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Messages - SainnQ

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211
Mods / Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« on: February 28, 2013, 07:36:22 AM »
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I can explain anything in current starfarer setting, lasers, plasma, space zombies, free flying around, but space sonic guns and infinite space hydro abrasive cutting is just unprobable and harm sence of reality.


Since when are games supposed to be realistic? The mod is good! It has interesting weapons and ships diffirent from the vanilla ships which makes it fun to play with. This is just my but in my personal opinion if it's fun it shouldnt matter if you throw the sense of realism out of window.

It's a game mate. A game. It doesnt matter.

-Sandemo

PS. If you find this post offensive then i apologize.

When they're fantasy, or mystical games that's fine.

But the problem is Science Fiction is based upon science fact sprinkled with some stretched truths.
So to go too far beyond what most people can logically break down starts ruining the enjoyment of the genre.

212
Mods / Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« on: February 28, 2013, 07:34:28 AM »
3000*4 hp fighters vs similar but 300 hp for vanilla is a bit overkill.

They have 1750 hp, not 3000. That's a big difference. That's a total of 7000 in a wing, not 12000. The Persephones also have weaknesses which have already been discussed. Back then I also said that I may tone down the ships if they prove too unbalanced. It should be noted that they are not nearly as strong as a frigate, as they only have 1750 hp and far less armour.


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There is no balance, some factions are more powerfull then others

There's balance. Some factions have their own strengths and weaknesses. Perhaps you're still to discover them.


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aqvidulians - (sonic guns for space usage and water lasers...) completely idiotic ship size to durability ratio, 3000 * 4 figher wings with size of wasp that extremely hard to hit by hand and capitals with burndrive and 40 mounts, not really fun both to play with and to farm em.
with proper strategy completely unkillable.

Sonic guns for space usage and water lasers? What about them? It is no more far-fetched than mass drivers in space. Or plasma guns and laser beams. The Sonic Turrets create a powerful fibration within a cilinder called a drumchamber. This is done in an area of the ship that has gravity and molecules to manipulate. When the fibration is powerful enough, it releases a destructive pulse that continues outward into space. Much like a mass driver may ignite an explosion that generates enough energy to send out a solid object into space.
The Reflector Turret uses a series of tiny lenses that contain water, called aquapools. Light is being shot through the lenses, through which the beam picks up power untill it is capable of cutting through solid objects.

Antediluvian ships have many mounts, but only low grade weapons. The burndrive is part of Antediluvian tactics and survival, since their weapons are short range and they do not have shields.


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neutrino - 0.16 shields and 2-3 times more HP\armor then same class vanilla ships, kings of autoresolve, never saw neutrino fleet losing battle. Still can lose to figher swarms.

More powerful shields may make Neutrino ships too powerful. They already seem to have high hull and armour ratings. I agree that they seem to always win autoresolve situations. That might have to be looked at.


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blacks, thule - basically all ships have firepower of next tier, eg frigate have firepower of destroyer, in other terms stay on same level with vanilla.

They have powerful weapons, but terrible speed and other weaknesses. They seem balanced enough. As long as their fleetpoints and cost reflect their power, it doesn't matter what classification (frigate, destroyer, etc.) they have.

I'm just going to drop my little tid bit in.

The placement of planets and stations should be looked at, early in the game some factons have absurd levels of dominance, and even into late game resupply fleets have a nigh impossible team getting to their destination, EXCEPT for the factions whom have planets on the outer reaches of the map.

Also, your logic behind the Antediluvian weaponry isn't quite on point. Water presents no benefit to laser weaponry, infact in the way you've explained it it seems to make them completely useless.

Also, Sound requires a medium to travel, there is no medium in space for sound to travel through so sonic weaponry makes no sense whatsoever.

Instead of trying to explain it you should probably just say. It's magical! I ain't gotta explain ***!   :P

A Persephone fleet with maybe two carriers on the fridges of a battle space seem to be capable of infinite regeneration so long as one fighter makes it away, which would be the case because currently you require a dedicated barrage of multiple medium class weapons to kill them. Despite their supposed low armor.


213
Mods / Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« on: February 25, 2013, 03:56:54 PM »
Just out of curiosity, is the player expected to have a battlefleet within the first 15 minutes of life playing as the Sovereignty factions?

Because Neither Feddie nor Hegemony can resupply due to Gedune warfleets intercepting their resupply fleets.

This isn't something the player can resolve so early in the game.

214
Mods / Re: StarTreker - Star Trek mod on the 2500s (0.54.1a)
« on: February 10, 2013, 11:54:13 PM »
Any intentions of rebalancing ship armor to damage types?

Early game you're pretty much guaranteed a lose or 3 due to all the opposing romulan lower end ships carrying Disruptors which apparently make your shields *** themselves, and your armor plating simply vacate it's couplings.

215
Mods / Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
« on: February 10, 2013, 12:47:02 PM »
15% of a superdread's HP is still a lot of HP in real terms, you'll probably need to nibble on it a bit more.

One volley from my Hegemony Capital ship kills it. :(
I gave up, I couldn't get it to retreat and or drain it of crew well enough.

Frigin aggrivating.

216
Mods / Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
« on: February 09, 2013, 03:06:26 PM »
Does the royal armada stop repairing itself after a certain level of destruction is done to it?

I've got it down to one frigate and the super dread itself in an attempt to "farm" it for fleet vessels.

The frigin superdred has like 15% hp I can't force it to retreat

217
Mods / Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
« on: February 09, 2013, 06:02:21 AM »
Drain it of crew by engaging it multiple times without killing it. 

Well I don goofed, I decided to mess in DevMode to see if I could find a way to steal it, and accidentally quick-saved over my save that had it spawned. :/

Good to know tho.

How would I go about engaging it in such a way tho, are there particular weapons known for anti-crew capacity? Or would I just beat it down to like half hull, then try and retreat from the battle?

218
Mods / Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
« on: February 08, 2013, 07:12:51 PM »
So, uhh yeah.

What's it take to get a boarding chance on one of those Royal Armada Super dreads. I've savescummed 3 times so far with over 600 Marines and got no boarding yet. D:

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