Colt556

Colt556

Joined Member # 3065716
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[quote]Ugh, this should NOT be done. Ever.Halo is a repetitive, boring fps with a cheesy storyline and characters filled with a preteen crowd of brats with no friends and adhd.It's an overplayed over hyped game that's only fun at parties.[/quote] Here's an idea, don't play it and stop trolling. Nobody cares about your opinion, so keep it to yourself. You don't like Halo, fine, stay away from all things Halo.

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Reply to Halo MOD? in Sins Modding

[quote]http://www.livescience.com/common/media/video.php?videoRef=080201-railgun[/quote] Totally cool, but 100% irrelevent to any discussion being held at the moment.

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Reply to Halo MOD? in Sins Modding

[quote]it makes for a better story. what sounds better "a halcyon cruiser had many weapons and a mac gun" or " a halcyon cruiser had a large armament of 50 cal point defense guns that could track a seraph fighter"[/quote] Exactly why I put "irrelevent" because details aren't irrelevent when it comes to books. But my point still stands, if they're willing to give such details about ships, they'd do the same about SMAC's, the fact that they haven't tells me SMAC's simply had no point defenses.

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Reply to Halo MOD? in Sins Modding

[quote]OK now first of all do you really think in Halo 2 bungie would take the time to show point defence guns firing out side the SMAC lvls? No because it would be a whast to ad that in out side there just worried a bout making the lvl inside that your play fun and interesting. And the books why would they say "oh just FYI SMACS have point defence" it would be irrelevent. All modern naval ships have point defence that can shoot every thing from jets to missiles out of the sky, and halo is how m

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Reply to Halo MOD? in Sins Modding

[quote]They got on the Pillar of Autumn as well.After it was shot to hell by dozens of plasma torpedos.no before...[/quote] Actually, it was pummeled with plasma torps both before, and after the boarding actions. Which would account for why the boarding shuttles managed to get aboard. [quote]like i said before, they probanly wouldnt have mentioned one in the game or books because it wouldnt change the story line in any way. There is a lot of possible info that they never put in

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Reply to Halo MOD? in Sins Modding

[quote]They got on the Pillar of Autumn as well.[/quote] After it was shot to hell by dozens of plasma torpedos.

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Reply to Halo MOD? in Sins Modding

[quote]He was referring to the SMAC platforms. Nowhere is it mentioned they have point defense. Although for something that is that big of a target, I (the operative word here) would put some point defenses on it.[/quote] Correct, the UNSC have point defense guns, but the SMAC's don't. If they did, it'd say so SOMEWHERE. Books and even the games have no problem pointing out every other ship has point defense, why wouldn't they say if the SMAC had them? So I believe they don't, as illo

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[quote]i think that the reason they didnt would it be possible to add small amount of point defences onto a SMAC platform? If the SMACs where so large that they had a tram built into so it only makes sense. I'm sure the military isint making the same mistake others did in world war II when everyone just built things with big guns and almost ignored the fighter, bomber, and torpedo plane's lethality. Then again, history does tend to repeat itself....Opinions?PS: you all owe me a cookieIt's a nice

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Reply to Halo MOD? in Sins Modding

[quote]would it be possible to add small amount of point defences onto a SMAC platform? If the SMACs where so large that they had a tram built into so it only makes sense. I'm sure the military isint making the same mistake others did in world war II when everyone just built things with big guns and almost ignored the fighter, bomber, and torpedo plane's lethality. Then again, history does tend to repeat itself....Opinions?PS: you all owe me a cookie[/quote] It's a nice idea but the fac

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Reply to Halo MOD? in Sins Modding

[quote]I dont see why covies would get this special slip stream ability. UNSC had slip stream too the only differance was that covies were much faster. Slip space is what allows each side to travel to planets. If u let both travle to distant planets off the bat then its unbalanced and if u make a research then its not cannon because u couldnt travle fast to another planet until u hade slip space. So it should just keep the current system and just change the effects to look like a slip space inst

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Reply to Halo MOD? in Sins Modding

[quote]Slipstreaming unbalances everything. All you need is one scout who is willing to give his life. By that, I mean some scout you choose at random. Whoever attacks first has the advantage of acting. Whoever defends, has to REACT. The UNSC is bad at reacting with much slower ships, therefore SMAC's NEED to be extremely powerful so that the UNSC's fleets don't spend all their time going around in circles.[/quote] As well as that sounds, the mod has to try and stay realistic to Ha

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Reply to Halo MOD? in Sins Modding

[quote]Well, if the Covenant gets slipstreaming, then the UNSC has serious problems. They just ignore all your defensive fleets and jump past their locations, making the UNSC play serious catch-up.[/quote] That's why you make sure defense fleets are nearby, so they can get to the planet right after the covies do.

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Reply to Halo MOD? in Sins Modding

[quote]Well, will they fire every 5 seconds like I heard they do canonically?And I thought the whole point of SMAC's was so the UNSC wouldn't need ships at their planets, and could instead go on the offensive with their massed fleets. If SMAC's can't do it all, then you need to keep ships at your planets, and that will add up as your empire grows, especially with the Covenant just slipstreaming to your planets.[/quote] That's the point, really. You are suppose to keep ships at your pla

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Reply to Halo MOD? in Sins Modding

[quote]And wait, so the SMAC's are just really OP defense platforms? That takes all the fun away from them. If he SMAC's are just sledgehammer wielding eggshells, where the fun? I thought the UNSC wasn't going to die really fast against the Covenant, just really easily.I mean, some UNSC ships can survive ONE plasma torpedo.[/quote] A SMAC platform would NOT be that hard to kill. The entire thing is one big gun, break any part of it and the gun wont fire. A single plasma torp anywhere

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Reply to Halo MOD? in Sins Modding

[quote]Well, SMAC's tend to kill things. Fast. Really fast. And they have massive range. How fast? One ship every five seconds. So even 1 SMAC can do a lot of pain. Add in multiple SMAC's, plus some ships for defense and you have Reach not falling, especially as SMAC's will repair ships and host strikecraft, and the Covenant can't send down teams to take out the SMAC's planet-side generators. So Reach having a butt-load of SMAC's will force the Covenant to think more than twice about att

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[quote]is it a possibility that the homeworld can have much larger cap for SMACs than other planets? Reach only had 20 as compared to Earths 300 (i just love the refrences to sparta itself from Grece) Doing so could potentially negate the effect of charging strait into the homeworld and forcing the opponet to capture near by planets to attack from several sidesCan i have opinions please?[/quote] Idea is good, would be nice to see other planet types with shitload of tac slots, so you cou

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Reply to Halo MOD? in Sins Modding

Well, if you made the direct-route-slipspace slower then using the phase lanes, you'd have to make it toggleble. So I can choose to either go straight to their homeworld, from my homeworld, and give them advanced warning. Or I can go stealthy-like and follow the phase lanes and ambush one of their outer planets. Seems kinda hard to me. It doesn't change the fact that once the planet is found, this ability becomes retarded overpowered. You all keep thinking that once it's late-game, this

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[quote]actually ive used the phase scout mod and the ai doesnt use it either effectively or at all. the ai even in a small map the ai doesnt use the stableizer nodes. so if theres no possible way of balancing this one out then i recomend using the direct phase jump mod since the ai doesnt use it.[/quote] You're missing the point. Even if the AI doesn't use it, PLAYERS will. And that's the main thing I'm concerned about, since AI are too stupid to be a threat. But a player.... will ab

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Reply to Halo MOD? in Sins Modding

Sparda's right, you just can't make it work. Even if you did remove scouts, both sides would just make the next cheapest thing, probably a frigate, and use those to scout. Would you then suggest we remove frigates? You would need a way that it was hard to find planet, like my suggestion earlier of removing lanes entirely. But that makes it TOO hard.

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[quote]i would imagine that this is a late game research and that the planet still has to be found before it con be jumped to from anywhere this also means that whomever has more planets scouted can make a jump and not be chased as long as the other person doesnt know where hes going. my opinion is that this should also be very expensive research[/quote] Yeah but, from my experiance, by the time you get into the lategame you've found all planets anyways. You just send out scouts who z

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Reply to Halo MOD? in Sins Modding

Wait, let me get this straight. The slipspace ability basicly removes phase lanes? If you know where the planet is, you can go to it? From one planet on the far left of the system, to one on the far right, with a straight shot? If that is the case, you'll have to find a new way for planets to be discovered. Since if we have phase lanes, then the covies just send a scout all across the phase lanes till they find your planet, and then jump from their homeworld, right to yours. And there's

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[quote]colt this is irrelevant to halo. its ok to argue about halo but your arguing about star wars. go to their mod thread to talk with them about it. yes you have helped us get over some issues colt but your mindless discussions dont help us talk with eachother about new information.canada we should ditch this thread and make another one elsewhere to stop this mindless crap. Actually the ISD would winAnd I don't think the Forerunners or the Covenant are bases on realistic technologies or d

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Reply to Halo MOD? in Sins Modding

To Dinof, and Canada, we've been through this before. We'll argue untill we get something about the mod to talk about. If you want us to stop argueing, keep a steady flow of info coming, otherwise let us entertain ourselves. Anyways, Star Destroyers aren't that slow, actually. For their size they are pretty damn fast and with sensors, it'd know if the UNSC ship fired a MAC when outside of the ISD's fireing range and could easily evade, well maybe not easily. And a single MAC round would

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Reply to Halo MOD? in Sins Modding

[quote]Well, a nuke has a massive blast radius, period. And actually, Star Wars space combat is short ranged compared to realistic space combat. I don't think ships duke it out over several thousand kilometer ranges in Star Wars. Fights tend to be close, brutal slugging matches with ships often passing almost close enough to have their crews spit at the other ship. Look at the opening scene of Episode 3. The CIS flagship is fairly small, and half of it gets crash-landed on Coruscant. The E

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[quote]And Colt, proton torpedoes are not as strong as nuclear warheads. If they were, one warhead could blow up an entire city, and as far as I know, everyone uses turbolasers to bombard cities to dust, instead of a single proton torpedo. If proton torpedoes were as powerful as a nuke, I doubt that Rogue Squadron would waste them on TIE fighters. Proton torpedoes have at most a 1-2 ton yield.[/quote] Actually, like every other explosive in every universe, a Proton Torpedo has differ

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