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Divine

Member Since 06 Dec 2013
Offline Last Active Dec 10 2021 06:02 PM

#1112579 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Divine on 15 December 2020 - 05:39 PM

Consider adding entries for the Hydra Cannon and Tank Killer under the Soviet Units category on the official website.

 

Addendum: I think the old cameo icon for Libra was vastly superior to the new one. It fit the color scheme of the other icons better, and generally speaking, it was more stylish. Is it just me?




#1112252 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Divine on 24 November 2020 - 11:45 AM

Well. Most of the MO cameos for vehicles are based on the voxel image of their respective units. Voxel images are obviously quite pexelated and not very detailed, and the photo manipulation techniques necessary to resolve the former issue sometimes makes the later worse. There are more and more units, though, that get their 3d renders, maybe one day we'll have nicer looking cameos made using them. High-quality fan art can also serve as the basis of cameos.




#1112074 Patch 3.3.5 proposed changelog (unofficial feedback thread)

Posted by Divine on 15 November 2020 - 02:39 PM

Chaos Touch sounds mildly unfun to fight against, as much as Irritators currently.

"Use this to temporarily throw enemy infantry or units into a state of disarray anywhere on the battlefield. The confusion effect will be applied at regular intervals for 24 seconds. Its interrupted nature makes it possible for the affected units to attempt to overcome it, if given additional commands from their owners."

 

"Mildly" might be an understatement here, I kept my opinion on this one to myself until I got to see the exact description, but now it seems that we will have to wrestle for control with our own unit(s) for 24 seconds, might as well add a support power that kicks the other player out from the game now. Also can't wait to see dedicated anti-infantry being chaos-touched and wiping out infantry units in an army, or insta-killing the hero by sheer dumb luck. Or demo-truck/buggy being chaos touched as soon as it leaves the WF. I guess it will be better to just force fire upon the unit being afflicted with this support power than having to deal with their tantrum for almost half a minute, but the question remains, how many units can this support power affect at once?

 

On the bright side, if I get the changelog right, we will finally get the option to turn off "minor" superweapons, which I suppose covers things like the Mercury, Wall Buster, and hopefully, this one. The other changes all seem very nice as well, the new units, buildings, and rebalances. 




#1111908 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Divine on 02 November 2020 - 12:40 PM

Hey @Speeder, here's a meta suggestion: please create and pin a 3.3.5 changelog feedback thread as you did for the previous versions.




#1106767 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Divine on 16 March 2020 - 07:47 PM

 

Could you explain why Suppressor converting Plasmerizer is a problem? I feel there's nothing wrong.

 

Same reason as to why Suppressor doesn't affect Centurion, unless they actually do, which they shouldn't because it's a very cheesy way to deal with epic unit anyways

 

I also think AI problems that intricate will never be solved unless there's a way to actually program RA2's AI that specific. Feels more like an AlexB problem

 

I think the only viable way to create a good AI for RA2 would be to make it a separate program, probably based on a hybrid system of preset rules and behaviours (ie: like a normal RTS AI), and machine learning. Said program then could play the game through multiplayer, as if it was a human player. Preset behaviours would include things such as knowing which unit counters which other unit based on their stats, or base building layout, while machine learning would be needed to recognize and counter player tactics, optimal unit management on maps, and other intricate things like that.




#1106540 Just some thoughts about PsiCorps

Posted by Divine on 04 March 2020 - 05:17 PM

It's been a while now.

So I gave the idea of the Dybbuk Defiler some thought-and here is the end result.

Spoiler

The idea of a chemical bomber for SC comes naturally. However, sticking to the "subversive" theme of SC, I'd rather imagine it with a payload that mostly does something other than direct damage. The Oxidiser's corrosive effect comes to my mind, what if the bombs contained chemicals that debuffed the armor of buildings and vehicles that are hit (and dealt direct damage or DOT to infantry, I suppose)?

 

Edit: reading back, it seems like I originally thought that chem bombs should explode like bloaticks. I guess anything would work as long as it fits SC's theme




#1105655 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Divine on 14 January 2020 - 09:06 PM

Huntress is Foehn's healer, if you can't use the enemy infantry, sacrifice the weakest one. Epsilon will get something new in the next update.

https://www.youtube....h?v=P3ALwKeSEYs




#1105554 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Divine on 08 January 2020 - 06:20 PM

Modes are for gimmicks, this is a gimmick. Choices for game settings try to keep the game balanced no matter what the setting is.

Well, it's your mod, you are the boss. I always thought that game modes are things that radically alter gameplay, while game rules are the special gimmicks that are applicable to more than one modes. 




#1105269 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Divine on 23 December 2019 - 01:56 PM

Infantry Only gamemode could totally use a buildable Medical Bunker, but modified to use the Drakuv's AoE healing. Maybe even deployable via a support power, like the Instant Shelter?




#1105109 How do to use infantry more effectively?

Posted by Divine on 12 December 2019 - 10:25 PM

A common pattern that i seem to notice with my playstyle is that i don't really use infantry units (unless its Foehn, Heroes, or deso/radicators, brutes) much, i focus on vehicles and support powers but rarely will i have a decent amount of infantry in my army. Probably its due to the infantries "fleshy" nature wherein tons of vehicles can easily rekt them without them even firing a shot that i find them risky to use.

Share your tips and suggestions.

Unless you play as Foehn, Infantry alone will never get you anywhere. Their role is to be a massed cannon fodder, a living shield for vehicles, with too much damage output to be just ignored. If you do find yourself fielding an infantry army, in my experience it is best to divide them into squads, about 20-30 infantry in one, bound to a hotkey from 0 to 9. Assigning different targets to different squads maximizes their efficiency, as the biggest drawback of big infantry blobs is that usually, only a few of its members are within range of a single designated enemy, the rest have to shuffle around. If you expect a sudden attack (for example, terror drones), you can also move your army squad by squad, with one of them staying in one place, ready to fire, while another one moves a few tiles. Attack-move order is also really helpful in an all-out fight.




#1103305 What comes after 3.3.5?

Posted by Divine on 30 August 2019 - 08:10 AM

The next project's name is hard to choose because nothing comes after omega. Maybe just loop around the Greek alphabet and start from its beginning. So it will be Mental Alpha: APMO (almost perfect Mental Omega). Alternative name to be considered is Mental Omega 2: Electric Boogaloo.




#1102424 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Divine on 19 July 2019 - 07:41 AM

@Speeder (or whoever made it) The new Black Widow icon (the one for EA and PF) is rather poor quality IMHO. I guess you just took the original and recolored it, but the entire thing looks too blurred, both the outer edges of the aircraft and its details. If you have the time for it, maybe consider making a completely new icon. 




#1100081 Faction Appreciation Thread

Posted by Divine on 29 April 2019 - 12:06 AM

I appreciate China for their cheap but low quality and fragile units, like the Nuwa.

I appreciate the Latin Confederation for their no-nonsense approach to obtaining visas, their migration caravan to the US was definetaly more effective than what we see IRL.

I appreciate HQ for upholding unrealistic male body standards through gene editing, inspiring us all.

I appreciate the US for being essential to Yuri's rise to power. Without their forever going quest for oil, Rashidi would have not got along with Yuri.

I appreciate all of Foehn for finally taking off the heat of Epsilon. Very few say that Epsilon is OP since they are around.

I appreciate the Alpha Legion for successfully infiltrating Haihead, even posing one of their own in plain sight as Haihead's hero.




#1097805 Some ideas about new units,powers and buildings

Posted by Divine on 03 March 2019 - 08:58 AM

As much as I'd love to see subfactions becoming near-100% customized, it's been discussed before that subfaction-specific tier 1 infantry will never be a thing. If we REALLY need a unique infantry for Russia, I'd vouch for an upgraded, RA3esque Tesla Trooper.




#1095780 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Divine on 06 January 2019 - 09:14 PM

Consider that you destroy a 5k worth building AND prevent just about that much damage to your own base. It definitely worths it, if you can pull it off.