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Messages - FalseDead

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46
Suggestions / Re: Turret's!
« on: June 25, 2012, 01:50:36 PM »
The uncertainty would be a bonus and you could make a fairly accurate guess based on WHO is using it

Plus it would be the turret appearance that changes, not the projectile/beam/bolt/missile ( or may be that too, that would be fun!)

Also it would improve game play instead of looking at a enemy fleet and saying "Hey, I am going to engage at _____ range because they are using _____". You would be forced to scout, perform reconnaissance, puzzle out what they are using and how to counter


(Also I don't Memorize weapons, I just figure out by trial and error where my ship needs t o be during a battle)


47
Suggestions / Turret's!
« on: June 25, 2012, 01:37:03 PM »
So at this moment there are basically 3 types of hulls

1) Hi-tech( Tri-Tachyon)

2) Mid-line( independents)

3)Low-tech( Hegemony)

What I am suggesting is that each ship hull be assigned to a group like those above ( with the possibility of adding more hull groups)

then depending on hull group the appearance of a turret would change to match the hull type

I think this would add to the immersion and to the aesthetics of a ship

48
Mods / Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« on: June 21, 2012, 09:52:32 PM »
So this is gonna be my "concern" post

Please don't be offended by anything below,nor think I am demanding or complaining, I enjoy this mod and I generally have no "real" complaints, just concerns

I am worried  about the balancing on RSF vs. ISA ships/weapons

RSF has better shields( efficiency wise and arc wise), better armor, a large amount of low OP weapons that are equal too or better than ISA weapons, generally longer weapons range, and they also appear to have better flux rates/ flux capacity

Using predesigned ISA variants tend virtually negate ISA hulls shields by virtue of their emphasis on energy weapons and rapid fire weapons and while the fact that they are Omni makes that a little less concerning they still are more prone to flux overloads than RSF (ISA doesn't have the armor to turn off shields to allow flux drain)

ISA's missiles are more expensive for less bang and marginal speed/tracking increase. Why is a barracuda 2 round launcher, which does a 150 less damage and has a almost unnoticeable tracking/speed increase, cost 2 OP more than the equivalent killer wasp launcher?

Regarding Hull configuration I think there is a possibility that the  California should be entirely composed of universal turrets. On a Frigate hull small energy weapons don't have enough range, power and are energy inefficient .

Virtually any RSF small gun has better range, damage, OP cost, and Flux/shot than ANY ISA light energy turret.

That said small energy weapon size, damage, OP and range is generally fine on larger hulls where the range increase hull-mod gives a bigger benefit, the price for additional ammo for ballistics increases, and the hulls larger flux levels/ flux drain allow them to fire more frequently without too many issues (except flux overload)

On a final note it might be a good idea to compare the 125mm cannon to the 6inch gun

The OP costs seem kinda off when comparing their respective stats

49
Mods / Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« on: June 20, 2012, 07:14:04 PM »
 Single shot piranha missiles do only 50 dmg I hope that wasn't intended ;D

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