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Tyhednus

Member Since 03 Jan 2014
Offline Last Active May 07 2022 01:59 PM

#1059131 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Tyhednus on 25 May 2017 - 09:20 AM

They can live with the other dead memes, then, like all the wolfhound memes from 3.0. ;)


#1056715 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Tyhednus on 21 April 2017 - 11:22 AM

Many PVP matches end with huge clashes. Also, if someone wins with 4 tanks and 10 dogs in 5 minutes, shows at least more skill than hermaderp big armies. Winning with a small amount of troops can give more satisfaction than steamrolling with a huge impractical blob of units. It has that romantic feel of a resistance group dismantling a huge regime.
I have an opinion contrary to Gameman's about Skirmish. While the campaign is immensely enjoyable and challenging, Skirmish I find kinda dull to play regularly, because I have played skirmish on vanilla my whole life and PVP offers something fresh and dynamic. And skirmish ai in MO is an annoying cheater, because they constantly target a certain typenof unit and ignore the rest. The vanilla AI made different kinds of taskforces. It also gave you more room to relax, instead of the endless waves in MO, which gets rather tedious.

Teslacruiser does have a point about Soviet vs Foehn in the early game. Conscripts and halftracks are outclassed by the Knightframes. Terror drones and base defenses are the only reliable options against them. Even GIs and Initiates can handle Knightframes. Furthermore, Knightframes have only 1 extra range and are rather sluggish in my experiences. You can easily catch up with them.
One thing you forget, Tesla: Conscripts outclass knightframes on urban maps or maps with lots of garrisons. Because conscripts are only 50 and one knight is 400, you can capture a lot of important garrisons before the enemy has the same amount of knights to do the same. Just my two cents though. Conscripts might still need a little more oomph.


#1054630 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Tyhednus on 19 March 2017 - 01:24 PM

The Mastodon is overpriced. It is a huge tank that, while intimidating at first, has the firepower of a brick wall. The only aspect that makes it truly worthwile, is the tankiness. It can withstand so much firepower that single Mastodons can last entire games without much effort. Combined with Nanocharge for a nice 1000 credits the true colours of Last Bastion shine through. However, the weapon is the shittiest part of this behemoth of a tank. Its charge-up is not that bad, but it is only meant for anti-armour. This makes the units pretty useless in combat, because you are spending 2500 on a slower Tank Destroyer. Even if you keep them around for support, someone who spams a lot of infantry can ignore, mindcontrol or hijack the Mastodon while killing your army in the meantime. Luckily the Gharial complements the Mastodon perfectly. For 2000 it is lot more efficient than a 2500 support tank. It is amphibious, kills both infantry and structures with ease and is immune to almost everything I can find very annoying. To make the Mastodon more viable it should be at least somewhat cheaper. If you compare the Mastodon to its Chinese counterpart, the Nuwa, the issue becomes even more clear. A single Mastodon can probably take out a Nuwa, but that situation will probably never happen in pvp and to some extent pve. A price of 2200 or 2300 would probably be reasonable. If it becomes too cheap, its tankiness should be reduced as well. Even the Railguneer is more effective than the Mastodon, because it fires quicker.
So, what do you all think? Mastodon price reduction: yay or nay?


#1047066 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Tyhednus on 15 January 2017 - 08:52 AM

Well, yesterday I saw an army of gods, giantsbanes and mastodons take a nuke to the face and NOT ONE of them died. Amazing.

Probably need a little hp nerf.


#1046338 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Tyhednus on 09 January 2017 - 06:02 PM

The Clairvoyant and Jackall combo is too strong imo, because they can just ignore everything and ride into your base, infiltrate all important buildings and get out. With Minermites it becomes even more annoying.

Maybe there could be an option to turn off spies completely.


#982077 [Dev Poll #1] Sensors for a Soviet vehicle

Posted by Tyhednus on 01 November 2014 - 08:44 AM

Why not give the Tsivil and Halftrack stealth detection? They are tier 1, small transports and antiinfantry. And even antiair, but that does not really matter.


#976334 MO Screenshots Thread (Image Heavy!)

Posted by Tyhednus on 08 September 2014 - 04:18 PM

Some losses are really hard. All victims of the war are to be remembered, but most of them are killed beynd recognition. However, one hero WILL be remembered. That is Bob, the meat shield Harvester. Here is his small funeral.2mpxto4.jpg




#964946 Mind the bridge!

Posted by Tyhednus on 05 July 2014 - 09:05 PM

Bridges were important in RA2. In the first missions the bridge was a vital part in the mission, because they needed to tell you how you can repair bridges.

 

After some matches and accidents with bridges I want to make a little guide (for online play, AI act very different) on bridges. If you know some more, then add some tips of your own. :) 

 

The basics of the bridge

In essence a bridge here is just a way to transport your units from one side to another side. This can already prove hard when controling a big group of units. Units can get stuck on the bridge and that can lead to awkward situations. Your oponnent can then make use of this by picking off your units one by one. This should be prevented by moving your units in not too big groups over the bridge.

 

Destruction of bridges

It is fun to blow up stuff. Bridges are fun to blow up, but it is important to know when to blow them up and when to cross them. 

Ivans, Seals, and Infiltrators can instakill a bridge. Tanks and other explosive units destroy bridges slower. Units that are on bridges will fall and die or sink. This is very effective or very costly. That depends on whose units die. 

So what are the consequences of a destroyed bridge? A destroyed bridge makes sure you cannot make a shortcut to another side. The good side of this is that your oponnent needs to take more time to get somewhere he wants too. It gives you more time to prepare. It is like a closed toilet room which makes you go all the way to the other side of the building so you can go to the toilet.

The cons of this, however, is that if you do not have longranged units, your oponnent will also have more time to expand his army and base. This can turn out pretty bad. So it comes down to that the situation you are in depicts whether to destroy a bridge or not.

 

Stalemates at bridges

It can occur that you and your oponnent are at both sides of a bridge with your armies. You can cross the bridge to confront your oponnent, but you are at disadvantage then, if the bridge blows up, or you end up in the awkward bridge jam situation.

The best way to solve this problem is to take shots with longrange units at the vulnerable units of the oponnent. The oponnent will probably after some time get annoyed and rush over the bridge. Then make room for him and then take out the units that come over. Another solution is to attack another vital location on the map. This will distract the oponnent, which will give an opening when a part of the army has gone to the distraction. That will help break the stalemate and you can cross the bridge more safely.

 

These were just some tips on bridges :)

 

 




#958517 MO3.0 Feedback // SUGGESTIONS

Posted by Tyhednus on 25 May 2014 - 07:34 PM

I once again have a RA1-inspired coop mission. This one is based ont eh mission Dont drink the water. In that mission you had to poison an Allied base to progress.

The mission in MO:
You and your partner in Scorpion Cell need to sabotage the Soviet African Expedition, which is mentioned in Singleplayer. The first step is to take over an outpost to signal in reinforcements to destroy another base. All vehicles of the first outpost are away looking for Rashidi. However, it is full of infantry. So you need to go to work as in RA1 by taking a chemical truck to a river with waterfall and an convenient placed village full of civilians. Once you have placed the truck beginning of the river, while taking out some infantry patrols of the Soviets everyone in the village and first outpost dies. Now you and your partner need to share the outpost and you get some SC reinforcements. The rest if the mission you need to infiltrate the radar to blind the Expedition to buy some extra time for Rashidi and ofc. Destroy the base. Again an idea from the RA1 mission packs. :)


#955498 MO Screenshots Thread (Image Heavy!)

Posted by Tyhednus on 27 April 2014 - 12:19 PM

Okay, people, this is a serious task.

 

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We have to protect these animals against the armies of Doomhammer and his accomplices.

 

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But will it be enough?

 

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Brace yourselves, Doomhammer and co!

 

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#953653 MO3.0 Feedback // SUGGESTIONS

Posted by Tyhednus on 10 April 2014 - 06:15 PM

I have come up with another suggestion for a coop mission. This one is based on the Allied RA1 mission 'In the nick of Time', where the Allies need to evacuate scientists from a captured Allied base, where a Chronosphere is about to explode.

 

In MO the coop mission could be something like this:

After the nuclear strike on the Black Forest the EA retreat to the UK. Pacific Front however found the debris of the unstable Chronosphere in the Black Forest. They send a force led by two commanders to get to the ruined Chronosphere and Steinstech labs. The PF wants to extract all the possible data and technology to make their own Chronosphere, but then more stable. The area , however, is full of radiation. So the players need to tread carefully. On the way they can encounter Russian patrols, which are still there.

 

This was just another idea inspired by RA1.




#951261 Arranging online matches

Posted by Tyhednus on 13 March 2014 - 06:02 PM

I will be there. Not from the start, but sometime around, 19:30-45 GMT.




#950881 MO3.0 Feedback // SUGGESTIONS

Posted by Tyhednus on 08 March 2014 - 02:51 PM

You have agood point there. Yesterday I also completed the Grunyev one on RA1. It was fun. Maybe for the coop the civillian will have a mixed army provided by PF and China and their special 'civillians'. Then there is onebase for the Grunyev people and one for China.

If the Pawn mission features Scorpion, the reinforcements will consist of their units and Psicorps' units. Would be a fun defensive missio with wiping out the enemy. :-)


#950021 MO3.0 Feedback // MISSIONS/CO-OP

Posted by Tyhednus on 01 March 2014 - 08:24 AM

It's Libra.


#949375 MO Screenshots Thread (Image Heavy!)

Posted by Tyhednus on 23 February 2014 - 01:09 PM

I love the Epsilon mission Focus Shift. It is the only mission I finished on all difficulties. So here are some screenshots. They are  on Normal.

 

The Chinese are relentless.

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So much destruction.

 

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This mission has been nicely put together. There are so many Chinese paradrops and reinforcements. Even on places where you are not at the moment.

 

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Just wanted to share some of this nice mission. :)