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Schottkey 7th Path

Member Since 14 Jan 2016
Offline Last Active May 09 2017 09:56 AM

#1037944 Unoffical compliation of upcoming features for the next MO Release

Posted by Schottkey 7th Path on 06 September 2016 - 10:51 AM

Having made this list in the MO 3.3 thread, i figured that i should make my own separate thread listing several known, possible and speculated and scrapped features concerning the 3.3 release into this convenient thread for you.

 

While there are still info that i missed, i shall return to this after an update until this mods release. enjoy! and feel free to contribute or point out any glaring inaccuracies.

 

Allies:

STRUCTURES AND SUPPORT POWERS

  • Three unique T2 structures for each subfaction. Shield Command for Euro Alliance, Mercury Uplink for USA, and RobotOps for Pacific Front.
  • Euro Alliance technology structure the Shield Command and the Force Shield support power
  • Euro Allience defense structure the Coordnode. this unique structure buffs nearby defense turrets.
  • Euro Alliance "Lightning Rod" Support power that can provide temporary energy for your base and buff nearby Thor ships. can be used when low on power to get your defenses online should your power plants be destroyed
  • Euro Alliance Force Shield. returning to Mental Omega. this power allows you to make certain buldings invulnerable to damage for 30 seconds
  • Pacific Front "Hunter Seeker" Drones. functions the Hunter seeker droids from Tiberian Sun. HS Drones, when deployed, will automatically seek out targets of priority and explode into a Cryo AOE. additional Robot Ops centers increase the number of drones released per deployment. maximum up to 5 drones
  • The Zephyr Beacon is replaced by the "ZephyrRobot". allowing Zephyr batteries to fire past their range
  • USA's Airborne and Bloodhounds support powers require an add-on to their airfields
  • USA Mercury Strike power. fires a laser from space. similar to the ones called by Athena Cannons, the support version has a larger blast radius but does less damage to structures. the use of this ability also boosts the damage of all nearby Athena Cannons around the point of impact.
  • The Backwarp power now works in Pulses at the deployed point and ejects terror drones. It appears may not "eject" a terror drone.
  • The Experimental Warpshop Technology building now provides Backwarp and unlocks the "Hummingbird" Chrono Bomber and is now a prerequisite for the Chrono Legionnaire
  • Experimental Warpshop has the Warp Miners Support Power. to deploy a pair of Chrono Miners anywhere. Chronolift support power lets buildings be relocated around the workshop.
  • Allies Black Widow support power. deployed from the Tech Center. deploy a heavily armoured UAV to patrol an area for a period of time. onboard ECM systems make both it and friendly aircraft more difficult to target. it can also shut down enemy radar if it happens to be close to the vicinity of one

UNIT CHANGES AND ADDITIONS

  • Cryocopter for all Allies. a special gunship equipped with a cryo weapon to debuff enemies by reducing speed and defense.
  • Hummingbird for all Allies. a Chrono-Fighter. the fastest jet in the Allies arsenal, this jet can deliver a Chrono attack to half enemy attacks and movement speed on impact by slowing down their time.
  • USA's Warhawk loses its anti-structure rockets. now has the ability to fire a "target painter" at targets to for your forces to do additional damage
  • USA's Basswave artillery has been replaced by the Athena Cannon. no longer a direct fire sonic weapon, the Athena calls in a laser from space via the Mercury Sat. unlike the Support power version, The Athena laser is calibrated to take buildings via a more focused laser. and thus a smaller blast radius.
  • USA's Abrams tank now fires both its main gun alongside the lasers to increase attack damage
  • The removal of the IFV's Machine gun slot to make data room for different IFV abilities. the Robot Tank is upgraded to be a better T1 Anti-Infantry unit
  • New USA infantry: Riot Trooper. Heavy infantry that alternates between flashbang and Riotgun. possesses potent range. Debuffer and Garrison clearer.
  • New Euro Alliance infantry: Sniper. Long range single target elimination. can deploy for increased range and defense.
  • New Pacific Front Infantry: Suppressor. Hoverboard unit that can turn enemy attacks into healing with Chrono Technology.
  • The Dolphin returning to the Allied Navy. equipped with a Prism weapon. forming as a navy scout unit
  • The Battleship for the Allied Navy. appears to be a "Monster Tank" For the Allied navy. shorter range the Carrier, but far greater ranger then the Destroyer and more durable. focusing on taking out other units. 

 

Soviets:

 

STRUCTURES AND SUPPORT POWERS

  • Addition of the "Sensor Tower" a stealth detecting defense structure (is not a radar structure)
  • Radar Tower is now scrapped and replaced with a Soviet Airfield for their upcoming expanded Airforce. Will provide Radar and associated support powers (Spy Plane)
  • Radar Tower is now replaced by a Field Bureau as a technology building. Field Bureau can deploy Drakuvs to capture and "reverse engineer" enemy infantry as well as providing medical support for your own infantry
  • China's EMP Support power is moved to an "EMP Station" building
  • China's Tech Center replacement the "Atomheart", which aside from the "Wallbuster" support power, also an "Irradiate" support power to give a unit "THAT WONDERFUL GLOW!" like an Eradicator. 
  • The "Smoke Turret" defensive structure for the Latin Confederation. Debuffer defense
  • Russia gets a "Terror Drop" Support power. it drops terror drones.
  • The "Iron Guard" Defensive structure. avalible after the Construction of the Iron Curtain, these scaled down, more unstable versions of the Iron Curtain gives an iron curtain effect around nearby vehicles around short intervals.
  • Gear Change: A Industrial Plant support power where you will get 3,000$ but all production must cease for a period of time for maintenance.
  • Fiery Squad: An Ambush ability that deploys 3 Pyros and a Flame Turret at location. does not replace Motor Ambush. deployed from Battle Lab
  • Naval Mine: A Shipyard support where a naval mine is deployed

 

UNIT CHANGES AND ADDITIONS

  • A "Foxtrot" Jet for the expanded Soviet airforce. Resembling a MiG, likely functions as the Soviet's generic anti unit Jet. appears comparable to the Pacific Front's Black Eagle in terms of performance. carries a powerful napalm cluster missile that can hit multiple targets at once. however the lack of support airfields limit their deployment unless more Airfields are built
  • A "Dustdevil" Jet that can deploy smoke bombs on enemies. T3 unit. Latin Confederation still retains the smoke bombs power. but now no longer free as it once was. but now buffed with a longer duration.
  • The Vulture helicopter loses its Smoke Cannon weapon when deployed. now drops a napalm bomb when deployed. (i'll miss you, crazy helicopter howitzer)
  • (Scrapped) The "Perun Flagship" for Russia, what appears to be a Tesla buffing unit that replaces the Overcharge Support power. Russia will keep the Overcharge support power. (Thanks Speeder for confirming)
  • The Confederation Hijacker is moved to the Scorpion Cell (or scrapped)
  • Drakuv Prison Transport is available to all of the Soviet and also doubles as the Combat Ambulance for infantry. ( Healthpacks Power for the Drakuvs appears to be scrapped for an always on healing aura)
  • *Scrapped* The "Iron Fist" Tank. carriers miniaturized Iron Curtain technology appears scrapped. (i bet it was overpowerd in concept and testing)
  • The "Tigr APC" replacing the Tsivil for Russia. a more powerful version of the Halftrack with 4 slots of infantry transport.
  • China's Armadillo. replacing the Borillo, a more Powerful version of the aforementioned vehicle, it is equipped with twin flamethrowers, more armor, as well as 8 slots of transport compared to 6.
  • Latin Confederation Fury Drone: An explosive suicide robot that can lie n' wait for unsuspecting targets by burrowing underground. remaining stealthed.
  • Latin Confederation Arsonist: Can disguse like a spy to and plant anti-structure incendiary bombs. cannot swim like a Crazy Ivan.
  • In the Fohen reveal trailer, There appears to be a Soviet tank similar in appearance to the Mastodon Tank but with more conventional weapons.
  • (POSSIBLE) the return of the fan favorite Cyborg Prototype. due to the redesign of the stolen tech system, he has currently been taken out.

 

Epsilon:

 

STRUCTURES AND SUPPORT POWERS

  • A reworked Tier system for Epsilon the Pandora Hub. acquired as a T2 technology building, it can be upgraded to T3 technology through the use of their Addon Plugs
  • Magnetic Beam for Psicorps. summon a magnetic beam from the sky to slow and stop enemy vehicles as well a metal heavy infantry. can be controlled while it still fires.
  • The Addition of the Epsilon "Aerodome" for the upcoming airforce expansion. This does not provide radar so it does NOT replace the Radar Spire.
  • "Toxic Cloak" Support power to replace the Molebomb. turns your infantry into a suicide chemical weapon that leaves behind toxins.
  • Chaos technology is Retconned from the Epsilon arsenal. (moved to Foehn)
  • Railgun Technology is Retconned from the Epslon arsenal (moved to Foehn)
  • (Scrapped) "Field Trap" for Headquarters. functions as an EMP mine for infantry. however it is likely it was been replaced by the "Genomine".
  • The Headquarters Genomine. defensive landmine that mutate enemy infantry into Brutes under your control.
  • (POSSIBLE) the return of the slave miner. likely as a late game support power. this remains under testing.

UNIT CHANGES AND ADDITIONS

  • Tyrant is now a subterranean vehicle. can explode into toxin bomblets on death (in a way, replacing the now scrapped Molebomb)
  • Deviator is now a long range toxin anti-infantry siege vehicle like the Buratino of the LC (or scrapped instead now) 
  • Psycorps Marauder tank's railgun now uses thermal weapons similar to Antares technology
  • The Psychic Tower returns to Psycorps as a unique defense structure capable of mind control
  • The Railgun Tower is replaced with the Inferno Tower. like a smaller Antares Battery. Risen Railgun is now the Risen Inferno.
  • The Latin Confederation Hijacker is now a Scorpion Cell unit
  • Headquarters Hazequad. a deployable drone carrying a portable Chimera Core. friendly units will be masked by it. however the Hazequad will remain visible.
  • Epsilon Dybbuk-Attacker. a fighter jet equipped to strafe with its ARO launchers. compared to other fighters, its low damage output but high ammo count allows it to remain persistant over the battlefield.
  • Epsilon Dybbuk-Evolver. a Bomber that carpet bombs an area with chemical weapons that mutate enemy infantry into Brutes

Fohen:

  • The 3 subfactions of the Foehn are "Last Bastion", "Haihead" and "Wings of Coronia". judging by the names and revealed units so far. Last Bastion appears defense oriented with slow, heavy or deployable units. Haihead appears to favor aggression. like a shark! seems to favor Confusion technology to aid in attacking. Wings of Coronia appear highly Airforce oriented and use of heavy, slow fliers and gunships.
  • USA's Basswave and sonic weaponry is removed. Foehn now expands on Sonic Weaponry
  • Epsilon's Chaos weaponry is removed. Foehn's confusion technology is the successor 
  • A "Windspin" mechanic for Foehn. This allows Windspin capable unit to increase speed when near a "Spinblade Engine". 
  • A "Windbelt" power system for Foehn. mobile power plants that can deploy to generate power. can connect with other deployed Windbelts to function as their wall. each wall segment between them can increase power output. watch out for spies though.
  • suggested T1 defense structures for the Foehn appears to be a turret with a sonic weapon. another appearing as a hole into the earth, mentioned by Speeder to deploy an anti aircraft drone to chase and shoot down enemy aircraft. similar to the Psicorps Ghenna Platform. 
  • Two technology tier structures. the Nanofibre Loom and Cyberkernel. build order not yet revealed. Nanofibre loom can deploy the "Nanofibre Sync" ability to upgrade compatible Foehn infantries.
  • Foehn Structure: Cloud Piercer.
  • The Grand Cannon/ Hammer/ Antares Battery equivalent to the Foehn appears to be the "Plasmerizer".
  • Wings of Coronia's basic tank is the Draco Tank. spinblade compatible, the Draco's unique quirk is to deploy it's turret into a flying drone as a new unit after death. get those anti-air units ready!
  • Haihead Diverbee. a kamikaze drone that attacks by crashing into ememy units to inflict massive damage. may however be costly to do in large numbers. so save it for the priority targets.
  • A Haihead support unit called the "Irritator". equipped with a confusion ray and can deploy a flare launcher to aid in targeting enemies.
  • A Haihead unit called the "Megalodon". Appearing as a bipedal mech with an energy slash attack, this close range mech uses a "Megaarena" Mechanic. where being around a Megaarena projector gives significant buffs to the Megalodon. it is currently unknown if the Megaarena system can extend to other units as wll
  • The Last Bastion unit called the "Sweeper". a defense oriented drone that can deploy into a cloaked missile turret. Can Windspin
  • A Last Bastion unit called the "Mastodon". functioning as their T3 Tank, it carries a powerful Plasma-Railgun weapon that requires a charge before firing. Seems to cause a "heat haze" effect around a targeted  enemy. a similar looking tank appears in the Foehn reveal Trailer used by the Soviets.
  • The Mastodon can deploy a cloud of nanites to heal and repair all friendly ground units
  • A Wings of Coronia unit called the "Alanqa Skystation". a flying unit that weaponizes Tornadoes. generalist gunship with weak armour. capable of fighting enemy aircraft, the tornado can devastate ground units unfortunate to be under the Skystation
  • A Wings of Coronia unit called the Petranodon. a large gunship with a powerful AoE attack that appears to look like a cloud of static.
  • A Wings of Coronia support power that summons the Harbinger Gunship similar to the one found in RA3. it flies around the selected area for a period of time to fire its powerful energy weapons at units and structures. requires an addon to the Sky Piercer structure.
  • A Foehn General unit called the "Teratorn". Functioning as their T1 Anti-Air unit. more powerful then other AA units of it's class but is highly specialized. cannot target anything other then aircraft. uses a targeting laser before firing.
  • A Foehn General unit called the "Jackal Racer". A hovering scout vehicle equipped a a sonic weapon and a limited transport capability. can Windspin
  • A Foehn General unit called the "Warturtle". Functioning as their amphibious transport built from their shipyard. appears unarmed. Can Windspin.
  • A Foehn General unit called the "Swordfish". Functions as their basic fighting boat like the Destroyer/ Typhoon/ Piranha. Uses a weapon effective against structures and units but not infantry. can Windspin
  • A Foehn General unit called the "Angelshark". a naval unit using Confusion Ray technology. can deploy to deploy a confusion mine. requires the Cyberkernel
  • Unknown Foehn unit: A Gunship that appears to summon meteors to attack ground targets. seems to be escorted by three spheres. limited info.
  • Unknown Foehn unit: A Buggy like unit that appears to be firing a red laser. possibly a targeting system of sorts. limited info
  • Unknown Foehn Structure. A heavy turret with twin laser weapons. appearances suggests it is mobile but requires deployment.
  • Unknown feature: An ability to summon drop pods from the sky to deploy Foehn infantry.
  • (Speculation): Foehn ecobooster structure may grant a bounty system
  • (Speculation): The Foehn reveal trailer appears to have some examples of Foehn technology used by the Soviets. Likely China (and the sacking of Kanegawa Industries). possibly hinting the early stages of the Foehn in the storyline.

 

General:

 

  • The "Tech Defence Bureau" that every defense structure built by you is fully upgraded.
  • The "Tech Academy", "Tech Heavy Machinery" and "Tech Aeronautics" Building. capture to acquire veteran status for any purchased infantry, units and Aircraft
  • The "Tech Nuclear Reactor". Capture to acquire a power source that is comparable to the nuclear reactor used by the Soviets. Explodes like one as well. 
  •  



#1031758 MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion

Posted by Schottkey 7th Path on 07 June 2016 - 12:31 PM

An Epsilon tech Foehn unit that is amphibious i see. it looks quite blocky. like its a transport or deploys into something. it seems to be shooting a blue beam from the front my guess: it works like the original magnetron but with a Foehn twist. (whatever it is)




#1029548 MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion

Posted by Schottkey 7th Path on 29 April 2016 - 07:38 AM

HD footage of Nanofiber synchronization leaked

Spoiler

 

Honesty the Nanofibre upgrade support is by far my favorite thing in terms of uniqueness. really i did not expect such a feature to be possible in an RA2 mod (dat ares kit).

 

So looks like the Huntress functions as the Foehn medic but takes on a more combative role. poor engineer though, who are all the same (but are still super important in the end)

 

Also i guess i kinda guessed the Lionheart's function by incorporating Tesla technology as an EMP weapon. 




#1023517 MO3.0 Feedback // SUGGESTIONS

Posted by Schottkey 7th Path on 14 January 2016 - 12:28 PM

First time posting here. and i gotta say. this mod is amazing. i love how the subfactions all have meaningful differences to them instead of simply being given a new unit or support power.

 

Though i thought i would add some suggestions here.

 

Suggestion 1:

 

A medic for the other factions's infantry. while i know the the Allies having the medic is like a given, considering their ideals. but someone like me who enjoys being a filthy infantry user (Desolators and Eradicators  :wub: ), like establishing gun lines with the G.I.'s or Conscript hordes wishes he had a reliable method of keeping infantry on the field longer that are away from the barracks or have promotions.

 

The Allied medic is pretty adequate but could use some buffs. taking an idea from RA:3. i think he should (if possible) be able to deploy into a triage. trading any movement into greater defense and generates a healing radius. this fits the Allies defensive style and "humanitarian" ideals. 

Also/Or, when placed inside an IFV vehicle, it becomes an field ambulance. 

 

For the soviets, their "brute force" and lack of regard of human safety should not mean then cannot get a reliable healing unit for their infantry. so i propose the "Support Truck". below of what it could look like design wise.

Spoiler

Carrying medical supplies and a bunch of ammunition, this vehicle projects a healing radius around it's self. and as a bonus. the ammunition it carries allows low tier infantry to be extra generous with it's ammo. meaning Conscripts and Flak Troopers gain a bonus to rate of fire. i feel that it fits the aggressive soviet style. also it travels at typical infantry ground speed so an not to outpace infantry.

 

Epsilon. of course these ambitious lunatics need some method of infantry healing that fits their "mad science" method of doing things.

I suggest a kind of a "Gas Healer". as an offshoot of Epsilon's research into chemical and biological warfare, the "gas healer" is equipped a large supply of healing gas capsules. throwing these capsules towards wounded epsilon infantry like some kind of reverse Dunerider. the small, temporary gas cloud lingering around allows the healer to regenerate infantry units from a distance. though as a drawback to their range they have a slow firing rate as they ready up another healing gas capsule.

 

And hopefully "Foehn Revolt" get their own infantry healer in the meantime too.  :p

 

 

Suggestion 2:

 

Some more navy stuff. since all factions are limited to 4 options. an Amphibious hovercraft transport, an Anti air unit. a general purpose attack craft like (Destroyer, Typhoon, Piranha) and the Siege boats (Aircraft Carrier, Dreadnought/Akula, and Resheph.) the navy feels a little plain. though i think each faction should have just 1 more boat that can fill a role that other faction's navies don't, i honesty cant think of some at the moment. but since it's not too big of deal since naval battles are usually optional. (unless its a navy based map). but it would be nice to see.

 

 

Suggestion 3: how about for being able to choose what superweapons can be available? like Support superweapons only (Chronosphere, Iron Curtain, Rage Inducer) or Destructive only? (Weather Control, Nuclear Missile, Psychic Dominator). personally, i always thought support superweapons are so much more fun and flavorful for the factions rather then having just a generic make em' go boom button.

 

I hope to see a way to keep my conscript horde last just a little bit longer from certain death soon.  :closedeyes: