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It's one of my favorite parts of the mod's overhaul. Plus its created some great moments where sometimes you'll jump UNSC ships out of the gravity well and they'll die in slipspace lol.
If you're wanting that I think you'll be quite happy with the upcoming release! Got some surprises for everybody
You guys almost got even more than than but i was too tired to do more rendering lol. You'll probably be seeing more ships in the next few days though!
Thanks! And oh for sure the Paris is by far the best UNSC frigate design, makes me a bit sad that they didn't update the H2A Stalwart to look just a little more like it honestly.
Always a pleasure to see you here man!
100% agreed, the Athens is one of my favorite fan ships we've designed.
Glad you like it! More is coming soon
Long shaft ( ͡° ͜ʖ ͡°)
Lol but thank you! I use 3DS Max pretty exclusively for modeling, rigging ships and unwrapping. Sookendestroy uses a mix of Blender (as his main) and max for some modeling and exporting for me as its generally easier that way.
Thank you kindly! And no sir our plan is for you to be able to build these boys yourself. The Innies will have a few of them laying around for sure but you'll be able to have them with your fleet.
Based on our current ideas for the ship, its Ares missiles will basically take the place of archers that are found on other UNSC ships. They'll be pretty good at short duration spike damage and have a longer recharge time (around 15-20 seconds) so they will be very solid secondary weapons. The main draw for this ship would be its ability to consistently saturate the target with Ares barrages and deck gun fire, which would be great at keeping health and shield recharge at bay.
Definitely won't be as tanky as a Halberd and much more focused on dealing considerable spike damage in waves rather than the pure alpha damage Halberd.
He isn't completely wrong there, i kind of wanted to do something for the flight pods to make them look a bit detailed but the addition of the armor plates shot up the polycount a fair amount-nearing the limit that I like to keep frigates under.
For a ship as relatively low importance and spammable I don't want to make the model too crazy, I may try to put some kind of plating there to see what i can get away with though. If it gets too intensive I could remedy this with textures though.
The man himself has spoken :O
Thanks my dude means a lot coming from you!
We've got some ideas and WIP models laying around but nothing concrete just yet. However its still on our minds so stay tuned, we may talk about it in detail or describe our ideas for a Forerunner faction sometime soon.
I'm very happy that you're enjoying it my friend! We do our best to replicate the balance according to the lore and its always nice when someone finds it fun. Hope you stick around for a long time we've got even more good stuff coming soon!
We can't do that until the post-war version of the mod. A shielded frigate for the UNSC would destroy their balance right now. UNSC AI would build nothing but Stridents.
Stridents dropping from the Infinity are fine since they do that in the lore also, and its a way to get them in the mod.
For everything? I use 3ds Max for modeling, and Photoshop plus a little help from Substance painter for textures.
I would like to help you out here because it sounds like you're genuinely having an issue getting used to the combat here, and I'm trying to understand what exactly the issue is. We have many of our playtesters and general fans that are able to easily hold their own against the Covenant and defeat them, I think something with your tactics is definitely going on here. The balance we have has worked perfectly fine for years, so saying it "doesn't work" is false.
Like when you described your fleet as having layers of Halcyons, artillery cruisers and the Infinity, did you have any other ships in that fleet? Halberd destroyers, Paris frigates, debuffing capital ships, did you use your Shiva nukes? You need to bring enough firepower to actually defeat Covenant ships, a bunch of Halcyons and a few Artemis cruisers aren't enough to beat an entire Covenant fleet. Halcyons have good health but horrible damage. Even Infinity is meant to be a "Sniper ship" of sorts: its good at killing single targets very quickly but its bad against groups. You need to bring a front line of Halcyons sure, but you need destroyers, frigates and cruisers to do the damage as well as Shiva nukes. And also you need to focus down the more powerful Covie ships first, use the Artemis Cov-killer ability to take out the shields and then mass nuke them, outthink them.
Just because you're good at base sins doesn't automatically mean you'll be good at this, because we specifically designed this mod to be as different as possible from base sins. You have to adapt, bringing over the same tactics from the base game is going to get you killed.
After reviewing our files i've found that there's nowhere in the mod where the Epoch carrier is described as particularly deadly or able to hold its own against Covenant capital ships. And if you're building Epochs as your main combat capital ships that is definitely not the right way to use them. They are tanky and have a lot of fighters, but that's about it.. You can look at the damage values of every ship in the build menu and see that there are stronger offensive ships, Epochs are for support.
If you're familiar with Halo lore, well that's the point of human ships. They don't do crazy amounts of damage and can't shred through covenant ships easily. You need to outnumber your enemy and bring the appropriate fleets to battle. However, a fully researched and properly managed UNSC fleet can effectively decimate Covenant fleets if you know your tactics.
At the moment unfortunately no, the "Gladius drop" ability had to be pulled for this release but it will assuredly be in the next one. So it'll be "technically" buildable, you as the player will certainly get to use them in your fleets.
Concepts are being drawn up as we speak friend, don't worry its coming :D
it does consume pretty efficiently still, though we are working on making them less crazy and overwhelming. We recommend that people play with the Flood mode off in most cases unless you're looking for a challenge.
The OAS classification does not exist in canon, its something we made up specifically for the mod. However, the model is the same as the Halo 2 Anniversary update to the original Halo 2 CAS. Its supposed to be a highly specialized, custom built CAS for high ranking prophets. Its 7 kilometers long so quite a bit bigger than infinity.
Although with newer lore we may end up doing a model swap sometime in the future, as some new lore conflicts with what we came up with at the time.
Hey there sorry about the gap in replies, but I hope you were able to find a solution to this issue. Did you come across the UI scaling option in the settings menu of the mod? That may have had something to do with the screen issue.
The AI does like to spam, which unfortunately isn't something we can really do much about due to the way the AI hardcoding works. As a player on the other hand you don't have to spam the same shiptype, in fact diverse fleets are much more effective and you should be using different combinations of ships.
Also Capital ships are extremely important in SotP, i'm unsure what gives you the opposite impression? Especially as the UNSC, you NEED capital ships and their nuclear weaponry to effectively combat the Covenant.
While that is important to do, the one I'm referring to is the actual file called EnabledMods.txt that comes with the mod download, it'll look like this Gyazo.com, and when you open the file it should read somewhat like this Gyazo.com
Now in that file you need to copy the exact name of our mod folder in place of where i have "SOTP", which in your case would be SotP v0.88. It needs to be exactly the same or else the mod will not start correctly, even if you've enabled the mod in the in-game settings.
Hey there! Do you have your EnabledMods.txt file setup correctly? You must put the exact name of the mod folder in the enabledModName section. otherwise it seems like you've done this correctly from the screenshot.
Honestly I probably will make a "canon" Punic optional file for people who want it, but that will be down the line as we have more pressing assets to take care of first.
I'm planning a major redesign of our current Punic to look much more carrier-like, so maybe you'll like that one a lot more when its all done :)
Its not odd at all considering the old CAS was also based on the Halo Reach CAS if you remember. It was the exact same design, the model was just old and frankly quite inaccurate in its form in a lot of areas, which is why it got a visual update, continuing with the same design.
The silver version of the CAS from Halo 2 is what we currently use as the OAS titan. The new CAS is modeled after the Halo Reach variant that was seen briefly.
Hmm this was an issue that people were having with one of the earlier releases, that has since been fixed. Are you certain you've downloaded the newest version? You may want to re-download it just to be sure, sometimes builds get corrupted when downloading from here.
Indeed! Taken from the hangar of a new Cov ship soon to be revealed :)