitler, RA3 becomes canon. :p
If you kill Cherdenko, you will be close to victory, but Speeder sends a Virus to kill Tanya. :p
If you kill Speeder, Mental Omega will stop working, automatically uninstalls itself, and leaves a message saying "FILTHY CASUAL YOU PROBABLY LIKE CNC4 AND RA3 PLAY THOSE INSTEAD :p :p :p :p :p :p

(This is all a joke...)

Edited by someonebutnoone, 03 January 2014 - 11:47 AM.


#231 Tyhednus

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Posted 03 January 2014 - 07:46 PM

I have played some missions on easy. The ones I completed were the first 3 missions and Panic Cycle of the Allies. I have completed on easy the first four missions of Epsilon and Focus Shift, which I also completed on Normal. I really love Focus Shift. It is so hectic there are fights everywhere and so much Chinese. And on normal it only gets harder, because there are more triggers.

I have one question about the mission Think Different, which I tried a little bit sometimes. Why do you have to capture the Chinese outpost. You are working with them. Is it not easier to let the Chinese wreak havoc and in the end you go through the destruction and infiltrate the lab.

 

And in general I love the campaigns. They are challenging and force me to think about how I should do it.

 

P.S. The driver of Focus shift is an idiot.



#232 Petya

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Posted 11 January 2014 - 02:52 PM

Epsilon Coop 1: TV Lies

-make the walls invincible, because the GIs may try to destroy them once they are inside of the cage and the mind control breaks



#233 Speeder

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Posted 11 January 2014 - 03:40 PM

GI. Destroy walls.

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#234 Martinoz

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Posted 11 January 2014 - 04:05 PM

MAKES 
NO 
SENSE 
TO 
PLACE 
THEM
IN
COMFORTABLE
CAGES


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#235 Petya

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Posted 11 January 2014 - 05:05 PM

I wanted to say gates, but nah, I'm kinda lunatic these days... xD So make the gates invincible.



#236 Speeder

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Posted 11 January 2014 - 06:23 PM

GIs can destroy the gates?

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#237 Martinoz

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Posted 11 January 2014 - 06:42 PM

Yes, once a GI in occupied building destroyed the gate first, killed the GI inside and mission was failed :/


Edited by Martinoz, 11 January 2014 - 06:42 PM.

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#238 Petya

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Posted 11 January 2014 - 07:19 PM

GIs may target the gates even if they are in the cage or out of it.



#239 Petya

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Posted 11 January 2014 - 08:12 PM

Epsilon Coop 2: Retaliation

-Paradrop gives Initiates and Archers. I think Archers don't exist in Act 1, so it is kinda interesting

-Upon capturing those damaged soviet refineries, you still can't build miners. I don't know whether it is intended.



#240 Solais

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Posted 11 January 2014 - 11:18 PM

I remember Soviets using Driller APCs in one of the Allied coop missions, I think the third. How did they get those (canonically)?






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