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BotRot

Member Since 16 Sep 2017
Offline Last Active Nov 21 2018 03:50 AM

#1091545 MO 3.3 // Game Bugs

Posted by BotRot on 03 October 2018 - 01:05 PM

Code discrepancy:

 

 

The Warhawk's laser damage in Good Old Times is supposed to have increased damage, right (from 14 to 36)? That coding within the map now is essentially pointless.

 

The Warhawk in Good Old Times starts as Elite, so it uses its Elite weapon that was just added in 3.3.4. This new Elite weapon is not modified by the code found in the map file of Good Old Times, so essentially, the Warhawk in Good Old Times is simply an Elite Warhawk in skirmish stat-wise.

 

In other words, the Warhawk's damage in Good Old Times is "nerfed", but only for this particular mission.




#1091116 MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion

Posted by BotRot on 24 September 2018 - 08:01 AM

Snooped around in the code and found out that Foehn has a bunch of unused stuff likely unused or completely cut for balance reasons. Most of them involve disables.

 

 

Gharial would have an "air hack" weapon that causes confusion to enemy aircraft but it would look like the Gharial has "hacked" them similar to Ramwagon deploy and Blackout Missile. In the code, Gharial "uses" this weapon but it doesn't work for some reason. Because of this, Gharial uses voicelines when ordered to attack aircraft when it should not.

 

There's also a "ground hack" but no unit seems to use it in the meantime. It functions like the Raccoon vs. enemy vehicles/aircraft but the difference is that it has a slow firing rate but long duration (ROF and duration is the same though).

 

Pteranodon would have a "Sonic Boom" deploy, but seems to be more of "switching weapons". Basically, the weapon visuals are the same as regular attacks, but it does no damage. Here's the catch: it would disable power plants for 0:40, and the reload rate is only half that time (0:20). Imagine what Coronia Tier 3 could have been....

 

Lastly, there's the Orcinus Waveshaper, which can be added in the map editor. Durable and slow, it is unarmed, but when deployed, would have caused AOE weapon disable (like Raccoon). However, while there are visual effects that display this, the actual deploy ability doesn't actually work in-game.

 

There's probably more but I have yet to discover them. I'd like to hear the backstories behind these though.




#1089748 Patch 3.3.4 Proposed Changelog

Posted by BotRot on 01 September 2018 - 10:17 AM

What do you mean?

I think PACER meant that Clairvoyants need to have a different cursor graphic when ordering it to plant a bomb on a bridge, like how the cursor will become a C4 icon when a Navy SEAL or Tanya is ordered to do the same.

 

Currently, the Clairvoyant (along with the Infiltrator) uses the standard "attack" cursor when it is hovered on a Bridge Repair Hut.




#1089573 Patch 3.3.4 Proposed Changelog

Posted by BotRot on 30 August 2018 - 11:30 AM

Even though 3.3.3 changelog mentions that the issue regarding infantry that can clear garrison by entering them (Tanya, Chitzkoi and Duplicant) now fixed, this is not the case at all. Apparently the Assaulter tag for those units are still existing within the code.

 

 

Speaking of Chitzkoi, I found it silly that it can infect landed jets while Terror Drones could not. If the infected jet lifts off while Chitzkoi inside it, the jet will be destroyed while Chitzkoi plummets to its demise.




#1086585 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by BotRot on 17 July 2018 - 12:21 PM

I wonder what kind of commander who had nothing better to do than ordering a whole battalion of Nuwas to shot next to the Ironwing....

The same robot "commander" that was programmed to babysit a 19 year old. The same 19 year old that created them.




#1084885 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by BotRot on 13 June 2018 - 02:22 PM

If amphibious transports would be immune to EMP in 3.3.4, it would be a slight discrepancy to the first objective of Power Hunger (not counting the rest of Soviet navy).




#1080882 What would you like to see in an Act 3?

Posted by BotRot on 23 March 2018 - 11:21 AM

How about a mission that is roughly similar to the GDI Hammerfest Base mission in Tiberian Sun, so that Blasticade will get a proper introduction?

 

Basically the enemy has somehow infiltrated a seemingly impenetrable Foehn base with the prototype Blast Furnace and its trenches and Foehn decides to retake the base with a small squadron of naval transports and engineers at first, since the enemy has taken control of said superweapon so air support is not an option. 




#1070471 Just the Basics: A Mental Omega tutorial series; Episode Five: The ENDLESS de...

Posted by BotRot on 25 October 2017 - 09:12 AM

For some real criticism, some of the visuals in the video should be directly related to what you say. For example, your explanation on MO's firepower, speed and armor buffs; instead of showing just pure gameplay, that part of the video should show those buffs in-game.




#1070026 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BotRot on 23 October 2017 - 12:58 PM

In Infantry Only game mode, the Fake Psychic Dominator has a countdown of 10 minutes, but other superweapons in this game mode have a countdown of 15 minutes. Therefore it is easy to distinguish which Dominator is constructed.




#1069265 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by BotRot on 13 October 2017 - 06:58 AM

In case anyone noticed, the Allied Covert Ops mission, now named "Obstinate" has been teased.

 

From the teaser, it would involve Tanya sinking mind-controlled Battleships that are bombarding Cannes. The mission name could refer to the Allies not bowing down to Yuri that easily, or something like that  :)

 

Someone in Facebook also claimed that the mission bears similarities to the 2nd Allied mission in Red Alert 3, The Shark and the Lure (map layout may be the same as well). One similarity includes the setting in the map (both are set on Cannes).

 

I can infer that the mission would happen sometime between Puppet Master and Bottleneck, since the setting is in Europe and the Allies haven't hauled ass yet.

 

P.S. While writing this, I realized that the Allies' current situation is going south, both literally (from Europe to Antarctica) and figuratively (at least from the upcoming mission names) :wink_new:




#1068809 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BotRot on 08 October 2017 - 09:57 AM

Second: Not so fast tanks (speed 5) -Draco and Rhino-
These tanks... you are better building other things. 

Oh how the mighty Rhino has fallen....from being the #1 main battle tank worth spamming in every stage of a match (in original RA2) to being an optional vehicle early game in MO....




#1068556 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BotRot on 06 October 2017 - 08:38 AM

Apparently the Blasticade can be toggled on and off at will once it is off cooldown, but there is a slight and silly issue with that.

 

If attempting to rapidly click the Blasticade icon (activating and deactivating) once it is off cooldown, the message "WARNING: Blasticade is now working!" will flash multiple times on screen. Problem is, this will result flooding the chat screen. As far as I know, no other superweapon/support power or anything that can cause a message to appear besides deliberate chat spamming can do this.

 

While this has no effect against AI, this could prove annoying to players, especially if the Foehn player is deliberately trolling and the other players have something to say. But, in a way, the Blasticade can protect one from insults and other profane messages  :grin:

 

And yes, I know that the Blast Furnace is rarely used in online play, but I'm just pointing this out. Thankfully, this measly issue has never happened yet in any online match (as far as I know).




#1068435 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BotRot on 05 October 2017 - 09:22 AM

Why is it that most suggestions/feedbacks lead to hating allied aircraft or ifvs?

From the way I see it, Allied fighter jets and IFVs can be frustrating to fight against in PvP, as thanks to their speed and range, retaliating against them in early-mid game is very difficult. 

 

Spamming Allied fighter jets that can effectively delay an enemy's tech level without hard counters and too cost-effective GI IFVs are currently the main issues, if I'm not mistaken. 




#1067844 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by BotRot on 29 September 2017 - 08:23 AM

I knew that yuri won the war and in fohen's mission we won't see soviet or allied.
 but I have a qusetion?

are we gonig to see some survivors or not controlled inf or units (soviet or allied) helping fohen or just want to take the chance to take revenge.

Unlikely imo, since the Allies and the Soviets are most likely completely wiped out/taken over by the Epsilon's might.  If somehow some of their technology survives (like the Phantasm MLRS hint), they could be abandoned relics, similar to the old RA1 Mammoth Tank prop and RA1 structures that are present in some missions/maps.