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Comment History  (0 - 30 of 41)
TheHunter191
TheHunter191 - - 41 comments @ New Cerberus Colony Ring

It looks good :) However is the text at the blue ring at the end of the gravity-well still supposed to be aimed inwards towards the planet or is that subject to change?

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ Dawn of the Reapers

Steamcommunity.com

Check the link for how to edit BIN converted .entity files from mods - and how to revert them to BIN files after the first conversion to .txt files :)

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ Don't mess with Tholians

would be awesome if the pirate planets were replaced with tholian shipyards.

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ Dawn of the Reapers

well the defiant has a stealth drive that actually renders it invisible. Normandy's just cover its thermal traces. the White star got firepower, speed and maneuverability, but so does the others. My Money is on the defiant. It would however have some trouble piercing the normandy's hull and shield barrier.

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ The War is raging on

If you look closely you can spot a breen chel grett cruiser in there, so the dominion troops are not alone

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ 1600 Watchers! - BAC

Still doesnt change the facts. In BSG they face a projectile based enemy where armor is the most sensible thing. The hull might be compressed or fracture under the stress - having a CIC away from those areas will ensure survival, at least for a while.
Having a shield barrier will not be able to intercept projectile based weaponry like sci-fi wants you to believe. A correct frequency might dissipate the incoming barrage, but i still wouldnt be without a decent hull designed to guide the emitted heat and surplus energy from the enemy weaponry away from the hull or into heatsinks -> hence disabling most of their potency, but still be causing minor damage, hull breaches and metal fatique on the areas closest to the exterior hull. The ship would in most cases survive, and so would a well-placed CIC, unless the enemy decides to use radiation, then theres just about nothing to do.
Besides our eyes can only see objects a few kilometers away. Objects in space are typically much farther away rendering a direct line of sight obsolete. Then there is no longer need for an exposed bridge.

Good karma+2 votes
TheHunter191
TheHunter191 - - 41 comments @ Cardassian Darhe'el-class

its just an easter-egg. they have no in-game bonuses or values other than a good laugh and the achievement :)

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ 1600 Watchers! - BAC

BSG has a much more sensible design. they put the CIC in the center of the ship protecting it from de-pressurisation in case of hull breach, and also has a lot of other less critical areas near the hull to protect vital systems. Personally i find that makes much more sense :)

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ Cardassian Darhe'el-class

Its the illusive Space ponies!

Good karma+2 votes
TheHunter191
TheHunter191 - - 41 comments @ Star Trek: Armada 3

In addition to having an increased fire rate when leveling up, could u consider increasing the shield/armour repair rate? It would be a logical thing as well, as more experienced engineers/sci officers would be better at their jobs when it comes to fixing damages.

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ Dawn of the Reapers

could you please reduce the amount of fighters with council/cerberus/reaper cruisers and frigates. I like doing 10 player matches with the npc. When they start Building forces it becomes unplayable because of the lagg the fighters cause. I dont mind the cap ships having a lot of fighters, its just the high amount on cruisers and frigates that cause trouble, for me at least.

Good karma+4 votes
TheHunter191
TheHunter191 - - 41 comments @ Star Trek: Armada 3

In the 1.0 edition (before the hotfix) there is one of the romulan engine-related researches description that says something about them using antimatter Warp cores. Thats quite wrong as they use quantum singularity cores, which your effects take into consideration when some of their ships are destroyed. Just thought i'd say it in case its not yet been fixed.

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ Star Trek: Armada 3

Will this mod be featuring breen ships(chel grett and the smaller raider)? and if so what roles might they have?

Good karma+2 votes
TheHunter191
TheHunter191 - - 41 comments @ Dawn of the Reapers

personally i'd be a psychotic biotic! ;)

It's either the drugs, the partying or the all-night gaming that drives me nuts :)
____________________________________
Best way to avoid hangover -> keep the party going!

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ Dawn of the Reapers

Im pretty sure i saw a post on the STA3 mod page saying you can have 2 debris models per ship

Good karma+3 votes
TheHunter191
TheHunter191 - - 41 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Will you be making a dlc and a non-dlc version of the mod for those of us Who aren't gonna get it?

Good karma+2 votes
TheHunter191
TheHunter191 - - 41 comments @ Star Trek: Sacrifice of Angels 2 [Diplomacy]

Instead of going civilian research go military, keep ur first lab and research the volcanic and ice planet research, then get military research only. Focus on hull research and spam planet assimilators. A fleet of planet assimilators are pretty much unstoppable if you do the hull research. Use them as a mobile wall shielding ur forward planets slowly expanding. When ready click them all to go explore and replace them with cubes as you Loose the frigates. Then you got yourself an invasion force ready to strike and a lot of frigates disbanding the enemy force forcing them to dividing their army all over their planets. send in 1-3 cubes to clear out local forces and the planet is yours. it Works against a team of 3 enemies trying to bring you Down together. Any more Allied units and it wont Work, then you expand too slowly this way.

Good karma+2 votes
TheHunter191
TheHunter191 - - 41 comments @ Dawn of the Reapers

will there be made a dlc and a non-dlc version for those of us Who aint gonna get it?

Good karma-1 votes
TheHunter191
TheHunter191 - - 41 comments @ Star Trek: Armada 3

you've adapted the mod to the new dlc, but will you make a non-dlc version for those of us not interested in buying it?

Good karma+4 votes
TheHunter191
TheHunter191 - - 41 comments @ Dawn of the Reapers

Have you thought about music for the live action trailer (sacrifice of the 55th)? if not, then queens "who wants to live forever" (made for the highlander movie) is a beautiful choice, and can definately suit the script.

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ Dawn of the Reapers

Already tested it on the tribble server, im not gonna be a spoiler but to say the least the KDF and federation are now obsolete. The Romulan faction are the greatest, weapon-/ship-/character-/story wise.

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ Systems Alliance Cruiser: V5 Finished

forgot that the mod infinite space comes in 2 version, a scaled and unscaled version, but there could still be a lot of mini changes that would cause compatability problems.

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ Systems Alliance Cruiser: V5 Finished

infinite space mod reduces ships by 75% and dawn of the reapers by 30%, so i cant see how that could work without you changing things yourself. Theres also a lot of small stuff that differs from native sins, and this mod is also different from native sins in another way, these changes would most likely cause compatability problems and crashes.

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ Systems Alliance Cruiser: V5 Finished

if you end up fighting the reapers you will need cruisers, a full cap ship fleet will only be a delaying action without support :)

Good karma+5 votes
TheHunter191
TheHunter191 - - 41 comments @ Turian Communications Relay

the council races represent one faction, it branches out into paragon and renegade factions, but like normal soase:r bothe branches within a faction (rebel/loyalists) share the same structures.
(at least thats what i've understood so far)

Good karma+2 votes
TheHunter191
TheHunter191 - - 41 comments @ Dawn of the Reapers

the mods could be outdated. steam updates ur SOASE once in a while (that is if its a steam version), and if the mod developers dont release new patches the mods might not work in the later versions of the game.

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ Turian Communications Relay

maybe it could have skills like the vasari phase lane stabilizer (cant remember if its the right name); it would allow you to call in small bands of survivors, a larger group more organized and stronger ships, and the last could represent the cap ship skill and call in an alliance/council cap ship in hiding.

Good karma+2 votes
TheHunter191
TheHunter191 - - 41 comments @ Turian Communications Relay

Will this be having an ability similar to the TEC rebels ability to call in pirates? i mean the organic council/alliance races would have troop remnants in hiding, just waiting for a signal, like the message you receive from hackett advising independent action and all

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ Dawn of the Reapers

Will the reapers have a seperate limit of cap ships or will they have the same limit as cerberus/council? just wondering since 32 reapers would be impossible to stop

Good karma+1 vote
TheHunter191
TheHunter191 - - 41 comments @ Reaper in game V2

I dont mind people exercising their right to vote, but instead of just down-voting constructive critizism you could at least leave a comment saying why you agree/disagree with it, might help others understand and develop new ideas, just a suggestion...

Good karma+5 votes