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#1 Shaithias

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Posted 22 November 2014 - 05:27 AM

I played yuris revenge before mental omega alot. I noticed some big changes, all of which together cause the player (and most noticeably, yuri's faction)  to be exceptionally weak. 

The issues are as follows:

  • No start units
  • Even with multiple enemies, I am continuously rushed, rushing would be ok if there was a way to counter it with all factions
  • Low mcv vision (it is an impact on where buildings are put!)
  • Early spies for the computer
  • Spy potential has lategame falloff, instead of lategame buildup, mostly due to antispy vision.

Epsilon faction:

  • no dedicated early unpowered anti infantry defense
  • Antares cannon damages walls

My suggestions are as follows:

  1. The research lab build time and costs to build need to go up to the point where its not a "no brainer" to build the lab. It needs to be a choice between rushing or building the lab. 
  2. Antares cannon should not damage walls OR should not do splash damage. The soviet hammer defense gun does not have the antares problem because it keeps enemies mostly away from the walls with its slowing attack. The french grand cannon, while it does have the same problem is not as severe as the antares, mostly because the projectile it fires lands behind a target, not on point and although the projectile does splash damage, by the time most enemies are up against the wall, other defenses have cleaned them up. With neither the slow, or the trailing fire, the antares manages to hit its own walls spectacularly well, causing much mayhem.
  3. Epsilon needs an early and dedicated anti-ground turret. I recommend some sort of bunker. In the original game, the virus fulfilled anti infantry, but now epsilon is expected to use attack dogs to fend off infantry, while the rest of teams get either turrets or bunkers.
  4. Spies, saboteurs and infiltrators need to be tied to the construction of a lab if they are not already for the AI.
  5. Antares turret has a laggy animation when it has full experience. The lag is bad enough to cause frame jitter and to make me scrap the cannon and build a replacement cannon.
  6. Enemy vision EVERYWHERE. The point of spies to get into buildings, and the whole spy vs defense thing is kind of broken. There is a reason that epsilon adepts do not get to mindread a spy. It is the same reason that no unit but an attack dog should be able to see a spy. Granting spy revealing vision to a robot (like a terror drone, or robot tank) breaks that spy game even harder than the yuri clones getting spy reveal in original YR.
  7. Dog Limit- It would be nice to limit max dogs to 3.
  8. Starting tank- We need a unit that can destroy shrubbery to start with. Those annoying trees get in the build path of everything!


#2 Petya

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Posted 22 November 2014 - 10:08 AM

You don't have starting units if you don't set the number of starting units before starting the game. Afaik the default is 0, so no wonder you get no units at all.

 

Mental Omega puts more emphasis on early game combat and the AI is a great rusher. If you set up defenses well you can counter the attacks. Easy AI isn't that hard to counter, but the Easy and the Normal AIs will be nerfed in the next release.

 

The MCV's vision is small idd, but when you deploy it into a ConYard you get a fair amount of vision, which allows you to build barracks and get dogs for scouting.

 

The early spy issue from the AI can't be solved unfortunately, so you have to prepare anti-spy measures (dogs). 

 

The potential of spies depends on the skills of the player. Certain players are good at infiltrating and nothing will stop them. Besides, infiltrating gives you quite many advanteges so it shouldn't be too easy imho. If you send spies directly then no wonder they get easily killed while they are on their way. Mental Omega 3.0 has introduced transports which can deliver troops (including spies) where you want. Soviets get Borillo, Allies get Stallion, which is also invisible on the radar and the Epsilon gets Driller APC, which is subterranean, meaning that unless you have detectors which can detect such units, there is no way of predicting where it is at the moment. Driller is very efficient at delivering spies near to the targetted structures.

 

I see no problem with the Antares. It can damage walls, but as far as I know all of the T3 defenses can (Grand Cannon, Hammer, Antares).

 

Epsilon can fend off infantry decently. You have initiates which are the best basic anti-infantry in my opinion. When you reach the war factory, you can get access to Gatling Tanks and Stingers. Gatling Tank needs micro management to eliminate enemy infantries, but with proper micro 2 Gatling Tanks can eliminate entire infantry battalions. Gatling Cannon needs power, because it is also an anti-air defense and besides among the basic anti-infantry defenses, Gatling Cannon is the best. If you don't want to have anti-infantry defense which require no power, then Tank Bunker + Gatling Tank combination is always at your disposal.

 

Dog limit to 3? Damn, dogs are the most fragile units in the entire game. :D

 

Starting tank if I recall correctly is present in BR1 if you set starting units. It will be removed in the next version, because basic tanks are very different. Each basic tank is good at certain things and that's why they are not good to have at starting units. For example 5 Qilin Tanks simply eliminate 5 Mantis Tanks. It's a bad a example, because Mantis Tanks are very good for hit'n'run, but I think you'll get what I wanted to say. You can destroy obstacles such as trees with anti-armor infantries, such as Flak Trooper, Guardian GI and Archer.



#3 lovalmidas

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Posted 23 November 2014 - 10:52 AM

I played yuris revenge before mental omega alot. I noticed some big changes, all of which together cause the player (and most noticeably, yuri's faction)  to be exceptionally weak. 

The issues are as follows:

  • No start units
    In skirmish menu before playing the match, you should set the Unit Count slider above zero.
  • Even with multiple enemies, I am continuously rushed, rushing would be ok if there was a way to counter it with all factions
    All factions are able to counter the early rush of any other faction. There is work being done to address the difficulty. Still, do not expect RA2's difficulty level
  • Low mcv vision (it is an impact on where buildings are put!)
    It has indeed. Same issue with RA2 (it is one way XWIS detects map reveal cheating cases. You are encouraged to build a barracks for scouts. Well, how wide should you think the vision should be?
  • Early spies for the computer
    Computer does not respect the tech tree requirements.
  • Spy potential has lategame falloff, instead of lategame buildup, mostly due to antispy vision.
    If it is getting more difficult to spy on an AI, perhaps you should focus on killing the anti-spys. The AI does accumulate its defenders over time.
Epsilon faction:
  • no dedicated early unpowered anti infantry defense
    Tank Bunker + Gattling Tank is actually almost as good as a Battle Bunker with 6 conscripts.
  • Antares cannon damages walls
    All Battle Lab-tier defences damage walls. In fact, using a decoy Driller beside a walled important structure (like ConYard) to attract the rage of Hammer turrets, followed by a Driller of engineers/infiltrators is a classic troll move. If you are still fed up with Antares, try building them in front of walls.
My suggestions are as follows:

  • The research lab build time and costs to build need to go up to the point where its not a "no brainer" to build the lab. It needs to be a choice between rushing or building the lab. 
    Delaying the climb to Lab-tier has been done, and will be released for BR2.
  • Antares cannon should not damage walls OR should not do splash damage. The soviet hammer defense gun does not have the antares problem because it keeps enemies mostly away from the walls with its slowing attack. The french grand cannon, while it does have the same problem is not as severe as the antares, mostly because the projectile it fires lands behind a target, not on point and although the projectile does splash damage, by the time most enemies are up against the wall, other defenses have cleaned them up. With neither the slow, or the trailing fire, the antares manages to hit its own walls spectacularly well, causing much mayhem.
    What French? See an earlier post on the same issue.
  • Epsilon needs an early and dedicated anti-ground turret. I recommend some sort of bunker. In the original game, the virus fulfilled anti infantry, but now epsilon is expected to use attack dogs to fend off infantry, while the rest of teams get either turrets or bunkers.
    Tank Bunker. Not exactly early, but it is one of the strongest and most versatile unpowered defence.
  • Spies, saboteurs and infiltrators need to be tied to the construction of a lab if they are not already for the AI.
    This...will have to verify if it is possible before I can answer this.
  • Antares turret has a laggy animation when it has full experience. The lag is bad enough to cause frame jitter and to make me scrap the cannon and build a replacement cannon.
  • Enemy vision EVERYWHERE. The point of spies to get into buildings, and the whole spy vs defense thing is kind of broken. There is a reason that epsilon adepts do not get to mindread a spy. It is the same reason that no unit but an attack dog should be able to see a spy. Granting spy revealing vision to a robot (like a terror drone, or robot tank) breaks that spy game even harder than the yuri clones getting spy reveal in original YR.
    Spying should be hard. Even more so against an AI since the AI does not build infiltration specific units. Alternatively, stop spying and start killing.
  • Dog Limit- It would be nice to limit max dogs to 3.
    I have no comments, but the Epsilon Dog Reactor will be very sad. Also, you'd better get something else to counter Adepts/Elites
  • Starting tank- We need a unit that can destroy shrubbery to start with. Those annoying trees get in the build path of everything!
    What? You mean the starting tank cannot destroy shrubbery? All nine of them can. Though yes, as Petya said, tanks will be removed from the starting units (0th minute Qilin rush lol). Build barracks and get some anti-tank infantry; they can blow down trees with some shots.

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#4 Toveena

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Posted 23 November 2014 - 03:21 PM

Lab cost increase +1

Conyard Vision increase +1

Hammer kinda needs non-instant-hit +1

AI has Early spies..   Sorry, Deal with it

Granting anti-spy vision to other units -1

 

3-Dog Limit lolwut!?






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