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MO3.0 Feedback // MISSIONS/CO-OP


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#141 X1Destroy

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Posted 19 December 2013 - 08:41 AM

I wish that there will be more missions where they send in hundreds of units at you and all you have to do is spamming the same amount of units to bash them.

I hate all these mindgames where you have to put survivability at maximum. I want to waste units for fun <^_^


Edited by X1Destroy, 19 December 2013 - 08:42 AM.

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#142 LusiGoosi

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Posted 19 December 2013 - 03:38 PM

So I have been playing each campaign in order working on each mission till they got done. Starting with the allies then on to the soviets, I finished the allied campaign, so I have some comments. I'm almost done with the Soviet, but I'll wait till I'm done to comment on those. This is going to be a wall of text as I'm going to give some feedback for every mission, Spoilers may follow.

 

Red Dawn Rising, Is a fun level with an epic feel as you have to hold off the soviet invasion. It is not super challenging, but challenging enough that it allows you to try new zones of defense and gives it a bit of replay ability.  I’d love to see more missions like this.

Eagle Fly Free, Is also fun. I enjoyed how I had to use a commando raid at the same time I held my little base then properly plan an attack in my window of no power.  Kind of fun, the rest of the level is rather straight forward. Which is fine I like that as while it is basically a normal builder mission. I like those as the new terrain allows new tactics.  Replay ability is slightly less do to the command path only having so many variable, but the attack part almost makes up for it.

Road Trippin', Well it is a rather simple and straight forward mission, I like support another person’s base it is kind of fun, Simplicity and shortness reduce replay value. However having easier levels like this is a nice break from the highly challenging campaign.

Heaven and Hell: Besides being bugged right now, well this mission is a pain I find. More over on high difficulties, where sometimes if you make a small error is judgment with your rocketeers, they could be overwhelmed by multiple Tsivils and your seals can’t stand up in an open fight against Tsivils either.  So first part is a bit of a pain, last half is okay it is very beatable.

Bad Apple, Well I kind of like the story elements of this mission a lot and I’m not talking about the briefing. Which I love the long briefings keep up the good work on those. Anyhow while it was obvious what the problem was, it was still fun to play through recon then onto the city attack.  Good multiple objectives that build in the story.

 Beautiful Mind: I like the story and the take on this mission, however I found the time to get to the first beacon a pain, and it was a bit of a rush. In fact I found the times on this mission to be cutting it close. Still doable, but multiple time based objectives. I think they can be used to effect, but maybe in another mission make it so if you fail to meet the time table consequences happen that don’t end the mission. That would be cool.

Hammer to Fall, Wrong Side: I don’t mind limited unit missions or commando type missions, but for a person playing these in order it might be seem a bit redundant.  Not my cup of tea for mission types but both completed

Zero Signal, A okay mission, I found it to be a bit overwhelming as you have to focus on a lot of things at once,  But not bad at all.

The Gardener, A unique commando mission yet again a challenge, but I liked the feel of this one.

Panic Cycle is a mission I really like, it starts with objectives and moves to a more direct style base building mission.  I found both parts enjoyable as you have lots of chokepoints and unique terrain to use also you start with plenty of units to even begin a limited offence.

Sunlight is a mission much like the first that is epic in many ways, size and scope feel large and powerful, though it can be over whelming at times the fun of being on a defense and building your power for a counter attack is always fun.  It feel like both an apex mission and a final mission for the allies giving a good bookend the first act of the allies.



#143 NHunter

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Posted 19 December 2013 - 03:58 PM

Hm... I'm really rusty.... Easy difficulty is actually hard for me... anyhow,

 

Soviet 01: you get a message that [right bridge is secured] but there isn't one such message for the left bridge. And how in seven hells do I get that outpost under my command? Ended up beating all allied forces with initial units, some GI & GGI I build through the captured barracks and one reapir IFV to keep Borrillo's in shape.... Considering that I suffer from 1 game per session problem, beating it was... a bit frustrating.

 

Epsilon 01: Actually quite easy.

Spoiler

 

 

BTW, anyone, any hints on how to get past the pair of pillboxes guarding the passage to the second cannon bunker in Epsilon 02? Even tried scrifising my initial conscripts and flacktroopers while sneaking past them with adepts... didn't work all that well. After all, it is impossible to complete the mission with just one adept remaining this early in the mission. >_>



#144 Solais

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Posted 19 December 2013 - 05:00 PM

Ohey, Nhunter, strange to see you here!

 

About Soviet 01: What I did was that I started with the right bridge (the one that explodes), because there are more units there and less enemy. Clear that one up, destroy all teal colored stuff. Then, move that force to join the left one (use the Borillos to transport your infantry over), then take secure the other bridge. If you destroy all teal units, you will get the base. Smooth sailing after that.

 

About Epsilon 01: Yeah, I did the exact same thing. I thought it was the intended way to do. As for Epsilon 2, I can't say, because I can't reach the second cannon at all.



#145 NHunter

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Posted 19 December 2013 - 05:15 PM

Nice to see you there, Solais.

 

In Soviet 01 I wiped (or captured) all blue and teal off the map (including garrisoned buildings, flags and walls), but the base didn't switch to being under my control at all. I'm quite sure that the last thing to die were several GI from one of the garrisoned buildings by blue. I got the mission accomplished, but the base remained orange and not mine. Not that it hindered me much...

 

Will keep trying to get past those damn pillboxes on Epsilon misison 02.



#146 Speeder

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Posted 19 December 2013 - 05:39 PM

The base switches ownership when you get one of your units from the initial taskforce back to it.

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#147 lovalmidas

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Posted 19 December 2013 - 06:01 PM

In Soviet 01 I wiped (or captured) all blue and teal off the map (including garrisoned buildings, flags and walls), but the base didn't switch to being under my control at all.


And so Boris was never sent to the battlefield. For this reason he survived the inevitable, for the time being. Later reports reveal that Boris passed away peacefully due to old age in the paradrop plane.
 

RIP Boris (2001 - 2013)
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#148 NHunter

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Posted 19 December 2013 - 06:34 PM

 

And so Boris was never sent to the battlefield. For this reason he survived the inevitable, for the time being. Later reports reveal that Boris passed away peacefully due to old age in the paradrop plane.
 

RIP Boris (2001 - 2013)
"There is nothing I cannot do."

 

 

LOL. Was he in the middle of doing unmentionanle things with the captured Libra clones?

 

The base switches ownership when you get one of your units from the initial taskforce back to it.

 

Aha... I never brough any of the original units there... Gotta try sometime later...

Also, is that a bug that dreadnaughts can't attack dolphins in Soviet 01 (haven't tested anywhere else)? You get attack cursor alright and the 'red' attack line appears, but dreadnaught won't fire rockets. If you want to kill them this way, you have to force-fire to the adjuscent map-cell and hope that splash damage can get them... Of course, using subs for this is more effective, but...



#149 Dynamo128

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Posted 20 December 2013 - 12:08 PM

I've had this idea floating around for a bit, and I just figured sharing it wouldn't hurt:

 

It would be a mission featuring the Emperor Tanks from MO 2.0 (which means they would need to be added to the code if they aren't in already). Basically the story would be that after China betrayed the soviets, and the pact with the pacific front was broken, China found itself attacked by both sides and decided to sign a peace treaty with the Soviets. In order to prevent the complete destruction of the chinese government, the scientist Yunru decided to share with the Soviets what they had reverse-engineered from the japanese research labs during the occupation of japan. Among these, Yunru unravels the prototype for the Emperor Tank, a powerful vehicle capable of hacking enemy structures for use in China's efforts. It is a prototype and thus expensive, unable to be produced on a large scale, and only four of them are given to the Soviets in order to wreak havoc on the main Pacific Front (possibly with euro alliance reinforcements?) base in an allied-occupied zone of north korea (or elsewhere).

Gameplay-wise, you would only get four Emperor Tanks for the entire mission (with a very small escort if necessary). They can capture any allied structure or defense for Soviet use, but it is not possible to train Engineers, and so it will only be possible to control up to four structures/defenses at a time (structures that become obsole can be sold, which should be the primary way of gaining funds). I was thinking of interesting moments such as the Emperors hacking a bunch of Prism towers to defend against incoming Kappa tanks/Zephyr artilleries and then once that threat is nullified immediately selling the prism towers and hacking nearby Skyray cannons to defend against Thor Gunships approaching from the south. Since defenses require power plants to operate, there could be interesting puzzles with that too.

 

Additionally, this could also work as a coop mission, with each player controlling two Emperor tanks. For example a player may produce infantry at a barracks and another may produce vehicle at a war factory, for better coordination between the various forces.

I made the story without knowing what the actual plans for Act Two are in regards to the asian theater of war, but this same gameplay concept could also be applied elsewhere such as europe or the middle east.

 

Anyway, I hope you like this idea, I think it'd be a nice tribute to MO 2.0 and an interesting mission in its own right. Cheers.

 

 

 

As far as missions go, I like most of them, but I have to say the timer and structure placement on Beautiful Mind could be better: one major problem I had with that mission is the lack of resources at the starting point, but I really had no time to invest in gathering resources at the other side of the map and instead spent all I had on Warhawks, which I used first to destroy the iron curtain and then the psychic amplifier. They all died but the mission was a success. I think it might be a better idea to place the iron curtain further to the west  and increase the timer/add one more ore generator in your base. Just my two cents.


Edited by Dynamo128, 20 December 2013 - 12:13 PM.


#150 Allied Commander ???

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Posted 20 December 2013 - 05:46 PM

Question: In A12: Sunlight, just at the begining of the mission, a useless technician entered an elite Archon, what's its usage?? It was later destroyed easily by Soviet paratroops...



#151 delulytric

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Posted 20 December 2013 - 06:03 PM

Singularity can be exploited easily with destroying the iron curtain first, not even touching the Allies objective. I'm able to use Malver and company on the Soviet side only to trigger the last objective after destroying radar, airfield and iron curtain. Maybe it was a breeze, maybe its not. *deludes myself into believing i completed the mission*



#152 lovalmidas

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Posted 20 December 2013 - 06:27 PM

Singularity can be exploited easily with destroying the iron curtain first, not even touching the Allies objective. I'm able to use Malver and company on the Soviet side only to trigger the last objective after destroying radar, airfield and iron curtain. Maybe it was a breeze, maybe its not. *deludes myself into believing i completed the mission*


Well, China got enraged enough to start a war, so war there is.

I suppose you were playing on easy difficulty? The easy difficulty had the alarms disabled, meaning you can technically mind-control your way to anywhere without repercussions. :p

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#153 delulytric

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Posted 20 December 2013 - 06:41 PM

 

Singularity can be exploited easily with destroying the iron curtain first, not even touching the Allies objective. I'm able to use Malver and company on the Soviet side only to trigger the last objective after destroying radar, airfield and iron curtain. Maybe it was a breeze, maybe its not. *deludes myself into believing i completed the mission*


Well, China got enraged enough to start a war, so war there is.

I suppose you were playing on easy difficulty? The easy difficulty had the alarms disabled, meaning you can technically mind-control your way to anywhere without repercussions. :p

 

Yeah easy difficulty. You mean alarm disabled as in when you try to destroy the buildings or...? Not sure since I hadn't played medium (I most likely won't lol.)



#154 Petya

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Posted 20 December 2013 - 06:47 PM

On medium and mental veteran units and spotlights can raise alarm. In the Battle Fortress part the alarms are disabled.



#155 delulytric

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Posted 20 December 2013 - 06:54 PM

Hmm I see. I didn't meet any veteran units and didn't touch any spotlights/watchtowers in easy mode. But anyway, aside from the alarms, maybe the Iron Curtain device could be more heavily guarded or something so that people like me won't have to find a shortcut to completing the mission. (Was desperate cause of no save button and restarted more than 30 times) 



#156 Petya

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Posted 20 December 2013 - 06:58 PM

Because all of the alarms are disabled on easy.



#157 delulytric

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Posted 20 December 2013 - 07:18 PM

Okay. Shall try normal then.



#158 Martinoz

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Posted 20 December 2013 - 09:28 PM

Okay. Shall try normal then.

Good luck, let your hair stay untouched.


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#159 NHunter

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Posted 21 December 2013 - 08:19 PM

Allied co-op 01 beaten... took me and Solais five attempts to do that. What can I say... it does need a lot of coordination between players to be able to do anything there. Otherwise... finding the way to get to the south-east facility was the hardest.



#160 Solais

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Posted 21 December 2013 - 11:38 PM

But I'd say, I felt a lot less pressure with this one than some missions in single player, despite being a commando mission. It might be because we had two heads to think with, while in the main campaign, we have to use only one to complete missions as complicated as the coop missions.

 

Actually, I'd say that the difficulty of the MO main campaigns would be tolerable if they were all coop missions.






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