[quote]Lasers are not practical. Space is a vacuum, there is nothing to dissipate the heat a laser generates with. On Earth the heat from a laser is transfered to a heat sink which transfers it to the air where it spreads around until it is undetectable. There would be no way to cool down a large laser in space. Sure, you could put the heat sinks INSIDE the ship, but now you're just going to delay the problem since eventually it will get too hot and you'll either have to stop firing or burn to d
JamesP81
[quote]Who's gonna make your undies now!?[/quote] I'm also kinda curious about where a bunch of tailors and seamstresses learned how to operate heavy cruisers and flak frigates. Can you imagine this motley bunch's ship's names? Or the uniforms? This has almost unlimited joke potential.
Besdies RA, My opinion is that Vasari's best strength is their support cruisers, especially Subverters. Research distortion field for Subverters and get about 10-12. Distortion Field grants the Subverter an area effect stun ability that has no cap on how many enemy ships it can stun. Also, the Overseer cruiser can temporarily restore hit points on friendly ships. The difference between it and other repair cruisers is that it's repair ability can stack indefinitely. For capital ships
Astax has it right. Novaliths are a late game tech, though. If you're looking for something you can get in a hurry, Marza dreadnought with Raze Planet is pretty effective.
In modding a ship's entity file, I noticed there is a boolean called SynchronizedTargeting for each weapon a ship carries. Does anyone know what this does?
I wonder if anyone at SD or IC has thought of getting someone to write a novel based on the backstory they've come up with for this game. I'm an amateur writer myself, I think there's some good material there for a great story.
Keep in mind, I'm not a physicists or a weapon expert. I can only give my opinions. I think that, ultimately, missiles armed with nuclear, fusion, or anti matter warheads will not be feasible in space combat. A missile is relatively slow and, thus, vulnerable to interception. Even today, we are experimenting with anti missile weapons systems that show great promise. The US Navy recently test fired an honest to God railgun. Once power sources for weapons like rail guns become compac
[quote]weapon tech will improve since ballistics inside of hulls is a bad idea.[/quote] Not if you're boarding party has self contained life support systems. Then it's a great idea.
[quote]The AI also seems kind of stupid picking targets[/quote] Probably the biggest problem with disablers by far. Mine tend to want to disable carrier cruisers instead of more important ships. More micro is required to get the most out of them.
I'm not sure, but I think there may be something wrong with Targeting Uplink buff on the Akkan Battlecruiser. I discovered this in the course of working on a mod. I wanted to change the base chance to hit for all ships from 100% to 85%, which I did and worked fine. This was to slow the pace of combat slightly, and to also make the Akkan's targeting uplink a much more valuable ability. At first, I couldn't tell any difference in my test runs with Targeting Uplink as o
I'd love to, but with my work schedule I can't find the time.
[quote]Inexplicably, the Capitalships entry applies to frigates\cruisers as well.[/quote] Thanks for the info!
Normally, frigates and capital ships have a base chance to hit of 100%. Notable exceptions are strikecraft and flak frigates. I looked in the Gameplay.Constants file and found where I could alter the base chance to hit for any given damage type vs strikecraft or capital ships. What I'm wondering is if there is some way I can alter the base chance to hit for any damage type vs frigates and cruisers. I'm working on a rebalancing mod, and one thing I want to do is
[quote]Thanks for the info. I did not notice anything about the effect on multiple ships on the info card but I will check again. How did you find that out?[/quote] It's not immediately apparent. That information isn't on the infocard, but IIRC it's in the changelog for the 1.05 patch.
Sixhits gives some good advice. I'll add to that that disabler cruisers can also work very well against enemy CA spam. If you're Vasari, get about a dozen Subverters with Distortion Field (don't let it autocast) and you can stun whole squadrons of CAs since they tend to clump up when attacking. If you're TEC, get you a sizeable force of Hoshikos, turn autocast off for repair and turn it on for demolition bots. Since Hoshikos are cheaper than CAs, you can get them in greater numbers and shoul
[quote]After playing all three factions extensively. I believe the Tec needs something. I do not believe the other races should be nerfed. I have no idea what it needs though.[/quote] I half agree. TEC does need something, but a few nerfs here and there might not be a bad idea. I think the Subverter's area effect stun should have a cap on how many ships it can effect. Given that it only takes 5 supply and doesn't cost a whole lot more than a Hoshiko, it's capability in terms of cost
[quote]I wish you would come to the mp community. If its a hosting issue. Ill help in any way I can.[/quote] Actually, it's more of a time issue. It takes a while to play even a "short" game of Sins, and with my work schedule I just can't get the time. I've only played a handful of games mp (acquitted myself quite well. IIRC, my ICO record is three wins one loss) because of this.
[quote]Hoshiko's piss me off the AI on hard, spams them so nothing will die in their fleet. Well it takes forever.[/quote] Dunov with EMP Charge can eliminate the enemy Hoshikos anti matter. The same strat can really save your rear end if the other guy is using Subverters or Guardians.
Phase Jump inhibitors is the best way. If you don't have them, or if you're fleet is big enough to just stomp theirs, then make a bee line for their homeworld. They will stand and fight at their homeworld.
[quote]Developing an effective counter id. flaks is a great idea.[/quote] I think it neatly kills two birds with one stone. Right now, the flak only has one use; as an anti strikecraft frigate. You have to build them against the possibility that the enemy might have strike craft, but if he doesn't, then they aren't much good to you except as mobile targets. Most ships in this game are good at at least a couple of things, flaks being one exception. What I realized is that what this g
[quote]Im making a mod to add new units inorder to completely overhaul the balance.Stay Tuned[/quote] Interesting as I'm actually doing the same thing. In your later post, you suggested that you changed the LRMs role. In my mod, I haven't done that, but I've provided an effective way to counter them. Basically, I added an extra weapon to all the flak frigates with AntiLight damage (10 dps for the Garda and Defense vessel, 12 dps for the Sentinel). There are other balance effecting c
[quote]1. For starters, I'm wondering just how useful some of the TEC Cruisers are. Is the Percheron Cruiser even remotely useful? I mean, you're only getting ONE squadron of strikecraft. Does the Hoshiko's repari ability work well enough to be able to keep your ships alive, or is it just cannon fodder for the enemy? Same question for the Cielo Command Cruiser.[/quote] The Cielo is useful in small numbers (between 6 and 12) and Designate Target is handy for knocking out the other g
Freespace and Freespace 2 are two of my favorite games of all time, primarily for the story line. I'm an amateur writer and I appreciate a good story. I think Volition should've got someone to write a full length novel based on it.
Which file do I need to edit to add an icon to the research window? (I'm trying to add a technology to the TEC's research window that will allow you to research a weapon upgrade for the Kol's spinal mount beam cannons)
[quote]I do wish that some of the other genres could make a comeback.[/quote] The comeback I'm waiting for is that of flight sims. I remember back in the day when Janes had the best flight sims out there.