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yunru the gundealer

Member Since 12 Nov 2016
Offline Last Active Aug 05 2019 11:03 PM

Posts I've Made

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

28 January 2018 - 02:00 AM

I know! We should get a mission where we're playing as Foehn and we're on the Coronia fighting off Epsilon troops.

if the space theater has some kind of pavement cliffs then something akin to that idea could be done (ie hope for water cliffs for space)


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

02 January 2018 - 11:46 PM

The soviets have the worst repair options so I'd like to suggest changing that.

- The repair crane could just require a war factory (instead of any soviet lab) in order to be built.

- The repair drone could be dropped in more frequently; every 3 minutes instead of 4 minutes.

 

How about engineer variants for each side?

- The Allies would get the "Operator G.I.".

His special ability is that he can deploy into a sturdy little dugout which can garrison 3 troops.

Good for defending oil and whatnot.

- The Soviets will get the "Mechanic".

His special ability is that he can very slowly repair vehicles at close range.

Good because Soviets need better repair options (imo).

- The Epsilon will get the "Hijacker".

His special ability is that he can hijack vehicles at close range.

Their mainly only good for capturing vehicles that are mind controlled though (via force attack), because they're weak.

The SC T3 Hijacker will be renamed to "Thief".

- The Foehn will get the "Heavy Engineer".

His special ability is thanks to his suit: He can no longer be eaten by dogs, he has more health, and can self heal.

Unfortunately he walks slower than other engineers, he takes up 2 slots in transports (nerfing jackal+engi rushing), and he has no nanosynced form.

operator gi seems like it'd be more fitting as a stolen tech unit, as giving free garrison's is something the soviets do more then the allies do and plus the allied infantry are already quite good on their own, what is basically more armor could make it a bit unbalanced

mechanic does sound useful, but personally i think it'd work better as a add-on unit (maybe for the LC?) then as the team engi

the hijacking engi would just be like making the already existing hijacker far easier to get and not be SC only, unless they are only meant to take mind controlled units (i don't know if thats even possible in-engine?) otherwise it seemed unbalanced or could have the role more easily taken by other units (like yuri clones)

the heavy engineer makes sense to me actually, the foehn are all about costly units, it'd help with engi abuse with jackals

overall i don't like the ideas as engi upgrades but i would enjoy most of these being their own units but it'd make some problems balance wise, plus now you gotta change some missions to avoid having problems made from the new engis (also it'd up their cost, that isn't fun)


In Topic: Act II Predictions - SPOILERS for Act I

01 January 2018 - 08:18 PM

Is that not just MO 2.0?
(I skipped through a video of that mission, and never understood why the proselyte destroyed the MO device. Why did they do this?)

i think its the soviet player going rouge from the mind control he was under (the yuri commander in that is just the soviet one mind controlled)

(also dang forums eating my first version of this post D:)


In Topic: Gap Generator question

05 November 2017 - 07:37 AM

it doesn't stop the ai from doing that, if it was a player some powers are blocked (not all) and some ranged weapons can't force fire into the gap range 


In Topic: Custom map thread.

01 November 2017 - 11:20 PM

the MO challenge maps does the UnitedStates thing too, i think people just took after that, though heck if i know i only just got back into the game long after these fan maps started popping up

as for it being a "anomaly" i am sure its just a mix thing, i was just giving other ideas