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Protozoan

Member Since 09 Dec 2013
Offline Last Active Sep 17 2018 09:57 AM

#1030309 MO3.0 Feedback // SUGGESTIONS

Posted by Protozoan on 12 May 2016 - 02:03 PM

Kamikaze bomb sounds irritating as fuck.

11/10 would use incessantly


#1017962 MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion

Posted by Protozoan on 04 November 2015 - 12:31 AM

 

Sharks with lasers. I'm not even joking. There's a shark in their logo and they have lasers, so it would make sense for them to have sharks with frickin' laser beams attacked to their frickin' heads. 

 

 

DO IT SPEEDER. DO IT!!! JUST DO IT!

 




#1014941 MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion

Posted by Protozoan on 25 September 2015 - 08:46 AM

Its not a huge balance issue, but some minor tweaks would actually make a difference between win or lose in some circumstances.

Losing vital ground or a force of troops could set someone back and put them on backfooting for the rest of the match because a force of unnecessarily powerful units had better stats than their opponents force (not saying that anyone player can just grab a mix of units and be unbeatable but two equally skilled opponents versing each other; the one with the statistically better troops is more likely to win that engagement)

My case is less about unit spam though because they can often be hard countered anyway, but more just about units being too effective.

And yeah I agree with your last paragraph lol, but sometimes I would sometimes just use factions that weren't being used very often despite knowing little how to use them, for the sake of playing with their troops again.


#1014935 MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion

Posted by Protozoan on 25 September 2015 - 12:30 AM

The problem isn't with unit spam but one particular unit being more efficient than it should be, prompting it to be used way more than anything else and overshadowing other roles.

Every unit has a counter which makes it redundant to spam but some units are effective enough to beat that counter or otherwise enable the player to win more easily.

I'm not saying that spamming x unit will automatically make any player win, but some units being more efficient than they should be would give the player an unfair edge throughout the match, which would put the game in their favour.


#1008401 MO3.0 Feedback // SUGGESTIONS

Posted by Protozoan on 10 July 2015 - 04:58 PM

"Unless... you weaponize it as a mobile spawner for suicide bombers that auto target the nearest enemy"

Stop giving Speeder more ideas for the Soviets


#1007533 MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion

Posted by Protozoan on 30 June 2015 - 09:37 AM

Dropships pls.

I bet they're cyborgs or heavily machine oriented.


#988233 MO3.0 Feedback // SUGGESTIONS

Posted by Protozoan on 23 December 2014 - 03:29 AM

Flame Turret should replace Tesla Coil for China. It should work, as China is a good faction for turtling.

With splash damage and effectiveness vs everything, it wouldn't need to be powered up by Tesla Trooper like Tesla Coil.

Confed already have Smoke Turret and Russia without Tesla Coil would be pretty dull to look at so I think it should go to China.



Just recently lost my facebook account so now I can't access the MO fan group anymore, BTW.

 

Flame Turret seems too low tech as a Chinese unit, I also don't think that it should be effective against everything, just Infantry.

 

I think the Battle Bunker outclasses the Tesla Coil anyway and would probably outclass the Flame Tower as well, it's cheaper than the Tesla Coil and does more damage, fires faster and it's role can be prioritized.

 

I still want to see the camo pillbox... Give it to EA... It makes sense!  :sad2: 

 

I've also been thinking about Epsilon's Shadow Ring ability. I was thinking that it should be exclusive to Headquarters, and PsiCorps along with Scorpion Cell should get their own more defining support powers.

 

I don't believe Shadow Ring is an effective ability for Scorpion Cell and could be replaced by some kind of agility booster power that amplifies their strategy to overwhelm, I doubt that using lots of weak units will work for them forever, especially into T3, as other factions gain more specialized and powerful counters for such rushes.

 

As for PsiCorps, I think Shadow Ring is pretty much just used with Libra to make her more of a killing machine, and as she is overkill already, I don't believe that is necessary. I'm more focused on giving suggestions to make Scorpion Cell more powerful and easier to use however, since it seems like everything they do can already be done by other factions, just better or more efficiently. I don't have a support power suggestion for PsiCorps, but I'm sure somebody else could give them a more defining ability, I'd just like to see Scorpion Cell get a more defining and helpful ability.




#985232 MO3.0 Feedback // SUGGESTIONS

Posted by Protozoan on 26 November 2014 - 01:03 AM

Some in-game in-depth tutorials would be a great addition. I have some friends that I'd like to play Mental Omega, but they've never touched C&C and I'm afraid that the game's steep learning curve will frustrate them and turn them away from the game.

 

Things like basic controls, point and click, capturing structures, micromanagement, building a base, maintaining an economy and building an army. Along with unit guides for each Faction and how to use them efficiently. In-game tips as well would be greatly appreciated.

 

Along with possible strategy guides, strengths and weaknesses, etc. I'm not entirely sure that a new player would enjoy sifting through 9 pages of content on the main website and be capable of retaining all that information on a subsequent playthrough. I know that the difficulty of the Campaign is going to be decreased, but will it be enough for a completely new player?




#982642 MO3.0 Feedback // SUGGESTIONS

Posted by Protozoan on 06 November 2014 - 11:03 PM

Well I Like A.I

Easy A.I Is Harder Than Hard In Reborn Mode :D Big + 

About New Units

Allies:
Chrono Comandor
Bastilia
Howitzer Tank
Prism Boat
Mirage Battle Fortres
B12 Plane
E.M.P Cannon

Atena Cannon

Robo Prism Tank

 

Soviets:

Heavy Troopers
Rocket Troopers
Desolator Tank
Dragon Tank
T2AR Tank

Nuke Rocket Truck

Satellite Drop : Replaces Nuclear Missile  in 1 country

 

Epsilon:
Mind Disc (Works Like Epsilon Adept)
Mega Brute
Chaos Rocket
Mind Boat
Scorpion Tanks

Faction Maybe Rising Sun Form Red Alert 3 ????

And It will be nice to Give all Infantry ability to garrison expect Brute   :)

 

 

Those are fantastic suggestions!

 

2c377aaca0.jpg




#981728 MO3.0 Feedback // SUGGESTIONS

Posted by Protozoan on 27 October 2014 - 12:21 PM

Epsilon is the one, who evidently doesn't need it. :p Rage Inductor will not kill infantries and will buff them.

 

Brutes with Rage Inductor

 

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EDIT: Does it affect Libra?




#981563 MO3.0 Feedback // SUGGESTIONS

Posted by Protozoan on 26 October 2014 - 03:00 AM

 

==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.




#981460 MO3.0 Feedback // SUGGESTIONS

Posted by Protozoan on 25 October 2014 - 02:37 AM

The Latin Confederation's arsenal is mostly comprised of Russian hand-me-downs. That's what we were going for. ;)
 

Perhaps you have some cool-sounding Latin names for units? We'd love to hear 'em.

 

Tortilla Tank (Replacement for Catastrophe)

 

 

Enchilada Quad (Replacement for Mortarquad)

 

Burrito (Replacement for Buratino, I just call it Burrito anyway)

 

Sombrero Riflemen (Replacement for Conscripts)




#968063 MO3.0 Feedback // SUGGESTIONS

Posted by Protozoan on 19 July 2014 - 10:00 AM

Battleship will always be unbalanced. The projectiles are indestructible and can deal very heavy amount of damage. On the other hand it is extremely inaccurate so on higher elevations it can be problematic to use it.

 

Maybe the Battleship will never be balanced, but maybe there is hope for some kind of naval flagship or at least a new addition to the Allied Navy?

 

It would make Islands more interesting if some more units were added to the faction's naval arsenal.




#966286 MO3.0 Feedback // SUGGESTIONS

Posted by Protozoan on 15 July 2014 - 10:13 PM

Pacific Front isn't about mobility. Pacific Front is about long range assaults. It's the allied counterpart of China.

Norio is a hit'n'run hero and I think for PF he is more than enough.

 

They're still a part of the Allies, and a core element of the Allies tactics is having agile units, such as Jets, Rocketeers and IFVs. Though I guess MO changes things up a bit, they still retain some aspects. China isn't about mobility either, but it doesn't mean they shouldn't be able to have moderately quick units (or shouldn't they?) like the Terror Drone, Borillo or Half Track.

 

I just think the ideal is that the sub-factions tilt more heavily toward a specific strategy. I know that he is like a powerful fast moving hero, but he is pretty unarmored, he can't really deal with much resistance, so solely using him won't work.

 

I certainly don't want a Norio clone with cryo rifle for the rule of cool, but a rocketeer with anti-armor rockets. The PF need it for a mobile airforce, as the vanilla rocketeer is really lame when fighting vehicles and heavy aircrafts.

Its main weakness would still be the same as the original. Very easy to kill by AA, no HP buff at all and is more expensive. Useless against buildings and the damage is no way in hell comparable to Norio's missiles.

 

I don't see the issue with Rocketeers with cryo weaponry, imo, anti-armor missiles would be much more devastating and imbalanced, a fast moving air unit that would quickly be able to tear apart tanks? Or how about that if you use them to attack ore miners? Yikes. The reason I disagree with this is that, as is, the rocketeers are pretty much the fastest air unit in the game, and can quite easily evade all other aircraft and most ground units to hit vulnerable targets, such as ore miners. 

 

 

 

I thought Cryo Rocketeers could be used to slow down enemy vehicles and Infantry, so that such things like Pacific Front's artillery units, and possibly the Battle Fortress can be complimented and supported to deal more damage, and perhaps with the addition of doing slightly more damage to Infantry, but more pricey. Pacific Front doesn't need to be as slow as China, their focus is just cryo-weaponry and long-range, but at the moment, there isn't much to support their cryo-esque strategies except for the Cryo Field. The Blizzard Tank just throws cold at people and kills them, lol, and works more like an Infantry killer, rather than a support unit. The Hailstorm is a siege unit that can work as an Infantry killer and to help slow things down, but can't be relied on for the role of slowing enemy units and Infantry because it's effects don't last very long, that and it is also too slow to move if shit hits the fan.

 

It's not very easy to know if such a thing would be balanced or not, but it can always be tested.




#964090 Beta Revision 2: Proposed Changelog

Posted by Protozoan on 02 July 2014 - 04:29 AM

Dogs are often the best counter for chrono infantry since they can appear anywhere and their only point of weakness is the "phase-in" when they arrive. SInce chrono infantry (especially ivans) can do a lot of damage very quickly if used right, I think dog vulnerability should stay.

 

Chrono's Infantry weakness is basically anything that can shoot, an extremely expensive unit that requires $1400 if you're the Allies, or requires infiltrating an opponent's battle lab (not as easy as it looks) and then spending more than the US can afford, is a big fuck you when they get taken down by a simple dog. Having just a couple of basic Infantry is enough, tbh, or just, anything that shoots. They're nowhere near as bad as the other stolen tech Infantry anyway, like the Virus or the Voltmortar, where they just sit outside of your forces and start wiping out all your units.

 

Besides that, the chrono ivans can easily be countered by basic T1 defenses and units, and don't forget that engineers can disarm their bombs from buildings, they also require 2 bombs to destroy a building if I remember correctly.