Jump to content


Malekron

Member Since 23 May 2012
Offline Last Active Oct 12 2022 07:38 AM

#1111918 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Malekron on 03 November 2020 - 06:06 PM

Should SEALs have the ability to C4 enemy vehicles? It would make more sense than using an MP5.




#1111665 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Malekron on 04 October 2020 - 08:17 PM

Some suggestions about battle interference:

1. Signal Jammer:
Compared to Raccoon and Signal Inhibitor, this support power is weaker and less important to me because it lasts for a short time. Imo it needs a new effect: 20 in-game seconds after it activated, enemy units in affected area will become unselectable to their commander for 7 seconds at 23-second intervals.
Said "unselectable" doesnt equal EM Pulse. Affected units carry out the last order they received. Besides, players will receive visual and sound indication when it activated.

2. Soviet doesnt have any battle-interfering mean as effective as Allied Gap Generator, Epsilon Chimera Core or Foehn Signal Inhibitor. I wonder if soviet smoke weapon can take the role:

The smoke dropped from Dustdevils and Latin smoke bomber plane will become visual barriers, to hostile players only.
For instance, clouds of Lightning Storm are visual barriers. It's hard to see anything through them. They cannot be removed, you have to wait for them to disappear.

To be specific:

Smoke from Dustdevils: lasts for 3 seconds, covers the ground.

Smoke from Latin smoke bomber plane:
lasts for 6 seconds, prevents everything in smoke appearing on radars of enemies. Some bombs will explode in the air, thus smoke covers both ground and sky more or less.

How about a battle-interfering effect that is thematically and mechanically Soviet. A Death Hand device that when a hostile support power is cast over it it fires a reactionary mininuke. 




#1110561 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Malekron on 26 July 2020 - 06:26 PM

 

Is it possible to give the Sentry guns/pill boxes the same building logic as walls/mines? It would give them more utility to have a "wall" of sentries/pills to shred enemy attacks, heavily differentiate t1 defences from t2&3 defences and pressure the attacking player to invest in siege units.

Considering the amount of damage sentry guns and pill boxes do to infantries at early game, that just screams 'turtling' and 'remove early game rush' for me

 

Also, TS Engine damage logic makes 1 cell wide buildings to be a lot more resilient against splash damage than say... a building the size of War Factory or Barracks

 

Nothing wrong with either a rush or turtle. Especially if you win against both of them by strategically sound and loyal defense shattering all on coming tides (contra a rusher) or strategically outmaneuver with grace and skill the Great Wall of China (contra a turtler).




#1110124 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Malekron on 06 July 2020 - 09:20 PM

 

It's known that not-anti-infantry weapon deal extremely low damage to infantry in MO. Thus it's ridiculous to see like T1 tank spend so long to kill a conscript. I wonder if it's possible to change by hit accuracy setting.
All T1 tanks get new secondary weapon which looks exactly the same as the primary one but for infantry damage only. The secondary weapon has very low hit accuracy (worse when moving) but deal considerable damage to infantry if right hit. To the whole T1 tanks still won't be a good choice for anti-infantry, but at least the weapon damage make sense.

 

The game balance would return to vanilla RA2 imbalance but with your recommendations would make tanks gods of the battlefield and infantry completely nonviable negligible speed bumps. Not to mention it would throw anti-infantry vehicles on the chopping bloc in eyes of the players and game designers.  The ballistics physics of RA2 engine is simplistic and primitive because that is what works. If it were more advanced to take in account of flying tank munition rounds it would either be completely alien to the code thus extremely buggy or cause game slow downs/crashes. RA2 coding of the "physical world" is as different from Steel Division coding "physical world". Some "realities" have to be discarded for "unrealities" in the name of fun gameplay.

 

C&C should be C&C styled with improvements to the formula. It should not LARP as "Warcraft but in the Modern Age" or other misinterpretations of its RTS/RTT/RTO formula. We play C&C styled games to play C&C styled games. We play Starcraft styled games to play Starcraft styled games. We play Age of Empires styled games to play Age of Empires styled games. Etc.




#1043429 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Malekron on 18 December 2016 - 01:28 AM

Is a morale mechanic possible? Or is it even possible to code it in to the engine?

 

I remember a code in which civilians would run around aimlessly in a panicked manner. I think the code was either "Cowardly" or "Coward". Not necessarily it but it is in spirit.

 

Maybe a unit that can be devised that uses fear gas or terror rays that causes a panicked disorder throughout the opponent's ranks.  On that note...

 

==Terror Crebain==

 

Requires: Special Mercenary Services Camp (Neutral Structure) or Tech Secret Lab

 

Cost: 1300

 

Armour: Light

 

HP: 125 / 50 (dummy)

 

Speed: 7

 

Equipment: Terror Raygun / Fear Gas Dummies (deployed)

 

Range:  8 / 12 (deployed radius)

 

Role: Unit Disruption and Driver Removal, Terror, Area Denial

 

Description: Mercenaries that dress up as scarecrows. They are armed with Terror Rayguns that cause fear (the target will run around aimlessly and be unable to fire) in units and will eventually result in death by heart attack (uses a delayed death mechanic that can also affect vehicle drivers). They can also deploy dummies that leak out fear gas that also does the same job, only as a static defense for area denial.




#1010606 MO3.0 Feedback // SUGGESTIONS

Posted by Malekron on 04 August 2015 - 11:19 PM



@lovalmidas

I agree, but it still pales in comparison to 32-bit and 64-bit processors. Our long-term memory is still a mystery (in Windows OS we can use FileSystem as an analogy, somewhat, but we know quite little about the human brain.)

 

It's evolution baby.




#1007322 MO3.0 Feedback // SUGGESTIONS

Posted by Malekron on 28 June 2015 - 12:37 AM

Apparently Russian cosmonauts wielded TP 82 pistol shotguns for taking down mother effing bears.

 

 http://www.cracked.c...ory-boo_p2.html




#981586 MO3.0 Feedback // SUGGESTIONS

Posted by Malekron on 26 October 2014 - 02:04 PM

 

 

==Australasia Mobile Isle==

Unique to Pacific Front

Requires: Shipyard, Robotics Center, Tech Lab

Cost: 2775

Role: Support

Abilities: Can hold ships in its 4 holds, 2 for Aircraft carriers, Self repairing, Repairs naval units (and Kappa Tanks) in radius, Stealth detector range 10,

Weapon: None by itself, Varies upon the unit in its hold

Build Limit: 1

Story: Christened upon Sydney, Australia, the Australasia Mobile Isle sets sail as the Allies prototypical trump card to support it's rule over the seas, Australasia can provide repairs thanks to millions of aquatic nanomachines mending any damage, can carrier sea units in it's protective hull, and as advanced sensors to detected submerged or stealth-ed threats for it's passengers or escorts to take care.

 

==Ice Breaker==

Unique to Pacific Front

Requires: Shipyard, Tech Lab

Abilities: Can ram into sea units instantly killing them, Weapon slows units down by 75% 

Weapon: 'Iceberg' Ram, 'Aurora australis' Thermal Inversion Ray.

I like the idea of some 'Strayan stuff

 

 

Australia must be filthy rich in that universe.

 

That may be a possible side effect of pooling resources together into the Pacific Front in my head canon.

cannon-logo-large.gif




#980672 MO3.0 Feedback // SUGGESTIONS

Posted by Malekron on 19 October 2014 - 06:59 PM

How about this for a joke gamemode that is called Burning Base Crawl, only anti structure infantry (pyro, siege cadre, dune rider) and siege vehicles, engineers and miners can be built, bases have a larger building radius to construct buildings, defense buildings have a larger attack radius and deal 2x damage. Then you guys can have all the dying pyro screams to satisfy your hunger for "Bahulalua".




#947712 MO3.0 Feedback // SUGGESTIONS

Posted by Malekron on 04 February 2014 - 05:52 AM


General Ideas for more unique sub-faction units, doesn't really matter whether they will be considered by the MM team or not, just feel like posting them out~

 

    1. HQ is good at making strong infantries and also floating disks(Irkalla, duh), then it can have a more advanced disk that replaces 

    Invader, may it be stronger or tougher(since HQ has the least featured units).

 

    2. LC is good at urban combat, it can also has pryo replaced with the mighty Blackhand! (just kidding~) I mean a strong flame trooper,

    even giving it the ability to  damage infantries within the buildings(Ares can do that if i recall it correctly).

 

    3. PF makes better jumpjet suits = rocketeers are replaced with advanced jumpjets which shoots lesser cryo beam!

 

    Again, these are but some scrappy clues anyway

 

==Tephra Tropa==

 

Unique to LC, Replaces: Pyro

 

Cost: 500

 

Speed: 6

 

Abilities: Removes infantry garrisons

 

Role: Anti Structure, Anti Garrison, Anti Infantry

 

Weapon: "Diablo" Dual Pyroclastic Flow Cannon

 

Requires: Barracks, Radar Tower

 

Plot: Channeling the fury of a volcano, the Tephra Tropa is the Latin Confederation's motions for more efficient use of urban warfare via making structures relatively safer for their troops to garrison, while making it a 1000 degree Celsius hell for enemy infantry. This diabolical weapon fires both hot gas and Wurtzite Boron Nitride rocks in to a pyroclastic density current at the target damaging structures and incinerating/boiling/gassing any infantry unfortunate be in way of the flow. Recent discoveries of the interaction between the pyroclastic density current and dihydrogen monoxide in which the heavier substances to sink to the depths while the energy increases allowing it to travel twice the distance on the sea then on land, the Latin Confederation seeing potential in amphibious assault troops foolishly added additional equipment to a bulky and unwieldy combat suit with version 3 suits sinking and fossilizing it the murky lahar, and version 4 suits ripping apart the hosts. 

 

==Abductor==

 

Unique to HQ, Replaces: Invader

 

Speed: 28

 

Requires: Radar Spire, War Factory

 

Range: 6, Close

 

Role: Anti Air, Unit Abduction and Reprocessing

 

Abilities: Immobilizes unit and lifts it up (victim cannot be attacked by friendly units), turns unit in to 25% credits of that particular unit's value, with each unit reprocessed increases credit surplus by 10 credits for a maximum of 10 infantry consumed and 100s for a maximum  of 10 vehicles consumed.

 

Cost: 1200

 

Weapon: AA Plasma volley,  Abduction Ray, Reprocessing Maw

 

Story: Resembling an upside down pyramid, the Abductor flies through the sky to counter airstrikes against Epsilon Headquarters' forces while "collecting" and reprocessing ground units for their precious ores and minerals. The unfathomable things that go in it's chambers where metal strains and men scream just to recover a small amounts of credits seem to be uneconomical but with continuous abductions eventually the costs reduce and surpluses grow with each unit going through it's maw.

 

 

 

==Arch Angel==

 

Unique to PF, Replaces: Rocketeer

 

Range: 9.5

 

Speed: 30 (air), 7 (ground)

 

Weapon: .50 caliber Heavy Anti Material Semiautomatic Rifle

 

Role: Anti-Air, Anti Infantry, Multipurpose infantry

 

Cost: 650

 

Requires: Barracks, Airforce Command

 

Story: Emphasizing multipurpose and long range attacks the Arch Angels are trained for ground and air missions with lethal strikes against aircraft and infantry thanks to the .50 caliber HAMSR specialized to strike targets in the air or on the ground regardless if the wielder is in the air or in the ground.




#943928 MO3.0 Feedback // SUGGESTIONS

Posted by Malekron on 08 January 2014 - 02:45 AM

==Thoughtform==

 

Psi Corp exclusive support power

 

Cost: 1000

 

Time: 4:00

 

Requires:Pandora Hub and Psi-plugin

 

Purpose: Merges the mind, body, and soul of 2 Elites to form a Thoughtform called a Collector; beings of pure psionic energy (based on pure rage of it's merged hosts) dedicated to the destruction of the opponents of the Psi-Corp and collecting the resources off of defeated enemies and allies in their presence. If used on three Libra clones they merge into a Transcend, beings of pure psionic energy (based on the the individuals sense of a higher self) that attack with a focused psionic attack that leaves it's under permanent mind control regardless of whether the Transcend dies or lives. Being a being of pure energy the Transcend is not bound by the inferior mental abilities of it's Adept (1 slot), Elite (1 slot) or Masterminds (3 stable, +3 unstable slots) the Transcend can go on dominating the entirety of the flesh and mind.




#941181 Favorite commandoes

Posted by Malekron on 19 December 2013 - 07:28 PM

I think the reason why Malver is among the low favorite commandos is that you have to micromanage him to the extreme when compared to other unit's and heroes that actually have to click on a unit and attack instead of him auto acquire enemy units, or people just don't like SC. Why Rahn and Tanya is low is probably people just want to try the new heroes in 3.0 and find them more useful than the old heroes current form.




#941177 MO3.0 Feedback // SUGGESTIONS

Posted by Malekron on 19 December 2013 - 06:48 PM

So the present Stolen Tech units are...

 

*Future Tank for the Allies for infiltrating an Allied Tech Lab and Con-yard that serves as an anti-tank assault unit.

 

*Apocalypse Tank for the Soviets infiltrating a Soviet Lab and Con-yard that serves as an all round assault tank.

 

*Deviator for Epsilon infiltrating a Epsilon Lab and Con-yard that serves a ground unit disruption tank.

 

How about this...

 

*Penumbra for Allies infiltrating Epsilons' Pandora Hub and Con-yard that serves as an aerial support unit that cloaks ground units under it since they uncovered some secrets to the Chimera Core.

 

*Iron Fist for Allies infiltrating Soviet Lab and Con-yard that grants Allied commanders siege engines that can deploy to render themselves invulnerable to damage after miniaturizing an Iron Curtain device.

 

*Teleforce Tank for Soviets infiltrating Allied Lab and Con-yard that grants a Soviet commanders teleporting tanks that can boost Tesla based weaponry around it's self thanks to Soviets re-acquiring Nikola Tesla's notes on Teleforce and also borrowing Chrono Technology.

 

*New Paradigm for Soviets infiltrating Epsilon Lab and Con-yard applying Epsilon's research and experimental methods to Soviet cybernetics that enable ethically flexible tests on unwilling subjects (except heroes) to turn them in to cyborgs that are armed with anti-infantry and anti-air laser chainguns and may abduct other cyborgs, stolen tech or otherwise (except Volkov, Chitzkoi and Cyborg Commando) and reprogram their directives to who ever gains this unit.

 

*Crawling Chaos for Epsilon infiltrating Allies Tech Lab and Con-yard that serves as an anti tank area denial unit with an unconventional effect on structures thanks to the capture of a growth stunted veinhole larva when some of their troops experimented with time travel technology.

 

*Flying Submarine for Epsilon infiltrating Soviet Lab and Con-yard that can move under the waves to engage naval threats under the waves, and engage air threats in the sky and bomb ground structures after Infiltrators examine failed projects from the past and apply psionics and gravity manipulation to the Flying Submarine.




#940364 MO3.0 Feedback // SUGGESTIONS

Posted by Malekron on 15 December 2013 - 06:42 AM

Since it's possible to render vehicles with no driver (without the ability to receive orders or make choices i.e. neutral) with the kill driver warhead, is it possible to render infantry (without ability to receive orders (without the ability to receive orders or make choices i.e. neutral) with different logic code based on infantry?

 

I also have some ideas for some units ...

 

==Mameluke==

 

Unique to Scorpion Cell

 

Cost:$650

 

Role: Tank Support

 

Requires: Barracks, Radar Spire

 

Speed: 8

 

Weapons:Polymer Caster

 

Abilities:

*Fires a synthesized polymer of unknown properties at enemy armor that renders the tank a pseudo-"friendly" Mantis upon destruction giving SC's armor divisions from Mantis to Tyrants (or others) the ability to repair some of their health in the radius of the destroyed unit. (Effect only works on enemy vehicles)

*May not be crushed by normal vehicles.

 

Story: Riding camel back come the Mamelukes, Scorpion Cell's slave soldier cadres giving their armored brethren support in the field. Taken from their original homes through conquest or deception by Scorpion Cell and hammered by anti-Western (or anti-Soviet) rhetoric, loyalty camps, and attacks (from actual threats or false flag attacks on themselves) the mere slave turns in to a potential candidate for "freedom" the Mamelukes were originally capable of using anti infantry and anti tank weapons but proved themselves to be treasonous with their weaponry and a certain leader of the mutiny met with Malver who agreed to have negotiations in which Malver simply killed him and his followers. The Mamelukes now have their doctrine moved from it's original duties of anti tank and anti infantry to armor support  through using a non lethal caster of polymers similar to those of the Mantis tank with the ability to cause the afflicted enemy unit to heal Scorpion Cell's units upon the enemy tanks' death.

 

==Ghola==

 

Unique to Headquarters

 

Speed: 6

 

Cost:800

 

Requires:Pandora Hub, Barracks

 

Role: Anti Infantry, Variable Role

 

Weapon:Duplication/Remaking Bite

 

Abilities:

*Spawns two at the Barracks (and four if Cloning Vats has been built)

*Upon successful attack the Ghola becomes the unit it "killed" and that unit and the Ghola become assimilated into one creature (Ghola is removed from play but the new infantry gets a 15% bonus to armor, rate of fire, speed compared to it's original form)

*May NOT take the form of commandos or other Gholas but may kill them.

*Immune to mind control/chaos.

 

Story: A near-amorphous creature resembling over-sized archea, the Ghola drifts ominously towards it's target  until it comes in to contact with it's unfortunate victim replacing all their hopes and dreams with Headquarters directives. The Ghola being based on genetic crossbreeding of various creatures based on human and animal DNA can take their form and make them better and the application of microbiological mitosis in to marcobiological mitosis led to the mass production of these creatures from the Barracks and Cloning Vats.