Jump to content


LessPlayMoreLearn

Member Since 28 Mar 2019
Offline Last Active Jun 24 2019 07:53 AM

Posts I've Made

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

13 June 2019 - 04:13 AM

Yeah, I have anticipated the cloak buff can be considered OP. I have some sort of this feeling too. But on the other hand, Arsonist is not as effective as saboteur or Ivan, so I think of this buff... As to Motor, maybe elite ability of cloak is not necessary, but I am more sure that Motor Ambush needs some buff. One other way is to register a new unit "Ambush Motor" for Motor Ambush, which is cloaked but same as "common" motor in other perspectives. It cannot be built from barrack, only called from the support power. In this way the common motor will not be affected.


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

11 June 2019 - 01:41 AM

For the Foehn, I also think about adding anti-spy ability to Jackal, which is the same in other three factions. I see some change like make Sonar Array cloaked when not deployed; I think this is also something that can be thought about.


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

11 June 2019 - 01:37 AM

I have some my ideas... How about make Clairvoyant a T1 unit just like a dog, without infiltration ability, but with a higher speed (maybe 8) and a Stun weapon with damage (for example 60, so it takes two shots to kill a dog)? Its price should be lower too. Its anti-spy and sensor abilities will still remain the same. Afterwards, just a new spy unit should be added to Foehn, which can be just the same as spies of the other three factions.

 

This morning I suddenly have another idea in my mind: Is it possible to let Latin's motor ambush provide three elite motors, and make the motor an elite ability of cloak (EliteAbilities=CLOAK)? The reason is that motor ambush can hardly kill anything; three motors can be eliminated in a short time and they are not fast enough to escape from vehicles. Therefore, motor ambush should be buffed. The support motors should be more powerful than normal motors, but normal motors should not be overpowered, so I think of this way to make the support motors stronger. By the way, I don't agree with someone's opinion that this support power should be replaced with three Bomb Bikers, because this will destroy the uniqueness. Also, maybe motors can be faster (10?); now they are not as fast as dogs so their ability to catch up with tanks is not as good as dogs. Due to the ballistics, when two players click on enemy tanks, motor seems to easily miss the target because the target has been killed when their shell falls onto the ground (that's why they should be buffed, one possibility is with a faster speed, although it seems unrelevant).  

 

Since I have said something here, I would like to say some other ideas... I think Morales should be buffed, because now he requires a lot of actions but his damage is low due to the low rate of fire (high ROF). Without action, he can kill more friendly units than enemies. Maybe he should be cloaked when standing still, and he will not reveal himself when firing. Also make him attack vehicles automatically (maybe also add anti-air ability?). In this way, he is more like a sniper; the player can send him to somewhere on the way of enemy. 

 

Another one is arsonist. I think he should be cloaked, but he will reveal himself when firing. The reason is that, if a player send him to the enemy by vehicle, he is not as efficient as Evan. If a player just send him to the enemy by foot, he is very likely to be spotted in a high-level game. Only if he is cloaked can he walk to the enemy without being spotted too easily.

 

Something that can be ignored: maybe sniper and virus can be adjusted like Morales: cloak when standing still, and will not decloak when firing. I changed this in my own ini, where tanks are almost as important as in RA2, but maybe it is not suitable if infantry is still very important.

 

Regards to Charon tank, I think it should attack vehicles (maybe only medium and heavy armor) automatically and not attack other targets by its own (to avoid waste of damage). The reason is that it Charon is not suitable to be in the same team as Cavalier and Mirage, because it may kill a tank that has little HP. It is also not suitable to take no actions, for it will attack infantry in this case. I am strongly against adding Paladin to EA. This will destroy the uniqueness of this game, as I have said above. Mirage tank's range is enough to deal with other faction's T3 tanks.

 

Maybe the last thing that I said at this time is about China's iron curtain. China's vehicles are too slow to catch up with most enemies, so the iron curtain is more difficult to be effective. My opinion is to make the Irradiation support power have a 1.5 speedmultiplier, so that China can use iron curtain to battle with enemy. Also, maybe Nuwa can be faster with a speed of 4, I think. So that's all that I want to say this time...


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

28 March 2019 - 09:15 AM

I believe it was intended to copy the cryocopter of RA3 (need to charge every time attacks one other target). The ideal situation is that a new factor "temperature" is introduced, which is related to the armor and speed. But it seems that this is not available yet (otherwise it is not difficult to solve)......


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

28 March 2019 - 03:35 AM

This is my first post here, hello everyone. First I will address one bug of deployed Colossus (I'm not sure if it has been mentioned). When the deployed Colossus is chronoshifted, it will be destroyed automatically; if it is chronoshifted to a unit that is Chronoshift.Crushable=yes, then that unit will be destroyed as well; if it is chronoshifted to a unit that is Chronoshift.Crushable=no, then that unit will be intact. The same thing happens when the balloon lifts a deployed Colossus: the deployed Colossus will be destroyed and the game will report error at the same time.

 

Another thing is my own thinking. I was thinking about the unreasonable fact of Cryocopter freezing several important structures in a short time. I think maybe it is a good idea to give it a large MinimumRange (for example, the range is 10.5 and let MinimumRange=10), so that Cryocopter can only freeze very limited targets without moving. I also think about make it a periodic gattling cycle (efficiency rises to max, then decreases to min, and then rises again), but I think this is not as good as the first idea.