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Endless

Member Since 01 Jun 2016
Offline Last Active Jun 28 2022 08:03 PM

Posts I've Made

In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

19 April 2019 - 11:28 AM

Oh I beg to differ with Siegfried, I never use him ever since I found out what he does. Just doesn't fit my play style. But each to theirbown of course.

 

Atm, I prefer playing United States than any of the other Allied factions, because of their fast speed, quick strikes, and air supremacy (Warhawks are easily one of the best Allied support and defensive units, as their lasers are quite damaging against infantry and tank groups). I do like playing Alliance time to time though.

 
Hailstorms used to sorta fill in the anti infantry role when blizzards were relatively subpar, now they can't exactly do much since their damage for structures is just pathetic, not to mention the fact it's far too sluggish of a unit to be a worthwhile pairing with the current zephyr/blizzard unit comp.
They definitely do need a buff that would allow them to do actual siege because right now no one is going to want to waste time making a sufficient amount of hailstorms just to tear down some buildings when they can just inflate the numbers of zephyrs and blizzards and get an even better outcome.


In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

21 December 2018 - 10:41 AM

It's probably too late now considering the game is huge now, but probably the best way to keep SP and MP separate would be to make a copy of every unit and building with a specific tag (like MP) so changing the MP stats wouldn't affect the missions. But this would be probably insane amounts of work.

I think that's a truly horrible idea. I mean no offense. Doing that, and then having different rules for SP and MP would literally make them separate games. It would violate the very integrity of the mod. It would also further divide the player base, SP players would become even more SP dedicated and MP players would play even less SP, and the divide would cause even more confusion in feedback & suggestions. I also fear that it would end in a feedback loop, as being completely unbound by SP would allow even more radical changes, and the sentiment would go from "because we must" to " because we can".

IMHO commandos having radically different stats in some missions is bad enough.

The community is already divided when it comes to SP and MP.
Besides most of the complaints regarding MP balance appear to stem directly from SP as MO itself is, first and foremost, designed primarily around the campaign.

At least that's the way I see things and why our lord and savior doesnt like taking risks

In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

19 December 2018 - 05:26 PM

.

TL;DR : I truly care about the game's well being so much I dont even bother interacting with the multiplayer community beyond watching supposed professionals.
Oh and I'll badmouth this guy because we've been at odds, totally not because of me btw dont worry guys, because clearly he has no idea what he's doing lmao. I mean come on it's not like he actually plays amirite fellas.

Oh and to those others than him who disagreed with me, you're kids and as such are irrelevant

The fact an individual such as him is still part of the testers team for this mod is quite honestly worrying and to an extent only serves to solidify the negative point of view some people have had regarding the balance of the mod.

All in all, Petya has once more made an impressive public display. Kudos to him


In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

18 December 2018 - 09:54 PM

You can start your own mod if you aren't satisfied.

This sentence alone is worth a gold mine.


In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

05 November 2018 - 10:36 PM

Playing Psicorp vs Haihead is practically cheating at a higher level. If you're losing to Foehn as Psicorp you're doing something terribly wrong. Playing against friends and computer opponents don't prove much. Here are some examples of why you shouldn't be losing to Haihead

1: Libra one shots Fin and Alize

2: Magnetrons stops everything (Nanosync makes infantry immune to emp but not magnets)

3: Almost an extreme range advantage with Libra, Viruses, Magnetrons, and Mauraders

4: Shadow ringed Masterminds combined with big magnetic satellite.

5: Driller harass is extremely hard to stop as foehn due to one immobile detector before T3

Psicorps can't brute force their way into fights like HQ or the current SC but that doesn't mean they are bad at all. The ability to immobilize the entire enemy army and chip away at them from a longer range gives you a massive advantage.

Psicorp might be relatively the worst Epsi faction right now but that's because their gameplay is more micro intense than "LUL Irkella and Rhan is here at 7 minutes" or "Is that a driller or a Tyrant I can't tell anymore" I'd take them any day even if playing HQ might be a lot easier.

Actually,if you are losing as Haihead to PsiCorps-you are a genuine noob.Here are a few reasons why-
1.Fin-Practically murders Viruses and Elites.

2.Alize-Wrecks Magnetrons,Masterminds and Gehennas with relative ease.

3.Irritators-Put enemies in a state of frenzied infighting.

4.Teratrons,Buzzards-Can keep Dybbuk Interceptors at bay.

5.Diverbees-Can annihilate Magnetrons,Masterminds without trouble;alomst same for Gehennas.

6.Megalodons-The ultimate response to mind-controllers and several other units - except Magnetrons.

7.M.A.D.M.A.N-If used properly,well...... goodbye,PsiCorps.

8.Driller Raid-Tbh,it's a tactic preferred by most SC players,rather than PsiCorps fellas.

9.Range-PsiCorps' only advantage in some situations,otherwise they have none.

Now for Wings of Coronia-
1.Eureka-Pretty destructive to ground armor,but needs very careful handling.

2.Zorbtrotters/Zorbfloaters-The bane of infantry in general.Zorbfloaters have the addded bonus of being able throw units like toys.

3.Alanqa Skystations-Though a bit prone to friendly fire,they can deny the skies very well.

4.Pteranodons-Kinda slow,but dangerous to ground armor.Need some help from the ground in a few cases.

5.Draco Tanks-A weird mention,but they are damn swift,and sometimes,very good Magnetron bait.

6.Harbinger-Unleashes havoc where you want it to.

And finally,Last Bastion.
1.Uragan-Literally an angel of destruction.Can destroy most vehicles with ease.

2.Giantsbanes/Godsbanes-Not just infantry,but also vehicles are afraid of them.(Though magnets and mind-control force them to retreat.).

3.Raccoons-If close enough,they can disable most vehicular weapons-including Magnetrons.

4.Gharials-Jack of all trades(Can't attack air though.).Resistant to MC.

5.Boidmachine-A decent anti-armor arillery,if used properly.
Are you sure you actually play multiplier?
All you've done is say theoretical stuff that should work but in practice it is a whole other world.

Not to mention you're trying to disprove the points of a seasoned MP player.

I doubt you have any clue about what you're talking about.