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Comment History  (60 - 90 of 343)
SpardaSon21
SpardaSon21 Jul 21 2012 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
SpardaSon21 Jun 5 2012 replied:

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

+1 vote   media: Hanger Defense
SpardaSon21
SpardaSon21 May 13 2012 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
SpardaSon21 May 13 2012 says:

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

+2 votes   mod: Maelstrom
SpardaSon21
SpardaSon21 Apr 23 2012 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
SpardaSon21 Apr 6 2012 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
SpardaSon21 Mar 28 2012 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
SpardaSon21 Jan 22 2012 says:

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

+3 votes   mod: Radiant Flux
SpardaSon21
SpardaSon21 Jan 6 2012 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
SpardaSon21 Dec 15 2011 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
SpardaSon21 Dec 12 2011 replied:

Actually, the Thanix cannon shoots molten metal.
Masseffect.wikia.com

+4 votes   media: Sovereign Class Reaper Dreadnought W.I.P
SpardaSon21
SpardaSon21 Dec 7 2011 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   news: What kinds of factions would you like to see?
SpardaSon21
SpardaSon21 Dec 2 2011 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
SpardaSon21 Nov 13 2011 says:

Gray and blue.

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

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

+1 vote   media: GDI M-28 Mammoth Railgun upgrades
SpardaSon21
SpardaSon21 Aug 15 2011 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
SpardaSon21 Aug 4 2011 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"?
Masseffect.wikia.com

+2 votes   media: Alliance Interceptor Skinned WIP
SpardaSon21
SpardaSon21 Jul 22 2011 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
SpardaSon21 Jul 10 2011 says:

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

+1 vote   media: UEF T2 Experimental Assault Bot
SpardaSon21
SpardaSon21 Jun 28 2011 replied:

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

+1 vote   mod: Rage of Dark Gods: Total War. (Warhammer FB)
SpardaSon21
SpardaSon21 Jun 23 2011 replied:

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

+1 vote   media: wtf..
SpardaSon21
SpardaSon21 Jun 20 2011 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
SpardaSon21 Jun 2 2011 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
SpardaSon21 May 19 2011 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
SpardaSon21
SpardaSon21 May 14 2011 replied:

That's fine. The Atlas would be cool, but it isn't anywhere near a "must-have". Your mod is pretty great regardless of BattleMech content.

+1 vote   media: MadCat model W.I.P
SpardaSon21
SpardaSon21 May 14 2011 says:

The Cybrans should probably get this. If you wouldn't mind making more BattleMechs, I would suggest the Atlas for the UEF: Sarna.net

+1 vote   media: MadCat model W.I.P
SpardaSon21
SpardaSon21 May 14 2011 says:

Missile packs and main cannon. The positions of the rest of the weapon choices don't seem believable. I wouldn't say no to a tank with a single coaxial autocannon and the missile packs though.

+1 vote   media: New earth tank concept
SpardaSon21
SpardaSon21 Apr 24 2011 says:

If the AI can use it, #2 would be the best. If the AI can't figure it out, you'll have to go with #3 and probably nerf those spinal weapons to not insta-kill stuff.

+6 votes   news: Mac Abilities...
SpardaSon21
SpardaSon21 Apr 24 2011 says:

If the UTF Apollo is the exact same vessel as the GTF Apollo, I would suggest changing that. Nothing kills a total conversion like having identical ships to vanilla FreeSpace.

+1 vote   media: UTF Kvasir
SpardaSon21
SpardaSon21 Apr 24 2011 replied:

Nope, you're right, this was used in Blue Planet: War in Heaven as the GTF Atalanta.

+1 vote   media: UTF Kvasir
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