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PACER

Member Since 13 Sep 2015
Offline Last Active Aug 07 2024 04:00 PM

#1106085 MO 3.3 // Game Bugs

Posted by PACER on 09 February 2020 - 05:20 AM

Found this weird interaction by accident while working on wiki stuff...

 

The Raccoon works normally against Kirov Airships, but if the Kirov Airship is directly underneath the Raccoon and it is ordered to force attack the ground close to the Raccoon then ordered to attack the Raccoon itself in quick succession, the Kirov Airship will somehow drop a bomb and destroy the Raccoon.

 

Video proof found here:

https://youtu.be/nRLPEzFsquc

 

I think I got it. This is caused by the rotation of Raccoon's turret.

 

The turret won't fire when it rotates. This is not a big issue in normal cases since it doesn't need to turn that much. However when targeting a Kirov directly above Raccoon, any small movement will make the turret rotate quite a lot (180 degrees in the worst case). If the window is big enough for the DisableWeapons effect (8 frames) to wear off, the Kirov will fire.

 

To reproduce, simply order the Kirov to attack the Raccoon, when it's hovering above, let it force attack tiles next to the Raccoon. It'll almost always trigger in 3 tries.

 

This is gonna cause some minor problems in PvP. Increasing Raccoon's turret rotation speed or RaccoonTankWH's effect durations will fix it, but either will result in a slight buff to the Raccoon unit.




#1097055 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by PACER on 11 February 2019 - 05:10 AM

 

 

Speaking of deploy abilities, it would be nice if we could order Kirovs to start dropping bombs continuously. Why do they have an ammo counter anyway?

It's called 'Force Attack' command. If you haven't noticed, they drop the bombs faster until the Ammo counter hits 0, after that they drop the bombs according to the reload rate, which is slower.

 

Petya, what I meant was a deploy ability that would make the Kirov drop bombs continuously even while moving around. Sorry if it wasn't clear. The use of this would be to line up a bunch of Kirovs near an enemy base and then carpet bomb it without having to make over 9000 waypoints. And as a matter of fact I indeed never noticed how Kirovs drop bombs less frequently if the ammo counter is 0. Currently, the thing seems rather useless, as nothing can survive long enough to deplete the bomb reserves anyway. Maybe the ammo counter could be repurposed to limit the carpet bombing ability I proposed.

 

 

A Kirov drops the first five bombs every 55 frames, every 65 frames afterwards.

Which I admit doesn't make much difference at all...




#1097054 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by PACER on 11 February 2019 - 05:04 AM

 

Speaking of deploy abilities, it would be nice if we could order Kirovs to start dropping bombs continuously. Why do they have an ammo counter anyway?

It's called 'Force Attack' command. If you haven't noticed, they drop the bombs faster until the Ammo counter hits 0, after that they drop the bombs according to the reload rate, which is slower.

 

 

If I got it right, what he wanted is a carpet-bombing mode, so that one may just give move orders and sweep away anything along the path.




#1092230 Gridlock - The Almighty Camel

Posted by PACER on 20 October 2018 - 11:49 AM

It's no discrepancy alright, for some reason the Technician's Soylent value (Soylent is basically the amount of credits received when selling buildings or sending infantry to Grinder or Field Bureau as shown here) is declared as 5,000,005. Either it's really an easter egg or a typo.

 

 

Looks like Eclipse is a hell lot easier with that much credits. It's virtually impossible to lose right after the Technician is introduced.

 

 

 

 

 

 

 

It's like the Technician is worth more than every Epsilon base in existence

 

That Technician is Yunru disguised :p




#1091271 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by PACER on 26 September 2018 - 02:53 PM

I'm sure that soviet never know that Paradox Engine is existed.


IIRC the soviets at least mentioned in one of their briefings "massive mobilization of allied fleet". They at least know that something big is taking place


#1085793 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by PACER on 01 July 2018 - 02:45 AM

Cyberkernel 1.25   Loom 1.2   Cloud Piercer 1.25   foehn power plant 0.9   Radar Spire 1.25   Field boureau 1.25 (3.3.4)   Nuclear reactor 1.25 (3.3.4)   Allied Air Force 1.25   Experimental Warpshop 0.8  Repair Crane 1.25 Aerodome 1.25 Tank bunker 1.4 Plasmerizer 1.25  Mines in general 1.2    

 

Forget not the 0.7 multiplier on all three soviet T3s




#1084181 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by PACER on 30 May 2018 - 02:51 PM

Is there any particular reason as to why Malver and Yunru still can't be damaged by desolators? Yes I know their deploy logic requires them to have variable that will render them immune to vanilla desolator weapons.

Yet... I was able to make Eradicators capable of damaging Desolator in my challenge. And let's not forget Nuwa.

I'd guess it was to give consistency, but then again Yunru (and maybe Malver) can be shot by desolators, while desolators can't shoot robots or other desos at all. I ask more specifically about Malver anyways though, since Yunru's immunity is handwaved in Nobody Home. Malver's only wearing clothes and some minimal armor, and nothing he has indicates any capability to resist irradiation.

 

For game balance reasons IMO. It'll be quite awkward to expose a perma-cloaked hero unit (and deny his infiltration at the same time) by hitting D.




#1083071 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by PACER on 06 May 2018 - 03:44 AM

The SP challenge mode can be made more interesting.

 

Let the launcher client check if the second player is an AI. If so, concatenate a script to the map file which gives AI's MCV to the player at the beginning as well as more starting funds. So that the player can start the game controlling two subfactions of his choosing.




#1081548 The ultimate IFV and scavenger guide

Posted by PACER on 04 April 2018 - 03:06 PM

http://moapyr.wikia.com/wiki/Scavenger

http://moapyr.wikia....iki/Stryker_IFV

 

btw I made these screenshots myself




#1081459 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by PACER on 02 April 2018 - 02:27 AM

 

Infiltrators are gay

That makes sense, and explains why they always go through the back door.

 

 

Ramwagons look for backdoors too, then they ram.




#1081270 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by PACER on 30 March 2018 - 02:52 AM

Nah. Without rubble a destroyed city just doesn't look right. But there are some cases where the rubble takes away more from gameplay than what it adds. Maps with particularly small space to build, for instance. That's why I'm asking for an optional gamerule.

 

Time to bring Ares' destructible rubble feature online




#1080559 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by PACER on 19 March 2018 - 01:10 PM

So, after completing Machinehead I still don't understand why Yunru fights the main Chinese army in Foehn origins missions if both in ToD and Machinehead they were on the same side. What's the reason she rebelled against them?

 
Imagine you're the commander of said CN army whose chief-in-command died in Shanghai. Would you ever ally with some girl who
1. works because her family is threatened
2. occasionally displays abrupt mood swings
3. vaporized two of your bases with MIDAS

?




#1080530 Favorite tech?

Posted by PACER on 19 March 2018 - 08:12 AM

Iron dragon, if thats considered its own tech. Otherwise, nuclear.

 

That's more like a mix of Iron Curtain and Particle Collider tech




#1080131 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by PACER on 15 March 2018 - 03:52 AM

Have to say, Thread of Dread, even on Easy and with Save/Load is such a mindnumbing and triggering mission that I was like "fuck it" and used ini cheating. And even then it made me tire out so much, I don't feel playing more today. :V

 

1. Capture the unmanned Driller at the center of the map, then drill to northeast corner and capture the Atomheart, which grants you Iron Dragons.

2. The nukes are powered by the windbelts surrounding them (save the southwest-most one, which is connected to the entire base power grid). Destroy the windbelts with support power and things to stop the countdown.

3. Kirov.




#1079218 Will We Get Boss Battles Similar To The Arcus From Final NOD Mission From Tib...

Posted by PACER on 06 March 2018 - 04:09 PM

If there's gonna be a final boss, I'd like to have it be a massive swarm of dangerous enemies rather than one singular entity. This is an RTS about whole armies after all.

 

Perhaps Yuri releases an enormous swarm of mind-controlled, mutated humans and other non-human things as the real defense of the Mental Omega, and the MO is invincible until the swarm is defeated in some way.

Just imagine whole armies of Core Defenders, or Archimondes :O