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Messages - IIE16 Yoshi

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511
Perhaps they use MicroWarpDrives once they get into combat? :D

512
General Discussion / Re: Question about Fighter Wings
« on: May 17, 2012, 03:27:35 PM »
My issue with bomber wings is that they recklessly abandon any form of common sense and fly straight at a target, making them ridiculously easy targets for any ship's AA. I loved the Thunder wings before, because they circled around their targets, constantly firing with their ion blasters and swarmers. Sure, they would get shredded, still, if caught in PD, but often, they flew fast enough to avoid flak and unlike bombers, they would try to circle around a ship first before attacking. They made much better fighters, IMO, than the daggers ever did. No dagger flight of mine has ever successfully made a run and survived to get back to my carrier. (Excluding destroyers, because destroyers barely have any PD)

513
General Discussion / Re: Multiplayer Mod
« on: May 17, 2012, 03:20:54 PM »
Alex improves the AI as quickly as my skill increases...

^ QFT. Everytime i get better at one shotting a hound with 4 maulers at once, he increases the likelyhood of it doing some physically impossible manouver to evade it.
Hell, i've seen a hound spin on itself to evade 3 shots at once.
*mental image of a hound doing some matrix shenanigans to dodge untold shells*

I've seen one do this many times.  He ended up sinking my goddamn eagle D:

I hate it when hounds get behind me. You can almost hear them going 'trololololo~' as they pound away with their chainguns

514
Announcements / Re: Starfarer 0.52.1a (Released) - Patch Notes
« on: May 17, 2012, 03:18:44 PM »
Obviously the vent gases are noxious. :)

Perhaps that could be turned into a thing

Ships getting caught in a another ship's venting will get burned by the (presumably) plasma being shed. Ships with better flux hurt more, due to being able to shed the plasma faster.

Pesky frigate overloading your battleship's shields? No matter, vent, and BURN HIS FACE OFF!

I hope that it will just be an aesthetic piece, the burnt scars on a ship, because if it really showed as damage, then that would be an Op thing, since it removes the vulnerability of venting (which is supposed to be there)

It still means your ship is helpless while it's venting, just that ships caught in the way will get burned by it too, so more fool them for getting into knife-fight range.

515
Modding / Re: Battlestar galactica
« on: May 17, 2012, 03:07:55 PM »
Vipers at 8px big would also make for impossibly small hitboxes. Anything non-beam or non-flak is gonna have serious issues hitting those guys.
I'd go for upscaling the ships, but that could create other problems, such as an inability to fit Battlestars or Basestars if they get too big for the refitting screen.

516
Mods / Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
« on: May 17, 2012, 03:02:37 PM »
Heh, the Trade Scavenger's station stocks ALL the weapons.
You can't hide your mini missile arrays from me.  ;)

Beam weapons are nice, but at the moment, I have a Side with all the medium beam weapons replaced with Rotary Railguns, because it means that even against ships with awesome flux venting, they still get hard shield damage.

517
Mods / Re: MrDavidoff´s dump (Ships, Missions - WIP)
« on: May 17, 2012, 10:33:03 AM »
I'm not the only one reminded of Acclamator-class ships from looking at that Venator....Am I?

518
Modding / Re: Umozes Corvus nomads Q
« on: May 17, 2012, 10:29:21 AM »
Unless you play the Minimash, in which case, you can find some of the smaller Nomad ships in stations, the only way to get their ships and fighters is to brawl with them.

519
Mods / Re: DSTech Corp Fleet v0.2a - New Ships and Weapons -
« on: May 17, 2012, 10:22:10 AM »
I noticed some Mini Graviton Blasters in the Trade Scav's shop, are those tied in with the DSTech mod, too? They seem to have good traits, high range, good DPS, although they don't seem to exist, their sprite being only one pixel big. Although, the shots don't ever seem to hit their mark. That said, I can never see the shots, just a fairly impressive muzzle blast.

520
Modding / Re: Battlestar galactica
« on: May 16, 2012, 04:41:14 PM »
I haven't watched BS:G. Only caught it a couple times. It seems interesting enough, but, I need to like, wait for the show to start back at S1.

So I'm gonna presume that the Pegasus is a Battlestar-class.

I want to see a Basestar. Cos those look awesome.

521
Modding / Re: Quick Start mod + Extra Content mod
« on: May 16, 2012, 04:23:46 PM »
I remember seeing that.
The fullsize of that img is *** awesome.

522
Modding / Re: Battlestar galactica
« on: May 16, 2012, 04:02:26 PM »
It's possible to set turrets and hardpoints to be hidden. Which means the weapons are never rendered. Although, with underbelly weapons, it'll look pretty wierd as shots spawn ontop of the ship's sprite.  :P

523
Modding / Re: Missile Spawning - Fade In
« on: May 16, 2012, 03:55:21 PM »
Does this mean new shipbusters?  :P


EDIT:
While I'm sitting here, thinking on the matter, you could alter the Side's sprite to show a more snugly fitting Shipbuster. Of course, it will look even more out of place when other missile launchers are fitted, but why would anypony actually fit something other than Shipbusters?  :D

524
Slowly regenerating ammo across all ballistic weapons so I don't gravitate towards weapons with high ammo and low RoF to minimize the chances of running out of ammo. Hell, I might even use a low or midline ship rather than premierly high tech.

525
General Discussion / Re: Multiplayer Mod
« on: May 16, 2012, 07:54:25 AM »
Alex improves the AI as quickly as my skill increases...

^ QFT. Everytime i get better at one shotting a hound with 4 maulers at once, he increases the likelyhood of it doing some physically impossible manouver to evade it.
Hell, i've seen a hound spin on itself to evade 3 shots at once.
*mental image of a hound doing some matrix shenanigans to dodge untold shells*

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