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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 990315 times)

hadesian

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Re: Neutrino Corp. (v. 1.2)
« Reply #180 on: June 21, 2012, 10:12:06 AM »

WHEN CAN I HAZ?!
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Changes as of May 24, 2013
  • Reinvented Starsector.
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FlashFrozen

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Re: Neutrino Corp. (v. 1.2)
« Reply #181 on: June 21, 2012, 10:28:25 AM »

It's already out! >:O

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Uomoz

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Re: Neutrino Corp. (v. 1.2)
« Reply #182 on: June 21, 2012, 10:35:02 AM »

WHEN CAN I HAZ?!

Also on latest U'sC DEV.
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IIE16 Yoshi

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Re: Neutrino Corp. (v. 1.2)
« Reply #183 on: June 22, 2012, 05:15:01 AM »

I don't remember the Hidolfr's two large turrets being universal. I thought they were energy in the last version? Anyhoo, that's not really important. What's important is the convoys delivering a pair of Pile Drivers. Gonna take their wave guns and mount them to the Hidolfr. Flawless plan, IMO.  :D
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FlashFrozen

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Re: Neutrino Corp. (v. 1.2)
« Reply #184 on: June 22, 2012, 10:09:27 AM »

It was a change I made because I found that it's hard to use javelins when you don't have any missile mounts so I decided why not just make them universal. =P

and hehe, no one can ever spell that ship's name right. :D


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hadesian

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Re: Neutrino Corp. (v. 1.2)
« Reply #185 on: June 22, 2012, 10:12:08 AM »

The Javelins rock. The Banshee emanates style and uniqueness.

Yay for this mod
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Changes as of May 24, 2013
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IIE16 Yoshi

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Re: Neutrino Corp. (v. 1.2)
« Reply #186 on: June 22, 2012, 10:26:24 AM »

and hehe, no one can ever spell that ship's name right. :D

Ok, fine. The Mommy Ship.  :-X
And I'm using the other new missiles at the moment. The sabots-turned-pilums-turned-photon cannons.
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FlashFrozen

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Re: Neutrino Corp. (v. 1.2)
« Reply #187 on: June 22, 2012, 12:15:15 PM »

Javelins are just such strange missiles :P Now if only the banshee could impale ships  ;D

Those new missiles may need a bit more tweaking since they tend to do quite a bit more friendly damage than I'd like. Maybe more Mirv ish in that they have to be fairly close before spawning the photon things.
 
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IIE16 Yoshi

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Re: Neutrino Corp. (v. 1.2)
« Reply #188 on: June 22, 2012, 12:22:34 PM »

Are those super photons guided? Because the missiles 'fire' their charge at like 3000+, which is more than enough time for any ship to get out of the way of it.
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FlashFrozen

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Re: Neutrino Corp. (v. 1.2)
« Reply #189 on: June 22, 2012, 12:33:39 PM »

They have fairly good guided stats, but I only set them their engines to live for like.. 1.5 seconds which makes them unguided, this makes them less effective as long-range-anti-everythings, Otherwise they make for great SRMs, or decent pilum replacements.
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IIE16 Yoshi

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Re: Neutrino Corp. (v. 1.2)
« Reply #190 on: June 23, 2012, 02:41:13 AM »

Convoy. Y U NO deliver Pile Drivers?!
On another note, a convoy delivered a Vice, and now I need to resist the temptation of using it until a second one is delivered.


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Lopunny Zen

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Re: Neutrino Corp. (v. 1.2)
« Reply #191 on: June 25, 2012, 10:14:17 PM »

hey is there by chance going to..be a small carrier for neutrino's anytime soon?
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IIE16 Yoshi

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Re: Neutrino Corp. (v. 1.2)
« Reply #192 on: June 26, 2012, 02:04:37 AM »

Why would you want a small one? Already got the Mommy Ship, which is like, the mother of all carriers.
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armoredcookie

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Re: Neutrino Corp. (v. 1.2)
« Reply #193 on: June 26, 2012, 02:06:18 AM »

Could put carriers inside carriers? :o
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IIE16 Yoshi

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Re: Neutrino Corp. (v. 1.2)
« Reply #194 on: June 26, 2012, 02:10:46 AM »

Already done cruisers and frigates inside carriers.  :D
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