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No competition really since SotP is using a modified version of our old model. :P
Haha I'm just kidding, I don't care.
Sounds sketchy as a Longsword's wingspan is half the width of a frigate.
Narwhal remains, but will have its wings removed. It's going to be a passive buff ship for resource collectors now and won't accept resourcers.
Yes it is?
Why you always make fun of me? :(
You might want to re-work your texture on the carrier since the scale of detail is really off (Archer pods, escape pods, etc.)
I was looking for Marathon references and found your old model all over the internet. HHF stuff is like the leading Halo fanon influence.
Probably because no super awesome ship updates, just ****** updates no one cares about. I mean really, who gives an *** about a resource collector and repair drone? >:O
Heh, that ONI guy.
"HEY NIKO, WANT TO GO SEE BIG, COLONISTS TEETEES???"
"NOT NOW ROMAN, I'M KILLING THE ******* COVENANT!!"
I really think the design is lacking just because of how blocky it is around the sides. The ship could benefit so much more if it had maybe gradually sloping edges instead of those really sharp ones, given it's rounded profile overall.
See Uni, you're stealing HHF's fanbase!
Personally I would think the living quarters would be housed inside the giant superstructure. It's an industrial complex and shouldn't have the luxuries of a small city. On the other hand, though, it is Cerberus. Still would like to see it more industrialized.
No, the whole point of the shaders is parallax mapping. That's all they do.
IMO it looks too busy with the mini city skyscrapers you've added to the one side. Maybe adding some sort of factory or warehouse type structure would look better as it would appear to be more industrial to go along with the silos you have on the back.
No, as I said the capacitors generate the heat to charge the coil. Magnetism does not generate heat, which is all the coil does.
love that game
E3 demo was the **** yo
Hopefully the texturing for both ships will be in two weeks then weapon placements and field tests for probably a week before compiling and uploading.
Haha I was being snarky, no worries. We plan to implement several cruisers. In the next version, you'll see both the Talos and Marathon as well as everything else I've posted images of since last release.
The Talos will be the middle child between cruisers and destroyers, being cheaper than cruisers and filling a gap that doesn't make having all cruisers the end-game (even though they are handicapped by the Kindjal bomber).
The Marathon, however, will be the equivalent of an AC-130 in space. It will have armor similar to the Halcyon (Halcyon will probably have the highest armor rating among cruisers just because of its internal structure) but will be far more powerful with it's double MACs. So while the Halcyon is good for missile spam and a big bullet sponge, the Marathon will be the harder hitter with a bit weaker armor. Just to balance the two out and add diversity.
The shader version adds parallax bump and normal mapping to the ships. The non-shader version is just stock HW2 shaders. It's the only difference.
I too favor non-shader, just because I think the glow maps and shadows look far better and ships aren't as glossy (the glossiness in the shader version is as close as I can get to stock :I ).
Also in the future, as to not leave non-shader people out of the loop, ships will have a badge feature since this option is not supported in the shader version. Team colors is still a maybe at this point as they don't work with the shader version and it's really quite tedious to go back through all the textures and add simple alpha channels.
You can extract the .rar file with WinRar.
That's going in for the next release. What, you think I stopped texturing ships?
Going through the tuning setups, found collision damage off. So now when ships collide, expect them to scrape more than just paint. ;)
It just looks bad and inconsistent within the overall design structure of the faction.