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Beta Revision 2: Proposed Changelog


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#61 Allied Commander ???

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Posted 15 May 2014 - 02:39 AM

why comet fence is removed ? it was one of my favourite defense in game



#62 Darkstorm

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Posted 15 May 2014 - 03:26 AM

You might want to consider making the strategy center in 'Happy Birthday' uncapturable. I captured it and it made the Morales part fairly easy.



#63 Atomic_Noodles

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Posted 15 May 2014 - 04:29 AM

why comet fence is removed ? it was one of my favourite defense in game

 

You prefer MCVs unable to escape when your base is being destroyed than a Building that provides a Damage boost to nearby Defenses?


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#64 Solais

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Posted 15 May 2014 - 05:59 AM

You might want to consider making the strategy center in 'Happy Birthday' uncapturable. I captured it and it made the Morales part fairly easy.

 

There's nothing wrong with a mission giving you options rather than only having a single solution. That's actually what was wrong with most of the missions in BR1.

 

As for Comet Fence: I don't know why it has to be removed. Nobody is forcing the player to use it, so if they want to, then so be it, it could still work with the new building. Not to mention, that it really gave distinctness to EA bases, especially in the campaign. I read in the Changelog that Comet Fence was removed in the campaign too, and I don't understand why, when the campaign already got campaign-only units and buildings. It looks cool and makes the EA bases seem more technologically advanced, as they should be. Sure, strategically they have no use, but in this case, it's more of using it for the purpose of world building, aesthetic design and providing atmosphere.


Edited by Solais, 15 May 2014 - 06:05 AM.


#65 Speeder

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Posted 15 May 2014 - 08:50 AM

Comet Fence was repurposed.

 

Also, many of the missions have more than one solution, even in BR1.


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#66 Allied Commander ???

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Posted 15 May 2014 - 02:33 PM

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Well, will FO encounter several bugs like the 'headless' sentry gun, detached gun of the halftrack and the funny shapped rhino tanks ???



#67 Eternity 6

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Posted 15 May 2014 - 02:33 PM

Does the coordnode stack ?

 

Can the coordnode get vetrancy ?

 

Do you gain faction specific tech in revision 2 when you infiltrate an enemy con-yard ?

 

Could you add a survival map like the one in open RA " Fort Lonestar " ?

 

Will there be a new super secret unit that replaces the cyborg commando or will the additional secret units be introduced?

 

Any plans to add some more technology to the secret tech lab ?

 

Any plans to make more than two player missions or senorios ?

 

Any chance that Chitzkoi can gain vetrancy if not why ?


Edited by Eternity 6, 15 May 2014 - 02:34 PM.


#68 Divine

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Posted 15 May 2014 - 03:37 PM

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Well, will FO encounter several bugs like the 'headless' sentry gun, detached gun of the halftrack and the funny shapped rhino tanks ???

I guess you somehow opened a FO map with FA2. If that's the case, the turrets are positioned badly, because Final Alert reads the turretoffset values from rulesMD:ini, while the values might be completely different in rulesMO.ini. Or i guess so. To sum it up, I don't think such bugs will occur in FO 2. 


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#69 fff

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Posted 15 May 2014 - 09:05 PM

Does the coordnode stack ?

 

Can the coordnode get vetrancy ?

 

It shouldn't and i don't think it will stack since, it will make defenses very powerful. Imagine  if one coordnode gives 10% extra damage to several defenses, then 3 coordnodes stacking gives 30% extra damage, 6 nodes 60% and so on. Too strong, it would be overpowered seeing it will start to one- hit kill stuff soon after lots are built.

Wouldn't make sense for them to get veterancy either since it doesn't do anything than just giving a buff to surrounding defenses and just like i mentioned before, it would make them too powerful when more percentages get added in veteran and elite status.



#70 Atomic_Noodles

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Posted 16 May 2014 - 12:04 AM

I see Coord Node more like a Support Structure like the Chimera Core or the Gap Generator. also the other 2 don't gain veterancy either.


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#71 Black/Brunez

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Posted 16 May 2014 - 12:20 AM

Does the coordnode stack ? no

 

Can the coordnode get vetrancy ? no (it can´t attack :p )

 

Do you gain faction specific tech in revision 2 when you infiltrate an enemy con-yard ? no, only allied-allied, soviet/soviet and epy/epy.

 

Could you add a survival map like the one in open RA " Fort Lonestar " ? Sorry, I can´t answer this :/


Will there be a new super secret unit that replaces the cyborg commando no or will the additional secret units be introduced? maybe :p (huehuehue)

 

Any plans to add some more technology to the secret tech lab ? no atm.

 

Any plans to make more than two player missions or senorios ? no new missions for BR2, but act II is in progress. Maybe some more missions will appear for Act I, who knows...

 

Any chance that Chitzkoi can gain vetrancy if not why ? no, since chitz is simply a Terror Drone on steroids :p



#72 Atomic_Noodles

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Posted 16 May 2014 - 02:31 AM

Actually the Coord Node probably has a Dummy Weapon like the Chimera Core... but meh. 


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#73 Meyerm

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Posted 16 May 2014 - 03:32 AM

With the prison facility, is there any limit to what it can steal tech from? I'm just thinking of what can happen when you combine mind control and a prison facility. Cowboy army anyone?



#74 Haxxan

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Posted 16 May 2014 - 03:40 AM

With the prison facility, is there any limit to what it can steal tech from? I'm just thinking of what can happen when you combine mind control and a prison facility. Cowboy army anyone?

All infantry, EXCEPT: Heroes and stolen tech.

Edit: and those immune to abduction.


Edited by Haxxan, 16 May 2014 - 03:40 AM.

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#75 Meyerm

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Posted 16 May 2014 - 04:00 AM

So... mind control won't add anything that Drakuv can't already abduct. Got it.



#76 Atomic_Noodles

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Posted 16 May 2014 - 04:36 AM

Probably Civilians & Heroes Stolen. If you can somehow grab a hold of a Mind Controller Unit (Probably a Adept/Elite) for LC you could probably get any Infantry that isn't Heroes or Stolen Tech


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#77 Meyerm

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Posted 16 May 2014 - 04:59 AM

Civilians and faction engineers too?



#78 fff

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Posted 16 May 2014 - 05:00 AM

So how i understand the new teching up to T3 in skirmish work like this

 

For the Allied for example americans you will need both the tech center (2000) and mercury uplink (1000) to be able to build aeroblazes, abrams tanks etc

 

For the epsilon  you would need research junction (1500) and plugs (500) to build T3

 

And the soviet stays the same with soviet lab (3000) to build T3

 

Did i understood correcly? so destroying the mercury uplink but not tech center you would lose the ability to build T3 stuff.


Edited by fff, 16 May 2014 - 05:07 AM.


#79 Graion Dilach

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Posted 16 May 2014 - 06:40 AM

Plugs are also 1500 to keep it balanced.
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#80 Eternity 6

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Posted 16 May 2014 - 12:09 PM

Does a coordnode next to a prism tower increase the power of all prism towers in the group ? ( not adjacent to the coordnode but in range of other prism towers to boost them )






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