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Messages - icepick37

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31
General Discussion / Re: Ships now break apart!
« on: September 13, 2016, 10:45:00 AM »
Sweeeeeeet. Much more meat to blowing away your enemies. I approve.

32
Blog Posts / Re: Fighter Redesign
« on: September 01, 2016, 09:54:43 AM »
Bah, came in late and there's too much to read.

I am excited about SO MUCH of this.  :D

Is it really hard to imagine a jury rigged flight deck? Cut giant hole here, insert crane-y thing there, et voila! Flight deck. You could just stick a big blister on the underside of some of the weirder ships.

33
Discussions / Tinker Meeple Kickstarter
« on: July 20, 2016, 08:32:01 PM »
Hey my artist friend is back at it with another round of custom steampunk game hardware. If you would be interested in metal steampunk themed meeples for carcasonne or any other game, give this kickstarter a look.

https://www.kickstarter.com/projects/tishtoshtesh/tinker-bits-i-steampunk-metal-meeples

34
Blog Posts / Re: Developing the Mora-class Carrier
« on: May 16, 2016, 06:08:51 AM »
Another great beauty.

HASHTAG BRICK SHIPS FOREVAR

35
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: February 26, 2016, 09:57:49 PM »
shouldn't the MK.II have significantly worse logistics stats, though? seems weird to me that forcing a large mount and military sensor systems on that little thing doesn't come at the cost of cargo and passenger capacity, or maybe increased maintenance requirements.

I think they just put the passengers/cargo inside the barrel of the Hellbore. I don't see the problem, it's very roomy in there.
Alternatively I'm imagining the pirates literally just bolting the guns on top of the cargo space, ha! Silly pirates.

36
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: February 26, 2016, 08:51:44 PM »
The Scarab seems a bit OP for a starter ship, though I suppose no more so than the Wolf already was. It IS starting to warp my perception of time in-game though, which is fun I guess.

The more I use it the more I like it. It's kind of okay as a starter ship in that it takes some time to really comprehend what you have unleashed on the sector. It is a very powerful starter ship, though. That's for sure. Taking the hit against tri-tach probably makes up for that to some degree, though.

37
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: February 26, 2016, 12:44:50 PM »
:D Those might be my favorite part. Entirely David's idea, btw.

Well you are both geniuses. Mad geniuses even.

I want to play with the wayfarer, but I SHOULD be working/homeworking.  :p  Soon, though. Sooooooon.

38
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: February 26, 2016, 12:26:41 PM »
Could've sworn I tested that - ahhh, that explains an oddity I saw but couldn't reproduce at the time.

Fixed that up; probably hotfix-worthy, but might wait to see if a couple more things come up.

I came to report that as well.

Holy crap the new char creation! And the scarab! And the ill-advised mudksipper mods!  :)

Congrats on the release. So far it's entirely awesome.

39
General Discussion / Re: Hyper Velocity Driver
« on: February 17, 2016, 09:34:18 AM »
I never did do math, but I started replacing hvd in my builds with maulers a while ago. They punch hard enough to overload shields, albeit with less haste, but they expressly threaten shields so the chance to overload is higher. And if they do lower shields? More's the better for my big boomers.  ;D

I do still like hvd, but the emp damage is slow enough to be irrelevant usually, and the ability to overload faster doesn't usually payout for me with how much longer it'll take to actually kill the guy.

Nice to see that HMG spam is still my favorite tactic, heh.  ;p

40
Discussions / Re: Backstories Anyone?
« on: February 05, 2016, 08:04:42 AM »
I was trying to think of a fun, but mean kind of a callsign for halo. Icepick. Like the old school every day household implement. Has kind of a reputation for being abused as a shiv back in the day because of their seemingly innocuous nature. Not even sure if that's true.

Plus I'm tall and skinny like an icepick. so I figured it fit.

3 and 7 are my favorite numbers. So 37.

It's not that interesting, I know.   :P

41
Discussions / Re: XCOM 2
« on: February 04, 2016, 07:13:55 AM »
I think you missed a lot of the discussion. They are going to change the air combat completely, revamp the strategic/research layer, and I believe they are going to try and play with ground combat as well, though I'm not sure how. It should be pretty different. It may be awesome or terrible, but it shouldn't be the same.

42
Discussions / Re: XCOM 2
« on: February 03, 2016, 06:01:09 PM »
Never did play the first one. :/  Not sure my computer would run it anyway.  :p  Maybe I'm just being a whiner/tightwad/something_else.

I did hear today that they officially announced Xenonauts2. So that's fun/cool/exciting.

43
Announcements / Re: Starsector 0.7.2a (In Development) Patch Notes
« on: February 02, 2016, 09:25:49 AM »
I was thinking it was probably just a Mudskipper (d)

EDIT: Also, the Cerberus mainly lacks the 'combat' part of combat freighter, methinks.

44
Announcements / Re: Starsector 0.7.2a (In Development) Patch Notes
« on: February 01, 2016, 05:53:36 PM »
Quote
Conservation efforts have been successful and a small number of Buffalo Mk.II's have been spotted in the wild

Yay! Also lol!
Quote
Accidents now occur when ships are at 0% CR (and only affect those ships) instead of happening when your fleet is out of supplies

That is a godsend. Thank you.
Quote
"Timid" officers no longer show up in AI fleets; replaced with "Cautious"

YAY! No more incridbly lame and boring timid fights, heh.

Quote
Phase Lance: removed EMP damage component

D'AAWWW. Guess it makes sense given the new emp weapons. :D

Quote
Added Harbinger-class destroyer (system: Entropy Amplifier)
Added Centurion-class frigate (system: Damper Field)
Added Scarab-class frigate (system: Temporal Shell)
Added Wayfarer-class frigate (combat freighter, system: Flare Launcher)
Daaaang look at all the new ships!

Quote
Wolf (D) variants now have Degraded Engines hullmod

Boooooo! Probably kind of a neccessary nerf, though.

Quote
Added a converted version of the Mudskipper to pirate fleets
This might be my favorite change.  XD

Quote
Added "weapon slot cover" graphics for empty weapon slots

I'm excited to see this!

Quote
Phase skimmer: removed flux cost

Oooooo nerf the wolf(d) but buff the system. I am okay with this.

45
Blog Posts / Re: The Ion Pulser & Development Process
« on: January 18, 2016, 09:20:26 PM »
I'm really going to miss being able to have a Locust SRM mounted on the Aurora.

That Phase destroyer looks mean. I can't wait to get my hands on it, though ideally I'd prefer a few front-mounted small energy slots for AM blasters.

I am pretty sure the new synergy mount is energy/missile. So that possibility has not been removed.

It would be somewhat wasteful to put three amblasters on the front, but one of the pictures suggests it sports three medium universals, so it should be possible. At any rate three forward facing universals is  amazing and I need it.

EDIT: Oh no ballistics in the pics. Silly brain. So maybe 3 synergy mounts. Still awesome.

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