Jesus **** did this really start five years ago?
Jesus **** did this really start five years ago?
Closer observation suggests that your mod was the only one still updating that let people play Kadeshi.
Kind of a shame.
To me they seem like the Bards of REARM. Seemingly useless because of their strong focus on buffing other vessels instead of acting on their own, without actually healing, but balance-tipping if dropped into a group as support.
I'm somewhat fond of the idea of a versatile, but somewhat expensive pure-support unit working like a handful of capital ship utility modules glued together onto a weaker, faster frame, so yes, leave them.
Actually, I would miss the Command Frigate, they make for good spotters and support for a cluster of flak-armed Long Range Artillery frigs.
Thanks, although I shoulda probably mentioned I'm 1920x1080.
I assume you've made the new badges yourself? Do you have a vector or larger version of the "Hiigaran 5" one? In case you're wondering, this is the one I am referring to: Dropbox.com
I kind of, sort of like the symbol enough to think it wallpaper-worthy.
So it's not the same as with the Defense Field attachment. Hm.
Well, maybe vertical launch tubes for the fore, top and rear missile batteries and a "toss-out"-style cold launch system (as seen on Vaygr Missile Corvettes and Heavy Missile Frigates) for the bottom tubes could work without causing that much of a hassle to animate.
When was the last time I said that this makes me fangasm just about as much as Mass Effect Reborn?
Graphics-wise I just find it funny that the beam leaves the barrel at a ninety-degree angle.
Anyway, bringing up graphics, a few suggestions on aesthetics.
The Hiigaran Destroyer's secondary launch tubes seem to disrupt the ship's design a little.
May I suggest turning the tubes into a retractable/pop-up design similar to the Defense Field module? In that case I assume it would be best to set the same opening conditions that the Heavy Missile Frigate has.
Speaking of Vaygr missiles, are there any plans for adding exhaust/backblast redirectors to the underside of Artillery Frigates? Just for visual goodness, a jet of flame/plume of smoke shooting out from the ship's underside whenever a missile leaves the tube seems...appropriate.
Was that change introduced anytime recent? Because I swear the module stats say something different on my version.
As for pulsars, the nose cannons can still fire straight up and down, which they shouldn't really be able to.
Okay, you mentioned game balance. New comment thread so ModDB's system doesn't screw it up.
Here's two for my favourite ship as of now, the Modular Destroyer.
Ion turrets. They cost as much as artillery guns, but have a shorter range and do less damage in the same time.
What's their advantage?
Anti-corvette weapons. Are there any ideas about spreading the nose pulsar guns to the rest of the ship? What about torpedo frigate-style cluster munitions?
Are you lacking a high concept for the race? If so, I could write something up.
If not, I suppose you mean you're too busy tweaking the Vaygr and finishing the Hiigaran vessels?
On a totally different note, you are aware that capturing a Lanceship is all but impossible, right?
It is still capable of launching missiles at attached frigates. Given the damage output of these things even a full-sized complement of resource collectors on repair is not going to do much good.
I'm not sure if the Taiidan Republic mod (which has been dead for ages) had a resource release at any time.
If it did you might want to check that one out. Their ships look a little different from the Taiidani vessels encountered during the Homeworld War, but are still quite similar.
I am mildly surprised the Taiidan Republic (what became of HW1's resistance) isn't the Hiigarans' supporting mini-race. I mean, they took down an empire together.
Notes:
The issue remains the same in fullscreen and windowed mode.
Health is briefly shown to be at 100 per cent, then drops to 0 without any apparent source of damage.
Death screen may not immediately show.
I have precisely the same issue after reinstalling the game in order to receive the update.
Another interesting occurence is that ion cannon frigates are paradoxically often drawn into melee fights - including ramming attacks. Observed primarily on the Kadeshi/Turanic test map.
Two primary issues have been observed:
1) Useful as the missile is, the enemy has more. Much more. And fifty hundred thousand billion pings on the radar are both hard to dodge and very annoying.
2) Wingmen are typically oversaturated with targets - getting one to help you out can be very difficult, and all it takes is a faster/more maneuverable AI fighter to unavoidably destroy you within seconds. On Easy.
I've noticed the first mostly against the Turanic, and the second mostly against the Kushan.
I wonder if silencers are purely aesthetic or have an actual gameplay use.
Dual-wielding those in grenade mode.
If you manage to hit reliably there's virtually nothing on two legs they won't off, but the reload is just not worth it.
What about the black-white of the Imperial Guard?
Why do I get the nagging feeling this is going to be an awful lot of fun?
Given the comment system's...temperamental nature here, can you link to your main forum or subforum?
Prompting one more question:
If by "firearms" you are referring to chemical-propelled mass-drivers - why do you think these still have a place in a future where energy weapons are in wide-spread use?
What place is that, then? Likely not as sidearms unless I'm missing some fanon there.
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