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Sven Co. Op

Member Since 23 Dec 2013
Offline Last Active Oct 26 2020 11:05 PM

#1077534 Act II Predictions - SPOILERS for Act I

Posted by Sven Co. Op on 11 February 2018 - 03:43 AM

Well Yuri does have the RA1 chronosphere under his control with the Allies still ignorant about it. Chrono vortex disaster maybe?




#1073827 I Wonder What The Foehn Origin Missions Are About?

Posted by Sven Co. Op on 20 December 2017 - 12:08 AM

I'm throwing my hat into the ring again. I've been having a thought in my head for a while now since the introduction of the Foehn Revolt and it's upcoming origin missions to MO. And being honest, it is a weird one. I remember of how MO follows through with it's own take of what RA2 is about after the events of RA1. And we know that the end of RA1 is the fork in the road between the Red Alert and the Tiberian C&C series (even if it's Westwood's bad implementation of continuity, we still roll with it). 

 

We know that RA1 has two different endings, with the Allied victory meaning the end of Stalin and paving the events of RA2/MO/Tiberian (possible/alternate) Series, while a Soviet victory brings forth the rise of Kane and the Brotherhood of Nod (the non-canonical ending). Regardless, one series has a Kane, while the other one doesn't, leading to two entirely different storylines independent of each other with the same root.

 

Now what I'm thinking, and it might be highly unlikely due to the ambiguous info from the teasers and such, is that the MO universe DOES have Kane, but because Tiberium does not exist, he never rose to power. I also speculate that Yuri might have been another factor in this, but I don't know how to make that connection. Now if you're still following me on this, then good. Kane, being disillusioned since Tiberium never came/existed, went into obscurity. But as Yuri made his move for power, Kane would then help set the events leading up to the formation, and eventually leading the Foehn Revolt. Instead of fighting for humanity's evolution to Tiberium, he now leads a revolution against what is possibly the biggest threat to humanity, the removal of freedom and free thought.

 

Now this is a really big stretch, and essentially just my theory on how the Foehn came to be. Personally I feel that Yunru is still the one calling the shots here after seeing all of the other posts before this one, but they really don't address on all of the missing links that would make up the Foehn Revolt in the end, just the bits and pieces we get with the current teasers. What do you guys think?




#1073574 Describe Your Favorite T3/Stolen Tech With One Sentence

Posted by Sven Co. Op on 16 December 2017 - 10:55 AM

Riot Trooper: POLICE BRUTALITY Tom Clancy's Rainbow Six Siege.

Suppressor: Even guns can have an identity crisis.

Sniper: Cyka Blyat.

Zorbtrotter: And you suffocate, and you suffocate, and you suffocate. Everyone suffocate!......I need a therapist. And a pay raise.

Diverbee: ALLAHU AKBAR Your remote controlled plasma carrying cruise missile.

Alanqua Skystation: All of you are not in Kansas anymore.

Boidmachine: The best way to send a message since Talk&Text.

Harbinger: Puff, the Magic Dragon.

Phantasm MRLS: Imagine the entire Ardennes replaced with this.

 

Honorable Mention

Siegfried: Za Warudo!

Rahn: I out-range all other land based commandos, and I can also 1-shot them too.

Uragan: I have plasma spitting lightsaber exhaust ports for shoulders.




#1059915 I Wonder What The Foehn Origin Missions Are About?

Posted by Sven Co. Op on 08 June 2017 - 01:47 AM

Following up on my previous post, this is just a small summation from what I can see from the various Foehn descriptions (Note that most or all of this may have been covered in another thread that I might not be aware about, so please bear with me).

 

Getting the obvious out, the Foehn Revolt is simply the remnants of the Allies and Soviets who created highly advanced technology in order to fight Yuri. The gritty part is whom is involved with which. We can already call out China and PF since we've seen the prototypes for the Foehn's basic infantry, transport vehicles, and their very first tank. Here's what I think for the following units as their background and quotes give hints of who's mostly filling in for:

 

Bison Tank

- I believe that the remnants of the USA make up the bulk of the Bison tank divisions. Most obvious pointer from this is taking from one of unit's quotes "United We Stand." This is a reference from a picture depicting the 13 Colonies back during the Revolutionary War. The picture depicts the 13 Colonies as a snake divided into segments, with each colony representing a segment. Below the picture it reads "Join or Die." Though both quotes are completely different by word, they mean almost the same thing. "United We Stand" and "Join or Die" both represent the need to work together in order to survive the hardships to come. Man this escalated more quickly than I expected.

 

Any unit with a European (or British) accent in the Foehn Revolt [Jackal Racer, Cyclops, Draco Tank, Pteranodon, Alanqa]

- What I think is that the EU remnants make the majority of the vehicle pilots, drivers, etc. in the Foehn's arsenal. The voices for these units are really a dead giveaway from what I can tell. I would say something about the Knightframe, but it's a little more ambiguous since the voice doesn't have a heavy accent, and the "knight's code" of being heroic, chivalrous, and honorable is something that really isn't just tied down to European origins (kinda expecting someone to point me out for this).

 

As for the other units, it's a lot more harder to pinpoint, I'm assume a mix-mash of Soviets, USA, and some possible Yuri defectors are the main guys for the rest of the non-drone units.

 

With that out of the way, I wanted to point out the description of the Nano-Fiber Loom. It talks about a "Conscious Slumber." From what I think, it may mean four things:

1. A mass hibernation (might be using Allied cryo tech for this) of the remnants to ride out the storm that is the aftermath of the Mental Omega War, with a small group of dedicated personnel working on the advanced tech we see the Foehn Revolt using.

2. The "Conscious Slumber" may refer to how most of the free world is no longer in control of their free will, and is now under control Yuri's control. With a vast majority living their lives not thinking for themselves but for Yuri, the event might be hinting that the Mental Omega Device, rather than using brute-force mind control, inhibits free thinking of the many affected and links them to a semi-hivemind, living out their fantasies and desires as the rest of the world withers in the psionic storms that ensue (a probable side effect of the Mental Omega Device).

C. A combination of both 1 and 2.

Potato. Something completely different that the devs will pull off, and that the descriptions are just a means to throw us off from a much bigger picture.

 

Another thing I want to talk about now is Coronia itself. What I believe, and a whole bunch of others feel too, is that Coronia is a reborn Paradox Engine, housing the very first Tempest Architect to fuel the raging storm that hides it in the skies (still love the Laputa reference). Now we already know that the Foehn Revolt does not utilize Allied chrono tech, but I always wondered why. Then I remembered the backstory that MO gave to Albert Einstein, of how he locked away most means to reproduce chrono technology (aside from transporting/teleporting) and turning the Paradox Engine into a puzzle game with key figures in the MOniverse (Get it? No?....I'm bad at this stuff). From what I recall, Einstein did this to lock away this power that humans were never meant to wield, still hung over of the thought of something even more worse than the Soviet's bid for the world replacing Hitler and the Holocaust (the latter no longer existing, but the former being leading to a more devastating result). With this, I think that Siegfried (you know, the one a lot of us think will survive and co-form the Foehn) finally gets why trying to change the past is not the right option for dealing with Yuri, for it may lead to something far worse, and thus makes it so that they face off Yuri with technology that Yuri has no prior experience dealing with in warfare.

 

Ok, I think that's enough talking from me. Now I'm ready to see this one get poked at with support, or get ripped a new hole from those who think otherwise. Hit me with your best shot guys.




#1059874 I Wonder What The Foehn Origin Missions Are About?

Posted by Sven Co. Op on 07 June 2017 - 06:22 AM

My guesses follow on the current premises that is given:

 

Nobody Home

- Same as Hardic62's post above. I'm guessing that the majority of Foehn prototypes were "tested" in battle in Kashmir, with a small remainder being destroyed in Heartwork around the same time. Another guess is that the area in particular might be housing prototype particle colliders, and an Epsilon base nearby is threatening it's safety, thus taking over the base in the process. 

 

Kill the Messenger

- Most likely info about the prototypes has slipped out, and in an effort to preserve the secret, you are tasked with tracking down and killing the informant/forces. Might have been resulted from the actions taken in Nobody Home.

 

The Remnant

- Seeing as this is an Origin mission, this is what probably take place right after Death's Hand, Hamartia, and Babel, where the shattered remnants of the Allies and Soviets band together and form the foundations that lead to the Foehn Revolt.

 

Just to add to this, under the pretext that these are under an "origin story," it might mean that the Foehn Revolt may get their own campaign in the long run, taking place many years after the end of the Mental Omega War. I do want to speak more about this by giving my insight from the Foehn unit descriptions, but I want to see if we are all on the same page about this before I do.




#1054154 Your Role In Mental Omega v3.3

Posted by Sven Co. Op on 13 March 2017 - 09:30 PM

Had this in store for a couple of days and finally got to post it.

 

Treant Spector
Cost: $2150                                      Prerequisite: Foehn War Factory + CK/CP/NL Expansion
Speed: 5                                           Purpose: Infantry Support, Anti-Armor, Siege
Hitpoints: 500                                   Weapon: KEP Railgun
Armor Class: Medium                       Range: 9
 
This unit requires infiltration of an enemy Allied Tech Center and Epsilon Pandora Hub to be built.
 
Being the sister project to the Phantasm MLRS, the Treant Spector was shelved due to overlapping roles on both vehicles.
It was not until the availability of stolen Epsilon cloaking tech, a spare Phantasm chassis, and a random engineer who just
read Macbeth, that the Treant Spector project was once again looked upon and revived. Instead of being a sole ambush unit,
the Treant's hybrid cloaker allows itself to become a tree when stationary, and cloak as well when on the move. The cloaker
is also capable of doing the same to any allied infantry within it's area of influence, turning them into varying trees and
shrubs, though shrubs seem to be the more preferable height to infantry. Should allied infantry move along or past the Treant,
they themselves will become cloaked. The KEP Railgun's munitions can switch between being an anti-armor solid rod or an 
anti-structural penetrator with a small plasma bomb, thus allowing it to engage enemy armor and defenses. Be wary, as usage
of the railgun will divert some power from the cloaker, thus revealing the Treant, but not those around it. Same applies to
any allied infantry alongside the Treant, though it's their weapons being fired that it disrupts their guise, revealing them
momentarially. To combat this, the Treant, as well as any allied infantry under it's guise, will be put on a hold fire order
till the commander gives the word to fire. The Treant also benifits from a rotating turret, curtisy of being the sister project
of the Phantasm.
 
Additonal Information:
- Invisible to radar.
- Can crush infantry.
- Can fire on the move.
- Automatically repairs itself.
- Driver cannot be killed.
- Disguises as a tree when not moving, and cloaks itself when moving. Applies the same effect to any allied infantry close to it.
- Itself and cloaked infantry with it are always on "hold fire" until ordered to fire. Firing weapons will break the guise/cloak.
- Any allied infantry under the Treant's guise will be slowed to match the speed of the Treant.
 
Quotes
When Selected:
- "Treant Spector."
- "Where are my knights?"
- "A prohecy cometh true."
- "The madness shall end."
- "Behind every tree...."
 
When ordered to move:
- "As Brinam comes unto Dunsinane."
- "Under my guise."
- "The moving forest."
- "Switching to cloak."
- "A fog over the mirage."
- "Replanting there."
- "Men, it's time to move."
 
When ordered to attack:
- "Have at thee!"
- "Charge!"
- "Tyranny shall end!"
- "The fate of Macbeth falls upon you!"
- "Taste my steel!"
- "The forest awakens!"
- "Suddenly...shrubs."
 
When in critical condition:
- "The core is still active."
- "This tree is sturdier than it looks."
- "Many men saved should I die."
- "So what if I die!"



#1053506 Your Role In Mental Omega v3.3

Posted by Sven Co. Op on 08 March 2017 - 07:06 AM

 

I'm back! With a twisted unit of Epsilon!

Epsilon Trickster - PsiCorps


Cost: $1200 Prerequisite: Epsilon War Factory + Pandora Hub w/Geneplug
Speed: 8 Purpose: Distraction, Chaos,
Hitpoints: 410 Weapon: , Incinerating ammo, ARO projectiles
Armor Class: Medium Range: 6 (AP), 7 (AT)

Epsilon is undoubtedly excellent in secret, sabotage operations and hiding their bases, but Yuri’s army has a serious weakness - it’s not so powerful after the unmasking. That’s why some proselytes came up with a completely different from others idea. To show enemy more than exists in the reality. To have a unit which can make diversions and buy some time for besieged facilities. This is the story of the Trickster.

This vehicle besides from being equipped with AP incinerating ammo and ARO projectiles can create up to four mirror images of itself nearby. Although unarmed, they serve as distractions and they delay enemy advance thanks to releasing psychic energy in them. Overwhelming blast cause infantry hallucinations which render them unusable for a short while.

Build limit: unlimited.
Immune to mind control.
Immune to confusion.
Driver cannot be killed.
Cannot be hijacked.
Deploy (unit is NOT immobilised) to create mirror images (which explode if more than 3 tiles away or destroyed or deployed).
Mirror Image: Hitpoints: 70, Armor Class: none, Speed: 80.
Infantry caught in explosion radius cannot fire due to hallucinations.


Oh, and if someone would want to use my stuff (although I doubt it :v) - feel free to do it but pass me a link.

I'll do quotes soon ^^


The unit concept is actually interesting. A vehicle (or even infantry) that could create short-lived duplications of itself to serve as distractions is an idea that should be implemented in some way. However, as they are supposed to be merely illusions, they should be invulnerable to enemy fire, but get destroyed immediately if the real unit that created them is disabled or destroyed. This could be done by giving the illusions a special kind of animation that deals massive damage to them, and the real unit a dummy animation that heals the illusions enough to cancel out their degradation.

 

 

Agreed. Sorry if this is a lazy reply but a long day has came down me today. Can't wait for the quotes though. I would also like to add that in light of the new additional characters made, Iv'e decided to up the ante on the character cap. Now everyone here, posters and new, can have up to two characters for each faction. Now you can have a total of 8 characters, with the only limiting factor being only two from each faction. Hope to see more ideas from you guys.




#1051610 Your Role In Mental Omega v3.3

Posted by Sven Co. Op on 21 February 2017 - 06:17 AM

 

Ooooo. Star Wars comes to MO. Off the bat I do love of how the character's personality is fleshed out as one who wants to do things his way for the greater good. Though the Crusader does remind me of X1's post of the Liberty's Last Stand, it does have it's own uniqueness to it (did you happen to saw his post and got inspired by it or is it just coincidence I'm seeing?). And the gun itself on this guy is amazing, especially of how you seamlessly gave SteinTech gave some involvement into this, making it look more natural in it's involvement in the war. I also do like how you literally gave away the reference you made for this character (most of us, including myself, just kept it silent on the reference and let others figure it out). And finally, as per your question, yes you can make another character/special unit. It's laid out in the page rules on the first page, but your next unit must be under another faction (refer to the first page, and you wont go wrong, and it is a soft cap for now till the posts plateaus once more). I myself will post my second character soon, so I can't wait for what you guys have for me.

 

Thanks for the kind words! This is one of many concept units I'd written not long ago. It's supposed to be a stolen tech unit from a mod idea I have, based on a post-YR conflict involving Yuri's apprentice seeking out his master with a new Psychic Army at his command. The Crusader was meant to be an Allied exclusive stolen tech unit, acquired after infiltrating a Soviet ConYard and Battle Lab (or equivalent).

 

I'll make another character soon, probably the Soviets next, as I have another super unit to showcase :p but admittedly, that one is inspired by the menacing Iron Dragon (even the name evidences this!). We'll see, though.

 

EDIT: My impatience got the better of me :p here it is!

 

 

Aleksandr Roszhena, RUS, Soviet Russia

Lt Major, head of secretive Cuprum research division

 

Iron Fist super heavy tank

Cost: $2500

Speed: 3

Hit Points: 1200

Armor Class: Heavy

Prerequisites: Soviet War Factory + Any Soviet Lab

Purpose: Heavy siege tank

Weapons: Tesla devastator

Range: 7

 

As a child, Aleksandr was always fascinated by the Soviet Union's armored might. His father was a part of the unsuccessful Super Tank program during the Second World War, and during his few trips with his father to the testing grounds, Aleksandr had always dreamed of building super heavy tanks of his own, just like his father. Years later, he was given that chance when he was chosen to be part of a secretive special weapons branch of Soviet Russia and worked on the development of the vaunted Apocalypse tank. Many of his colleagues would take note of the hours he spent every day developing the tank; to him, it was a labor of love.

 

When the Soviet military reluctantly retired the Apocalypse from service, Aleksandr was incensed. At the time he had already attained leadership of the research group, and he used his level of influence to berate his superiors. Surely their victory over the capitalist pigs of America and Europe would outweigh the costs of mass producing the Apocalypse? However, an altercation with a senior Soviet general that nearly led to his immediate execution led Aleksandr to believe that there would be no saving his beloved Apocalypse. However, he was undeterred, and began pooling his resources to building a research facility in the Siberian tundra, where he would oversee the construction of a new war machine, one that would eclipse the might of the Apocalypse.

 

Eventually, he successfully built the first (and, so far, only) Iron Fist super heavy tank. It made use of a re-purposed M.A.D. tank's chassis, with numerous upgrades made to its overall frame and also incorporated large amounts of heavily reinforced armor plating, made from a highly durable polymer alloy that Aleksandr's team had created for the Iron Fist. A massive turret was then mounted on the chassis, boasting a massive tesla cannon that Aleksandr dubbed the 'tesla devastator'. It could project an obscenely immense amount of tesla energy into a single target, turning living matter into a pile of ashes in seconds, and was so potent it could utterly destroy hardier targets like tanks with just an intense, focused blast of raw electricity that rends a hole in its plating and even prematurely detonate its ammunition reserves. The weapon consumes an equally enormous amount of energy, and thus led to the incorporation of an experimental hybrid tesla-nuclear reactor to both power the devastator and the tank itself. An interesting use of this reactor is its ability to dissipate tesla energy directed at the tank when a small amount of power is allowed to flow through the hull plating, thus rendering it immune to tesla-based attacks.

 

With all these features packed into its armored shell, the Iron Fist suffers from an extremely poor top speed. Moreover, the inefficiency of the reactor to divert power to both propulsion and weapons systems simultaneously forces the Iron Fist to be only able to fire its weapon when it is immobile. As a result, if required to move again, it takes a while for power to be rerouted once more to engines. To Aleksandr, those are a small price to pay. What's more important is that this bringer of death would ultimately deny the Allies a second victory, and from there, perhaps, make his superiors regret their decision to shelve the Apocalypse.

  • Build limit of 1
  • Can crush infantry
  • Immune to omni crush
  • Despite size, cannot omni crush due to its bulk
  • Cannot enter Tank Bunkers
  • Driver cannot be killed
  • Automatically repairs itself
  • Immune to tesla weapons
  • Not affected by firepower buffs or debuffs
  • Cannot fire on the move
  • Minimum range: 2.5
  • Takes up 6 slots in a naval transport
  • Takes a while to charge up its weapon before firing
  • Long recharge delay between shots
  • Violently explodes upon death

Quotes:

When selected

  • Nothing stops this beast!
  • Iron Fist, ready to roll.
  • The Fist of Mother Russia!
  • Tesla devastator primed.
  • Awaiting orders, Comrade General.
  • Point us towards the enemy!

When ordered to move

  • Iron Fist, rolling out.
  • Pressing onwards.
  • Driver, divert all power to engines!
  • Where is the enemy?
  • My trigger finger's itching!
  • Heading there now, comrade.
  • Reading you loud and clear.

When ordered to attack

  • End them!
  • Iron Fist, charging up!
  • This is no sucker punch.
  • Fire the Devastator!
  • This beast is ready to roar!
  • Iron Fist firing now.
  • No escape for you...
  • Das svedanya, fools!

When hit by tesla weapons

  • You must be joking!
  • Tesla won't save you now, traitors!
  • Oh, how shocking!
  • Did you feel that jolt?

When critically wounded

  • Of course it's pointing in the red!
  • Give them hell!
  • No one brings this Fist down!
  • This is not the end!
  • You're going down with me!

 

 

Hm, Iron Dragon+Wormqueen=Iron Fist? I see a theme coming from you about heaving vehicle units that can only fire stationary, but enough of that. I kinda see a near carbon copy of the character personality, but then again, even I want to see a Crusader Tank go against an Iron Fist. The weapon choice is a really bumped up version of the wormqueen's own, but it does fit nicely to the unit, kinda reminding me of the tesla tanks from RA1. There is a good chance that the soft cap on character will be increased sometime later, seeing of how you already got both used up.




#1051391 Your Role In Mental Omega v3.3

Posted by Sven Co. Op on 19 February 2017 - 05:19 AM

 

*roleplaying intensifies*

 

(I might not be around much, but the thought of coming up with something of my own is fun :thumbsuphappy: also, can we have more than one character/special unit?)

 

Zaviett Motti, ITA, Euro Alliance

Colonel, Frontrunner of the Crusader Program

 

Cost: $2250

Speed: 5

Hit Points: 700

Armor Class: Heavy

Prerequisites: Allied War Factory + SC + Tech Center

Purpose: Anti-armor assault tank

Weapons: Gauss accelerator cannon

Range: 8.5

 

Proving himself to be a capable leader during the Second World War, Colonel Motti is well known for keeping a cool, level head even in the most contested battlefields. Knowing first hand the terrible might of the Soviet war machine, Motti has long advocated for Europe to build its own version of a super tank, capable of taking on the Soviet's armored columns with impunity. When the Charon Tank was green lit for production, EA leaders favoring it over his own prototype Conqueror heavy tank, Motti was all but incensed. Through intricate connections within SteinsTech, Motti scrapped the Conqueror and had his engineering team build up a whole new frontline combat tank with the help of the SteinsTech scientists he procured. Ultimately, their efforts brought to bear the prototype Crusader Tank, armed with a powerful gauss accelerator cannon that can eliminate Soviet armored units from a considerable distance.

 

Sacrificing speed and mobility for increased armor and superior firepower, the Crusader is what Motti strongly believes to be the pinnacle of Allied engineering (he was not aware of Kanegawa Industries' own efforts to build the Allies a fearsome robotic assault tank). Its most notable feature is its main armament, the gauss cannon, able to fire projectiles at such incredible speeds and impact its target with such force, even reinforced plating would, as Motti had said it, "tear like paper". In spite of its formidable firepower, the Crusader can only fire its weapon while stationary; this is also complicated by the weapon's minimum firing range that prevents it from engaging targets too close to the vehicle. Knowing that was the Crusader's primary weakness, Motti recommends that it be supported by other Allied tanks while it takes out targets in its firing range.

 

Motti envisioned the Crusader as a 'tank sniper' that could pick off enemy armor from a distance, whule also augmented by its thick armor plating should the Soviets be able to move their tanks in against the Crusader. However, in order to increase its armor-piercing effectiveness, the weapon requires a significant amount of focusing coils and other components that would help increase the velocity of the projectile as it is fired. While this increased the length of the weapon, it ensured that, once the projectile is fired and exits the cannon's muzzle, it would be almost impossible to avoid it. As the cannon also generates an immense amount of recoil when fired, it therefore requires the tank to remain immobile while firing so as to prevent damaging the delicate firing controls of the tank.

 

Motti currently pilots the first and only Crusader prototype while he awaits the EA's decision to green light its mass production.

  • Build limit 1
  • Can crush infantry
  • Immune to omni crush
  • Cannot enter Tank Bunkers
  • Driver cannot be killed
  • Automatically repairs itself
  • Gives nearby friendly armored units a 10% bonus to firepower
  • Not affected by firepower buffs or debuffs
  • Cannot fire on the move
  • Minimum range: 3
  • Takes up 6 slots in a naval transport
  • Takes a while to charge up its weapon before firing
  • Targets hit by the Crusader's weapon have 15% reduced armor and speed for 3 seconds

Trivia: his last name is a reference to the Galactic Empire's Admiral Conan Antonio Motti from Episode IV

 

Quotes:

When selected

  • I am at your service, sir.
  • Colonel Motti at the ready.
  • Any targets of opportunity?
  • Standing by.
  • Crusader operational.
  • Tank hunter.
  • Awaiting further instructions.

When ordered to move

  • Driver, take us closer.
  • I understand, moving out.
  • Chart out our course, driver.
  • I don't see anything... yet.
  • Very well, sir.
  • Acknowledged.
  • Heading that way now.
  • Coordinates confirmed.

When ordered to attack

  • Hold ground and prepare to fire.
  • Their attacks are a useless gesture.
  • Prep the gauss cannon!
  • They're already dead.
  • Fire when ready, gunner.
  • Sight target, and fire at will.
  • Let's see them dodge this.

When under attack

  • I have a bad feeling about this...
  • What are you waiting for? Retreat!
  • This will not be my end!
  • Is that supposed to frighten me?

 

 

Ooooo. Star Wars comes to MO. Off the bat I do love of how the character's personality is fleshed out as one who wants to do things his way for the greater good. Though the Crusader does remind me of X1's post of the Liberty's Last Stand, it does have it's own uniqueness to it (did you happen to saw his post and got inspired by it or is it just coincidence I'm seeing?). And the gun itself on this guy is amazing, especially of how you seamlessly gave SteinTech gave some involvement into this, making it look more natural in it's involvement in the war. I also do like how you literally gave away the reference you made for this character (most of us, including myself, just kept it silent on the reference and let others figure it out). And finally, as per your question, yes you can make another character/special unit. It's laid out in the page rules on the first page, but your next unit must be under another faction (refer to the first page, and you wont go wrong, and it is a soft cap for now till the posts plateaus once more). I myself will post my second character soon, so I can't wait for what you guys have for me. 




#945666 MO3.0 Feedback // SUGGESTIONS

Posted by Sven Co. Op on 20 January 2014 - 09:55 AM

Already on it, right after my medic school fanfiction.




#944542 Your Role In The MO Universe

Posted by Sven Co. Op on 13 January 2014 - 11:20 AM

Team MentalMeisters 

 

Speeder - insert custom unit nickname here

Mevitar - insert custom unit nickname here

Zenothist - insert custom unit nickname here

Graion Dilach - insert custom unit nickname here

ImP_RuLz - insert custom unit nickname here

Azri_Apoc - insert custom unit nickname here

RP - insert custom unit nickname here

Lovalmidas - insert custom unit nickname here

Cesare - insert custom unit nickname here

Hecthor - insert custom unit nickname here

Martinoz - insert custom unit nickname here

 

Just tell me the nicknames and I will post them up. Note, please read my first post in the first page for who or what you'll be. Your nicknames should match your characters.




#944500 MO3.0 Fan Fiction

Posted by Sven Co. Op on 13 January 2014 - 08:41 AM

This is a teaser to what I'm going to post sometime soon:

 

Battle Fortress Trouble

Young Scottish man enters a battle fortress to drive it.

 

Bang-phew, bang-phew. The engines fail to start.

 

Scottish Man: Eh? What the matter?

 

He attempts to start the engines again.

 

Bang-phew, bang-phew. No luck.

 

Scottish Man: What the bloody hell is wrong with this thing?

 

The Scottish man exits the vehicle and inspects the engines.

 

Scottish Man: Looks okay to me.

 

The Scottish Man enters the battle fortress to try to start it.

 

wrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr-pop BANG! Smoke starts to come out of the engines.

 

Scottish Man: What the f***?!?!?1

 

The Scottish man exits the vehicle, only to see a group of engineers coming to asses the battle fortress. One of the engineers, a European, walks towards the Scottish Man.

 

European Eng.: What the kak happened?!?

 

Scottish Man: I have no idea.

 

Will the engineers find what is wrong with the Battle Fortress? Will the Scottish Man ever drive the vehicle ever again? Stay tuned. 




#944468 MO3.0 Feedback // SUGGESTIONS

Posted by Sven Co. Op on 13 January 2014 - 03:26 AM

As I began to think in RA storyline, the Philippines would still remain an American Colony but then I became a bit hysterical. IRL, the Philippines was supposed to be granted independence before WW2 came but of course nobody knew that there would be WW2. So, as soon as Japan attacked Phillipines, the Americans pulled out some of their forces while some that remain inevitable became POWs. Eventually, the Philippines will be release from colonization in 1946, a year later after the Japanese surrendered. Now, RA storyline, due to the fact that there was no WW2, the Philippines was released from colonization much earlier.

To my main suggestion:

A co-op mission about the Spratly islands or Scarborough Shoal, as the Chinese Prefer to call it,
- Storyline:

 As the Chinese knew a huge oil deposit can be found in the Scarborough Shoal, worth 2 trillion USD in total, the Chinese needed this to bankroll their economy to produce more units, more of the Centurions and to crush the Pacific Front and Russia and conquer everything else. They send their naval fleet alongside a new prototypical ship made by their engineers, a dual-hull aircraft carrier, but even this action was found out by U.S.A. and the Pacific Front but even Russia feels threatened about this plan but still becomes careful who it helps but left with no choice, in order to protect their borders once more, Russia must join the fight. (This will much likely happens after Dragonstorm)

- Gameplay:
  Both of the players will be using Pacific Front, the first player will come from the top-right corner of the map, coming directly from Japan while the second player will come from the bottom-right of the map, coming from the Philippines. There's a timer when the Russian reinforcements will arrive but within that time, you must rendezvous to the Islands and prevent the Chinese constructing a fully functional base in the Islands, extra reinforcements, within the time, will come from USA to strengthen your forces to defend the Islands from the incoming Chinese dual-hull carrier. In the last minutes of the attack, the Chinese will desperately launch a massive attack on your forces bringing along their Chinese carrier, of course when that time reaches, you will be brought with more reinforcements from PF and USA. After the timer, the map will expand and whether the Chinese carrier is destroyed or not, the Russians will come behind the lines (IDK how they can do that) and will bring along 4 Stalin's Fist (2 for each player) and a huge number of reinforcements in the mainland to support or protect the Stalin's Fist but you can only make allied vehicles out of the Stalin's Fist.

- Objectives:

  1. Prevent the Chinese to build a base in the Islands until Russian reinforcements arrive.

  2a. Destroy the Chinese mainland base.

  2b. Destroy the Chinese naval base.

  3. Destroy all the Centurions in the area. (there's a total of six in the mainland, depending on difficulty though)

  4. Finish off all Chinese forces.

*Can somebody give me a remark?
 Anyone can try to fix this if something is wrong

 

I don't assume you read previous posts of Philippine related units before putting this. But, it is a good idea, but then again, it might be not. Me and several others (forgot the names) posted Philippine related units (look back through the posts to see) that would fit into PF, but someone says (will not put his name for he might get mad at me) that it was an excuse to include the Philippines into this, and I totally respect his opinion on the matter. PF mostly surrounds Japan and Korea as the main force, but thinking world strategy wise, putting ICBMs on the Philippines would give Russia another foothold against the US. This is a good idea in my opinion. Hope you have more in store for us to see. FYI, I am not a member of the dev team nor have I ever put anything into the making of MO, nor have I ever met the dev team in real life or in multiplayer.  




#943114 MO3.0 Feedback // SUGGESTIONS

Posted by Sven Co. Op on 01 January 2014 - 11:35 AM

IMO there's no need to replace the rocketeers or seal. Just give the rocketeers a pair of missile launchers to attack vehicles and aircrafts and it's done.

Or at least, make it exclusive to Pacific Front.

As for me, I think the USA is certainly isn't good enough in fighting enemy vehicles. It sure have devastating anti infantry firepower however.

How about a limit 1 anti armor and support unit?

Name: "Liberty's Last Stand" Command Vehicle.

This is a tank, it looks like a giant Abrams tank with a single big gun. Once deployed, an American flag will pop out on top of its turret.

The last effort of the American resistance forces. An iconic vehicle that represent the will of the American people, who sought to fight against the Soviets till the end. Nobody know when and how this vehicle was created, as all documents related to the thing have been destroyed during a brutal Soviet assault. There is only a single LSS unit in the entire North American continent, and it would only appears in the most dangerous and bloody battles. It's sight on the field means that the American troops fighting here might all die today, but as long as the vehicle is still functioning, there's still hope for a victory in the future.

Purpose: Anti-Armor, Support.

Cost: 2450.

Build Limit: 1

Speed: 3.5

Weapon: Either a heavy battle cannon or a particle cannon that is good against vehicles, moderate against infantry and useless against everything else. Have very slow firing rate and mid-size AOE.

Range: 9

Armor: Medium

HP: 1750

Ability aka Support power: When deployed, the LSS increases the attack range by 2.5 and firing rate by 40% of all units around it, while decreases speed up to 60%.?

Ability Range: 7

Immune to Radiation, Gas, EMP, Mind Control and Chaos.

I don't know if it's possible to make it that if you build the LSS, you can't build Mercury satelite and vice versa.

 

 

 

Many years before the end of the first Great War, US engineers were developing plans for a "super tank" capable of surpassing the Russian Mammoth Tank. When the Great War ended, the development stopped and was put into storage, with many high ranking generals thinking it was unnecessary and too expensive for such a thing. When the Soviets were invaded America, the "super tank" project was brought back. Unfortunately, the Soviets invaded at a fast pace, destroying the many resources to build the super tanks. Thus the developers were in a tight situation. Originally, it was supposed to look like an over-sized Abrams Tank that fired a modified round that was used in the howitzers during GW 1. After many coffee filled nights, the developers created a new definition of heavy assault. They decided to replace the giant cannon with a railgun that fires a "grand slam" round that can penetrate deeply into armor and explode, causing extreme, if not instantaneous, damage as well as area damage to unlucky nearby units. Due to resource constraints, the devs revamped the innerworks of the tank with modified technology used in the PA's Kappa Tanks, allowing the tank to take full advantage of the Backwarp, but still looking like the original design. Then they added speakers to the tank to increase the morale of the troops while in battle. Because only a few can be built, the devs and generals decided to give the code name "Liberty's Last Stand," to show that if the US is losing, they would always have a trump card in hand to even the odds to the side of freedom. 

 

"Freedom can only be safe with the utter defeat of the Red Menace."  -LLS Driver.




#942713 MO3.0 Feedback // SUGGESTIONS

Posted by Sven Co. Op on 29 December 2013 - 04:15 AM

Kalayaan

 

Cost: $800

Speed: 7

Hitpoints: 110

Armor Class: Flak

Prerequisite: Allied Barracks, Air Force Command HQ

Purpose: Anti-Infantry, Anti-Structure, Anti-Naval, Anti-Armor

Weapon: M16A4 w/ M203 Grenade Launcher, C4 Charges

Range: 7 / 7.5 (Grenade Launcher) / Close (C4)

Is amphibious

 

                                                             This unit replaces the Navy Seal for Pacific Front

 

When China invaded Japan, they also invaded the Philippines to secure the US naval bases to make sure that no Allied naval support interfered with the invasion of Japan. Afterwards the Chinese set up prefects across the the Philippines to control the masses. Many pinoy citizens were angry of the cruel treatment and had many peaceful protests about it, all of them were either suppressed or disbanded out of fear. What got the most attention was the Quiapo Black Nazarene Massacre. The massacre was the result of a large mass of citizens attending the Black Nazarene Mass. The Chinese thought that the Mass was a protest being covered up by a peaceful gathering. The Chinese warned the citizens to disband immediately, only to have them stand there disobediently. That was when excessive brute force came in. Many of the citizens threw rocks at the conscripts telling them to leave them alone, only to be gunned down in return. The local prefect gave orders to gun down every participant there, to show the rest of the Philippines that they will not tolerate disobedience. Hundreds of men, women, elderly, and even children, were shot. This was the straw that broke the camel's back. Afterwards, multiple riots spread around like wild fire, with rumors of a large group of armed freedom fighters are aiding anyone who is willing to fight back. The freedom fighters will eventually become known as the Kalayaan.

 

The Kayalaan was at first a small group of fighters, but then gained a large amount of members soon after the massacre. Their largest scene was when they raided a large Chinese occupied US arms cache, allowing them to wield M16A4 rifles that are highly effective against infantry, under slung grenade launchers to deal with light vehicles, and best of all, C4 charges that can demolish any building or bridge with one charge. During this time, the surviving US forces that were trapped in the Philippines during the invasion decided to fight back. A midst the chaos and riots, the remaining Americans fought back along side the Kalayaan at the confounded Chinese forces and won. With the Philippines secured, many of the Kalayaan decided to leave home and fight alongside the Allies against China and their allies to ensure that no one will invade the Philippines ever again, with many more Kalayaan being trained for the sake of freedom.

 

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In a short summary:

 

The Kalayaan is just a name and visual replacement for the Navy Seal, but comes in with a deploying grenade launcher that can deal good damage against light vehicles, but bad against tanks. The word Kalayaan means "freedom" in Filipino.