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Messages - Silver Silence

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31
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 17, 2016, 01:07:14 PM »
By having someone create an equivalent of WAILA from Minecraft that points out a ship, weapon or system's mod of origin.

32
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3.2)
« on: April 17, 2016, 07:51:58 AM »
Jackhammer and Nausicaa got a remodelling a good while ago if I remember correct, with the Jackhammer becoming symmetrical and the Nausicaa changing from rows upon rows of cargo containers in two wings into the tube that it is now. In both cases, I think their armaments got significantly heavier for the 2.0 ships.

33
Mods / Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
« on: April 15, 2016, 12:00:26 PM »
I remember when SHI was like, two frigates, the morningstar and the charybdis and all weapons were CEPCs. It's come a pretty solid way from there. That said, still not at 1.0, so onwards and upwards!

34
Mods / Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« on: May 15, 2015, 11:44:46 AM »
6 forward facing large universals plus countless small slots to fill with PD and create perpetual no-missile zones around the ship, the HERP Emitter AND a steerable Burn Drive. The 6 universals can allow you to get spammy with just about any weapon that will fit in them.6 Large Ballistae, 6 Hadrons, 6 Tach Lances, 6 Arondights, 6 Javelins, 6 Trebuchets, the list can go on. But yes, it does require that it drags around a fleet of freighters to feed it but as long as it is fed, it is an abhorrent fighting ship that looks pretty cool.

35
Mods / Re: [0.65.2a] Scy V0.90 Unleashed update (23/04/2015)
« on: April 24, 2015, 04:46:49 AM »
Really nice update, sad to hear that you only have polishing left, id love some more ships, (why wouldn't i?) but considering the quality they have already, i doubt 1.0 is far away. :-*

You ALWAYS love MORE ships. always:)

So many ships that in the end, he trimmed half the ships out of his mod to reduce bloat (which makes me a sad).

36
A thousand hours, gawd demn.  :D

Haven't played in a while though, so maybe I'll go redownload it some time and see if it's easier to get started. Finding endless iron and no silicon or uranium really wore thin on me pretty quickly when infinite worlds were added. Planets sound interesting, oxygen just sounds annoying, I've already had plenty of incidents where I've been welding and left it too long before trying to scurry back to something to restore power. By reworking netcode, do you mean less of the spastic landing legs that destroy stations and catapult small ships into space at many meters a second?

I remember my method of "GPS" was building beacons with a solar panel attached to asteroids roughly every 10km (max beacon range) from the starting platform. Eventually just stopped doing that and went for a cruise instead.

37
Can confirm, 47 hours racked up in GTAV already on PC and spent far too much time on it already on PC. Was a rocky start for me though. My first triple A PC game and it hitched like crazy if I drove more than a couple ft down the road until I updated my drivers.

Yeah. Got my attention switched to Space Engineers for the past several month. Made these weapon mods recently for the game: http://steamcommunity.com/sharedfiles/filedetails/?id=429053416&tscn=1429629164

How're you liking Space Engies? I burned out on it pretty quick, couldn't deal with the complete lack of some resources in asteroids and instead having to resort to getting shot to hell in an attempt to grab those free floating ships for disassembly. Replicated any Ironclad ships like the Novgorod or the Kentucky?

Oh, nice. Is the game good? I've been meaning to get it one day.
It runs okay but it feels like Minecraft in space. Very bare. Trying to play at 1x is absolutely glacial, 3x still feels a bit off but 10x is just silly and even then, any moderately large project will still take an age to build. There's not much in the way of enemies, just the adrift ships and they never passed me by, they always floated on past from many kilometers away. And if you wanna go big on a project, the game will grind to slideshow fps when you look at said project so you can never really get past ships on scale with, say, the Rebel Flagship from FTL. When I last played, resources were very binary and arbitrary. You either found so much uranium that all your ships are fueled for literally years with everything running or you find none at all and you're carefully moving grams of the stuff into ships, just enough to try and hunt for more in futility. All the resources did that to me at some point. My ships were just the starting ships completely repurposed because it was the only way I could build something decently sized. Grind them down, break down all the materials in numerous assemblers then rebuild them as needed. There are a lot of mods, but nothing much in the way of say, Tekkit or FTB for Minecraft. Spent forty hours playing it then kinda just dropped it like a brick and haven't gone back.

38
I didn't know about those sprites and damn, that regal gold Templar ship and the hulking Vatican... mass look pretty awesome. I wouldn't mind that light blue Bushi ship either. Oh and hey, Antediluvians! You guys remember those? I remember those. I haven't seen the Antediluvians in ages.

39
"A good shoal of wiggly green tadpole bombs" is how one user describes a missile swarm.  :D

40
General Discussion / Re: Medium energy point defence
« on: April 03, 2015, 05:51:55 PM »
I find Burst PD works better, but I play with a ton of mods with a lot of faster moving missiles. PD or LRPD is... okay for clearing a couple stray annihilators or a salamander. But I find that even with several of the things focusing on single missiles, it takes them too long. A couple PD or LRPD overlapping can't even handle a volley of annihilators let alone the endless rocketry of the medium slot annihilator.

41
General Discussion / Re: Medium energy point defence
« on: April 03, 2015, 02:22:52 PM »
The small Burst Laser hits almost as hard, regenerates as fast, turns faster and carries only one less charge. You get practically the same effect in the small one as the medium one and if you want to go to large slots, I think there are always better things to mount over the Guardian.

42
General Discussion / Re: Augmented Engines - too necessary?
« on: April 03, 2015, 02:15:54 PM »
I use Augmented Engines and Auxiliary Thrusters on any ship I expect to see combat. Having speed over your enemies allows you to dictate the engagement, not them. You can engage and disengage freely, while they cannot. Getting caught in a slow ship by more than a couple ships is death if you cannot quickly bring them down because you cannot back off to vent. Tactical error? Perhaps. AE means less such occurrences. AE does get out of hand as I mentioned in your other thread, Dri, when you stack it with the no-flux bonus perk and the maneuverability perk. Then you can get just about any ship flying like it's a destroyer and small ships become the embodiment of the blitzkrieg.

43
Unless you mean Ironclads in general, which can be found here. Okim is not in the habit of a big flashing DOWNLOAD HERE button.

44
General Discussion / Re: A disturbing trend is arising...
« on: March 30, 2015, 08:37:58 AM »
Why stop there, Silver?

With your "Its a singleplayer sandbox, to hell with balance and satisfying progression" viewpoint I'm kinda shocked you haven't been pushing for console commands. You'd probably get a real kick out of being able to spawn 10 Paragons for yourself midbattle! Remember those videos of Skyrim's console commands where some guy spawns 50,000 cabbages into a river? With something like that you could instantly give yourself 100 of every ship and weapon in the game from the start! The possibilities!

Okay, that was probably a bit mean-spirited but it seems like we're polar opposites when it comes to playstyle...

Hah.  ::)
It's a singleplayer sandbox. You are dropped into a world and left to do whatever you want. There is no overlying objective. There is just the world that quietly chugs away with or without you. You can go trade or go find things to fight and you can do this with big fleets or small fleets. Those choices and the enjoyment in those choices comes from you alone. But you seem opposed to small fleet and specifically solo fighting play, as if a player is playing wrong because they fly one ship as opposed to 20 and that what they find fun is invalid. And I find that wrong because your fun is not their fun. Different strokes for different folks and all that. If, in Skyrim, you wish to sneak around and throat-slit your way through entire dungeons, cool. If you want to charge in with a battleaxe and fusrodah everyone around the place, cool. If you want to fusrodah people over and over with no cooldown, cool. If you wanna fling so many ice spikes into a dragon that it takes a literal hour to crash land and die as it creeps through the air at >0.5m/s, cool. If you want to stack a few bodies into a cart and push it from Whiterun to Morthal, cool. If you want to rain cabbages from the Throat of the World upon Skyrim, cool. That's your game and that's your fun. Nothing wrong with it.

Should there be balance? Probably. Similar in vein to X, trading is a much safer and profitable early-game method of getting xp and credits compared to fighting the local pirate populace where you'll be having difficulty breaking even with the need for supplies and fuel cutting into any profits you might make. The recent changes to ammo, ranges and the like have really brought down some weapons, brought up others and some have been left pretty much unaffected. Tactical Lasers can now be PD with 1000 range. The Salamander is more or less the best all purpose missile simply because it regenerates and the others have been relegated into niche roles. Whereas before, missiles were a measured tactical resource that needed to be used wisely (that is, used to add further insult to injury when a ship overloads because otherwise any half capable ship can negate "normal" amounts of missiles almost entirely), now you can spray your Salamanders with pretty reckless abandon because they will be ready to use again in time while still having to use other missiles at more opportune moments. Multiple boarding attempts are no longer a thing and salvage of even singular ships from large fleets has the odds against you. Things that could be looked at in time.

45
General Discussion / Re: A disturbing trend is arising...
« on: March 29, 2015, 02:25:34 PM »
There is nothing to fix. Until the day that Alex enforces Ironman, it's entirely player preference. As is playing with one single ship, a fleet of frigates or a hodgepodge of whatever you've scrounged together. It's a singleplayer sandbox game.

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