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TerumasaReal

Member Since 23 Sep 2018
Offline Last Active Jul 14 2023 10:46 AM

#1097328 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by TerumasaReal on 20 February 2019 - 06:04 AM

One thing I've mentioned before, that is, it will be better to write the Co-op mission locations on the client selection interface in the next update, just like the single-player missions. Due to many-many people have asked for some Co-op's locations, which have not been given, I have sorted out a few more reasonable locations. They are not clear for now:

 

Good Old Times - Tamaulipas, Mexico

Enforcers - Tunisia, Africa

Technologic - Zakopane, Poland

Attack on Buggy - Castile and Leon, Spain (could-be more detailed)

Mad Monster - Masuria, Poland

Downfall - Upper Normandy, France

 

Lights Out - Rosendal, Norway

Thunder God - Angermanland, Sweden

Combustion - Languedoc-Roussillon, France (could-be more detailed)

Money Source - Antofagasta Province, Chile (or just city of Antofagasta)

(In my opinion, Latin Confederation shouldn't appear in Egypt, where is inferred from a pyramid prop that might be put it on the map freely, African operations should be done by Russians. As for why Euro Alliance appears in Chile, it can be said that they are deployed to supersede American occupators since latter falls.)

 

Television Lies - Baikonur Cosmodrome, Kazakhstan

Retaliation - Algeria, Africa

Rainmaker - North Rhine-Westphalia, Germany (could-be more detailed)

Brain Reset - Primorsky Krai, Russia

Rush Tactics - Gangwon Province, South Korea

Monochrome - Boston, Massachusetts, S.S.A.

Research Stroke - Guangzhou, China

Neuromancers - Giza Governorate, Egypt

 

Effect chart cannot upload again, ****. Here's the text effect preview:

 

Yuri's Epsilon Co-op - Backbitten

Location: Ascension Island, Atlantic Ocean

 

PsiCorps is on the hunt for the Allies' ultimate weapon. While the vessel itself still can't be located, it appears that one of its batteries is being powered on the Ascension Island.

 

Objective 1: Destroy all Lightning Rods.

Objective 2: Infiltrate and then destroy the Paradox Battery.




#1097240 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by TerumasaReal on 17 February 2019 - 11:15 AM

Suggestions of Vulture in missions, Death From Above gameplay:
Not long ago I've checked the Soviet mission Death From Above in 3.0, where Latin didn't have Vulture yet, and they were all Wolfhounds. This shows that during the 3.0 period, Vulture is designed to debut in Act Two, that is, in Exist to Exit - now its first appearance time is Death From Above/Lights Out/Attack on Buggy (I personally holds opinion that Vultures in Good Old Times appeared too early, as the Soviet Air Force during the Battle in America was only Kirovs). Affected by this, in Sunlight, the helicopters in the Latin Confederation occupied area are not Vultures, but Russia's Wolfhounds, it needs to be changed.
 
Speaking of Exist to Exit, the text of Vultures in this mission is very similar to the debut introduction. It's better to simplify it in 3.3.5, and add new Vulture's introduction text in Death From Above.
 
For Death From Above, the naval battle at the beginning of the mission was very tricky, and even no any Repair Drones are provided, and in 3.3.4, the Rocketeers who appear from the start were difficult to deal with, often causing all 3 Seawolves to be completely sinked quickly.
 
Mercury Network Uplink is set at the northeast corner of the map, only make the player to get there through the northern waterways, ignoring main enemy operation bases. Unlike other missions that need to destroy a significant building, this design almost blocks the player's possibility to go to the enemy's main operation area, which is a bit "wasted". To make this better, I would like to boldly make suggestions - if reasonable - to change the position of Mercury to the position where Grand Cannon is - on the small island at the center of the main island now (so that Mercury's shield effects will be able to fully displayed), and put one (or some) valuable tech structure(s) on Mercury's current location, such as Tech Military Docks and Maintenance Facility - I think these two buildings will be quite useful in this mission, and reveal their position as well as the southwest Refinery and northern Airfield when map is fully expanded.
 
Then, weaken the defense in the northeast and strengthen the defense in the southern part of the main island, so that the difficulty of the mission will not become too different. If able, making the southern strait defenses very rigorous is also a brilliant idea, so player have to make landfall, to destroy Mercury from the north - and deploy various reinforcements after the player lands, including PsiCorps Troopers: they are currently only able to use for defense.
 
The last problem is that it is after the introduction of the Giant Squid/PsiCorps Trooper & Psychic Sensor that mission mentioned that they are unlocked; however, in fact they can all be built before being introduced; in 3.0, only Giant Squid is like this.
 
In all, the most fundamental thing is the official design ideas, which shall be respected. All of which are just suggestions for improving the play experience.



#1097035 MO 3.3 // Overused/Underused/NotUsed Units, Buildings & Support Powers

Posted by TerumasaReal on 10 February 2019 - 03:28 PM

New unused voiceline found: Cavalier has a move voice "We'll hold that position". Is this voice forgotten to add, or abandoned for some reason? If it is the latter, what are the reasons?

Oh, there's others: "For the Russian glory" for Stalin's Fist and "Precisely" for Quetzal: the latter had incorrect name typo in soundfile.




#1096682 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by TerumasaReal on 03 February 2019 - 05:10 PM

Recently I've noticed that the Athena Cannons are hardly used by players, its function is even almost replaced by Abrams in 3.3.4 - the latter becomes a little IMBA now.

 

According to comparison, the problem is its ROF - 300, which is so terrible, if you doubt at this, see the comparison below:

 

(Order: Attack point, ROF)

 

Athena - 165/300

Prism - 100/110

Hailstorm - 30*4/150

Scud - 250/150

 

(EDIT: Well, I've made mistake here. Scud's reload time is 300 (>150), same as current Athena, and its attack point is 265. Scud deserves such ROF owing to its attack point however, unlike Athena.)

 

Buratino - 45*8 (through no so effective against structures)/160

Centurion - 135/180

Magnetron - 170/110

Plague - 150/140

Shadray - 20+10 pass through per frame/120

Tarchia - 140/80 when charging, 50 when firing

 

So it is clear that Athena's ROF is ridiculously too long (20s in game), while its other parameters is not so different from other siege units. ROF should be adjusted heavily, and nerf Abrams a little (can revert change to status in v3.3.3 if possible).




#1094970 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by TerumasaReal on 19 December 2018 - 01:53 PM

No Shadow Tanks appear in this image, while there's a lot of Marauders instead, which shows that the Epsilon HQ/PsiCorps forces in the image are enemies (you cannot see enemy cloacked units directly).




#1094832 MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion

Posted by TerumasaReal on 17 December 2018 - 06:37 AM

Some conjectures about Yunru and Uragan:
 
1. Yunru can be considered as "Foehn's Gaia" (although Foehn Revolt is an objective faction).
 
In Greek mythology Gaia is the god of the earth and the mother of the gods; and Yunru is the founder and first leader of Foehn, and her secondary weapon is the ground breaker.
 
2.Uragan can be considered as "Foehn's Uranus".
 
Uranus is the first god that Gaia gave birth to, and the names of the two are similar, all with the prefix of Ura-; Uragan is also a flying unit and coincides with the identity of the Uranus.
 
Last Bastion is the first sub-faction to appear, and Uragan might be the first offensive AI Yunru designed. Uranus also symbolizes hopeness.



#1094772 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by TerumasaReal on 15 December 2018 - 03:31 PM

Just now, Speeder announced that "Tracks from 'Nobody Asked For This So I Did It' will play during the final events of Mental Omega Act Two".

 

Anyone have thoughts about it?




#1094118 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by TerumasaReal on 01 December 2018 - 05:23 AM

Can the usage of green (shown as lime in the client) and dark green (shown in green in the client) in campaign be cleanup in the future? They are so confusing that green is even used by both the Allies and the Epsilon.

Recommended green be used only as a substitute color for Scorpion Cell, and dark green be reserved for the future Foehn color. The current usage can be adjusted as follows:


Changes dark green Americans in Happy Birthday to dark blue, while the green Americans in Peace Treaty to neon blue, the green Americans in Insomnia to dark blue;

Changes Panic Cycle's dark green EA to dark sky;

Changes all Cell in Neuromancers to green;

Replace dark green in Warranty Void by yellow, while replaces that in The Lunatic by other Soviet color.

Changes the amplifier at the beginning of Obsidian Sands to pink or purple3 (light purple).


#1091922 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by TerumasaReal on 13 October 2018 - 01:32 PM

Will the Foehn have their own Watch Tower in campaign in the future?




#1091363 Mental Omega Mission Loading Screen Template

Posted by TerumasaReal on 28 September 2018 - 03:14 PM

Since the loading screens of the new Covert Ops are all simplified, I've remade them just now, using the official loading screen template.

 

Note the one for Survivors is different for the other Epsilon missions... that is inspired by the "irregular" one, Awake and Alive's loading screen.

 

a20c.png a20d.png s06c.png s22c.png s22d.png e12c.png e21c.png e21d.png