Good work so far. I really like the effects. Watching the cap ships duke it out is something pretty cool to watch. I have only played for a little bit but the power of the caps is impressive. Need to go back to regular sins and check out the cap ship power. Seems like in your mod the number of smaller ships needed to take down a capital (battlestar have not tried cylons yet) is larger then sins. And the damage the deal is impressive. I like how the nuke does 2000
Josef086
I like RPGS.
I am having trouble downloading your mod. Every time I try I get a 404 error page. Guess I am not the only one having problems.
What about chainsaws? Not really a gun but maybe you like to make it more personal......
[quote]My favourite real-life assault rifle is the brilliant Tavor Finally someone else agrees with my post #11. It's bullpup design is also used to minimize the silhouette of soldiers and to maximize effectiveness in turning corners in urban warfare. These days combat takes place in urban areas not in fields and this is the perfect weapon for that style of combat.[/quote] The bullpup designs have some limitaions which is why they are not that popular. I do know of co
HK416. Its a lot like the m4/m16 but uses a piston instead of direct gas injection. It works a lot better and it still uses the same lower receiver.
[quote]I know Ironclad can do better! the TEC one looks great. [e digicons]:digichet:[/e] . Ive also noticed when the Starbase fires its lasers , they appear from flat textures that dont even represent anything that should fire lasers[/quote] They are flush mounted lasers......
Your not kidding about the ai not backing down so much. I jumped a large fleet into one of their wells and they fought until I killed of mos of there fleet. Star Bases are pretty amazing. The Vasari one being the best. No scouts make it past my front line worlds and live to tell about it....
I still think its the daleks. EXTERMINATE! EXTERMINATE!
Its like they have ADD or something. AI:Prepare for phase, oh look a trade ship.
I was for the flak on caps until I was remebed this, I beleive its said in the modern BSG tha Cylon Bay star does not have the flak systems. It has a very large number of SC and thats what provides it with protection.
The carrier is already the work horse of the fleet. Not having guns allows you to have other types of ships. If you added guns the carriers escorting ships would not be needed. Why would I need lrfs to kill lfs if my carriers can fight back? If you wanted guns you would need to remove something else. You figure carriers not only carrier strike craft but anything strike craft need. Capital carriers are a different story. They are very large so
I think the range is better.
I should not I only play the ai and on lan. (being that I don't have the time for a online match.) I was playing a game (lan). I was vasari and he was Tec. (couple of ai around as well). I needed to start pushing back the tec or he would do it to me. I jumped in with my space egg fleet. Circled the grav well to a safe spot and started building my star base. I was going to use it along with the fleet to take down his star base and anything else. (I allowed
This is a pretty good read. After reading it, I think the problem lies with the fact it needs a lot of micro. The more causal gamer would rather not deal with the mirco. I have often heard the devs say something to the effect of the game trys to limit mirco. The game has the option to turn of and on pirates, change built speed, research speed...... perhaps they could add an option for "strong" carriers and weaker carriers, to allow for people who perfer less
If the devs could increase the limit for caps and starbased to allow for 3 weapon types then I can see flak being in their. For balancing the flak can only be effective agaist strike craft.
I just hope the carrier is not nerfed. I used to play a game for the xbox called chromehounds. There was a built called the double that was consider overpowered (just like the carrier). Any skilled player knew how to kill if off, it was easy enought to counter. The most effective counters where the sniper and the close range cannon build. The 2nd needed some one that was pretty skilled since you had to get close to kill it. However, it was pretty e
I think I take back what I said. I saw something in the one of the other threads about slowing carriers down and upping the damage the lf will do agaist carriers. The lf is pretty easy to pop so that may be a good thing. Just one thing is needed not to many,
I think carriers as a whole are right around where they need to be. However, I think a small increase in flak power agaist fighters (only fighters, bombers are fine) and a small decrease in a fighters damage modifier agaist armor greater then the lrm (medium) would be a good thing. The idea is not to make the carrier weaker, but it makes the fighter less effective agaist larger ships and flak. My problem is not agaist the carrier or the the fighter, but the fact the
At first the idea of a new sc seemed kind of cool. But people spam carriers enoght. Another strike craft is just going to add more carrier spam. I think a small buff (keep it small) to the damage modifier for flak vs fighter would work better. Also a small change in a fighters modifer for everything above medium armor would work better I think. I do mean small as well. Devs always go overboard when they change something.
Thanks, I wish I had picked up back in the day......
I am trying amazon. I tried before the but I guess the vendor had an issue and refunded me. I am trying amazon again with a different vendor.
Wow I really like how I can play both the older sins as well as the entrechement beta.
Oh yeah this one is really going to be good! The antistrike craft should help a little to. better range but same output sounds like a good deal. Oops my edit not work correctly
Oh yeah this one is really going to be good!