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SpardaSon21
SpardaSon21 @ Revolvers, Anybody ?

Wow. That's a lot of revolvers. Got a question about them, though. Are they going to suffer from magazine jamming as they get worn? Revolvers don't actually have magazines to jam on them, after all.

Good karma+1 vote
SpardaSon21
SpardaSon21 @ Mini-14 WIP

Actually, .223 and 5.56mm NATO are very nearly identical and are quite capable of being interchangeably loaded in the same weapons, so yes, the Mini-14 can indeed take military ammo right out of the box. 7.62mm NATO and .308 Remington are the same way as well.

Good karma+2 votes
SpardaSon21
SpardaSon21 @ The XV-104 Riptide RELOADED

It has too much dakka. Make the ion accelerator an upgrade for the heavy burst cannon, put the nova shield on it, get rid of the plasma rifles under the burst cannon, and have it start with smart missile systems with upgrades to plasma rifles or fusion blasters. If you can get it down to codex equipment, the chances of other mods wanting to use it, such as Firestorm over Kaurava, go up immensely.

Good karma+1 vote
SpardaSon21
SpardaSon21 @ Total Mayhem

Considering there's no official support for TM through FAF, what would I have to do? The Wiki is being less than helpful.

Good karma+1 vote
SpardaSon21
SpardaSon21 @ Total Mayhem

Is compatibility with Forged Alliance Forever planned at some point?

Good karma+1 vote
SpardaSon21
SpardaSon21 @ The Future of SGI

I'd rather have a quick update just for 1.5 compatibility so those of us who were updated to 1.5 can play SGI while you're still working on the tech trees.

Good karma+3 votes
SpardaSon21
SpardaSon21 @ Merciless Mod in Action

Not for me. For me they appear so tiny I have no idea what's happening in them.

Good karma+3 votes
SpardaSon21
SpardaSon21 @ New Main Menu

Looking good.

Good karma+2 votes
SpardaSon21
SpardaSon21 @ April Update

Don't be sad. I'd love to deploy a lance of BattleMechs to take on the zombie menace. Its just that a lance of four 'Mechs is a bad formation to deploy Timber Wolves in. They really belong in stars of five 'Mechs each.

Good karma+3 votes
SpardaSon21
SpardaSon21 @ April Update

"Lance of Madcats"

You guys really don't know BattleTech very well, do you? :P

Good karma+3 votes
SpardaSon21
SpardaSon21 @ I'm not dead yet, I can dance and I can sing!

You need to make a PlayerRace.entity file for the DMO. Copy PlayerTech.entity and rename the copy to PlayerDMO.entity and use that as your new DMO race file. Make sure isSelectable is set to TRUE.

Good karma+1 vote
SpardaSon21
SpardaSon21 @ Crazy

Thank you. I'm extremely fond of all your other music choices and just wish I could hear them more often instead of yet another Stargate track.

Good karma+2 votes
SpardaSon21
SpardaSon21 @ GK Interceptors

I think its the robes.

Good karma+1 vote
SpardaSon21
SpardaSon21 @ Phoenix-class Colony Vessel

In before "dat aft".

Good karma+18 votes
SpardaSon21
SpardaSon21 @ Crazy

For your next release, can you please cut down on the number and play frequency of Stargate music tracks? Sadly they just don't fit a mod that isn't about Stargate.

Good karma+2 votes
SpardaSon21
SpardaSon21 @ Crazy

I think his issue is that he extracted it so he has the actual mod folder inside another folder so the game can't find any mod data.

Good karma+3 votes
SpardaSon21
SpardaSon21 @ FOK Terminator Librarian is done!

That book on his back looks rather Inquisitorial for an Astartes who isn't a Grey Knight.

Good karma+1 vote
SpardaSon21
SpardaSon21 @ Fleet Info

Sure, but unlike Orks they're hard to convince to do what you want them to do. Bounty and pirate missions wouldn't work well for Dark Elder. On the other hand, just give Orks some flash gubbinz and dey'll be happy ta krump 'o you sayz ta krump.

Good karma+5 votes
SpardaSon21
SpardaSon21 @ Salarian Concept

Increased heat generation makes sense (remember this mod actually takes heat generated from weapons fire into account), not swapping hardware to suddenly start firing higher-energy laser pulses.

Good karma+1 vote
SpardaSon21
SpardaSon21 @ Salarian Concept

Don't forget the Salarians use near-ultraviolet GARDIAN lasers with 6x the range of the infrared lasers everyone else uses.
Masseffect.wikia.com

Also, go for it.

Good karma+3 votes
SpardaSon21
SpardaSon21 @ Dawn of the Reapers Trailer

I can help out a bit, too, after I finish coding that Flak Batteries ability SotP wants.

Good karma+1 vote
SpardaSon21
SpardaSon21 @ Dawn of the Reapers Trailer

You know, you have forums now to start putting up posts about these sorts of things. ;)

Good karma+1 vote
SpardaSon21
SpardaSon21 @ 40 000 Sins

There was that BFG mod for Entrenchment that managed to get a mostly-complete Imperial Navy done. They've all disappeared though.

Good karma+3 votes
SpardaSon21
SpardaSon21 @ 40 000 Sins

Best of luck getting this off the ground. I hope you can find proper models for your planned ship list, which is always the toughest part of a mod.

Good karma+2 votes
SpardaSon21
SpardaSon21 @ Mechanized Warfare inbound

I hope so since I love the gameplay additions of Project Nevada like bullet time, sprint, and mobile reticle. I don't know about the PN modules but with this setting I won't need PN's Cybernetics module to get augs. I definitely asked for this. :P

Good karma+1 vote
SpardaSon21
SpardaSon21 @ Pirates - Cruiser Carrier

The same. Soase-maelstrom is shooting for a full lineup of capital ships, so probably.

Good karma+1 vote
SpardaSon21
SpardaSon21 @ One does not simply scale things properly.

That sounds unwieldy and prone to failure.

Good karma+2 votes
SpardaSon21
SpardaSon21 @ One does not simply scale things properly.

A Pitbull is a two-person jeep with minimal armor plating. A Mammoth has a crew of two gunners minimum (one for missiles, one for main cannons), a driver, and a commander (most likely set up), backed by massive amounts of armor plating and the engine to carry all that weight. If you can't fit the two gunners, commander, armor, weapons, and autoloaders for the weapon systems into the turret, you need to make it bigger.

Good karma+3 votes
SpardaSon21
SpardaSon21 @ More work! whoo!

It is very easy to make a new race in Sins. All you need to do is give them their own Player<Race>.entity file and they're their own race. Just copy/paste the TEC one you're using, re-name it to PlayerDMO.entity and you've got your own separate race.

Good karma+1 vote
SpardaSon21
SpardaSon21 @ Crazy

From all the bugs I'm getting on start up, it looks like you didn't even try to run your mod with Rebellion's developer .exe file. I'm not going to bother posting any more bug reports until you do so.

Good karma+2 votes
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