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Wayward Winds

Member Since 11 Jun 2015
Offline Last Active Nov 02 2020 09:25 PM

#1073456 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Wayward Winds on 13 December 2017 - 09:46 PM

Making backup saves won't do any good with regards to Mental Omega updates.  They won't get touched by the update process, so if they stop working it'd be because the mod had moved on and rendered something in the old saves incompatible.  Not because they were corrupted.  Unless you somehow went back to the old version, the saves wouldn't start working again just because you restored from a backup directory.

 

Speaking from experience with Twisted Insurrection, small updates (ie bugfixes) don't tend to render saves incompatible.  Larger updates however (which, admittedly, is pretty much all Mental Omega updates) tend to shuffle things around as they add new stuff, and that's when things start going wrong.  It could be merely cosmetic (e.g. one Twisted Insurrection didn't stop my old saves from working, but if I loaded an old GDI mission save I now had the CABAL and the Nod interface.  Another update moved sound pointers around, so that I had Cyborg voice clips playing instead of gunfire sound effects... which given how many rounds got fired and thus how many times that clip played, got annoying quick)... or it could outright refuse to load.

You simply can't tell what will happen until... it happens.

 

If you know a major update is coming, it's best to finish up halfway done missions before it hits.  At least then, if worst comes to worst, the save wasn't wasted.

It's also worth emptying the save directory if they've been rendered non-functional by an update.  Just because they've stopped working won't stop them showing up in the Save/Load menu and confusing you.




#1072853 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by Wayward Winds on 02 December 2017 - 07:34 PM

The PF and China might be mind controlled already.  Remember how the hostile Russians in Noise Severe retain the same red colour as your own units?  Colour doesn't necessarily indicate allegiance.

I'm also highly suspicious of how most of the PF/China defences are covering entrances other than the one facing the purple base.  Either they're working with them, or don't realise yet it's been subverted.




#1064075 I Wonder What The Foehn Origin Missions Are About?

Posted by Wayward Winds on 16 August 2017 - 11:26 AM

Norio trained/is Uragan (flies and can attack anything)

 

Taking a darker spin on that idea: Uragan is Volknet's newest subroutine making use of Norio's experience and corpse.




#1056202 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Wayward Winds on 10 April 2017 - 10:05 PM

 

Wait...

 

How does Foehn have a lot of 'ready' announcement if EVA can't be expanded then?

 

 

They don't. Have Nanoloom and Harbinger Tower as any other faction (play unholy alliance) and you will hear Foehn EVA voice instead of your own EVA as soon as Nanosynch and Harbinger are ready. That's not truly EVA expansion, as long as other 3 EVAs can't say the same lines in their own voice. And that's why EVA can't be expanded: you can ask Seoras to record additional lines for Foehn EVA, but for Soviets, Allies and Epsilon you work with what you already have, and the best you can do is to c&p sound clips, like it was made with "defence upgraded" alarm which is a true EVA event (all factions' EVAs say it in their own voice).

 

 

One observation I've got on this topic - "Stand by for Knightfall" isn't spoken by Volknet, but some generic commander (presumably) up on the Coronia.  What's stopping secondary voices being used for other support powers?  An air traffic controller could go "aircraft in holding pattern" to signal a tank or paratrooper drop being ready, or a technician could announce "Shield generator charged" for defensive powers like the Euro Alliance's Force Shield or HQ's Kinetic Barrier.  If their accent is neutral enough, they could probably serve equally well whichever faction activated them.




#1046893 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Wayward Winds on 13 January 2017 - 06:44 PM

Well, when you look at them carefully, Foehn have all sorts of cracks to exploit.

 

> Got a Harbinger timer ticking down?  Take advantage of Foehn's poor spy counters and infiltrate their Harbinger Tower.

> The Boidmachine is just a tad inaccurate.  I've seen shots outright leave the map on several occasions, much to my annoyance/amusement (depending on which side the thing is on).

> Foehn infantry are strong, but those exosuits make them weak to Magnetrons or EMP.  And while Foehn infantry are immune to dogs/spooks, they aren't immune to Terror Drones or Chitzkoi.  Only 2 infantry units have immunity to them; Uragan (because he's airborne), and the Synchronaut (presumably because the TD/Chitzkoi can't find the bugger).

> The Quetzal's got power, but unless you've got multiple Coronia factions on the same side that shield support power only lasts 20 seconds, and then they're much more vulnerable... and they can neither promote or provide money through the reprocessor.  And they have no real defence against air units, and every faction has access to some form of air to air firepower (Rocketeer, Thor, Wolfhound, Vulture, Gyrocopter, Invader, Irkalla, Vulture).

> It also takes Foehn longer to tech up given they have to build more structures to hit T3, and are slowed down by the money issues they tend to have in the early game.

> And the aforementioned lack of spy counters makes it easier to infiltrate Foehn barracks/war factories and pick up veteran bonuses, levelling the playing field a bit.

> Unlike Spies/Saboteurs/Infiltrators, you can usually see the Clairvoyants coming, making it easier to prevent them from getting the same bonuses/shutting off your power/stealing your money etc.

 

It's not necessarily so much that Foehn are straight up OP as you need to look for their weaknesses and adapt your strategies, rather than just trying the same old stuff that works against most of the other factions.  You can't necessarily meet them in a straight up fight tank to tank/infantry to infantry fight, so you need to find ways outmanoeuvre them.

So far in my anti-Foehn skirmishes, I've only really had trouble holding them off as Epsilon, and then only until I start spamming sufficient MBTs and gatling tanks.  After that, they're pretty much just as exploitable as other factions.

 

...Although I'll admit there are still balance issues, such as the sky high Reprocessor bounties.