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Gameman112358

Member Since 08 Mar 2017
Offline Last Active Mar 11 2021 09:40 PM

Posts I've Made

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

30 August 2017 - 07:21 PM

We will probably not make that much of a change for some missions. :p

Better learn to preserve your tanks better :p

 

 

Considering I'm talking to probably the most sadistic map designer I've ever seen in YR modding history, I shouldn't be surprised to hear this. Not everyone is a gaming god, you know.  :p

 

More seriously though, basic tanks don't really last too long against either AT units or just unit spam in general. Wrong Side for example only gives you Cavaliers and Archons. Neither of which will last against even a small group of flak troopers. Asking me to "preserve my tanks better" is a little ridiculous since the enemy tends to throw AT units everywhere, not mentioning most of Act I has a bunch of ugly surprises waiting for you. For example, terror drones hiding in the scenery. Lovalmidas, I'm talking to you.  :glare:  :glare:  :glare:

 

I really want the Field Medic IFV so bad. I'm trying to think of ways to make sure missions don't get broken in some way or form from doing so. Though to be honest, infantry in this game simply don't last long enough to justify their use. Most people prefer tank spamming, and quite frankly, I can't blame them, since there's very little reason to use infantry later in the game unless you're Epsilon.


In Topic: MO 3.3 // Campaign, Cooperative & Challenge Discussion

30 August 2017 - 07:14 AM

Yeah, Speeder did mention it, mainly because no runway or airfield somewhere in the map means that the Stormchild will crash and go down mid air. 


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

30 August 2017 - 07:10 AM

And then you would end up giving them abilities to capture soviet buildings, unless you make them all uncapturable

 

Make it like that of Bad Apple; if you capture any Soviet buildings, you lose automatically. Something like that. There's gotta be a way. 


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

30 August 2017 - 05:08 AM

Wrong Side? Just give the Allies an Engineer or two, and maybe a few more IFVs just in case? Wouldn't be hard to tweak missions like that.


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

29 August 2017 - 07:52 PM

 

That's one of the things that Ares won't change for sure, so we have to work around the limitations.

(Speeder about the hardcoded limit on IFV variations)

 

it's almost like AlexB read this post by Speeder and thought: "LOL u wanna bet?"

 

That's probably a secret language to get AlexB motivated

 

 

I gotta admit, AlexB does some good work on Ares, especially since he works alone. (I think? I'm not sure, but I remember AlexB coming out and saying he's the only one still actively working on Ares. Correct me if I'm wrong, please) 

 

Removing the IFV variations limit would certainly be interesting. Also, correct me if I'm wrong, but more IFV variations does buff the Allied factions as a whole up, since they're the only ones in the whole game that make use of IFV combos (Stinger doesn't count, and Scavengers are a Stolen Tech, which is difficult to get unless your enemy is careless).

 

A field medic IFV that heals infantry would be awesome for the Allies; makes it easier to keep the troops alive. (For example, I'm having trouble with Relentless for the reasons that it's difficult to keep everyone alive amongst all the chaos and poison clouds all over the place. A field medic IFV with its AoE healing would greatly help with that). Among other ideas. There's a lot of possibilities now that the limit has been removed. Keep up the good work AlexB!  :thumbsupcool: