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MO3.0 Feedback // MISSIONS/CO-OP


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#381 lovalmidas

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Posted 20 June 2014 - 04:33 PM

The Decimator Tank was not available in skirmish games, I think. In fact I don't think it was available in the game without modding.

The Decimator Tank was modified for the mission in the sense that it cannot be mind-controlled (so was the Battle Fortress). The fan campaign was about the Allies building a counter to Yuri's mind control technology - post-MO2.0. :p

Still, Aegis Impervious remains the only mission I had created and could not beat (not that I had a big portfolio anyway). I beat Singularity after about 30 tries. This one had much more. Maybe 60. I lost count.

Edited by lovalmidas, 20 June 2014 - 04:37 PM.

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#382 Sizyfos31

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Posted 20 June 2014 - 05:27 PM

Speaking of Singularity, is there any wise explanation for that Malver clone in the mission? Preferably lore-wise? And what really got me was the fact, that Prism Tower has farther range than a Tesla Coil (unless this was intended purely for this mission to not clear whole map with single elite Nuwa, as I was attempting to).


This is what I see when anyone misspell Fury Drone as Furry Drone

 

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#383 Petya

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Posted 20 June 2014 - 05:31 PM

That's just the debug version of Malver and he isn't supposed to be in the mission. Will be fixed in BR2.



#384 Meyerm

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Posted 20 June 2014 - 08:11 PM

Wow, actual 2.0 videos not recorded by a potato!



#385 Tyhednus

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Posted 21 June 2014 - 08:58 AM

Holy *peep* , Loval, what an awesome mission is Aegis Impervious. :D Everywhere chaos, Soviets and Epsilon with strange rocket units and hover Lasher Tanks. But what is the point of that truck?

#386 Petya

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Posted 21 June 2014 - 08:59 AM

The Truck transports some sort of information and that's why it is essential.



#387 Meyerm

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Posted 21 June 2014 - 06:31 PM

I don't remember hover lashers and whatever those flying initiates were. Exclusive to that map?

 

As for gameplay, looks like an average 3.0 campaign mission to me. All that's missing is maybe 2-3 apocalypse tank armies. Or maybe 3 nuke silos with timers set to 3 minutes.



#388 MrFreeze777

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Posted 21 June 2014 - 08:12 PM

I remember you can build Decimators Tanks as stolen tech vehicles in Mental Omega 2.0 psi skirmish. You needed be to Epilson and/or Allied + stolen Battle Lab tech from both sides. You also could have access to Phalanx(Allied and/or Soviet + stolen Battle Lab tech) and Apollo Drone(Soviet and/or Epsilon + stolen Battle Lab tech).

It was kind like Construction Yard + Battle Lab infiltration of the same faction giving you a stolen tech vehicle in Mental Omega 3.0, only difference is that in 2.0 psi you could have all three stolen tech vehicles(regardless of faction) instead of one faction specific one, all you needed was to infiltrate all 3 factions Battle Labs + have all 3 factions ConYards/buildings like War Factories and maybe Battle Labs.


Edited by MrFreeze777, 21 June 2014 - 08:45 PM.


#389 Meyerm

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Posted 22 June 2014 - 06:40 PM

Still, where did those flying initiates and hover lashers come from? It may be a little off-topic, but I don't want to dedicate a new thread to it.



#390 doctormedic

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Posted 28 June 2014 - 07:42 AM

In warranty void the tech artilleries dont seem to attack when captured even when capturing a hostile one



#391 mevitar

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Posted 28 June 2014 - 12:20 PM

Because they won't attack if you have no power.
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#392 Karpet

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Posted 17 July 2014 - 03:19 PM

The Lunatic is one crazy mission. Too much tesla troopers, and drones hiding between trees at the airfield doesn't make the mission harder, just plain more frustrating as it forces the player to restart and redo everything again when they're almost already completed the task. I've finally cleared it after restarting 6 times.

Whoever designed it must be a sadist bastard. But still it's no way comparable to Unshakeble, Singularity and Heaven and Hell though. The 2 former ones are just impossible.

Well even for a n00b I was able to complete Singularity. It took a lot of effort though, but the battle at the end was just, wow.. Maybe I'll try it differently and see if I can make the Allies get overrun.

 

Unless you talk about playing it on higher difficulties than easy... God help you.


Edited by Karpet, 17 July 2014 - 04:17 PM.


#393 Tyhednus

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Posted 15 August 2014 - 05:41 PM

I think the mission Bad Apple is nice, but a bit bland. The mission is almost all about getting from here from there and then later come back. No new units are introduced, the soviet paradrops are a bit random and the soviets further do not put effort in retakinge beacon.
The mission itself is loaded with nostalgia.

Edited by Tyhednus, 15 August 2014 - 05:44 PM.


#394 mevitar

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Posted 15 August 2014 - 08:51 PM

No effort to retake the beacon?

And people wonder why the missions are too hard after they suggested making easy/normal same as mental. :p
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#395 Tyhednus

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Posted 16 August 2014 - 06:55 AM

The effort they do put in is kind of meager, except for the borillos. Those can be a real pain in the neck.

#396 Petya

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Posted 16 August 2014 - 07:50 AM

How in the hell could they retake the Beacon, if they are mind controlled? Anybody who enters the Beacon's zone will be mind controlled. And fyi, the Beacon will malfunction after you capture it. :p



#397 Tyhednus

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Posted 16 August 2014 - 07:56 PM

I meant when the beacon is inactive when you capture it.

#398 Seth

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Posted 16 August 2014 - 08:18 PM

How in the hell could they retake the Beacon, if they are mind controlled? Anybody who enters the Beacon's zone will be mind controlled. And fyi, the Beacon will malfunction after you capture it. :p

Do you know why it malfunctions?  :trickydick:

Because the engineer was this one ->  



#399 Tyhednus

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Posted 12 September 2014 - 05:26 PM

I got a question: Why do so many dangerous missions, llike Think Different, Shipwrecked and Panic Cycle have the objective eliminate all forces? Is it a bit weird to do something very dangerous and then destroy the rest, which may be unnecessary?

#400 Petya

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Posted 12 September 2014 - 07:27 PM

You have to destroy the enemy forces in Think Different, because otherwise the Chinese will discover the treachery.

 

In Shipwrecked, the main goal is to destroy the base which constructs the Aircraft Carriers.

 

In Panic Cycle you have to destroy the enemy forces, because they are threatening for the laboratory and the chronosphere.

 

Story wise these are necessary.






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