Jump to content


Dagoth Ur

Member Since 03 Dec 2013
Offline Last Active Dec 07 2013 02:04 AM

Posts I've Made

In Topic: MO3.0 Feedback // SUGGESTIONS

04 December 2013 - 03:43 PM

As if being futuretanked or veteran-spammed or having your cash stolen isn't punishment enough. Besides, a mobile, aerial mcv would be like Stalin's Fist times ten. And if you overpower one side, you should apply the same semibroken rules to others as well making stuff such as allowing to build another industrial plant for the Soviets, or something equally broken to Yuri. Hell, even making the mcav only as a redeployable building sphere could break the game.

 

 

Edit: although having a ground based, transportable unit which would become a building sphere after deployment is actually reasonable for for example building external refineries closer to ore, or securing chokepoints. Still, it would need heavy balancing to make it work, for example revealing 4x4 squares of map around it for everyone after deployment. 


In Topic: MO3.0 Feedback // SUGGESTIONS

04 December 2013 - 03:09 PM

I thought of a suggestion of a stolen tech unit for all factions that would be available if they infiltrate a Lab and a War Factory and a ConYard.

 

MCAV (Mobile Construction Airborne Vehicle)

Faction: Allied, Soviet, Epsilon

Cost: 3000$

Prerequisite: Any Lab, Infiltrate a Lab, Infiltrate a War Factory, Infiltrate a ConYard

Speed: Medium

Armor: Medium

Description:

 

When a commander manages to attain the necessary privileges for a higher technology clearance, he gains access to this unit. This is an upgraded form of a normal MCV. Hover technology allows the MCAV to fly intro the air, allowing it to bypass obstacles and gain a lot of speed and mobility. Through this, commanders will be able to expand in places with extreme ease. However, due to the weight of the materials carried by the MCAV, the armor is considerably lightened.

 

I think that this one could be broken due to the ability to place defense structures anywhere, one could simply spam the map or unreachable places with defensive structures (especially with the mcv repacks option) and for example get an extra grand cannon or a war factory directly under the enemy's base or at the rear of the main assault. Or build an attack force in the back while attacking from the front. And if it didn't repack, it wouldn't have much use since mcvs can be transported.

 

I would think before I've applied it.


In Topic: MO3.0 Feedback // SUGGESTIONS

04 December 2013 - 01:42 PM

So technically the Scylla would be like a chrono aircraft carrier with the portals being counted the same way as the UAVs? It could attack in a spawn->delay->explosion pattern, when the portal would be destroyed between spawn and explosion, it would be countered. I like it, especially because it's in line with my chrono bombing idea :D I'm not a coder mind you, but I have a hunch that taking the carrier, adding the chrono effect to the uavs instead of normal flight and adding a delayed explosion instead of rockets seems like a doable thing. The projectiles could even spawn on the ground next to the target rather than above it, since I don't know of any chrono-aerial units. 

 

I like it.

 

Edit: it would look a bit like this, only the portal would be destructible. 

  


In Topic: MO3.0 Feedback // SUGGESTIONS

03 December 2013 - 12:53 PM

Oh, there are a few other things I want to prattle about. First is a game mode (or better, a tick in the skirmish menu) where the power of the superweapons like the nuke or the psychic dominator is reduced (halved?). You see, back in the days of Tiberian Dawn we've only had the good ol' Ion Cannon- it could destroy a critical obelisk, barracks, some massed infantry or amassing troops and nothing more- and we've liked it! Nowadays the I'll-blow-half-of-your-base-with-the-psychic-dominator thing is a bit over the top. Can something be implemented to-if one so chooses- change the role of superweapons from strategic destruction back to tactical harassment? I usually play without them, but it would be fun to have that little extra edge rather than a game changer. Messing with aoe and perhaps the delay/timer of the weapons shouldn't be hard and the result would be a game option/mode that is actually useful and fun to play. Either do that (which would be better) or implement an extra fee of 1000 per each usage of the weapon, or something like that to make them less accessible. 

 

Oh, and a second suggestion is a support power/superweapon for the European Alliance. What is the best way of delivering a large payload inside an enemy base? Getting a big bomb, tossing it into the Chronosphere and spawning it right next to the ConYard! It could be in any form- from replacing the overused weather control device with a chrono bomb spawner to adding a support power where some explosive uavs are spawned anywhere on the map or even adding a very slow demo truck thing made especially for the purpose. The payload could be conventional for harassment, emp for tactical shutdown or nuclear (that is much less in line with EA fluff though) for wholesale destruction. I mean if the Europeans are so adept in chrono technology, why don't they use it as an infallible payload delivery method? It would be way more logical than for example a bomber fleet. And the weather control device while advanced, is not very exotic anymore, since all Allies use it. 

 

Also Speeder, masz u mnie browara za porządnego moda.


In Topic: MO3.0 Feedback // SUGGESTIONS

03 December 2013 - 03:40 AM

1) You've just taken away many hours of my life, Mentalmeisters. Thanks for the good work!

 

2) To even begin thinking about playing the campaign, one has to spend many hours learning in skirmish mode. You see, everything is new and is essentially like a totally different game. A great, but very unforgiving game- with updated AI and brand new units, one has to relearn playing almost from scratch since old tricks don't work anymore and the wide array of new tricks and strategies needs to be learned. I've got my ass completely whooped in the first mission of MO after I've steamrolled the vanilla Soviet campaign in 3 hours or so to remind myself what's what. Sure, in a week or so I'll be punching through both campaign and skirmish like a knife through butter, but bear in mind that less experienced players might not have the patience to do so since the difficulty curve is so high. Sure, you did a great job explaining what all the factions are about in the videos, but it's different to hear and different to actually play with them.

 

Therefore my advice to you is to make some sort of a short tutorial campaign for each faction. It does not need to be long, nor to have a consistent plot, but a new player needs to somehow be introduced to new gameplay style and units without the need to play at the best of his abilities in the campaign. And since the campaign assumes that the player already knows and is skilled with operating MO units, there is no room for mistakes or learning how to play. With nine different subfactions it's nigh impossible to know it all in the beginning. So either advise new players to play skirmish first, or make an introductory campaign or even mission of some sort. After all it would be unfair to non-pros to toss them into deep water all of a sudden- I think they deserve to have fun with the game as well. It doesn't have to be CoD style hand holding, but I think that something needs to be done in this matter. 

 

 

Edit: Oh, a great feature I know of is from the Blitzkrieg game- when you press a button with a unit selected, you can see its range. It's extremely useful  for example when using artillery or planning defenses. Sure, the engine might not make it possible, but if it does, please consider implementing it.