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BlackAbsence

Member Since 26 Jun 2015
Offline Last Active Sep 29 2018 02:04 PM

#1088720 Patch 3.3.4 Proposed Changelog

Posted by BlackAbsence on 19 August 2018 - 10:29 PM

Yes. Nerf Siegfried.




#1088228 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BlackAbsence on 10 August 2018 - 09:35 PM

Watched some star-craft-2 game-play and was amazed at how fast infantry could enter/exit transports.

Was thinking that it could be a good idea for MO.

 

Instead of individually entering/exiting, could infantry enter/exit all at once, similar to garrisons but with transports?

Would the game engine even allow that?

 

This would make infantry transport ambush/retreat slightly more viable, especially with high occupancy transports. 




#1088020 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BlackAbsence on 07 August 2018 - 09:22 PM

You're arguing that Grids aren't good enough to stop spies
and I'm telling you they are.

No I'm not xD

I'm saying that dogs are just much much better and therefore there is a anti-spy imbalance.

 

You also seem to assume that I forgot that huntresses could hijack. It's just beside the point, just like your 'oh but they have super-anti-tank infantry' "argument".

xD

 

Also, I find your talk of disgustment to be, frankly, rude! (I guess, your self claimed personality of 'arrogant arsehole with questionable sanity' is true)




#1087670 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BlackAbsence on 03 August 2018 - 06:22 AM

Infantry that can demolish bridges are ones that are usually associated with heavy explosive capabilities.

The dune rider, be his explosive capabilities much less than a seal, ivan, or bloatic, is the closest reasonable epsilon infantry that fits this criteria for the job.

One could argue that his explosive capabilities aren't enough to warrant such power... and I'd agree with you, but, at least, he's T2, themed around explosives, and not T3, like the other dudes.

And when they're like the other dudes, it's like balance, in a way?...

 

As for Foehn, I really have no idea because they have no infantry universally associated with heavy explosive capabilities (excluding the giants banes. It would also be weird for giantsbanes to have bridge demolition power)

Huntresses just seem like the closest thing to a bridge demolishing infantry, simply because they're similarly T2.

But if it were up to me, be it less efficient/ambushy, I'd just use 3-4 lancers and/or tanks for the job.




#1085716 Patch 3.3.4 Proposed Changelog

Posted by BlackAbsence on 29 June 2018 - 05:37 PM

Hazah! A Plague Splatter buff.

It's probably still no prism tank (and why would it?) but it's somethin'.




#1081723 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BlackAbsence on 09 April 2018 - 12:13 AM

A minor problem with units such as the hail storm, aircraft carrier, gehenna platform, and quetzal, is that you can select their "drones" as if they are controllable units.

If you just so happen to select one of these drones along with your army, it disables most/all of your commands because they are incompatible with the drone.

I suggest that these "drones" become un-select-able... If possible, of course... (Like how slaves from slave miners couldn't be selected?)

 

Edit: it's also annoying when you accidentally select the drone when you wanted something else, especially when drones are swarming the place.




#1081443 MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion

Posted by BlackAbsence on 01 April 2018 - 08:26 PM

I always liked to believe that foehn confusion technology is/are nano machines stimulating people, in some way, into insanity. Be it through drugs or electro shock. idk. That's my best guess.




#1078151 Patch 3.3.3 Proposed Changelog

Posted by BlackAbsence on 19 February 2018 - 05:35 PM

The Catastrophe buff makes LC better at what they are supposed to be good.

I would also aim for some way to make LC better early, like the use of a better version of the conscript or a better flaktruck or something.

Like a flak Buggy?




#1076806 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BlackAbsence on 01 February 2018 - 11:48 AM

The spawning gems idea is cool and all but it has a flaw:

Let's say someone is really broke and they have no harvesters (probably because they're broke).

The support power that summons gems would not help that guy at all (because he hasn't a harvester for collection).

Whereas the support power that summons a money crate will help that guy, as long as he has any 1 guy to collect it.

 

I like a supply truck idea but

I think the simplest / most balanced way for transferring funds is via an air drop because not everyone has jets to intercept supply trucks.

 

It might be better if it was $3000 just so people can make 2 harvesters to set them back on the right path.

 

EDIT:

If you really want there to be varying side dependant methods of this then how about this

- Allies could chrono-warp a supply truck in.

- Soviets could "tank drop" a supply truck.

- Epsilon could summon a supply driller.

- Foehn could use an ordnance drop from space like the nightfall thing?




#1076765 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BlackAbsence on 31 January 2018 - 03:37 PM

Some ideas for the map maker:

- Half cliffs that are 2 levels high instead of 4.

- Iron ore that has half the value of gold.

- An indoor / underground map type.

- Neutral enemies (http://ares-develope...ians-as-enemies)

 

Other ideas:

- "Funds" support power. Requires any any refinery. Drops a money crate worth $2500. Costs $2500 to use. Can be used every 4 minutes. Purpose? For aiding allies with low funds.

- More accuracy for the speeder trike against mobile terror drones. As funny as it is to see 1 terror drone chase away 15 speeder trikes, I think the trikes should at least be able to kill it.




#1073994 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BlackAbsence on 23 December 2017 - 01:26 AM

Some suggestions for Foehn infantry.

- Railguneer becomes a basic AT T1 infantry.

- Railgunner becomes weaker and uses miniature neutralizer cannon (No more outraging with quick GI-IFVs)

- Lancer becomes the evolved version of Railguneer.

- Lancer becomes stronger and uses miniature megaladon blade.

- The "Nano Swarm" is introduced as a T1 spy detection / scouting unit.

- Nano Swarms cost $200

- Nano Swarms turn infantry into nano clouds by sacrificing themselves (they're suicide units so they can't decimate dogs at the start).

- Nano Swarms can traverse water.

- Nano clouds now half the attack power of infantry within them (making nano Swarms good and nano healing more situational).

- The "Nano Hive" is the evolved version of the Nano Swarm.

- Nano Hives spawn Nano Swarms to attack (like an aircraft carrier but with 1 at a time).

- Nano Hives are pretty slow and bulky but they are applicable with spin blades.

- Nano Hives can detect and attack spies.

- Nano Hives can traverse water.

- Huntresses get a new attack animation (Particles fly off infantry towards huntress)

- Huntresses no longer turn infantry into nano clouds where they stand.

- Once a Huntress collects enough infantry particles, their ammo slot is filled, allowing them to deploy a nano cloud where they stand.




#1073412 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BlackAbsence on 13 December 2017 - 02:51 AM

Considering that China is a defensive faction, their EMP powers should be territorial (imo) so I propose an EM Pulse Cannon as a replacement for the EMP Station.

Much like the one in Tiberium Sun, this cannon will have a range limit, and its projectile travels at a certain speed so closeby targets are hit quickly whereas farther targets have more time to evade the incoming projectile. Having a cannon, limited to a territory (but not too limited), may also somewhat balance their huge naval advantage of disabling entire fleets anywhere.

 

I don't feel like Dragonflies are all that great (and somewhat redundant due to Yunru) so how about giving them a bit more armour and making them disable units much longer?

That way, when they die from small AA fire (they're weaklings), even their aftermath will make them more worthwhile.




#1071335 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BlackAbsence on 05 November 2017 - 08:55 PM

Suggestion regarding the cloning vat:

 

The cloning vat for SC unlocks the virus - a foul lady who infects her victims from afar.

The cloning vat for HQ unlocks the tyrannosaurus - the pinnacle of their genetic research.

The cloning vat for PsiCorps unlocks the Libra clone(s).




#1068046 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BlackAbsence on 01 October 2017 - 06:52 PM

Some ideas for the defensive factions.

- Bastion wall: LB exclusive. Costs $150. Is 75% more durable than normal Foehn walls. Normal Foehn walls renamed to "Foehn Walls". Replaces normal Foehn walls.

- Heavy Battle Bunker: China Exclusive. Costs $800. Is 25% more durable than battle bunkers. Garrisons 8 infantry. Replaces battle bunkers.

- Wall of Light: EA exclusive. Costs $250. Is essentially a laser fence from TibSun (in the form of prism technology). Is T2.

- Geno Node: HQ exclusive. Costs $800. Boosts nearby infantry armour by 50%. Is T2.




#1067099 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BlackAbsence on 19 September 2017 - 04:27 PM

(1) Energiser Core.

- Is a defence exclusive to Russia.

- It boosts the attack power of Tesla weaponry nearby, in a 4 cell radius.

- Requires a War Palace to be built.

- Takes up a space of 1 cell.

- Costs $1600

 

(2) Flame-Thrower Upgrade.

- Is an upgrade exclusive to Latin Confederation.

- Replaces a Sentry gun's weapons with flame throwers, when placed onto said Sentry gun.

- Adds 25% more health to a Sentry gun, when placed onto said Sentry gun.

- Requires a Field Bureau to be built.

- Costs $200.

 

(3) Rad-Cannon Upgrade

- Is an upgrade exclusive to China.

- Replaces a Sentry gun's weapons with rad cannons, when placed onto said Sentry gun.

- Adds 50% more health to a Sentry gun, when placed onto said Sentry gun.

- Requires an Atom Heart to be built.

- Costs $600.

 

(4) Bloatick Nest.

- Is a defence exclusive to Scorpion Cell.

- It automatically spawns 1 Bloatick per minute.

- Requires a radar spire to be built.

- Intoxicates the area, upon destruction.

- Has a build limit of 5.

- Takes up a space of 1 cell.

- Costs $800.

 

(5) Infinity Engine.

- Is a structure exclusive to any Foehn revolt.

- Provides +10,000 Power!

- Boosts the attack power of defences nearby by 20%, in a 12 cell radius.

- Requires any tech expansion upgrade to be built.

- Explodes violently, similar to a MAD MAN, upon destruction.

- Has a build limit of 1.

- Takes up a space of 4x4 cells.

- Costs $5000.