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delulytric

Member Since 17 Aug 2013
Offline Last Active Apr 27 2017 11:23 AM

#946388 MO3.0 Feedback // SUGGESTIONS

Posted by delulytric on 25 January 2014 - 01:11 PM

If the Act 2 missions aren't completed... then maybe the MO staffs could take a look some of my mission ideas... Even if the timeline or stuffs are wrong, you can try to improvise it. 

 

[Allies] Air-raid Siren

Background story: When Yuri has finally commenced his first combined Soviet-Epsilon weapon protocol against the Soviets at Leninsk Cosmodrome, the world was initially shocked that there was an unidentified third faction army. Soon, the world found themselves being surrounded by the third faction's weapon protocols - unidentified flying objects like the Invader begins to eradicate humans and floating Epsilon Adepts trying to mind control the very defensive forces sent to attack them. Air raid sirens began to call, back in the war-torn America too. 

 

What remnants of the Americans in the American soil have banded themselves in several outposts to defend against the Soviets, and now they'll have to deal with the Epsilon. These Americans have developed the prototypical Basswave system which uses a deadly sound frequency to knock out structures and infantries to counter against the Hammer system developed by the Soviets. Now, with the Epsilon invasion of America, the remnants of the United States army must work together and deliver the Basswave prototypes and the blueprints away to the United Kingdom. The Euro Alliance back in Europe has responded to the pleas of the Americans units and Siegfried has ordered the troops to rendezvous at a certain point where he will warp these troops by using his Chronosphere technology.  

 

Mission idea mixture of: Epsilon 10 - Focus Shift, Allied 11 - Panic Cycle, Epsilon Co-op 5 - Brain Reset

Mission Nature: Escape with limited base defenses

Mission Objectives:

1. Usher remaining troops alongside with the prototypical Basswaves to the rendezvous point.

2. Restore the devastated Allied outpost to full power at the rendezvous point.

3. Guard the Allied outpost until the Chronosphere can be activated back in Great Britain.

NOTE: At least one Basswave must survive the whole ordeal.

 

Mission players:

You (United States of America)

Allied AI - Controls most remnants

Soviet AI - Attacks everyone on sight, but specifically on your Basswaves

Epsilon AI - Attacks everyone on sight

 

Mission Outlay:

Your initial units are all elites (star-ranked), with 3 GIs, 3 Guardian GIs, 2 Medics, 2 Humvees, 5 Engineers and 1 Stryker IFV. You begin with full map vision in a small outpost with several AI controlled attack dogs and GIs combating against parachuted Epsilon Initiates and Soviet Conscripts, and with 3000 Credits. The outpost contains several camps with some Patriot missiles, pillboxes, 1 power plant and 1 strategy centre. There are three player controlled prototypical basswaves (Health: 400, Speed 4, Armor: Heavy - it's prototypical yo) and deliver them to the rendezvous point on the other side of the map.

 

Along the way, you will see some Tesla Coils with Pyro and Rhino Tank patrols (3 Pyro, 2 Rhino) by the Soviets along the American city. (Imagine it as a urban battle with lots of cities and the Soviet has set up lots of Tesla Coils and patrols to force the Americans to surrender). However, there will be Epsilon ambushes "helping" you when they parachuted Lasher tanks and Initiates to combat against the Soviets. 

 

There will be continuous parachutes like what was shown in Epsilon 10 - Focus Shift where shitload of stuffs happen. When you reach at a certain outpost, there is an Allied runway, and you are granted with 2 Stormchild and 2 Warhawks to bolster your initial forces. However, the amount of Flak troopers and Archers will increase beyond that outposts. Slowly, one by one, the American outposts fall and it became apparent that the Americans will lose very quickly for sure. Only the last Allied outpost with some form of base defenses and buildings remain. 

 

Once your remaining troops arrive at the final outpost (You must have at least 1 basswave surviving!), there will be a 15 minutes counter to defend against any Soviets or Epsilon that chanced upon your base, otherwise they'll scrabble against themselves. Your final outpost is heavily breached and there left with few defenses and is badly damaged. There are 3 power plants with power turbines which are badly damaged, 1 Barracks, some pillboxes, some patriot missiles, and several troops at your disposal (some GI, some Guardian GI, 2 Bulldog light tanks and 1 Abrams Tank). There are also some capturable Tech Artillery and Guns at your disposal (your 4 engineers can capture it). The wave will get seriously brutal at the last 5 minutes, where the Epsilon introduces their Basilisk warship and the Soviets sending out their Kirov.

 

When the timer is up, the Chronosphere will be activated and mission accomplished. (And the rest of your troops gets slaughtered by the massive Soviet + Epsilon onslaught).




#942648 MO3.0 Feedback // SUGGESTIONS

Posted by delulytric on 28 December 2013 - 05:55 PM

Phantom

  • Cost: $1100
  • Speed: 5
  • Hitpoints: 120
  • Armor Class: Flak
  • Prerequisite: Epsilon Barracks, Pandora Hub
  • Purpose: Battlefield Disruption
  • Weapon: Neutralizer (Range: 9; firing rate comparable to Virus, if not slower)
  • This infantry is unique to Scorpion Cell. 

There are always factions within factions. While majority of the Scorpion Cell units prefer direct combat by overwhelming enemies with sheer number of units, there are several splinter groups within the faction which disagrees with its doctrine. These splinter groups believe that sheer numbers and brute force should be accompanied with intelligence harvesting and field analysis. Hence, the splinter cell leaders have called for the most eager cadets to be trained up into lone wolves that mines valuable information from the battlefield. These cadets received harsh but useful training, such as surviving on the wild alone without food for days and fighting against the brutal environment and adapting the environment to their advantage.

 

"And that was a terrible rumor," said Epsilon Initiates, who believed that their faction have no need for such secretive tactics. The next thing they knew, they were gunned down by unknown operatives. Revealing themselves, they whispered to the Initiates ears: "Phantoms. Remember us." The next thing Scorpion Cell knew in battlefields, there are always shadows lurking right above the mountain, observing their every moves, which instills fear towards most of Scorpion Cell alike. They fear, because the Phantoms may double-cross them anytime and use their Neutralizer to cause infantries to suffer from cardiac arrest and foamed themselves to death or cause vehicles to emit poisonous smokes as the lethal dose of the Neutralizer interacts and reacts with the vehicle's patrol.

 

 

Additional Information:

o Cloaks beside any objects (trees, buildings).

o Cloaking beside any communications structure will render enemy's radar to be inactive.

o Attacking will reveal its cloak. Fade time = 15 seconds

o Neutralizer (Infantry) - Infects them with lethal poisoning, reducing the infantry's health by 20 points every 4 seconds until they die.

o Neutralizer (Units) - Infects tank through poisoning debuff, which slows tank by 15% and forces tank to receive small doses of damage due to fuel combustion into poisonous clouds. Last for 8 seconds.

o Cannot attack buildings




#942326 MO3.0 Feedback // SUGGESTIONS

Posted by delulytric on 26 December 2013 - 07:28 PM

It's a little unfair to compare a T3 copter with a T2 infantry. I think the Gryocopter would fit in against Rocketeer for being a heavier counterpart. I understand what you mean that Vultures having flame weapon can be game breaking. The support power it gives when its deployed is great though!

 

Another random idea for the Latin Confederation.

 

Tarantula Tank

  • Cost: $1300
  • Speed: 6
  • Hitpoints: 390
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: Guerrilla Warfare
  • Weapon: RPG-7 x 4 (Range: 6, Effective against Light/Medium/Heavy tanks, Ineffective against Infantries, Neutral against Structures) 
  • This unit is unique to Latin Confederation. 

Having no means to receive funding from its Soviet or China allies, the very few scientists of Latin Confederation proceeded to conceptualize the need for a tank which can deliver quick yet deadly blows, while retaining its secrecy and getting minimal damage. The best way for the poorly funded faction to stay undetected could only be burrowing underneath. Hence, the Tarantula Tank was born.

 

The Tarantula Tank can be deployed underneath the ground as a surprise element of war, and can be redeployed to give a great scare to nearby enemies infantries who are unaware of the Tarantula's presence. The scares come from the motivated troops, and of course its design. The Tarantula Tank, despite its namesake, manned by Latin Confederation troops because they do not possess the technology to make the Tarantula Tank into a robotic instrument. These troops carries the basic RPG-7 grenade launcher as a means to counter any tanks who dare oppose the spider-like tank. However, infantries soon discover that the Tarantula Tank is basically a weirdly-constructed tank with medium plated armor and any infantry who is free from their shock would be able to destroy the Tarantula Tank as soon as possible.

 

Additional Information:

o RPG-7 grenade launcher fires all 4 grenades at one go. Charge time varies.

o Can crush infantry

o Can enter Tank Bunker.

o Driver cannot be killed 

o Redeployment scares nearby non-hero infantries, decreasing targets firepower, defenses and speed by 25% for a short moment.




#942299 MO3.0 Feedback // BALANCING

Posted by delulytric on 26 December 2013 - 06:33 PM

Zephyr are mainly for anti-tank purpose. And if there are more Zephyrs targeting the beacon, the faster the beacon health depletes. Basically the amount of time the beacon has and the number of zephyrs targeting the beacon is inversely related. I guess the Construction Yard gets the burst damage part from Zephyr's projectile instead of the projectile damage itself.