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Comment History
halogamer343
halogamer343 - - 12 comments @ New Pictures

Realistically the damage would be inversely proportional to the distance squared. Adding that would be awesome :D

Good karma+1 vote
halogamer343
halogamer343 - - 12 comments @ New Federation Cap yard

So will this new model have an animation of the ship being constructed? :D

Good karma+8 votes
halogamer343
halogamer343 - - 12 comments @ Brace for Impact!

I'm wondering, how much of a lag spike will those cause? x)
I mean, when I put fleets of about 30 star destroyers hammering each other, that one was quite a drag on my computer :D

Good karma+1 vote
halogamer343
halogamer343 - - 12 comments @ A Timeline of Star Wars: Interregnum, Part 3 - Disintegration

Considering that in Sins the ships are only ever seen jumping within star systems or very close stars, I would guess that the Star Wars jump tech allows for higher speeds.

Good karma+1 vote
halogamer343
halogamer343 - - 12 comments @ Sphere 634...she can still hear my thoughts

Is that going to apply to the number of capitals too? Currently it's easy enough to have a fleet of 5 Tactical Cubes and V'ger => Not exactly a fair fight :p

Good karma+1 vote
halogamer343
halogamer343 - - 12 comments @ CTA Dev Diary 5

I truly do love the Romulans, but I think buffing their capitals might be a bit too much, a fleet of 10 Buzzards and a Scimitar can already take on a frigate&cruiser mixed fleet of Klingons or Feds with numbers around 100-150 :p

Good karma+1 vote
halogamer343
halogamer343 - - 12 comments @ OUTDATED - Sins of a Galactic Empire - Addons Pack

My internet is so slow I'd prefer to make sure before downloading this, does the "hyperspace anywhere" mean that ships can jump from anywhere within a gravity well, or that ships can jump from the edge of any gravity well to any other revealed gravity well? If it is the latter, would it be possible to get an addon which allows the ships to jump from far closer to the centre of the gravity well? Not quite from the planet surface, but you know what I mean.

Good karma+1 vote
halogamer343
halogamer343 - - 12 comments @ 0.95 Features and Changelog

Considering the cube is as powerful as it is, even with it being debuffed it would be easily worth the 300 crew.

Good karma+2 votes
halogamer343
halogamer343 - - 12 comments @ 0.95 Features and Changelog

Pssh, why bother with clearing the fields? I just take some ship that can take it and run around the gravity well, no need to build extra ships that way x)

Good karma+1 vote
halogamer343
halogamer343 - - 12 comments @ 0.95 Features and Changelog

Well, my suggestions were made from the gameplay viewpoint, even if canonically they might not be entirely correct. Also after checking the stats, I would still suggest a 10% debuff to the Assimilation Cube's stats, just to make a difference to the Tactical cube. This way there would be a point in upgrading your fleet later on. Also I believe the Assimilation Cube should have a larger "fleet cost", maybe 300 instead of the current 200.

I do love canonically correct facts, but I believe that the gameplay should be the main thing here.

Good karma+2 votes
halogamer343
halogamer343 - - 12 comments @ 0.95 Features and Changelog

The solution to this might be toning down the assimilation cube's power (maybe by 40-50%?) and moving it one or two steps up the research ladder?

Good karma+1 vote
halogamer343
halogamer343 - - 12 comments @ Absolute Corruption Mod 2.4 Enhanced

Armyguy, the superlaser is not supposed to be an instant kill on the SSD sized ships, I would guess this is for balancing.

Good karma+1 vote