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Messages - Valhalla

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16
General Discussion / Re: What the Buffalo?
« on: April 06, 2012, 12:24:48 PM »
*trying to picture a midline ship, bristling with missiles raining hell upon all that challenge it, whilst playing mozart*

Me gusta...

I was thinking more ride of the valks for some reason. Still great. Unless im being dumb and that is once of mozarts pieces, not really smart about classical music.

17
General Discussion / Re: What the Buffalo?
« on: April 06, 2012, 11:56:15 AM »
I want a ship with nothing but large to medium missile mounts! I want my missile boat.
Modding. Your missile boat is just a mouse-click away.

:o I didn't think anyone would actually think it was a good idea!

18
Mods / Re: Improved Brawler
« on: April 06, 2012, 11:09:39 AM »
More space magic, its the only way.


But really, why not add two small ballistic 65 degree turrets/hard-points to the ship, rear facing, for MGs or Vulcans for missile/fighter defense?

I'm actually going to try this next.

Wooo!

also i watched your videos an noticed how large a 50 degree arc was, so im thinking maybe 25-35 degree arcs would be better.

19
General Discussion / Re: What the Buffalo?
« on: April 06, 2012, 10:33:41 AM »
I want a ship with nothing but large to medium missile mounts! I want my missile boat.

20
General Discussion / Re: What the Buffalo?
« on: April 06, 2012, 10:02:09 AM »
Must try this. Also im wondering if you put a extended shield mod if it would put a shield face on it.

21
Mods / Re: Improved Brawler
« on: April 06, 2012, 09:56:05 AM »
More space magic, its the only way.


But really, why not add two small ballistic 65 degree turrets/hard-points to the ship, rear facing, for MGs or Vulcans for missile/fighter defense?

22
Why not simply add two back facing 65 degree-arc turrets, small ballistic, or even hard set a Duel MG/Vulcan on those points. (hard set as in non-removable weapon placement.)

23
Mods / Re: Tri-Tachyon Omega class command ship v.0.9 - two missions
« on: April 06, 2012, 09:20:10 AM »
So the omega is worth more than 4 of those other ships, and more than a entire cap heavy fleet when piloted right, but when wrong its worth at least 3 caps and a large number of fighters. i feel that might be as balanced as you can get it haha without making it hard for a player flying it or making it over powered in the AIs hands somehow.

24
Brawler needs more space magic.

25
General Discussion / Re: that awkward moment when......
« on: April 06, 2012, 08:54:43 AM »
when you forget to link weapons in their right groups and have all your PD weapons in your heavy weapons group.

26
Mods / Re: Tri-Tachyon Omega class command ship v.0.9 - two missions
« on: April 06, 2012, 07:34:39 AM »
Well i just played against it, got its shields low once, barely dented its armor (at this point i had 2 oniys out and a few boardswords, captured one of the 30 point caps) and it retreated :( only one of the ships i put out got anywhere near being destroyed (onslaught at around 5% hull)

27
Mods / Re: Tri-Tachyon Omega class command ship v.0.9 - two missions
« on: April 06, 2012, 07:00:21 AM »
Id say this thing is a bit OP, started up the mission with just this ship,

Do you think the "Fleet points" cost for the ship at 35 is alright, imagine it would be in campaign. I thought that even if I nerf it - it would still need to cost alot. as it has high cargo and serves as carrier. Not to mention the dmg it would still have.


and was stuck in a nebula right from the start (16-17 total speed, wooo)

Yeah, thats my fault for not changing the map, I hate Nebulas being a capital ship captain most of the time :D But about the speed itself - right now, without any hull mod its at "15", so yeah, its the slowest thing out there.. I can see it at 20-25, but then again, I tried to play against it - and if it was in campaign I wouldnt want this ship to able to chase me around  :D

Killed like 4-5 onslaughts before going down because of just too much fire.

I manage to win only if I start out by deploying fighters and the rest of the fleet. But the question is - is it fine, that it can take on 4 onslaughts but then still die.. or not. (to be fair I once faced four onslaught_elite and I was also stuck in nebula, so with my shield up i went quickly to overload - then killed two and then died :D )


dshgsj this ship is huge


Its meant to be scary  :P And I really hope Ill be able to keep it that way, because flying in Onslaguth feels like your.. really storng, then you meet this.. and ur like.. s**t.

Point wise i think its fine honestly, yeah its the only thing you could field at 35 points, but if you play your cards right, don't end up in a nebula lol, and capture a few points i think it would be great. Most people wouldn't do what i did and thrown one ship at a massive number of onslaughts, So for what it costs, i think its fine, because you would have to control most of the field by then and it would be a finishing blow to the other fleet bringing it in.

other than that i love the ship (flying it) haven't fought against it yet. I do feel thought that it might need a bump to its passive venting. Not a big bump, but from what it felt like is that you have your shields up and instantly overload or shields down and can shoot for 5-7sec before your flux is maxed out.

Edit: Thought that last bit could be because i had everything and its grandmother shooting at me. Might have gone better other wise haha

28
Suggestions / Re: Flux Cannon
« on: April 06, 2012, 06:51:07 AM »
Would it not make more sense to create missiles who specifically target flux venting ships because it's in a time of weakness?

Not sure what your trying to get at, mostly from me reading what you've said wrong, like i normally do.

I mean that could actually work, if the flux-destroy-missiles thing never happened, It would make sense for a military force of any kind to have missiles set to hit targets that are helpless.

@Hyph_k31, which is what you normally do isnt it? Normally it calls for overloading them, then firing your missiles, this way even if they where venting, you fire enough missiles, some would be at the right range to hit them just as the vent ends, and before their shields come back up. This adds a small layer of defense and tactic.

@K-64, There could also be flux-resistant missiles who, although travel slower once in a flux field, can pass through it without being destroyed. Depending how intense the flux-field is. if in the flux-field just as it starts where the highest 'power' output of it would be, some would be destroyed, but most would get through and hit (say a 1 in 6 chance for a missile to be destroyed within .5-1.5sec of venting start? and it goes down from there rapidly).

29
Suggestions / Re: Flux Cannon
« on: April 06, 2012, 06:26:09 AM »
Since flux is the build up of waste energy (when weapons are firing) or the energy from impacts to the shields. Why not have it just when you vent flux, it destroys missiles? Would add a new tactic, am i about to be missile swarmed, and venting my 2/3rds flux would save me? Poof. Seems like it would kinda make sense, i keep thinking of flux as some sort of electromagnetic-plasma that when vented from its containers turns it into a high energy vapor, which to me might set off the explosives inside the warheads of most missiles.

30
Mods / Re: Tri-Tachyon Omega class command ship v.0.9 - two missions
« on: April 06, 2012, 06:12:48 AM »
Id say this thing is a bit OP, started up the mission with just this ship, and was stuck in a nebula right from the start (16-17 total speed, wooo) Killed like 4-5 onslaughts before going down because of just too much fire.

dshgsj this ship is huge

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