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Comment History  (60 - 90 of 244)
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
ConstantinoP.
ConstantinoP. Nov 4 2013, 12:40pm says:

Hello,
Does anyone know if 3.2 be the final version?

+1 vote   mod: Third Age - Total War
ConstantinoP.
ConstantinoP. Oct 20 2013, 8:28pm replied:

You said that four months ago. :P

+1 vote   mod: Mass Effect: Unification
ConstantinoP.
ConstantinoP. Oct 20 2013, 8:21pm says:

I have not checked this game in a while, but I must say that it appears to be getting better and better. I doubt that the new battlefront will even come close to this game in terms of polish. As always, I would like to thank the development team for their continued time and effort in making what appears to be the greatest Star Wars game in a very, very long time. :)

P.S. Lets see some AT-AT gameplay please. :P

+5 votes   game: Star Wars: Battlecry
ConstantinoP.
ConstantinoP. Oct 16 2013, 8:06pm replied:

Thank you Marth, as always I appreciate the time and effort you and rest of the development team put into this mod. :)

+2 votes   mod: Mass Effect: Unification
ConstantinoP.
ConstantinoP. Oct 16 2013, 4:36pm says:

Hello,
I would like to make a few humble suggestions, which I believe will make this excellent mod slightly better with regards to balance:

1) The Collector assault rifle needs some sort of buff as it is easily the worst assault rifle and will only get worse since the other assault rifles are getting an accuracy buff (which they do need).

2) The Collector particle beam should get increased damage, because currently, the weapon gets to the point of overheating in an effort to kill one person while targeting them in the head, while having a damage award.

3) The Firestorm should also get increased damage, since it kills rather slowly for a weapon that must be used at point blank and is carried by one of the largest and slowest units in the mod.

4) The Missile Launcher should also get a damage increase, as it is the only weapon of the Geth Rocketeer class, and fires rather slowly. Personally, I do not think that it should take more than 2 rockets to kill someone, especially since there is no splash damage.

5) I think that the Hex Barrier should be given to the Geth Machinist, and the Geth Shock Trooper should get a Geth Shield boost ability instead to highlight their more aggressive role on the battlefield.

On a side note, have you guys considered adding DLC units, such as the Collector Trooper and Collector Captain, or are the current factions final? Thank you for your consideration, and sorry for the long post; I wrote it because of my love for this mod. :)

+3 votes   mod: Mass Effect: Unification
ConstantinoP.
ConstantinoP. Oct 16 2013, 4:09pm says:

Thank you for the response blahdy. I was also wondering why helicopters need to be rearmed, while all other units reload automatically? If it is for balance, perhaps a short cool-down can be given to abilities, such as launching Hellfires instead.

+2 votes   mod: WIC: Modern Warfare Mod 4
ConstantinoP.
ConstantinoP. Oct 13 2013, 6:58pm replied:

Thank you for the response, but has the dev. team considered allowing the M270A1 to fire without needing any unit to spot for it (perhaps with decreased accuracy)? Without being able to manually fire, artillery is not very fun to use.

+1 vote   mod: WIC: Modern Warfare Mod 4
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