Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - hydremajor

Pages: 1 ... 23 24 [25] 26 27 ... 31
361
Suggestions / More switchables in the options tab
« on: August 15, 2012, 12:11:45 PM »
Like toggle accidents and whatnots...Right now all we got is 50% damage off thingy, its fine and all but it'd be nice to have more toggelables...

362
Mods / Re: DSTech Corp Fleet v0.4a - New Ships and Weapons -
« on: August 15, 2012, 11:56:00 AM »
Okay so...

Like...

Is THIS



...supposed to happen ?

Because seriously The entire system doesn't have nearly enough supplies to repair that one ship

edit:DANGIT wrong pic *fixed*

363
Bug Reports & Support / Lock on U.I. spazzing out
« on: August 15, 2012, 11:50:21 AM »
So I was playing with both DSTech and Weapons pack on
(yes both of thoses are compatible somehow)
And when I went a gone against a certain ship wich had loads of weapons I noticed the lockon U.I. (thing that shows Weapons, Hull Flux and other things) started going off-screen when my mouse was hovering on the wrong spot, don't ask me WHAT makes a "wrong spot" cuz I dunno that, what I DO know was that the ship I locked on had LOADS of different weapons/weapon groups hence the damn U.I. taking up half the screen...

364
Suggestions / Re: About hull based weapons...
« on: August 15, 2012, 03:33:44 AM »
Did you read the new patchnotes?

read em as much as you want you ain't gonna find anything that can do what I described above

365
Suggestions / About hull based weapons...
« on: August 14, 2012, 05:11:15 AM »
SO yeah a LOT of peoples have been tackling the ways of introducing weapons built in directly into the hull of ships and after playing a bit of Warzone 2100 (great freeware RTS btw) I think I figured out a way for this to work


The idea is actually fairly simple

The thing would be that the ship would have its built in weapon come in under the form of a simple "bullet emitter" coding wise that would be directly attached to the ship's sprite, pretty simple sounding, but I don't know how well it'll fare in actual practice...

Anywho that where I had an interresting idea

The hull based weapon would come in with no targetting systems

Simply because the weapon being directly stuck to the ship sprite it will be absolutely incapable of rotating otherwise you'd just use a freaking hardpoint

but here's the deal, thoses weapons would feature a special turret slot wich would have for sole role to field the targetting systems of thoses built in weapons, see it as a target painter

The ship itself will be capable of fielding thoses targetting devices to use the built in weapon in direct combat allowing the weapon to be fired automatically when a target get within its range

but its not all you could do !

you could use one of thoses target painter to tag a target far beyond the weaponship's sight for long range fire support hence giving a point in fielding frigates in late game fights as tag units

now everyone automatically thinks "HURR BUILT IN CANNONS DURR" but weaponships could also be built with massive missile racks all over like a Atlas modified to sport as many missile weapons its engine can hold spurting out enough missiles to overload a Capship's shield with enough time given, or a Paragon modified to feature a gigantic long range EMP weapon that could from across the map to disable entire ships unaware of the tag put on them...

My point is: we'd get a third type of fleet fieldable by peoples and it would be space artillery...

366
Suggestions / Re: Sprite cycling
« on: August 13, 2012, 08:58:36 AM »
This has been suggested before, I can't find the links to the threads though. I'm sure someone will know where.

I did one of such myself....In fact it was one of my first post here I believe

I just don't want this to be forgotten, is all...

367
Suggestions / Sprite cycling
« on: August 13, 2012, 08:40:48 AM »
As the name implies, I'd like to see ships with sprites cycling over time or with animations upon use of certain actions

Ways this could be used ?

:Having the ship open up to vent flux or deploy its venting shafts

:Having a ship deploy its flight deck to let fighters land and take off

:Having the ship deploy its maneuvering jets upon activation

:Have the ship's sprite just cycle at all times

:Have the ship's sprite react to its movements (sprites for going left and sprites for going right....you get the idea)

I would learn how to and make a mod but if I can't do any of the above its going to look horrible...

368
General Discussion / Re: No ship is "OP"
« on: August 12, 2012, 04:14:34 AM »
@Aust

I think he means that its insulting a toyota car to compare it to a buffalo...

Anywho, the main issue I have with the game as it is now is that its being balanced as if it was a freaking multiplayer while it will NEVER BE MADE AS ONE, I mean SERIOUSLY guys quit freaking out over a faction having weapon X or Y being more potent than most of the other weapons in the game

The perfect example being the tachyon lance for example, this was a game changer because when YOU KNEW you had to go against tachyon lances you had to set up properly for it I.E. change your ship loadouts, modify your deployment order, rethink the value of capture points on the map...

And don't EVEN get me started on phase teleportation....

369
General Discussion / Re: No ship is "OP"
« on: August 12, 2012, 01:01:28 AM »
I just don't see how an individual could feel that something in a progressive rpg is overpowered.

Say that to peoples that enjoyed having the tachyon lances nerfed through the ground

I used to like tachyon lances for what they were described as in their lore

An extremely rare and hard to obtain weapon that was purely devastating

Now this lore means nothing, even frigates can just laugh off a tachyon lance hit, if that thing gets nerfed anymore it'll even make HILs look good...And I'm talking about the most pointless laser weapon of the game here !

370
Bug Reports & Support / Flare launcher in the shop as a weapon....WTF ?
« on: August 11, 2012, 02:33:21 AM »
So yeah I was fooling around in the pirate airspace and went to the station to see what weapons they had and there I see

371
Suggestions / Re: Carriers Should Carry Fighters
« on: August 08, 2012, 11:51:29 PM »
I think one part of the problem is that if you go for a carrier-heavy fleet sooner or later you'll need to get a Freighter to carry your effin loot

Thing is, the carriers generally don't have very good cargo holds nor good fuel holds (when this actually is going to be a must) hence you need transport ships just to ensure your supply ressources remains at a good enough level so it doesn't run out of space to store more supplies/loot

And usually its THOSES freighters that will slow you down to a crawl let alone the fact that the second your fleet takes the "carrier path" you will ALWAYS have a speed below 230 on the tactical map, doesn't matter what hullmods you put on thoses carriers you'll STILL be forced to move at a snail's pace...

only thing you could catch up to would be supply fleets if you're well placed when they spawn in-system and even then should you mess up the interception you'll simply have to forget about it...

@Xeno:

If you want a anti capship vessel take a hyperion, slam two phase beams on it, buff it up with hullmods and start savaging an onslaught's butt with him not able of using more than two medium weapons...

372
Suggestions / Ally A.I. not fully using loadout weapons
« on: August 08, 2012, 01:40:45 AM »
Tends to happen some ships just use their longest range weapon wich does make sense until the bloody thing only uses ONE medium and not the six other smalls its supposed to use WHILE using the medium...

373
Mods / Re: New weapons 0.28
« on: August 07, 2012, 10:40:05 PM »
How about a small bomb catapult ?

Like a bomb bay only it gives actual speed to bombs even when fired at a standstill ?

374
Bug Reports & Support / Buffalo Mk 2 A.I. ?
« on: August 07, 2012, 04:52:46 AM »
Whenever I get somewhat close to a Buffalo Mk 2 it has a tendency of going insane and fire off all of his salamanders at once ?

Is that supposed to happen ?

375
Mods / Re: New weapons 0.27
« on: August 05, 2012, 11:42:20 PM »
Great stuff....

Can we get more HE damage smalll weapons ?
LIke HE autocannons or sumthin ?

Pages: 1 ... 23 24 [25] 26 27 ... 31