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Author Topic: [0.8.1a] The Nomads, v1.4.11-rc2  (Read 368757 times)

HELMUT

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #420 on: November 22, 2013, 06:58:04 AM »

Nomads are slow, if you can bring fast ships with long range weaponry, you shouldn't have any problems, just keep an eye on fighters and the Roadrunner destroyer. The thing about Nomads is that they have very efficient shields and going into slugfest with them isn't likely to succeed.
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IronBorn

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #421 on: November 24, 2013, 09:41:15 PM »

Nomads are slow, if you can bring fast ships with long range weaponry, you shouldn't have any problems, just keep an eye on fighters and the Roadrunner destroyer. The thing about Nomads is that they have very efficient shields and going into slugfest with them isn't likely to succeed.

Nomads aren't so overpowerd that they are unstoppable. If I build up a custom fleet with weapons configured to fight them, the Rattlesnake would be the only real threat. I was talking about the big missions (not campaign) like Hegemon vs Nomads, Tri Tachyon vs Nomads, etc. If I play Nomads, I can win without barely losing a ship. If I play vanilla and don't refit, there is no chance to win. And in Exerelin games, if you play with Nomads, they can really throw off the balance between factions.
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mkire

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #422 on: January 07, 2014, 05:51:56 PM »

do the flux shunts do anything besides act as an expensive set of flux capacitors?
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Doogie

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #423 on: January 07, 2014, 06:55:49 PM »

They dissipate flux passively, IIRC
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mkire

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #424 on: January 07, 2014, 07:37:19 PM »

They dissipate flux passively, IIRC

So they're expensive flux vents and capacitors. Which means i am perfectly fine replacing them with regular capacitors and vents, then using the excess OP points for something else. Thanks
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Trylobot

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #425 on: January 07, 2014, 11:08:23 PM »

Yes, that's perfectly valid. It's just that the weapons will be all but useless.
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ValkyriaL

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #426 on: January 08, 2014, 06:48:45 AM »

I feel nomads need more of their own missiles, 1 ain't enough. :P
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Lopunny Zen

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #427 on: January 08, 2014, 12:30:39 PM »

some of the larger ships have jagged edges...i mean i know its space and all but the jagged edges make the ship look flatter...if you want i can maybe round them out a bit or if you prefer you do it but..the edges make it look kinda flat..smaller ships seem to be ok but the bigger ones is where you notice it
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MesoTroniK

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #428 on: January 08, 2014, 12:58:10 PM »

Lopunny Zen, Trylobot already mentioned he would prefer that you do not modify his sprites.

If you like the idea of different art styles and large capacity carriers so much, why not start work on your own faction?

jet36

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #429 on: January 27, 2014, 03:04:21 PM »

Hey! just played your mod in Exerelin and I really like it! The ships look really neat and the weapons too. However like people said before I feel as if it is too strong, I think it would add a lot to the play-ability if you made the ships or weapons weaker. Being over powered isn't very fun.
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Trylobot

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #430 on: January 27, 2014, 03:30:58 PM »

It's probably due for a balance pass soon. Thanks for the feedback.
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conorano

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #431 on: February 14, 2014, 07:13:07 AM »

allright ehh, theres one major bug if it is one. the bombers with the huge missilles fire even when they are disabled... it almost killed my flagship  :(
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Silver Silence

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #432 on: February 14, 2014, 09:27:28 AM »

Nomads were updated? I hadn't even noticed... I should probably go give them a go, or at least steal all the weapons and use their stuff against them. That's the best bit. Does that new triple maser have the same slight delay as the twin? (b-bam..b-bam) It's quite noticeable on when the Sandstorm is fitted with as many twin masers at the front and fires them in unison. I tweaked it myself when I last played with them, removing the delay and lowering the damage and flux/s slightly to offset it. That organic ball-shaped one, the death bloom looks very out of place with all of the Nomad's hard angles. That other Komodo, even more so with the recolouring. Still using those teeny small mount slots, though, I see.  :D
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Trylobot

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #433 on: February 15, 2014, 02:26:57 PM »

allright ehh, theres one major bug if it is one. the bombers with the huge missilles fire even when they are disabled... it almost killed my flagship  :(

That's ... not actually a bug. That's the entire reason I made those bombers. That's like their only purpose.
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conorano

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Re: [0.6.1a] The Nomads (v1.0 RC3)
« Reply #434 on: February 16, 2014, 03:35:38 AM »

ah that explains. then i praise you for the idea, but curse you for almost killing my nevermore!   ;D
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