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Thank you for your reply. I also have a few suggestions in relation to the fleet roster. At this point, there are many ships that share the same fleet slots and some are more powerful than others (I'm talking about when you play the game with Default fleet sizes). Let's take the UNSC for example: the Thanatos shares cap with the Orthus, Paris, Hermes and Charon and it's the most powerful of of the 5. There's no point why would anyone want to build the other 4 once they've researched the Thanatos. My suggestion here would be to have each frigate type have a hard cap just like some of them had in vanilla HW2:
- The Paris should be left uncapped as the first and baseline frigate
- The Charon and Hermes should be limited to 2-4 per type
- The Thanatos should be limited to about 8 or 10
Same goes for cruisers. I almost never build the Halcyon as it only has 1 MAC vs the Marathon's 2 MACs and it also has fewer deck guns. I think the Halcyon should take the place of the Talos (which I think is a too heavy hitter for it's purpose, it has 2 MACs that deal the same damage as the Marathon MACs and you can have 6 of them) as in the Halo lore the Halcyons (standard ones and not the Pillar of Autumn which was refitted) were considered weak in terms of firepower and were only useful because were more resilient due to the honeycomb structure of their hull.
Also, regarding the USNC, I love the ODPs :D. I do think they are a bit overpowered now, as they can be moved all over the map. I think they should keep their 1 shot 1 kill advantage, just like in the lore, but with probably shorter range (I can now easily snipe enemy CAS carriers from miles away and win the game) and make them single burn like vanilla HW2 platforms so they can't be moved all over the map all the time :)
Love to finally see the Covenant in, good work guys :). I know this isn't by any means a finished mod, so I'd like to make a few suggestions for future releases in relation to balance. First, I think the Covenant at the moment are too weak. Their plasma torpedoes are very very slow and energy projectors barely scratch enemy ships. The most damaging weapon they have at this point is the pulse laser, which is a bit strange from a Halo cannon perspective. I think plasma torps should move faster, the pulse lasers a bit nerfed vs capital ships and the energy projector damage increased.
I love the mod, the graphics detail is second to none in my opinion, great job :). I think you guys still need to work on balance though. I think the wraith hive ships are way overpowered as they are now. The damn things have a HP of about 1100000 when upgraded (more than Destiny which has 800000), which makes them very, very hard to kill. When I pit 3 BC-304s with Asgard weapons against one hive, I almost always loose one 304. Also I think either the shields of the 304s are a bit weak, or the weapons of the hive too strong, they go down pretty quickly as opposed to what we've seen in the shows.
I love this mod. I think Sins of a Solar Empire is the best RTS game for a Halo mod, as it allows you to amass the huge fleets seen in the books/games. I love how everything dies so fast, just as in the books/games. I reinstalled Sins just for this mod and absolutely love every second of play, just finished a monstrous 12 hour long game on a map with over 50 planets, 1vs1 :) Love the UNSC vs Covenant balance, can't wait to see the Forerunners as well. You guys have done a great job, keep it up. Btw, any chance of seeing the Infinity in a next release? :D
Hi guys, I think I've just found a bug.
Russian T-90s and BMP-2s will not fire at enemy infantry, even when they have perfect line of sight. The T-90s don't fire their PKM machine guns and the BMP-2s will not fire their 30mm cannons.
The latter can't use their AT missiles either (command is given but nothing happens).
why have you guys ceased development? will you concentrate on other projects or abandon modding all together?
What will be the maximum engagement ranges for maneuvering and non-maneuvering targets for the r-27 and aim-120?
From what I see in the video, in the second instance the AIM-120 was fired close and the chopper was still able to beat it kinematically.
Anyway, great job, can't wait to play this :)
Will the Su-27s carry these as well? And the Raptors the AIM-9X?
you should add the Su-39 as the A-10 counterpart, it's the more advanced version of the Su-25.
Why don't you guys go for the R-77 as the Russian missile? It's a lot more advanced than this, the R-27 is semi active radar guided, while the R-77 is active radar guided just like the AMRAAM (with a higher "pitbull" time however).
I for one wouldn't want to go up against a plane with AIM-120s with R-27s, as you basically have very little chance of winning.
will the raptor be a playable unit in the next release?
if so, will you put the Su-35 as well? :)
I found a possible bug guys, when playing 4 vs 4 (me RU Armor) the US armor and air players were able to deploy a lot more units than the number of command points. The air player (m1a1 master) deployed 3 AH-64Ds (when only 2 can be had) and the armor player (**** Cheney) deployed 8 M1A2 SEP (when only 6 can be had).
I swept the floor with both of them :P but this is something you should consider :)
Great mod guys, I too can't stop playing this, I love how you guys did RU armor, now their tanks are a real threat to the Abrams. However I have spotted two bugs (probably) with the advanced Mi-28. Sometimes, it's SACLOS missiles will lose lock when just a few meters away from their target. The chopper still had LOS on the target and the target didn't pop out any smoke so it should have hit. I don't seem to have this problem with the other Mi-28 (for beginners), it's missiles are always tracking true to the target. Also, some times the advanced Mi-28 will turn away from the target by itself (no other move commands given) as soon as the missile was fired, so the lock is automatically lost.
Have you guys been confronted with these issues so far?
yes baby, downloading now. the best Christmas gift ever! Merry Christmas and a happy new year to all the developers of this great mod.
I think it's Queen, The Final Countdown
Have you guys manage to fix the AI abrams fire bug? It fired the apfsds way too fast
I think he meant to ask if such a system exists in real life as well (as far as I'm aware, it doesn't, you can't intercept SAMs with AA missiles as the SAMs cannot be tracked by the onboard radars of aircraft).
I love the use of radio calls from FC2. I think however that the Super Cobra should have only 2 Sidewinders (like in reality) and have to come back to the FARP to reload, just to keep things balanced.
do you also plan to replace the T-62 with the T-72? The Russians still have about 5000 of them in their arsenal.
Hello, I'd like to point out a few short comings:
1) The Russian AI seems somewhat broken. When I play against them they don't use T-90s at all, and when I play as Russia my allies in the other roles barely do anything. I was playing as air and saw my armor and infantry allies just keeping their units at the landing zone and doing nothing :(
2) Considering that US M1A2 SEP is more powerfull than the T-90, I think it would be best to lower the price of the T-90 to 1000 points, and the price of the T-80 to 800 points, so that Russian players can bring more tanks to bear to balance things out.
And one more question: is there a plan to replace the T-62 with the T-72? The Russians still have about 5000 of them and in terms of model, if you guys don't have one yet, you could use the T-90 model without the laser sights.
Thank you and keep up the good work :)
The thing is I wasn't talking about the special ability ;) The AI US tanks' HEAT rounds (those that are being fired all the time) were doing the kind of damage I told you about.
The Russian tanks still seem weak compared to the American ones, the heat rounds of the abrams are too strong now IMO, 2 of them will blow a t-90 to bits but I need at least 6 or 7 or even more to destroy an abrams. Either decrease the price on russian tanks so that we may have more tanks or lower the damage of the abrams heat rounds.
I know about it but I'm not that much of a chopper simmer, although I like and play hardcore flight sims such as Flaming Cliffs 2, Free Falcon and Jane's F-18. I even have a Thrustmaster Cougar for joystick :P. They could have done a better job with FC2 though, it still lacks the avionics depth of FF and Jane's F-18.
What about the 8 man rifle squad and the T-72 instead of the T-62? :D
I'm back with a second wave of feedback.
I think for the infantry role you guys should make the rifle squad 8 men strong ( like most infantry squads in RL ). The bmp2/btr-80/AAV/Striker all can carry up to 8 men so it won't be unrealistic for APCs to carry that many troops at once.
The T-62 is a bit out of place here, even though it is still in service with the Russian Army's reserve units. Can we hope to see a T-72 in it's place?:D The Russians still have about 5000 of them in active service.
Has there been considered the introduction of the Ka-50? :D Or is it again too much wishful thinking on my behalf?:P It would be great as an attack helo for experts, considering that it is the most advanced Russian attack helo to date.
Strange, now I played as US and the Longbows don't seem to have that crash problem.
Played as Armor and Air, both roles with the Russian Federation. I love how you did armor now, seeing a platoon of 4 T-90s roaming around the battlefield is freaking awesome :).
I'd suggest reverting the price for medium tanks to 750 command points to make it more interesting.
Also, the reflekts missiles on the T-80U seem to have endless ammo, hasn't the ammo manager been implemented to them as well?
However, air seems a bit buggy. Many times my Mi-28Ns crashed into the ground right after arriving at the reinforcement point :(. The AT missile on the Hind has been removed for balancing issues? You could put it back and give it 4 shots as the Hind has 4 AT missile hardpoints.
And the AT missiles are waaaay to easy to intercept, even the machinegun pillboxes seem to be able to take them out in one burst.
Other than that, this is a lot better than beta 6. Keep up the good work. You guys have managed to make me stop playing any other strategy game out there. WIC with MW mod is by far the best RTS game ever released, Ubisoft and Massgate should hire you guys to make WIC 2 Modern Warfare :)
ok, thanks for clearing that up :) I'm looking forward to that tutorial. Once again, great job, this is the best mod for the best strategy game ever. If only it had endwar's voice commands :P
Great work guys, this is truly a remarkable mod. I've played as armor and air up until now. I'm still struggling to figure out the way in which the attack helicopter for experts works :P. I have 2 questions though:
1) why is the T-80U AGTM missile so weak? I mean it can't even take out a Bradley in 1 shot
2) why are the T-90s limited to 12 APFSDS rounds and the Abramses to 24? Also the Russian APFSDS round seems weaker than it's US counterpart (it takes 2 US rounds to destroy a T-90 and about 3 or 4 Russian rounds to destroy an Abrams), I don't know if this is true in real life as well
Thank you for this great mod and keep up the great work :)
I'm working on a ship manual, which will have all ship data included but my job robes me of enough time atm so pls be patient :)
luck has nothing to do with it. as long as you stay out of the range of the secondary guns, 9 out of 10 cases you will beat it.
congratulations for entering top 100 :) Voted you guys for the mod of the year, you guys deserve it. Oh and by the way, I was able to beat your ori cruiser 1 vs 1 with a 304 :D