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Codename_Ramiel

Member Since 14 Aug 2014
Offline Last Active Jan 09 2021 12:24 PM

Posts I've Made

In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

31 December 2020 - 03:23 PM

Ok. I am just going to give back my feedback on Ver3.3.5 here (as it is meant to than discussing about whenever Conscripts should have AKs :p). While I love a lot of the new additions that the latest update has given us, there some things that I discovered during gameplay also some questions:

 

Soviet: 

- Shock Trooper: In the description it states that, 'It has thicker armor, a stronger miniaturized tesla coil, and a rate of fire twice as fast as that of the Tesla Trooper. In addition, his bolt is capable of hitting more than one target'. After testing it does more damage than against a Tesla Trooper, however that was due to ROF but the damage per shot is less than a Tesla Trooper. Is this meant to balance the unit?

- Desolator/Eradicator: Why was is this unit's movement speed slower than the rest of the Soviet infantry (Yes this was the case in the previous versions but why?)

- Tesla Cruiser: I don't know what it is about this vehicle but I find it underwhelming compared other T3 tanks, even to the Wolfhound. (The idea to combine these two is probably the advice I'm expecting). To me it's more a support vehicle for other units to get their job done.

- Tank Drop: Not sure what I think about this change up. On one hand the Tank Hunter is great but the Hydra Cannon is very eh

 

Allied:

- Siege Cadre: This guy hits really hard now. Just a small group brings down defence towers too easily.

 

Epsilon:

- Love the buffs to the Colossus!

 

I'm still playing around with other factions...

 

Hope this helps  :thumbsuphappy:


In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

29 December 2020 - 07:53 PM

Well, in Red Alert 1, the Soviet riflemen were armed with AK rifles. Putting any sort of theory-crafting about a possible lore explanation aside, I think in RA2 they have PPsH submachine guns because Westwood wanted an art direction that has more WW2 elements in it. For example, the Tank Killer, which was a concept art unit and which recently got re-added to MO, is also a cartoonish version of the ISU-152, WW2 self-propelled assault gun. If you look at the concept arts of various vehicles, you will see rectangular, riveted armor, and generally speaking, some quite old-fashioned design elements that feel more like they belong to the 40's rather than the 80's. The more exotic weaponry in the game are sometimes also based on, or at least inspired by, experimental technology of WW2 and the early cold war. 

 

If we insist on a lore reason, I could think of two things, one would be that after the events of RA1, part of the peace deal and armament restrictions were a prohibition of making intermediate cartridges and assault rifles, making them rare in the Soviet arsenal, and the other one would be that in the interwar periods, the Soviets have completely embraced the concept of zerg rush. While the Soviet rifleman was on par with the Allied one in RA1, in 2 the Conscript is the worst basic infantry in terms of a one-on-one comparison with the others, so maybe the downgrade of quality regarding their training was also accompanied by a downgrade in weapon quality, and naturally, a massive increase in sheer quantity.

True. Westwood also had Allied troops use the M16 rifles in the cinematics despite it being somewhat 1950ish? Talking about vehicles another is like the Apocalypse Tank is based off the IS-2 heavy tank with C&C Mammoth Tank weaponry. TBF though, I like the designs of the vehicles in this mod as they based some one RL vehicles and jets etc. Like the Tigr is basically a BTR. Although Westwood RA2 weapon design wasn't as ridiculous as RA3's I mean look at the Hammer Tank. 

 

In a lore reason it would make sense as a treaty to restrict AR and intermediate cartridges, although would be nice to see Soviet troops using an Communist weapon icon on masse  :thumbsupcool:


In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

29 December 2020 - 12:45 PM

Well to be fair, with how Soviet got defeated in RA1, it might make sense for some technology to be slightly set back

 

Also would explain why Conscripts are so utterly useless ingame :p

I would agree with you if Boris wasn't brandishing one  :smile2ap:

 

Conscripts are still not good in mid-late game but they are better early game. Its mad how fast they move now tho lol


In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

26 December 2020 - 04:11 PM

Can I just ask why according to the unit page that Conscripts are still using  PPSh-41 SMGs?  :whathuh:

 

Wouldn't it make sense for them to AK rifles like the AK74 while Boris using AKM? I am just asking as it is 1982 in terms of the start of the campaign and Russia stopped using the PPSh in 1947, replaced by the AK47.

 

TBH its more a lore thing than anything  <^_^


In Topic: MO 3.3 // Game Bugs

26 December 2020 - 03:59 PM

I have a problem in 21th allied mission "relentless". At the beginning the mission gets stuck and I'am not getting battle control. What could went wrong?

I am currently having this issue with Epsilon Mission 10: Focus Shift. I get the TOPOL-Ms transports parking up, then just watching the Russian patrols running around  :whathuh: