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OfficialLolicon

Member Since 17 Dec 2017
Offline Last Active Nov 18 2019 03:12 PM

#1093540 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by OfficialLolicon on 18 November 2018 - 06:03 AM

The Typhoon's Torpedoes really need a buff. 

I replayed Great Beyond and there are times where there torpedoes won't damage a naval mine even tho they're not moving. The Torpedoes sometimes go too far or explode too early.

 

(TBH, I have no idea why this happened. It also happends in skirmish)




#1092953 Zoo map with all units available

Posted by OfficialLolicon on 05 November 2018 - 02:11 PM

Here's the list:
Kamaz
Heavy Kamaz
Sandbags
Prison camp fence
Concrete wall
Allied, Soviet and Epsilon Guard Towers


Seems easy enough,I'll post a version with these being buildable when I'm done with the other.

Spoiler



#1092846 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by OfficialLolicon on 03 November 2018 - 03:06 PM

1) Would be cool if we hear Yuri's taunts from the original RA2 "Red Revolution" mission when soviets entire the final showdown in Moscow.

The Iron curtain taunt seems unneccessary tho, so ypu can remove that.

 

2) I replayed Firewalking, and.... I suggest tuning down the allies' attack on the left side of the LC's base. They kept attacking my base repeatedly. Everytime I destroy the last one, another one just pops out and attacks again. The delay on such attacks should be increased. Not to mention, the attacks begin right after I deploy a refinery, which ends up destroying my miner. It doesn't really bother me after I manage to build multiple Catas with Desos/Flaks, but the early base phase is annoying, not to mention PsiCorps, spamming you with Lashers too (although, not really annoying)




#1092028 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by OfficialLolicon on 15 October 2018 - 02:26 AM

 

 

I think problem with selection is more important, than cursor error. Deployed Colossi will attack the flying target, even if cursor is crossed out.

And why i started discuss this. In 3.3.3 everything was alright and comfortable.

I've done a few test with the selection method and it's really annoying...

Able to select both Ground Mode and AA mode is a pain if you're planning to deploy them, since it will no longer follow the same logic as of GIs and GGIs, but rather cause all Ground Mode Colossus to switch into AA mode and all AA Mode Colossus to switch into Ground Mode. This because the AA Colossus is a new unit type, unlike GIs, Snipers, GGIs or the previous Colossus that uses a logic of "Deploy everything first into Secondary weapons so everyone will be on the same weapon"  thing.

 

Entirely, I think both forms having a separate ID is intentional. 

I just can't understand the point. During my playtime for HQ in 3.3.3 I didn't find any bugs with Colossi. This GI and GGI logic perfectly works with Colossi, but for some reason they changed it. Any ideas?

 

And I also wanted to write about "cause all Ground Mode Colossus to switch into AA mode and all AA Mode Colossus to switch into Ground Mode" issue, but you described it better and faster, than me. Thanks.

 

There was bug where Colossus was capable of attacking landed aircraft and able to move while deploy, and it was fixed using this logic.

I did a few test and it seems like it fixed those two bugs.

I did my best to make it sound understandable, glad you understand it.




#1092011 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by OfficialLolicon on 14 October 2018 - 07:30 PM

I think problem with selection is more important, than cursor error. Deployed Colossi will attack the flying target, even if cursor is crossed out.

And why i started discuss this. In 3.3.3 everything was alright and comfortable.

I've done a few test with the selection method and it's really annoying...

Able to select both Ground Mode and AA mode is a pain if you're planning to deploy them, since it will no longer follow the same logic as of GIs and GGIs, but rather "cause all Ground Mode Colossus to switch into AA mode" and then "all AA Mode Colossus to switch into Ground Mode". This because the AA Colossus is a new unit type, unlike GIs, Snipers, GGIs or the previous Colossus that uses a logic of "Deploy everything first into Secondary weapons so everyone will be on the same weapon"  thing, but now, the Colossus just deploys when ordered so (regardless of weapons) causing it to switch weapons every single time (it doesn't do a weapon check similar to the GI/GGI Logic).

 

Entirely, I think both forms having a separate ID is intentional.

 

Not really. Their amphibious nature can't be used very well since robot tanks are to weak on their own against infantry and nothing else in the early game goes over water. So any early game amphibious aggresion gets countered hardcore by any AT infantry. And in the lategame you would just use air units or actual naval units to do the job. They are also far to weak to have any influence in naval combat, no detection, bad health and damage, hell they can't even shoot at subs. And lets not forget the fact that most maps that people use don't have any water making it's supposed benefit pointless. I can safely say that the kappa is the worst of all the mbt's at the moment. In 3.0 they used to be better, they were much slower (only the quilin was slower) but had alot more health and damage, almost like an amphibious slower rhino. In 3.1 this got traded for a big speed increase i believe and now the jaguar has more health than the kappa.

True.. I honestly prefer Destroyers or Beags for naval combat. The new buff speed is barely noticeable (like Botrot said, because of hover logic)

Also, in 3.0, I think they receive bonus repairs too, which made them last a little longer in combat with the old Backwarp back then.




#1091738 Zoo map with all units available

Posted by OfficialLolicon on 08 October 2018 - 04:30 PM

Fixed the stolen tech problem.

I'm fine with those units not having icons. I just want to be able to build all the units. (or as many as possible)

Okey... I'm nearly done with this, just need to refix their stats for the 3.3.4 update.

 

Possible 3.3.4 zoo map?

Uhm, sure... Just give me a week or so.

 

I can tell in the new 3.3.4 zoo map, you can see the some old 3.0 units back (Cause wth not?), the new deploy variant of the units, the Allied Tarchia/Harbinger/Diverbee and Soviet Gharial with its proper weapon. Also, the Pure Tension and Land of No Justice soundtracks




#1088287 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by OfficialLolicon on 12 August 2018 - 03:24 AM

I wonder if someone mentioned it here but should Lizard Brain be moved as a Covert Ops? It's a pretty short mission (if you use massive amount of brutes like what a lot of players did and suggested) and just tells what happened to the prototypes after the Paradox Engine's launched at Godsend. This doesn't have much impact to the story since it's just escorting and tells what happened at Rashidi's Facility. The background is also given at Obsidian Sands. 

I suggest replacing it with Blood Rage since it's an important and quick follow up to Machinehead. It tells what happened to Libra after Machinehead, and gives a complete background why you attacked the Scorpion Cell at Obsidian Sands. It's odd to see Libra being EMPed with a massive black electricity appearing at her and then appearing at Obsidian Sand like nothing happened.

 

I actually thinked the old Coop Cornered should also be placed as a Covert Op for singleplayer, but It seems really unnecessary, but gives a background where the Prototype MCV was escorted after Retaliation.




#1081984 MO 3.3 // Game Bugs

Posted by OfficialLolicon on 14 April 2018 - 07:04 AM

In Obstinate, when one of your KI Scientist is mind-controlled, the mission immediately fails even if you manage to free them from mind-control


#1081864 Zoo map with all units available

Posted by OfficialLolicon on 11 April 2018 - 01:41 PM

4th (and probably last) edit. I added all civilian units and people, added a way to battle against 1 AI (for testing purposes), misc changes and made the intro slightly faster...
Due to the AI check, the map will briefly pause for 5 frames..

Also, can't add tracks for trains, so they're stuck and can't move.
Just add an enemy AI player in Location 2 to have a live test with it.

Please do tell me any issues if you found one.

Attached File  ZooMap#3.rar   116.83KB   118 downloads


#1081791 Zoo map with all units available

Posted by OfficialLolicon on 10 April 2018 - 01:50 AM

lol let me give an example:

 

At the beginning when you introduced the mod, you waited a while before switching to a new scene (switching from the units to the bunker and tents, maybe reduce the amount of time in between each scene. You know what I'm saying here? If not, maybe some of the other people on this forum can explain it better than I can.)

 

Also, I wanted to point out that the Allies had the anti-aircraft gun and the Soviets had the SAM site. You swapped both defenses in their bases. Also the Allied gap generator overlaps with the old Allied radar dome. Maybe give both objects some space so the game doesn't potentially crash?)

 

I see.... I'll try that..

Eh? The Gap Generator overlaps? Huh, might have used a wrong waypoint..

Thanks for pointing these out!




#1081713 Zoo map with all units available

Posted by OfficialLolicon on 08 April 2018 - 03:45 PM

(BUMP)

Just sharing this... I thought of doing an updated version for 3.3.3

I'm sure it's unnecessary but hope someone founds it useful or smth..

[UPDATED]

Attached Files