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DarkAssullt
DarkAssullt Mar 12 2015, 2:12am says:

I have an idea that I would like to run by you guys. For when you get to the Reapers would it be at all possible to give them a ability or affect so that when they are bombarding or "Harvesting" a planet they get a bit of extra resources to simulate like they have processing centers on the surface.

To balance this you could have it only be applicable in Reaper culture covered areas, in this case though instead of culture it could be renamed Indoctrination.

In a similar vain, Cerberus could have it's culture renamed to "Infiltration" and the Council could have "Influence."

I.E. = You cannot colonize this system due to high levels of (Cerberus Infiltration), (Reaper Indoctrination), (Council Influence)

Just a thought I had and wanted to share.

+5 votes   mod: Dawn of the Reapers
DarkAssullt
DarkAssullt Mar 11 2015, 2:32am says:

Just a bit of a nit pick, but it may look better to have the words flipped to face outward. Loving the effects otherwise.

+16 votes   media: Siege Warning Effect
DarkAssullt
DarkAssullt Mar 9 2015, 9:21pm says:

Just took down two Reapers without losing a single ship. I waited and planned my jump into the asteroid field so I would arrive behind them as the Reaper pair was focus firing on some other ships in the gravity well. My fleet which was composed of 4 Everest's, 3 Turian Dreadnoughts, the Destiny Ascension, and around 25 support ships took them out quickly and cleanly.

I love when tactical thinking actually pays off.

Of course in my current "campaign" I have to fight this way as I over extended my fleet cap so the upkeep is killing me and my core worlds which I hadn't fortified had their infrastructure wiped out by random event pirate. (I don't recommend playing without sound so your roommate can sleep)

+5 votes   mod: Dawn of the Reapers
DarkAssullt
DarkAssullt Mar 8 2015, 12:52am replied:

Not that you probably haven't thought about it. But would it be possible to make something that just "throws" a grenade really far and looks like a cannon?

+1 vote   mod: Calradia: Imperial Age
DarkAssullt
DarkAssullt Mar 1 2015, 11:38pm says:

I saw that a way's back you made a model for the Kilamanjaro class dreadnought and a Alliance frigate. Any chance to see them in game?

+5 votes   mod: Dawn of the Reapers
DarkAssullt
DarkAssullt Feb 28 2015, 10:36pm replied:

There are supposed to be that many. In "Universe" the UNSC would take the shields down with their MAC's and than hit the Covies with hundreds of Archers missiles. The missiles are not the main hitting power of the UNSC though. It's all about the MAC. If I remember correctly they made combat into "phases." The UNSC has a really strong Alpha strike which is the first phase with their nukes and MAC's but the second phase is the archer missiles which do very little damage unless you have huge volleys. The Covenant do not have as strong a opening strike but they do great damage throughout the entirety of the engagement. Which follows the lore very well. If you read the Fall of Reach it is described by Keyes thoughts during one the battles. The UNSC fleet is lined up like Redcoats during the American Revolutionary War. They get off their first shot and take out a few Covie ships and than use a refit dock to block the enemies return volley. The UNSC fires a second volley and than breaks formation to take out as many as they can. The UNSC had 40 ships at the beginning of the engagement and only have a handful left at the end. They outnumbered the Covies during this battle and still almost lost. The mod Dev's have said that they are trying to keep this balance where the UNSC needs 3 ships to the Covies 1. The battles in Halo are also quick and decisive not drawn out slugging matches like other SciFi.

+4 votes   mod: Sins of the Prophets
DarkAssullt
DarkAssullt Feb 24 2015, 7:18am says:

Hey, just some feedback. I have about 4 hours into a game with 4 council, 2 Cerbs, and 3 Reaper factions. I know they have not been a priority. When you get to them though the Council really needs some economic buffs. Looking at the graphs the council is way behind. Each of the four had maybe 30 credit incomes while the reapers and cerb were close to 80. I am loving this mod though.

Also, the rate of rebel groups is ridiculous. I keep losing stations because they spawn almost constantly and I cannot half a fleet everywhere at once.

In other news. The dreadnoughts seem to be well balanced to the way they are in the lore. I had a group of twenty cruisers and frigates taking on a lone geth dreadnought and it was kicking my fleets ***.

I cannot wait to see more on this mod guys! For what you have it really is a lot of fun. I just had a moment where my fleet warped in on a reaper fleet and guns were blazing in a pitched fight. It was going well until the crews started to get indoctrinated and turn on their comrades. Love the feel of the ships and music is fantastic. Keep up the great work!

+5 votes   mod: Dawn of the Reapers
DarkAssullt
DarkAssullt Feb 24 2015, 2:03am says:

This is one of my favorite ships in Star Wars.

+2 votes   media: Hello. My name is Traest Kre'fey.
DarkAssullt
DarkAssullt Feb 24 2015, 2:02am replied:

Don't forget the failed Outbound flight. It could have made it if not for some Sith related issues.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
DarkAssullt
DarkAssullt Feb 24 2015, 1:59am replied:

Cool, thank you for the reply.

+1 vote   mod: Dawn of the Reapers
DarkAssullt
DarkAssullt Feb 23 2015, 5:24am says:

Hey everyone, I may be a complete retard but for the life of me I cannot find a way to repair ships while playing as the Council races. Is it not implemented yet or I am missing something in game?

+1 vote   mod: Dawn of the Reapers
DarkAssullt
DarkAssullt Feb 21 2015, 7:03am says:

I've been hitting refresh ever ten minutes for the last three hours waiting for this bad boy!! Downloading now!

+2 votes   download: Dawn of the Reapers: V .3 Onslaught
DarkAssullt
DarkAssullt Feb 10 2015, 11:54pm says:

Love this mod. I really get a feel of the giant battleships slugging it out in battle.

+1 vote   mod: Sins of New Eden
DarkAssullt
DarkAssullt Feb 9 2015, 5:57am replied:

I think the Nova bomb was a one of a kind prototype. Also, it completely destroyed a small moon, ruined the half of the planet facing it, and the winds destroyed the infrastructure on the other side of the planet. It'd be little OP in this game I think.

+1 vote   media: Infinity Versus Three Assault Carriers
DarkAssullt
DarkAssullt Jan 3 2015, 7:04pm replied:

Bah, you Cardassian's are limited in thought and scope to think your way is the right way. Even on Earth we spell words differently in English based on nationality. The Federation has 100 member worlds. You hate us because we are progressive and expanding and you are a backwater with allusions of grander.

You will learn the truth when my Polaris class flagship orbits your homeworld and has ended your threat to the quadrant.

+2 votes   mod: Star Trek: Armada 3
DarkAssullt
DarkAssullt Jan 3 2015, 9:08am says:

I am playing a game on the "Neutral Zone" and there is a shattered moon where all the factions collide into one and it is a bloodbath. The Klingons held it first and than the Carrdassions and now the Federation. Now though there are 16 bio ships and a crystalline entity that is in the system.

The brave men and women of the Federation are holding the lines however and will press the front with the sweat, blood, and armored hulls of the combined Federation fleet!

+3 votes   mod: Star Trek: Armada 3
DarkAssullt
DarkAssullt Dec 31 2014, 9:09pm says:

This looks great. I really like how you are included a visual location for the gun batteries on the larger ships. It always bugged me how turbolasers shot out of nowhere midship.

+4 votes   media: SHIELDS UP!
DarkAssullt
DarkAssullt Dec 27 2014, 4:51am replied:

Yeah we can! Just fought the largest battle yet. 3 full covie fleets taken out thanks to the liberal use of nukes!

+1 vote   mod: Sins of the Prophets
DarkAssullt
DarkAssullt Dec 23 2014, 5:17pm replied:

And you just made mine!! Thank you!

+1 vote   media: Rounds on target
DarkAssullt
DarkAssullt Dec 22 2014, 6:12pm replied:

"LIKE A GOOD NEIGHBOR STATE FARM IS THERE," the Shangheli shipmaster yelled.

With a small flash a representative for the Shangheli state farm branch appeared on the bridge.

Seeing the MAC round incoming he quickly hugged the Shipmaster and shouted, "Wort Wort WORT!"

Then with another flash the Shipmaster and State Farm Representative are back on Shanghalios in the State farm office.

Message banner plays over the blurred scene of a relieved Shipmaster.

"For the best insurance for the Great Journey or just for a afternoon genocidal campaign State Farm is there."

(Shangheli test of concept commercial skit presented to the Arbiter for approval)

+17 votes   media: Rounds on target
DarkAssullt
DarkAssullt Dec 17 2014, 9:26pm says:

This is in response to Redsox2cf. Yeah more or less. I do not mod myself. The most I have done to change a game was to change the number of units I could in SW:RAW. I would not think it would be hard though. It wouldn't be too much of a new game mechanic but rather the illusion of an invasion. Just change the name from "Planet Health" to "Planetary Garrison" and the nukes can be "skinned" as drop ships. Given the importance of the world you would obviously increase the garrison on some and not others. A asteroid is going to need garrison of 6000 "battalions" or "companies" while Kuat would have a full complement of the Imperial Army. This is not my mod and I am in no way involved in the creation of this mod. I just wanted to run a idea past the mod authors and the SINS community. (Just in case their is any confusion or hearsay)

+1 vote   mod: Thrawn's Revenge II: Ascendancy
DarkAssullt
DarkAssullt Dec 16 2014, 6:47am replied:

Thank you for the response Darth Cameroth. I would think it would be more lore friendly in my mind. A bit of Hoth-ish feel except instead of being the guy on the ground you are the one leading the ships evacuating the planet and defending the transports.

+3 votes   mod: Thrawn's Revenge II: Ascendancy
DarkAssullt
DarkAssullt Dec 16 2014, 6:37am replied:

IF you have to puch it back to deliver a quality product that is fine by me. Super excited for this mod. Heck, a super star destroyer is not large enough to contain the amount of hype that I have!

+4 votes   mod: Thrawn's Revenge II: Ascendancy
DarkAssullt
DarkAssullt Dec 16 2014, 4:10am says:

A thought occurred to me today. Since in Star Wars they never really blow the crap out of planets except for on a few occasions (Alderaan) I was thinking the planet health could changed to "Planetary Garrison" and than show a bombing effect like in SOTP where drop ships are launched instead of nukes and such. Would this work at all, if not in this mod than in another where it might fit the theme and what people would think of this?

+5 votes   mod: Thrawn's Revenge II: Ascendancy
DarkAssullt
DarkAssullt Dec 14 2014, 11:52pm says:

You have all out done yourselves! This mod is beyond amazing!

+1 vote   mod: Star Trek: Armada 3
DarkAssullt
DarkAssullt Dec 14 2014, 11:50pm replied:

Did you use the large address aware program? If you are crashing after 20 minutes that is probably you running out of RAM I think. Someone correct me if I am wrong.

+2 votes   mod: Star Trek: Armada 3
DarkAssullt
DarkAssullt Nov 28 2014, 6:09pm replied:

Cross guard lightsaber. They have other ones like that. It used to be common if you look at the books from the early universe. They also have sabers that have a small blade that comes out of the pommel of the saber.

+2 votes   mod: Star Trek: Armada 3
DarkAssullt
DarkAssullt Nov 15 2014, 6:42am says:

Hey a question for the dev's. I was watching the cut scenes from the MCC and I was curious if you were going to incorporate the Forerunner dreadnought at all for the Covies? Now, at full power it would be overpowered. In the books it is said the Covenant could only get it to work at about ten percent of its total power. So it would be strong enough to be a real threat but could be countered by being really, really expensive. Also, the way the mod depicts the space battles almost matches spot on the way they handled it in the MCC cutscenes. Love this mod guys, keep up the great work and I hope you are all enjoying the MCC as much as I am.

PS, if this has been asked before my apologies.

+1 vote   mod: Sins of the Prophets
DarkAssullt
DarkAssullt Nov 11 2014, 4:48am says:

Playing the Master Chief collection and it makes me want to play this mod....but i can't because I'm playing the Master Chief collection...

+5 votes   mod: Sins of the Prophets
DarkAssullt
DarkAssullt Nov 10 2014, 7:11am says:

I am super excited for this mod Vader. Cannot wait to see what you have in store for us all! Keep up the good work!

+1 vote   mod: Freespace: Sins Of A Blue Planet
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