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codyfun123

Member Since 05 Apr 2010
Offline Last Active Sep 23 2018 02:23 PM

#1055967 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by codyfun123 on 05 April 2017 - 04:29 PM

I'd like to see Tesla units be highly resistant to Tesla weaponry, so that 1. Wormqueens don't ruin a majority of Russia's firepower and 2. we have the hilarious situation where the Soviets are jampacked with units that aren't good against mirrors.




#1047739 MO 3.3 // Overused/Underused/NotUsed Units, Buildings & Support Powers

Posted by codyfun123 on 19 January 2017 - 08:39 PM

Underused:

 

Dybbuk-Seizer is rather unpopular due to its unresponsiveness during & after a run, and are seen as not very worthwhile compared to some of the other stolen tech options.




#960391 MO3.0 Feedback // BALANCING

Posted by codyfun123 on 10 June 2014 - 10:03 PM

I looked at the code for MG IFV vs. SEAL IFV. The machine gun weapon does 25 damage in bursts of 2 with a 10 frame reload time. The SEAL IFV weapon does... oh. It has the EXACT same stats, except it uses the HollowpointSEAL warhead instead of the SSA warhead.
 
Really.

[CRM60]
Damage=25
Burst=2
ROF=10
Range=7
Projectile=InvisibleWork
Speed=100
Warhead=SSA ;Verses=100%,80%,65%,30%,20%,20%,20%,15%,10%,100%,100%

[CRMP5]
Damage=25
ROF=10
Burst=2
Range=7
Projectile=InvisibleWork
Speed=100
Warhead=HollowPointSEAL ;Verses=105%,95%,90%,30%,15%,8%,0%,0%,0%,100%,100%

 
Compared to SSA, HollowPointSEAL has slightly better verses against infantry but worse verses against vehicles and no ability to target structures.

The GI IFV: ~$600 (give or take $50) + $120 = $720
The SEAL IFV: ~$600 + $650 = $1250

So, the SEAL IFV is just a moderate improvement against heavy infantry for almost twice the cost per unit, not to mention a downgrade against anything else. Why would anyone use it?




#946772 MO3.0 Feedback // BALANCING

Posted by codyfun123 on 28 January 2014 - 04:30 PM

Balance thoughts on EMP:

Create a new T3 support structure required to use the EMP support power.
Reduce duration to 300 like was planned.
Don't increase the cost per use because now you have to build a structure first to even use it.
Make EMP delivered by a really fast warhead that comes from above so you can't hit enemies spot-on with it. Plus, it makes more sense than *magic EMP out of nowhere*

(New support power for science lab could be something like giving reactor speedboost to units at cost of damaging them. Tesla overcharge, but for engines.)


#946602 [Dev Poll #1] Sensors for a Soviet vehicle

Posted by codyfun123 on 27 January 2014 - 02:09 AM

The solution is obvious: GIVE DEMO TRUCKS STEALTH DET- *gets slapped*

I like the idea of deploying the terror drones to activate stealth scanning best.

Also, ghost miners could be given some arbitrary resistance to terror drones (thickened internal shielding) that reduces damage from terror drones, damages the terror drone inside, or something, so that terror drones can't single-handedly kill ghost miners.


#937791 MO3.0 Feedback // SUGGESTIONS

Posted by codyfun123 on 01 December 2013 - 11:29 PM

The beauty of that name is that we are always willing to change in order to make the mod even better. That's why we want to hear all of your opinions and more importantly, act upon them.

 

Okay, then!

 

I liked disguising spies as dogs or other random animals in the map in vanilla YR (for fun), which is no longer possible. If there aren't any technical limitations or severe bugs associated with it, I ask to make it so that spies can disguise as animals again, just so players can mess around.

In WWII, some allied spies actually disguised themselves as cows to observe enemy movement, so this is my counter to those who say it's illogicall.

 

Also, it was possible to mind control some animals, which has also been adjusted. Yes, this one didn't make any sense and was inconsistent with attack dogs, but I liked having this too. 

Perhaps Epsilon mind controllers practice mind control on wild animals because it's funny to make them do stupid things, but attack dogs became mind control-resistant in training.

In-game, animals aren't viable in combat, and you can just make them have zero scrap value. Again, if there are other issues that you can't afford to introduce by adding this, you can just ignore this idea.