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Comment History  (30 - 60 of 320)
SpardaSon21 Oct 25 2012, 2:45pm says:

Since I can't edit, this would be a great heavy tank with a powerful long-ranged Gauss cannon and an array of short-ranged missiles.

+2 votes     media: UEF Tank model
SpardaSon21 Oct 25 2012, 2:18pm says:

Koenig Tiger.

+2 votes     media: UEF Tank model
SpardaSon21 Oct 5 2012, 2:50pm says:

I don't think you can actually remove buffs from ships. You can add additional buffs but you can't actually remove them using another ability. What I would do is have weapons fire on ships do temporary, stacking debuffs to ship stats but have them go away after a while to represent the crews re-routing systems around damaged sections of the vessel and effecting temporary repairs to damaged systems.

I prefer the armor plating idea, but you'll have to be careful with naming since UI information is global, so unless you're doing a total conversion the Vasari, Advent, and TEC will all start using C-bills and armor instead of credits and shields if you don't take care with modifying English.str.

+1 vote     article: Progress Report, October 4th 2012
SpardaSon21 Sep 13 2012, 5:21pm replied:

You are all forgetting the obvious reason why: it looks cooler than a flying box.

+13 votes     media: Batarian Siege Cruiser
SpardaSon21 Aug 5 2012, 9:39pm says:

You misspelled the "New Syrtis" class of carrier.

Aside from that nitpick, this mod looks like it is progressing well. Good luck!

+2 votes     mod: Sins of the Inner Sphere
SpardaSon21 Jul 21 2012, 11:46pm replied:

You're welcome.

You're still going to have to decide what to do about inter-star phase jumps since DropShips definitely can't do that, and that's controlled by a research boolean, so either it isn't researched and no ships can jump or it is researched and all ships can jump. There's no middle ground. First thing that came to my mind is a completely ******** research about tiny K-F engines hotloaded from fusion reactors that allow DropShips to do K-F jumps, but like I said that's a ******** research with no grounding in BT science so you probably want something better.

+2 votes     mod: Sins of the Inner Sphere
SpardaSon21 Jul 21 2012, 10:13pm says:

One thing you guys might want to think about with regards to K-F jumps and scale is that most Sins maps only take place in a single solar system. It may be an extremely crowded solar system, but all the celestial objects in your average Sins map are in the orbit of the same, single star, and your average DropShip doesn't have issues with interplanetary transits.

Oh, and I'm definitely tracking this.

+3 votes     mod: Sins of the Inner Sphere
SpardaSon21 Jun 5 2012, 12:58pm replied:

It does. It is a shame they misspelled "hangar" though.

+1 vote     media: Hanger Defense
SpardaSon21 May 13 2012, 7:51pm says:

You should consider moving to Rebellion when it is finally released since Rebellion bumped the weapon limit for ships and structures from three to five, plus there are some additional WeaponClassTypes added such as Flak, Railgun, PointDefenseLaser, PulseWave, and PhaseCannon that you can re-name to get the desired effect. Having an extra two weapons per ship would give you a little more leeway when it comes to proper loadouts, especially since fighters can now have two primaries and three secondaries.

+1 vote     mod: Freespace: Sins Of A Blue Planet
SpardaSon21 May 13 2012, 1:57pm says:

The Standard download for Diplomacy has the Expansion mod inside the zip instead of the Standard mod.

+2 votes     mod: Maelstrom
SpardaSon21 Apr 23 2012, 8:51pm says:

A little word of warning: shielding grants an always-active damage reduction, over 60% when focus-fired upon by a fleet and 15% when under light fire, so ships without shields need a ton of armor and HP in order to have equivalent survivability when under heavy fire.

Also, since the DMO appears to have a lot of special buffs, you're going to have to write a lot of abilities, and you may run into the 5-ability-per-ship limit a few times.

Best of luck with this mod, and I hope you get everything working.

+1 vote     mod: Cliche Multiverse Project
SpardaSon21 Apr 6 2012, 1:31pm says:

Have you changed the particle and sound effects for weapons so they're no longer using effects suited for the standard weapons in Sins, but instead are suited for the weapons found in Mass Effect?

0 votes     mod: Dawn of the Reapers
SpardaSon21 Mar 28 2012, 4:15pm says:

Blue, like all the other tesla weaponry in fiction. Green tesla weapons look too much like standard Necron gauss weapons.

0 votes     media: Decision difficulties
SpardaSon21 Jan 22 2012, 8:19pm says:

I with everyone else so far. I'm definitely tracking this mod.

+3 votes     mod: Radiant Flux
SpardaSon21 Jan 6 2012, 11:52am says:

Wow, you've even gotten the rotating section in-game. That must have taken a lot of work to get right with particle effects.

+1 vote     media: Karuna Frigate Surprise
SpardaSon21 Dec 15 2011, 2:05pm says:

Vader111, there was a recent re-release of Blue Planet 2 with optimized ships. You should probably check that out, especially since Blue Planet is a greatly superior mod to Dawn of Sol.

Also, there's no way fleets in this mod should be a large as fleets in stock Sins (if fleets have 25 Deimos corvettes and 40 Fenris and Leviathan cruisers in them something is wrong), so you can get away with higher poly counts than if you were using standard Sins-sized fleets.

+1 vote     mod: Freespace: Sins Of A Blue Planet
SpardaSon21 Dec 12 2011, 1:22pm replied:

Actually, the Thanix cannon shoots molten metal.

+4 votes     media: Sovereign Class Reaper Dreadnought W.I.P
SpardaSon21 Dec 7 2011, 12:50pm says:

Why not just add the Masari? I mean, this mod is basically trying to be Universe at War, just on the Forces of Corruption engine.

+1 vote     article: What kinds of factions would you like to see?
SpardaSon21 Dec 2 2011, 1:06pm says:

I was thinking "Tomahawk" as the name since it looks like it launches cruise missiles.

+1 vote     media: UEF Tech 2 Experimental Tac-Missile Launcher
SpardaSon21 Nov 13 2011, 12:12pm says:

Gray and blue.

+2 votes     media: Tone color for "series"(update)
SpardaSon21 Nov 11 2011, 12:20pm says:

Right, since it looks a lot more streamlined than the left.

+1 vote     media: GDI M-28 Mammoth Railgun upgrades
SpardaSon21 Aug 15 2011, 12:59pm replied:

Dynamic movement would only really be appropriate on frigates and maybe light cruisers. There's no way a Dreadnought, Carrier, or Heavy Cruiser would be doing quick slashing attacks on enemy fleet formations since they're all long-range combatants.

As to the weaponry, I hope Lord_Set fixes that. I'm sure he's read the Mass Effect wiki so he knows what weapons are used for naval warfare.

+4 votes     media: Gameplay Trailer 1
SpardaSon21 Aug 4 2011, 3:04pm replied:

"N7" is a vocational code for the Alliance military. The "N" part refers to Alliance Special Forces and the "7" part refers to the highest proficiency level. Why would a fighter be designated "N7"?

+2 votes     media: Alliance Interceptor Skinned WIP
SpardaSon21 Jul 22 2011, 1:30pm says:

I think your weapon projectile effects need to travel faster. Their low speed and small bullet size makes them seem weak.

+2 votes     media: Battle of the Brawlers
SpardaSon21 Jul 10 2011, 11:20pm says:

Hmm. It reminds me a little bit of the Warhammer BattleMech, so why don't you call it that?

+1 vote     media: UEF T2 Experimental Assault Bot
SpardaSon21 Jun 28 2011, 7:59pm replied:

Thanks for the link. I"m surprised something like that was hidden in a subforum.

+1 vote     mod: Rage of Dark Gods. Battle for the Empire Total War
SpardaSon21 Jun 23 2011, 6:45pm replied:

Do you mean the Vasari Starbase's entity file? That file is "StarbasePhase.entity".

+1 vote     media: wtf..
SpardaSon21 Jun 20 2011, 11:42am says:

The open space between the two prongs doesn't seem like it belongs in Mass Effect. I'd suggest stretching the central connector forwards so it fills up more space.

+1 vote     media: Alliance Heavy Cruiser Final
SpardaSon21 Jun 2 2011, 12:38pm replied:

You could alter the model so it looks like they have bionic limbs and body parts and give the Skitarri better DT, Strength, and Perception to reflect their augmented nature.

+3 votes     media: SKITARII-replacing gunrunners and caravan guards
SpardaSon21 May 19 2011, 12:21pm replied:

I think he's saying the Uziel will be a heavy mech for the Aeon, not that it is a Heavy 'Mech in BT. To the maker: great model and texture. I think it will look great for the Aeon.

+1 vote     media: Uziel textured
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