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Messages - Gezzaman

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46
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82RC5.5)
« on: January 16, 2016, 11:29:49 PM »
oooo Pulsar Rapid fire! yummy

47
Mods / Re: [0.7.1a] The Knights Templar 0.9.5d
« on: January 16, 2016, 03:11:59 AM »
The crusader is nigh invulnerable with the system on.  It's meant to be used by the AI; it's not so interesting for the player.

Crusaders used by AI is so damn good, they never die XD

49
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: January 13, 2016, 01:28:42 PM »
I found that the AI don't use the ionized shield for some reason, but even piloted by me, the fight was unnecessarily rough.

I usually Pilot the Moros and find it pretty powerful. I recently changed to the Onslaught XIV ( because who doesnt like 5 Cyclone Reaper launchers ) and found that AI never uses the Ionised shields also. It would of helped soak up the damage of the entire fleet early in battle ( especially against Templars when the first 20 seconds of the engagement is filled with clarent spam and dead frigates being fodder to eat them up)

50
Mods / Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« on: January 12, 2016, 01:53:36 PM »
Would like to see a Tian Dong Gryphon Missile Cruiser  ::)

Heh, hehe, heh

is this a hint that it actually is in the works? :D

51
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: January 12, 2016, 01:35:35 PM »
I really like the Gaia cruiser, I use it often, very versatile neat little ship.  I found everything else alittle underwhelming though, especially the capital ships (please phase out broadside oriented capitals from the game community, they never work.)

Not too sure why you think the Capitols are broadside orientated ,
Thanatos is full frontal mounts with indiction drones which are so damn good dealing with fighters so you can focus on the big baddies

Moros is a total beast, Front and broadside works for it since most mounts can still turn forward and overlap slightly plus that Hax 90% (or is it 95%) shield damage absorption

52
Mods / Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« on: January 11, 2016, 06:21:22 PM »
Would like to see a Tian Dong Gryphon Missile Cruiser  ::)

53
Mods / Re: [0.7.1a] Interstellar Imperium 1.9.2
« on: January 11, 2016, 01:31:54 PM »
I'd actually like to see prism freeport free float in hyperspace like it used to do =[

54
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: January 11, 2016, 01:29:44 PM »
Second, I'd reconsider the burn speed of 9 on the Orion.  In the early game when I'm building a frigate swarm, burn speed of 9 is a killer.  If the Orion is supposed to catch fast ships and hold them in place for the slower ships to catch up to, it needs to be fast enough to catch those fast ships, and right now, it's not.

Orion is fine as it is now, Burn 9 can still easily catch fleets especially when you put asteroid belts / coronas / gravity wells etc into play. When PBC first came out the orion was a terribad ship haha, a lot has changed for the better

55
General Discussion / Re: Returning Player questions/criticism
« on: January 10, 2016, 09:12:05 PM »
Early to mid game, I found trading to be pretty much non profitable when factoring in the supplies and fuel needed to cross systems to reach a decent market. Your ship's cargo hold just doesn't hold enough to balance the trip out.

End game when there is imperial blockades, Holy Crusades, alliances crapping on their target in ever corner of the galaxy you will find a lot of 0 stability worlds to monopolise.

This really sucks when you are new to this game and used to traditional 4X genres where heavy trading is a totally viable from the beginning of the game

56
General Discussion / Re: Undergunning the XIV Onslaught
« on: January 10, 2016, 09:06:54 PM »
XIV variants of the Onslaught And the Dominator is amazing.

Slapping Auxiliary Thrusters on them and tagging them close to each other makes for a moving fortress of death


57
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 10, 2016, 09:04:09 PM »
oh good, I was wondering why My faction never seems to be able to join any alliances.

Pretty annoying when you play near endgame with 5 factions left and all 3~4 of them has allied together but you're faction cannot

58
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« on: January 10, 2016, 01:34:07 PM »
I'm not incredibly fan of the Bane/Misery either. It's pretty much useless against anything with armor, perhaps increasing the crit chance? Or maybe adding a chance to spawn a weak EMP arc on hit? It would make it more of a close support weapon though.

Loving the Bane for over coming shields super fast (2x bane on my capitol takes shields down so quickly ) letting the explosive mounts do it's job.

59
Mods / Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« on: January 05, 2016, 03:26:34 PM »
Loving the tiandong Eagle so much.

It might be slow , but damn it is a powerhouse!!

60
Suggestions / Re: Basic Balance Oversights
« on: January 03, 2016, 09:57:03 PM »

With that said, the only use of the Starliner I see is "future" use. Be it to move around large amounts of people to help planets populate, provide more workforce for your factories or get large amount of marines to attack a planet and take it over.


Just add transport type missions into the game.

X amount of Citizens want to safely cross the galaxy to another system within X amount of time. Will you do it for $X

Bonus $X if you do not engage in combat

Alex should really implement it and make civilian craft a lot more viable.

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