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Comment History  (30 - 60 of 221)
ConstantinoP.
ConstantinoP. Jan 5 2014, 11:26pm replied:

There usually is a forward observer, as artillery is usually used on targets that are revealed in the fog of war. I think that it is currently less realistic is since only Humvees and infantry can currently request artillery.

Regarding the "noob" units I believe that the current rocket artillery units are just that. They require no input from the player at all, and artillery play devolves to placing Humvees and infantry around the map. Manual artillery units require the player to predict enemy movements, time attacks, and actively manage reload times; all such aspects of play are currently absent.

I know that there are some artillery units that can fire manually, but I wish that I could actively use all of the units that this mod has do offer. I apologize for the long post, but I believe that an overall lack of player interaction with the support role has made it less fun to play. It is in sharp contrast with the other roles, especially armor and air, which this mod has made incredibly fun to play with the depth of tactics involved.

-1 votes     mod: WIC: Modern Warfare Mod 4
ConstantinoP.
ConstantinoP. Jan 5 2014, 5:15pm says:

Hello,
Does anyone know if 3.5 is the final version of this mod? I certainly hope not, as this is easily one of the best COH mods.

+1 vote     mod: Battle of the Bulge
ConstantinoP.
ConstantinoP. Jan 5 2014, 3:21pm says:

Hello,
I would like to thank the development team for the new version! I am thoroughly enjoying it, and I love the new models! If I may make a humble suggestion, has the development considered adding an "expert" version of the rocket artilleries (such as the M270) that do not automatically fire with an artillery request, but instead must but manually fired with an attack ground command (such as the K-9 thunder)?

Also, out of curiosity, why did the development team choose do use the K-9 Thunder instead of the M109A6 Paladin?

+1 vote     mod: WIC: Modern Warfare Mod 4
ConstantinoP.
ConstantinoP. Jan 1 2014, 5:37pm says:

Hello,
I found a bug in the star bases xml file while adding ships to skirmish battles. There is a comma missing after the MC30 frigate in the New Republic skirmish star base unit list. As a result, ships such as the MC80 Liberty Mon Calamari Cruiser are not buildable. I love the new version of the mod, by the way. :)

+1 vote     mod: Thrawn's Revenge
ConstantinoP.
ConstantinoP. Dec 22 2013, 9:36pm says:

Thank you for the responses; so I am guessing that you can only have one Super Star Destroyer, one Viscount, etc.

+1 vote     mod: Star Wars: Ascendancy
ConstantinoP.
ConstantinoP. Dec 21 2013, 5:09pm says:

Hello,
I saw a screen shot that showed two Super Star Destroyers fighting a Viscount, so I was wondering if there will be a different limit for titans for each the faction?

+1 vote     mod: Star Wars: Ascendancy
ConstantinoP.
ConstantinoP. Dec 16 2013, 1:34pm says:

Thank you Unikraken and Sloosecannon for the responses. There is no need to apologize, I understand that the files are in bin format for good reason. As for the capital ship slots, I only played as the Covenant and the total ship slots is 16, which I thought was the same as vanilla sins, but I must be mistaken.

+1 vote     mod: Sins of the Prophets
ConstantinoP.
ConstantinoP. Dec 16 2013, 12:34pm says:

Hello Sins of the Prophets Development Team,

After playing the alpha, I have come to the conclusion that this is one of the greatest mods that I have ever played! From the UI to the ships, the level of polish and detail is outstanding and demonstrates the incredible effort and amount of time that the team has invested over the years.

My only criticism thus far is that ships get destroyed a little too quickly; it is particularity frustrating when a high-level capital ship gets destroyed instantly, however, it is rather insignificant and probably just a matter of preference. I also wished that the capital ship limit was increased (or perhaps the gameinfo entity files could be in text instead of bin so that we may change the values ourselves).

Thanks again for this excellent mod Sins of the Prophets Development Team, I wish you all victory in the upcoming MOTY awards as I believe that no one is more worthy of such an honor. I am looking forward to your future releases, as I know that this mod will only get better from here (which is a little hard to believe).

Thank you,
Constantino

+3 votes     mod: Sins of the Prophets
ConstantinoP.
ConstantinoP. Dec 14 2013, 6:49pm replied:

Thank you Unikraken, I am looking forward to playing it.

-2 votes     mod: Sins of the Prophets
ConstantinoP.
ConstantinoP. Dec 14 2013, 6:41pm says:

Thank you Unikraken and commissargaunt for your helpful responses, as well as for your concerns. I am sure you will be happy to know that I can in fact read, and that I have in fact read the latest news post. I am only wondering if there will be a rebellion release as well, but I do see that my previous post was unclear.

-2 votes     mod: Sins of the Prophets
ConstantinoP.
ConstantinoP. Dec 14 2013, 2:52pm says:

Hello, I was wondering if the next release will be for entrenchment, or rebellion.

-1 votes     mod: Sins of the Prophets
ConstantinoP.
ConstantinoP. Dec 10 2013, 11:53am says:

Among indie games, this one is unrivaled with regards to quality and polish. I hope this game wins, becuase this development team would truely deserve it! :)

+4 votes     game: Star Wars: Battlecry
ConstantinoP.
ConstantinoP. Dec 9 2013, 11:59pm replied:

Thank you, I think I will.

+1 vote     mod: Sins of the Prophets
ConstantinoP.
ConstantinoP. Dec 9 2013, 12:54pm replied:

Hey,calm down people, he did not ask for a release date, he asked for a "reales" date! "Reales" is apparently a silver coin formerly used in Spain and Latin America. I am not such what he means though...

+8 votes     mod: Dawn of the Reapers
ConstantinoP.
ConstantinoP. Dec 8 2013, 6:11pm says:

Thank you for the responses CanadaMan7 and scifidude777.

+1 vote     mod: Sins of the Prophets
ConstantinoP.
ConstantinoP. Dec 8 2013, 4:18pm says:

I have not been paying much attention to this mod until recently,and after viewing every video and going through every image, I must say that this is one of the most well-developed and finely polished mods I have ever seen! If I may, I would like to ask a few questions, and would gratefully appreciate a response, although I understand if the developers do not, or cannot respond.

1. Will all ships have shields like in the base game, or will shields be exclusively available for the Covenant?

2. Will this mod use the capital ship crew system from the base game, or will it be modified? I personally hope that it is removed so that capital ships are only limited by supply, upkeep, and cost.

3. Will the Covenant have a titan? While I would certainly hope so, I am wondering how it could be balanced, as their basic capital ships are already pretty powerful. :P

I am sorry for the long post; I am just very excited about this mod. I would like to thank the development team for their hard work and time, and I am eagerly awaiting this mod's release. :)

Thank you very much,
Constantino

+3 votes     mod: Sins of the Prophets
ConstantinoP.
ConstantinoP. Dec 8 2013, 4:03pm replied:

I hope the Allegiance will not be removed as it serves the Imperial Remnant's play-style very well, in my opinion.

+3 votes     mod: Star Wars: Ascendancy
ConstantinoP.
ConstantinoP. Dec 5 2013, 12:47am replied:

Not a problem. I can't wait do play this mod. :)

+2 votes     mod: Star Wars: Ascendancy
ConstantinoP.
ConstantinoP. Dec 5 2013, 12:41am says:

Thank you for the update development team, it looks great! I do have a question though: why is the Viscount classified as a capital and not a titan?

+3 votes     mod: Star Wars: Ascendancy
ConstantinoP.
ConstantinoP. Nov 28 2013, 7:05pm replied:

Thank you very much for the response, but don't worry about the AI... they already have a huge advantage over me when it comes to resource multipliers. :)

+1 vote     mod: Sins of a Galactic Empire
ConstantinoP.
ConstantinoP. Nov 27 2013, 10:51pm replied:

Lock S-foils in attack position.

+8 votes     media: Cerberus supremacy
ConstantinoP.
ConstantinoP. Nov 27 2013, 8:28pm says:

Hello Lavo,
I would like to remove the cap on supercaps, as well as allow both supercaps to be available for each faction. Would you please tell me the files and lines of code I am looking for? Thank you very much for the help.

Constantino

+1 vote     mod: Sins of a Galactic Empire
ConstantinoP.
ConstantinoP. Nov 23 2013, 10:52pm says:

Hello,

The new version is great, thank you development team for all of your time and effort in making it! I wish you could still play as Husks and Abominations, but I think that it is interesting to have them AI controlled exclusively and continuously respawning (regardless of tickets I assume). Currently, there are too few Collector classes, but I am sure it will end up being fine once more classes (cough, cough Collector Trooper) are added.

As for balance, I believe that you guys did a good job overall, however, I believe that the Geth plasma Shotgun is a little underpowered, and that it should also get more reserve ammo (it only has 60 while other shotguns have over 200). I also think that the Collector Beam rifle could use a slight damage buff.

Thanks again,
Constantino

+2 votes     mod: Mass Effect: Unification
ConstantinoP.
ConstantinoP. Nov 22 2013, 4:41pm says:

Will the Geth Prime still look like the ME3 Prime (eg. three "eye" lights), but just have the ME1 color scheme?

+1 vote     mod: Mass Effect: Unification
ConstantinoP.
ConstantinoP. Nov 6 2013, 11:48am replied:

My Fearless Leader,
Would you consider giving us a list of dates on which the mod will not be released?

Just kidding of course, I know this mod will be worth the wait no matter how long it takes.

Your faithful fan, waiting patiently,
Constantino

+4 votes     mod: Dawn of the Reapers
ConstantinoP.
ConstantinoP. Nov 5 2013, 6:51pm replied:

True, the Executor does appear to be rather overpowered,which is another reason why I believe that the supercaps should be rebalanced. They should all receive nerfs and their prices should all be reduced. While they should be powerful, they should still be counterable. I personally believe that no ship should be a "game ender."

+1 vote     mod: Sins of a Galactic Empire
ConstantinoP.
ConstantinoP. Nov 5 2013, 11:19am says:

Hello Lavo,
I was wondering if you would consider reducing the price of all supercaps. Some of them, such as the Executor, are incredibly difficult to build, and often require you to not build anything for long periods of time. These factors tend to result in stagnant gameplay, in my humble opinion.

+1 vote     mod: Sins of a Galactic Empire
ConstantinoP.
ConstantinoP. Nov 5 2013, 11:11am replied:

You did a barrel roll.

+3 votes     mod: Dawn of the Reapers
ConstantinoP.
ConstantinoP. Nov 4 2013, 6:22pm replied:

Thank you for the response DuBaas007.

+2 votes     mod: Third Age - Total War
ConstantinoP.
ConstantinoP. Nov 4 2013, 12:42pm replied:

But they still cannot have a sexual orientation...

+1 vote     mod: Dawn of the Reapers
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