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.

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RSS feed Report content Reapers battle Citadel forces (view original)
Reapers battle Citadel forces
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airpenguin Jan 16 2013 says:

I'm coming for you Starchild. I'm going to force a better ending by gunpoint.

+24 votes     reply to comment
MansoS Jan 17 2013 replied:

AMen to that!

+12 votes     reply to comment
Lockerd Jan 17 2013 replied:

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"

+2 votes     reply to comment
Alpha161 Jan 17 2013 replied:

Don't forget Weapon Calibrations, looks like theyl need all the help they can get with these battles.

+2 votes     reply to comment
Aliah Jan 18 2013 replied:

Forget forcing a better ending, renegade interrupt, blast that starchild out the mass driver barrel of a dreadnought!

+4 votes     reply to comment
bucky699 Jan 17 2013 says:

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

+3 votes     reply to comment
DoomCloud Jan 17 2013 replied:

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.

+3 votes     reply to comment
Xerine Jan 17 2013 replied:

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?

+2 votes     reply to comment
skyline5gtr Creator
skyline5gtr Jan 17 2013 replied:

our goal is to have a completed and balanced mod

+2 votes   reply to comment
Reaper_Armada Author
Reaper_Armada Jan 17 2013 replied:

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.

+2 votes   reply to comment
dingdingjo1357820251 Jan 17 2013 replied:

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.

+2 votes     reply to comment
Reaper_Armada Author
Reaper_Armada Jan 18 2013 replied:

In the lore of Mass Effect, the Reapers had longer effective ranges then citadel forces, also weapons become highly inaccurate at longer extreme distances.

+2 votes   reply to comment
epelix Jan 21 2013 replied:

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.

+2 votes     reply to comment
Xerine Jan 17 2013 says:

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!

+3 votes     reply to comment
Reaper_Armada Author
Reaper_Armada Jan 18 2013 replied:

I'll see if I can do one when I come back from holidays.

+1 vote   reply to comment
Xerine Jan 21 2013 replied:

Alright, great :)

+1 vote     reply to comment
katouska Jan 17 2013 says:

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''

+3 votes     reply to comment
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epelix Jan 21 2013 replied:

I think it goes thatway, but Im not sure.

+1 vote     reply to comment
Reaper_Armada Author
Reaper_Armada Jan 23 2013 replied:

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.

+1 vote   reply to comment
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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.

Jan 16th, 2013
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