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BotRot

Member Since 16 Sep 2017
Offline Last Active Nov 09 2023 12:56 PM

#1107496 MO 3.3 // Game Bugs

Posted by BotRot on 05 April 2020 - 12:13 PM

The Aegis Cruiser's primary weapon warhead has an unused Versus.f_hero=200% - it always uses the secondary (less powerful) weapon to target Norio and Uragan.

 

If this special scalar is intentional, please enable it by adding Versus.f_hero=0% to the secondary warhead.

It is mentioned that Aegis Cruiser will now use all its missile batteries against all targets in the next update (basically remove the secondary "weapon"), so it is unnecessary.




#1106489 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BotRot on 01 March 2020 - 01:56 PM

If memory serves, Epsilon in PvP excels in infantry spam. As the current stolen tech unit, the Dybbuk-Seizer, does not really synergize with this strategy (e.g. effectiveness vs monster tanks is limited; Mastermind is self-explanatory, Tyrant can dig underground to avoid mind control and Colossus AA with enough numbers can take down Seizers before they make an impact), why not replace it with a unit that does synergize in an Epsilon vs Epsilon matchup?

 

Enter this unit suggestion, the return of the Chaos Drone, but with new role/s that might mix well in PvP gameplay better than the Dybbuk-Seizer (in theory).

 

Instead of chaos gas like in the original game, it releases Terminus gas instead, making it a fast anti-infantry blob unit. Its robotic quality already makes it a counter to Adept/Elite spam. 

 

The catch is that it is Cloaked to catch the Epsilon enemy by surprise. An alternative is give it cloak or disguise detection to counter enemy attempts to infiltrate your base.

---

 

To add more to its functionality and make it different from the Dybbuk-Evolver,  a deploy function that causes it to release Rage to nearby friendly units (on paper sounds more impactful than Dybbuk-Seizer single target Rage), BUT:

 

- Option 1: Reduced radius (v3.0 radius), halved duration and causes Chaos Drone to explode on deploy. Also makes the Chaos Drone a one-time AOE infantry healer.

 

- Option 2: Instantly kills your friendly infantry (also from v3.0) but deploy has a long cooldown and Chaos Drone cannot attack at that time, making it an armor battalion supporter instead. It also keeps the "meme" status of Epsilon stolen tech, an anti-infantry blob unit but press D at the wrong time and you lose YOUR infantry blob instead

 

In either case, it reduces the possibility of a scenario of perma-Rage on Epsilon heroes.

 

In conclusion, a stolen tech unit that is part stealth mutator, part Rage inducer which, in theory, can turn the tide in Epsilon vs Epsilon matchup far better than the Dybbuk-Seizer, which is better off against other faction matchups.




#1106189 MO Wiki discussion

Posted by BotRot on 15 February 2020 - 09:29 AM

Checking the wiki for stuffs and saw this spam...

 AvC5V4I.png

In relation to this, I am currently creating videos to prove some of these missions are beatable with AI ally on Hard difficulty.

 

Here is one of them:

https://www.youtube....h?v=KJtYqx10N94

 

P.S. Also working on animated images that show features of the mod that static images could not, such as support powers. Could use some suggestions regarding this matter.




#1099692 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by BotRot on 19 April 2019 - 04:10 PM

I do wonder if Dragonstorm's Xiu Rong Wu (the Chinese general) will ever make a return someday, as he's not mentioned elsewhere in Act 2. Saddening to see a general leading an invasion force just disappear like that.




#1096138 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by BotRot on 18 January 2019 - 02:02 PM

Is it intentional that Observers can see cloaked/disguised units only if they are at the same team as the owner of said units (at least for AI-only battles in my case)? Disguised units don't seem to have this issue, though.




#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.




#1089640 Act II Predictions - SPOILERS for Act I

Posted by BotRot on 31 August 2018 - 08:26 AM

So the Allies have collected over $25,000 worth of resources in Fullmetal...what next? 

Since Fullmetal happens before Relentless, the mission explains how the Allies have gotten the resources for a large-scale invasion.

 

btw, it's $250,000, not $25,000. Otherwise the mission is already won before the misplaced barrels blew up, since the starting money is $25,000.




#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.