I'll give a point-by-point response here, just to inform you of our decisions and stuff.
Again, like Uni, not to squash discussion, just to give you an idea. We're open to a lot of dialogue, but some stuff we just can't do due to balancing and game restrictions.
- The picture of the titan is wrong
Probably, it's just a placeholder model IIRC
- The picture of human starbase is wrong
How so? Pic?
- When ever I have a decent Defense at my base the enemy refuses to come to my planet and attack.(Don't know if this is problem with the mod are just the standard game because I really only play this mod.)
Probably the result of playing with an AI, especially if they're on Easy. They get scared easily.
- If the flood isn't contained early on the game becomes unplayable with multi star systems.(The game is too laggy)
WONTFIX, as designed. Seriously, flood is supposed to be unstoppable. Lag is only a small part of their arsenal
- The flood will attack people with bounties on their head.
And those without. The flood does not bow down to your mortal money.
- The default orbit when making maps is way too small.
I'll need someone who's more of an expert to confirm this, but I think that's a Galaxy Forge bug and not ours. The planet size and orbits are changed from vanilla, to try to encourage more tactical gameplay.
The Dreadnought-class being the titan
As mentioned previously, there are multiple issues with that, the least of which being its
size The titan should be beefed up (one titan should be able to hold it's own against half fully upgraded fleet.
Not exactly the flavor we're going for with the Covvie Titan. It's very heavily armed, but only moderately tough. It needs a lot of fleet support, and losses should be expected.
The titan should cost more
See above
More capitals for the covenant
Nope. We're going for a 3-1 ratio for UNSC vs Covenant ships. Giving them more caps would totally break that part of the balance...
RCS-class
See Uni's post above. It's in the works, maybe
Reverence-class cruiser
Absolutely no idea
cso-class
Haha nope. We have a
history with that particular class of
game-breaking balance-shattering starship.
It will never be seen in this mod.. Or, as CanadaMan7 so eloquently put it,
It's a solid 29 kilometers of never-getting-in-this-goddamn-mod.
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Once capture a shield world that new planet owner should receive either one Vanguard ship
hardcoding.jpg or a factory for sentinels
That's more possible, and has, in fact, been discussed. No idea if it's made it past the drawing board though.
Halo planet should have 100% artifact rating, with a new artifact called "Activate Halo".
hardcoding.jpg, at least about activating halo. We do have plans for the rings though. Just not wipe-out-the-galaxy type plans.
Activate Halo: Once every 3000 seconds players allowed to active the halo ring which 20 second EMP rendering all enemies ships with No regen, All weapons offline.
hardcoding.jpg You have posted more than the allowed number of quoted blocks of text
LOLnope, I'm an admin.
EDIT:
Oh, and thanks for playing and for the feedback. We do try hard to listen to our community and do everything we possibly can, within reason of course.
In case you haven't seen our most recent news threads, we're putting a lot of effort into a total rework/rebalance, so some of your balancing concerns may be completely irrelevant now. Feedback is always appreciated though, unless it's about the [p|P][lo|ol]t [d|D]evice class