The reapers have returned from dark space. With Earth under attack and the mass relays in a state of chaos from refugees and the councils fleet engaging reaper forces the galaxy is a mess. The outcome is unknown, the warfare is devastating. The galaxy will never be the same.
Got some more ships in the action. Majority of the coding is done. Now it tuning time and testing. Trying to get the feel and look of Mass Effect. New colours for Mass Accelerator rounds, new effects, some hardpointing done by Lord_Set (the almighty modder) and some other things that I've probably forgotten to mention. Enjoy. More to come.
I'm coming for you Starchild. I'm going to force a better ending by gunpoint.
AMen to that!
to quote garrus "We're still gonna need lots of big guns"
and to amend that, We're gonna build lots of big guns with the resources that would have gone to that cheap Deus Ex Machina and win it anyway"
Don't forget Weapon Calibrations, looks like theyl need all the help they can get with these battles.
Forget forcing a better ending, renegade interrupt, blast that starchild out the mass driver barrel of a dreadnought!
I have but one question for the dev team, how will you balance the teams seeing as reapers are spose to be so uber powerfull? Will you make reapers uber powerfull but have higher resource/fleet cost? Or are you gunna dumb them down so as not to be OP?
Only ask cause in the Star Trek mod the Borg are way too OP despite attempts to limit them and just hope that this mod dont go the same way.
PS Awsome pics, great detail cant wait for the mod
Well the Reaper faction encompasses the Collectors and the Geth in addition to the Reapers themselves. I imagine that individual Reapers would be pretty expensive, but they're not your only option when it comes to building a fleet.
Exactly. Reapers will probably be more expensive and need a lot of tech upgrades to create. Also they said that the other factions would be able to upgrade something to be able to withstand the reaper forces. Not sure how exactly, maybe more damage, shields or even both?
our goal is to have a completed and balanced mod
At the moment, it's only about testing effects and getting balancing between the ships (stats) to be as true to the lore as possible without loosing the fun aspect. The other balancing comes after but they will definitely be very expensive to compensate for their power and as stated below, there are other ships in the Reaper fleet.
been following this mod in progress for half a year already, excellent work guys.
One thing though, will mass driver weapons out range energy weapons in game?
that might balance things out (tad bit) with a hint of realism.
In the lore of Mass Effect, the Reapers had longer effective ranges then citadel forces, also weapons become highly inaccurate at longer extreme distances.
You allready got anwser, but only laser weapons used in ME are anti figther lasers and they have only short range weapons. Reaper laser is actually stream of molten metal so, iits not laser.
I love to see new screenshots everybody, it makes my day. I just wanted to ask you guys, it seems like you've done some in-game battles and then taken the screenshots. Wouldn't it be cool to make a short video from the battle? I think a lot of people would like that see it in action. I guess there is still a lot to fix like sound/effects/models etc but as long as we know it is still work in progress it wont be a problem. Keep up the awesome work guys!
I'll see if I can do one when I come back from holidays.
Alright, great :)
I am watching this mod since its start, and I must say that you have made a lot of progress. I can't wait to try your mod when you will release it.
as would say Anderson
''I am proud of you''
I Have a question no one asked...or i think no one asked, Will the Normandy make an appearance as a one time only capital ship?
I think it goes thatway, but Im not sure.
The SR1 will be a corvette while the SR2 will be a one time, spawn at the beginning of a match sort of thing. We might be doing that with Harbinger as well.