Jump to content

  • Log In with Google      Sign In   
  • Create Account

Photo
- - - - -

SotP v. Alpha 0.75.1 | My Feedback and Suggestions


  • Please log in to reply
216 replies to this topic

#81 Sev

Sev

    CAW Tester

  • CAW Tester
  • 309 posts
  • Steam:Jazza!!!!!!!
  • LocationERROR: 001 To lazy to check

Posted 01 November 2015 - 05:43 PM

Addition #3

 

My responses are underlined.

 

Getting back to suggestions:

 

 

I. About Shiva

 

1) AoE damage distribution - that's my point. Did you see it's file? 

 

I still think that's it's underpowered due to bad EMP effect. But I won't bother you with this anymore, just show dry numbers and say some facts.

 

 

Why LR damage always better than close range? In vacuum of space we have no air and rocks to reverse blast power back again. The blast will be most dangerous on impact and in closest range. Almost full power of warhead will be concentrated there.

 

I suggest to make Shiva to damage all targets in its area of effect, (allied or not) like in original game (Starbase red button). If some of your ships were close enough, so they will be crippled or destroyed as well.

 

 

About damage tab. So, I suggest to do so:

 
Damage 1st lvl
Point blank(100)->4700 ---  (Impact. Highest damage) (I'd buffed it to 4900 to annihilate some types of small targets completely. I see your tendency to add +400, but there are reasons to change it. You have one.)
Close range area(300)->1000  ---  (Blast area, where you can see flash and wave. Also, fast moving debris.) (To damage closest small ships)
Medium range area(1500)->100 --- (Large number of fast moving debris) 
Long range area(2500)->50 (Fast moving debris.)

 

Damage 2d lvl
Point blank(100)->5100
Close range area(300)->1000
Medium range area(1500)->250
Long range area(2500)->50
 
 
Damage 3d lvl
Point blank(100)->5500
Close range area(300)->1000
Medium range area(1500)->350
Long range area(2500)->50
 
 
Damage 4th lvl
Point blank(100)->5900 
Close range area(300)->1000
Medium range area(1500)->450
Long range area(2500)->50

 

 

Also, looks like Shiva doesn't damage enemy fighters and bombers even where they're inside of blast. Check it and fix, if you can, please. Then long and medium range effects will be dangerous at least for small crafts. 

 

I'll play you're little game :P Unlike what you believe, nukes are in fact less effective in a vacuum than in an atmospheric environment. To avoid boring you, the main contributor to initial destruction (the heat waves and the shock waves) are reliant on particles to deliver the energy to hurt even a human being. Space in most respects lacks a medium of particles to carry this energy, so unless the ship was extremely close then its possible for very little damage to put it out of commission. So be happy that the team didn't follow RL physics and reduce its size to the point it does nothing.

 

Unfortunately, EM Pulses are unrestricted by particles, and perform arguably even better because there are no particles to absorb that energy or reflect it somewhere else. That's the most likely case why they are still used by the UNSC in space. I'm not certain of RL physics, but an effect which can disable a number of capital ships, hell entire fleets would be complete over-powered in balance. Fire one at a fleet, and fire another to stop them from moving... attacking... doing anything at all (it happened to me in the previous release, it was not fun).

 

2) AoE EMP effect distribution. See extras from game file below

 

 

 

First of all, I suggest you to make it dangerous for all. Equal debuff for both friend or foe. 

 

Also, add debuff for all small crafts (bombers and fighters) in area of effect.

 

 

De-facto all ships are shielded from EMP, because they're nothing other, but metal boxes. If you're far enough from impact, so everything will be OK. Thick metal layer (aka Hull) is a good shield for all inner systems... But external delicate equipment like sensors and targetting systems will be (if not hardened) disabled at least for some time, if blast was too close.  If EMP emitting is intensive, like in point blank and in closest area, then you'll  have a good chance to witness total sensors blackout. You'll have to perform vast repairs or at least make system restart after emergency shutdown. Perhaps some of your weapon will continue fire (manual mode), but accuracy and recharge rate... in short: blind fire. On perephery effect is low, due to low EMP intensity. Little effect.

 

 

 

I suggest:

 

 

WeaponCooldown
Point blank(100)->75%   (Extremely intensive EMP. Repairs or restart inevitable... Weapon fire manually and malfunctioning. UNSC should see if their ship AI is alive)
Close range area(300)->50%  (High EMP. Bad damage.)
Medium range area(1500)->10%  (Ripples on the screens, bad interferrance)
Long range area(2500)->5% (Ripples on the screens, interferrance)
 
LinearMaxSpeed  (No changes)
Point blank(100)->-20%
Close range area(300)->-10%
Medium range area(1500)->-5%
Long range area(2500)->-5%
 
LinearThrust  (No changes)
Point blank(100)->-20%
Close range area(300)->-10%
Medium range area(1500)->-5%
Long range area(2500)->-5%

 

This was probably done because the AI is dumb. If this was done, in point-blank range they'll wipe out their own fleet as well on as their foes. If they had the EMP effect you're suggesting, then battles will slow down to a crawl, and just as everyone's ready to fight another nuke gets launched. I admit, I don't know why strikecraft aren't already affected, maybe an oversight nobody reported (*cough cough* orange UNSC structure *cough cough*). But whatever, I'm no mod.

 

About frigates

 

I'm not quite sure about Stalwart-class, but Charon and Paris share same reactor and MAC. I suggest to make Charons (and counterpart) without bombing damage, but with bombing ability instead. Then, you have to buy these ships, but not spam them like  Parises with same MAC damage. Also, Charon should have worse armor and HPs. 

 

So let me get this straight - we get rid of the AI's favourite unit (siege vessel), double it between two units and then we're all good? I think not. I'm not sure if you remember the dreaded SDV spam, but that was caused because the unadaptable AI loves to spam siege warships and carriers. At the time, it was both. Take any of those away, and the AI will kill itself because we took its favourite toy away. I'm all for a broken AI which cannot expand, aren't you?

 

About Dodge Effects

 

I know how it works and I have experience, that's why in Halo aesthetics high values of dodge won't be looking good. But dodge below 30% definitely won't make some kind OP from frigates... Just additional reason to buy them as cavalary in late game. Or... Halberds/Halcyons spam against AI.

Balance is not only adjustment of something to something, you know.

 

I'm... not sure how this would affect the game. The devs have to answer this (even though they did before).

 

About Diplomatic machineguns

 

And how they will crush dangerous asteroids and screw pirate scum without an escort? Yes, in gameplay it's alomst useless (blow some fighters from single ship, when immunity used), but it's a nice feautre an it's logical.

 

I'm against the ability. As soon as you give that to a player, it'll be spammed along with Saharas because they can't be damaged (worst case scenario). If its going to get attacked by pirates then why the hell are they without an escort anyway? Diplomats taking up arms is illogical, and getting diplomatic points for attacking their structures makes absolutely no sense.

 

Suggestions about Strident-class heavy frigate

 

Disclaimer: Not a spoiler, you've included this into release by your own hands.

 

 

So... The only UNSC shielded frigate... Thin hull in exchange for 500 shield + shield restore ability as some kind of analog for 'emergency repairs'? Hope so. Durability is very important, because of enemy's aircraft spam. Flank attacks are good only if you have enough number of attackers.

 

 

Weak offensive weaponry, but better than Paris. 

 

MAC on 1500. Archers on 150. Helix a little bit better. Hope with all researches overall result would be better.

 

Now 25 cap cost?! Jesus, Eion wants 20... Hope you'll change your mind about that. 

 

8 level. Far far late game. Not too far for a frigate? I suggest 6.

 

Someone else can answer this, I'm not aware this was even added in yet.

 

P.S. Read your comments. Let me leave it without answer. Let's say only that I've spent enough  time to take a whole picture.

 

Asymmetrical changes are bad, if not say deadly, but these suggestions regarding only UNSC as my favorite faction. If you have them, you may find some worthy ideas by yourselves and implement some corrections to the Covenant too. Or not... I've already said that's my mind and my suggestions. You may hear them or not.

I've played for Covenant too (some times)... I saw it's advantages and disatvantages from both sides. I'm sure that this factiom in nothing else, but the pure evil in right hands. I doubt that some additional features and improvements to the UNSC will ruin Covenant's instant superiority. As I said, now the balance lacks features, but it's pretty good for Alpha. I hope you will make your way to Beta and further releases in right direction.

 

Both factions are evil if they are placed in the wrong hands. Someone can take advantages of the UNSC's insane economy strength, quick fleet build speed and planetary defenses to wipe out a Covenant fleet at a fortress world before launching a counterattack to take out their relatively-underdefended worlds. Thats what the UNSC AI did against me, and it stalled me for a while before I could resume my campaign. Likewise, an experience covenant player can divide their fleets up to launch a multi-attack campaign on you. Anything that gives either faction a clear advantage will become a slaughter for the other.

Relating to you're Infinity MAC damage upgrade, I would hate that to be in. I've already had enough with the Infinity soloing my fleets, let alone anything that could make them even more powerful.

That's my two cents about your suggestions. A few things I had no idea were in, but as a Covenant player I'm obviously biased against you're suggestions to make them even more powerful. I suggest you be less hostile to other users. If you're going to be part of this community, you can't scare off new users. Especially openly saying they're wrong and to 'ignore my posts' ain't going to resolve it. Change your attitude, or one of the mods will deal with you (not that you haven't pissed off a few of them in the past).



#82 PLPM

PLPM

    Crewman Apprentice

  • Members
  • 27 posts

Posted 01 November 2015 - 09:34 PM

It was only on the Halcyon, and it was changed out with regular archers for balance reasons. Only capital ships have Shivas, and always have (Anchors can get Shivas as well).

 

Do note Shivas in the current release are not quite as powerful as the .56 version

 

Yeah, Shivas aren´t as powerful as before... if they were, the UNSC would be quite Overpowered.



#83 Aunt Gruntie

Aunt Gruntie

    Sterilized Food Nipples!

  • Contributor
  • 1,326 posts

Posted 02 November 2015 - 12:08 AM

Btw Battlemage, the version of the Strident you are looking at was so stupid, it broke the UNSC AI so hard it was taken out within a week. That's why it's still not buildable, among other things.


Help me Sergeant I'm lost in Kurfluffle land!

 

 


#84 Battlemage1

Battlemage1

    Crewman

  • Authorized Playtester
  • 172 posts

Posted 02 November 2015 - 05:20 AM

Btw Battlemage, the version of the Strident you are looking at was so stupid, it broke the UNSC AI so hard it was taken out within a week. That's why it's still not buildable, among other things.

Hope they will fix it and include into soontm following release, as promised.

 

 

 

Yeah, Shivas aren´t as powerful as before... if they were, the UNSC would be quite Overpowered.

 

They shouldn't be such killing machines as before, but now their EMP is definitely invalid.  By the way, abilities should be disabled in pointblank and close range. 


"ONI eavesdrop everyone, and we eavesdrop ONI" - KGB Division "S"



INF-102, UNSC Admiral Kuznetsov (Addons make things better)

Spoiler

#85 Battlemage1

Battlemage1

    Crewman

  • Authorized Playtester
  • 172 posts

Posted 02 November 2015 - 06:36 AM

Damn, when I was writing my reply it backpaged! Screw it.

 

 

Sev, just read my message again and see how wrong you are in part about my "believes"  about physics. You see, in Russia we have great attention to sciences. Somebody in next generation must build rockets, if you understand. So, I know this subject on school level quite well. My physics teacher was a zealot of her job. I hope there will be more teachers like she around the world. Then, human civilization will have a chance.

 

 

In short:

1) I agreed with current Shiva damage, but it's EMP effects in pointblank and close range are underpowered. I spent man time to explain it, but now it's all erased. I won't do that again. 

2) If Charons would have same MAC damage and ability instead of planetary attack, then effectiveness of siege frigates spam will be greatly reduced. Also, their bad armor and lack of effective secondary and point defence weapon won't make perfect combanants from them to replace Stalwarts and Parises anyway. Increased MAC damage need only for most extreme situations. Perhaps, there can be some problems with AI.

3) Machinegun to protect diplomatic vessel is logical, because naval escort is even more impolite, than some weak guns around hull. And how would they scare pirates (who always unexpected) and destroy dangerous asteroids? Also, while Immunity in effect, defensive machineguns should be disabled. It's a feature. Almost useless, but feature. 

 

 

You see, I have no problems with making minor addons, with my friends for our matches. If I can't do something, then they will help.

Many people in multiplayer are unwilling to play with randoms anyway. Especially with russians. So, I'm "fighting" here only for you... But my patience is not eternal. If you don't  want to hear me, and nukes like that, always 100% accuracy (Yes, yes. I know how it works) to small targets and all other things that hurts an eye are OK for you... Then, God, so shall it be. Who I am to force you oversee your opinions? 

 

Just keep in mind that balance is also all features of gameplay. There is no easy way to make game really interesting without them.


"ONI eavesdrop everyone, and we eavesdrop ONI" - KGB Division "S"



INF-102, UNSC Admiral Kuznetsov (Addons make things better)

Spoiler

#86 Aunt Gruntie

Aunt Gruntie

    Sterilized Food Nipples!

  • Contributor
  • 1,326 posts

Posted 02 November 2015 - 06:53 AM

The Shiva disabling abilities, might not be a bad idea.

 

For Sins AI to work, the AI needs absolutely NEEDS a dedicated siege frigate. I'm not sure replacing the charon's siege attack with an ability would work, as it would most likely break the AI.


  • Sev likes this

Help me Sergeant I'm lost in Kurfluffle land!

 

 


#87 Battlemage1

Battlemage1

    Crewman

  • Authorized Playtester
  • 172 posts

Posted 02 November 2015 - 07:05 AM

The Shiva disabling abilities, might not be a bad idea.

 

For Sins AI to work, the AI needs absolutely NEEDS a dedicated siege frigate. I'm not sure replacing the charon's siege attack with an ability would work, as it would most likely break the AI.

Disabling only in pointblank and close range, then. 

 

 

Oh, it will... If attack will have long enough (like ability) recharge time or 0 damage with ability autocast.


"ONI eavesdrop everyone, and we eavesdrop ONI" - KGB Division "S"



INF-102, UNSC Admiral Kuznetsov (Addons make things better)

Spoiler

#88 SiRD31M0S

SiRD31M0S

    Forum Jester

  • Authorized Playtester
  • 859 posts
  • Steam:sird31mos
  • LocationThe infinitesimal space between thoughts, on the cusp of uncountable instances of possibility.

Posted 02 November 2015 - 02:14 PM

My physics teacher was a zealot of her job. I hope there will be more teachers like she around the world. Then, human civilization will have a chance.


If Charons would have same MAC damage and ability instead of planetary attack, then effectiveness of siege frigates spam will be greatly reduced.


Machinegun to protect diplomatic vessel is logical

For teachers to give the world hope, students have to be able to learn. Top kek.

I am a naturally philosophical and industrious evil.

 

It's all or nothin' baby, it's never ever maybe

You think I might be crazy, but I gotta be ALL IN

 

Spoiler
Spoiler

#89 Battlemage1

Battlemage1

    Crewman

  • Authorized Playtester
  • 172 posts

Posted 02 November 2015 - 03:01 PM

Fortunately, I'm not a jester and nothing is lost )


"ONI eavesdrop everyone, and we eavesdrop ONI" - KGB Division "S"



INF-102, UNSC Admiral Kuznetsov (Addons make things better)

Spoiler

#90 Neil2891

Neil2891

    Crewman Apprentice

  • Members
  • 1 posts

Posted 04 November 2015 - 09:35 AM

Hey guys great work on the mod what a difference from the last update keep up the good work.
Just thought ad give you guys some feedback on the game I know you guys like to hear how we find your hard work.
Just to say I love the mod and the work that you guys have put into it really shows the two factions are now distinctly different to play now which I personally like.

I find that when playing as the UNSC the covenant don't attack very often and stop building ships at a certain point which can ruin the feel if the game is one sided. I have also found that when I attack the covenant starbase they can fall easily and there planets have little in the way of defence in late gameplay. I think that the balancing of the ships is much better and when I face a covenant ship in combat I am worried as to how it will turn out which I like.

When playing as the COVONANT I find that early game it can be difficult to get a steady economy which I suppose is to help so that you can't build too many ships but I think if you are keeping the orbital defence platforms buildable from the start then the covenant need something to help them in the early stages to take them out.
I have also found that the AI also just sits back until it can build the infinity then they attack all out which can be difficult to defend against as planetary defences for the covenant are in my humble opinion somewhat lacking.
I do like the new covonant Titan it's epic and I think it can fend off most of what the UNSC can send its way it can't however fend off against the infinity I think it should be able to handle infinity slightly better am not saying it should win but it should be able to last longer than 2 minutes.
Last peice of constructive criticism is that I find the maps a bit to dark I love the look of the ships and I feel that they can be hard to see and it would be nice to be able to see them I don't know if there is anything that you guys can do about that but I just thought I would say.

I love the game and I will continue to follow this mod for all time and I love how much hard work and time you guys put into the game for people to enjoy and play.
Thank you

#91 Fleet Admiral agigabyte

Fleet Admiral agigabyte

    Necromancer Supreme, agig did 9/11 2015

  • Authorized Playtester
  • 1,723 posts
  • Steam:Fleet Admiral agigabyte
  • LocationUNSC Skrubtester

Posted 04 November 2015 - 10:28 AM

I find that when playing as the UNSC the covenant don't attack very often and stop building ships at a certain point which can ruin the feel if the game is one sided. I have also found that when I attack the covenant starbase they can fall easily and there planets have little in the way of defence in late gameplay. I think that the balancing of the ships is much better and when I face a covenant ship in combat I am worried as to how it will turn out which I like.

 

Covie Starbase is meant to go with a small fleet, or a medium one for more important planets.

When playing as the COVONANT I find that early game it can be difficult to get a steady economy which I suppose is to help so that you can't build too many ships but I think if you are keeping the orbital defence platforms buildable from the start then the covenant need something to help them in the early stages to take them out.

 

The Covenant have a stronger Econ early game than the UNSC, if I remember right/

I have also found that the AI also just sits back until it can build the infinity then they attack all out which can be difficult to defend against as planetary defences for the covenant are in my humble opinion somewhat lacking.
I do like the new covonant Titan it's epic and I think it can fend off most of what the UNSC can send its way it can't however fend off against the infinity I think it should be able to handle infinity slightly better am not saying it should win but it should be able to last longer than 2 minutes.

 

The OAS is for fleet fights. It less damage per hit, but to more targets. 

My responses are in bold.


WE WILL RIP THEIR SKULLS FROM THEIR SPINES, AND TOSS THEM AWAY, LAUGHIN'!

Oh, I know what the ladies like... -Sarge Johnson


God have mercy on whatever alien race discovers this forum long after the human race destroys itself -Crisiss


Quotes from anywhere
Spoiler
[/quote]

#92 Battlemage1

Battlemage1

    Crewman

  • Authorized Playtester
  • 172 posts

Posted 04 November 2015 - 10:53 AM

 

 

COVONANT

 

Holy cow, boy you've just created a whole new insult for alien bastards in Russian language! I shall write it into my blocknote immediately! 


  • Fleet Admiral agigabyte likes this
"ONI eavesdrop everyone, and we eavesdrop ONI" - KGB Division "S"



INF-102, UNSC Admiral Kuznetsov (Addons make things better)

Spoiler

#93 Kuikka

Kuikka

    Crewman Apprentice

  • Members
  • 2 posts

Posted 04 November 2015 - 11:28 AM

It was said that you prefer feedback here instead of MODB: I just confirm concerns/issues already written by others.

 

1) multiplayer saves unloadable, game crashes when host tries to load the save

2) enemy AI seems to get more passive as the time goes by



#94 Fleet Admiral agigabyte

Fleet Admiral agigabyte

    Necromancer Supreme, agig did 9/11 2015

  • Authorized Playtester
  • 1,723 posts
  • Steam:Fleet Admiral agigabyte
  • LocationUNSC Skrubtester

Posted 04 November 2015 - 11:32 AM

That first one may be a problem with Sins.

 

The second is a known bug. 


WE WILL RIP THEIR SKULLS FROM THEIR SPINES, AND TOSS THEM AWAY, LAUGHIN'!

Oh, I know what the ladies like... -Sarge Johnson


God have mercy on whatever alien race discovers this forum long after the human race destroys itself -Crisiss


Quotes from anywhere
Spoiler
[/quote]

#95 SternuS

SternuS

    Playtester of the poor

  • Authorized Playtester
  • 2,806 posts
  • Steam:SternuS
  • LocationItaly

Posted 04 November 2015 - 02:27 PM

 

2) enemy AI seems to get more passive as the time goes by

 

 

 

The second is a known bug. 

It's not a bug. It's not something that we can "solve"; it's just Sins AI that's fucked up. We can't do anything about it.


c048b5cb018d634cb3a0d9bd3617eb50-d547q01

Peter Jackson, 27/07/2013: 1.08 am. A 20 hour day ... 15 years of Tolkien ... 771 days of shooting ...

"We would be fools to pursue the impossible simply because you believe the achievable is flawed" - Ugin

 


#96 Aunt Gruntie

Aunt Gruntie

    Sterilized Food Nipples!

  • Contributor
  • 1,326 posts

Posted 04 November 2015 - 11:47 PM

It's not a bug. It's not something that we can "solve"; it's just Sins AI that's fucked up. We can't do anything about it.

It's actually a known problem, due to the way AI titans are handled. We do have a solution for fixing this


Help me Sergeant I'm lost in Kurfluffle land!

 

 


#97 SternuS

SternuS

    Playtester of the poor

  • Authorized Playtester
  • 2,806 posts
  • Steam:SternuS
  • LocationItaly

Posted 05 November 2015 - 01:50 AM

It's actually a known problem, due to the way AI titans are handled. We do have a solution for fixing this

Oh yeah sorry, I thought we were talking about the AI in general.


c048b5cb018d634cb3a0d9bd3617eb50-d547q01

Peter Jackson, 27/07/2013: 1.08 am. A 20 hour day ... 15 years of Tolkien ... 771 days of shooting ...

"We would be fools to pursue the impossible simply because you believe the achievable is flawed" - Ugin

 


#98 Kuikka

Kuikka

    Crewman Apprentice

  • Members
  • 2 posts

Posted 05 November 2015 - 10:38 AM

That first one may be a problem with Sins.

 

The second is a known bug. 

Solved the first issue - for some reason "save to cloud" was the default option for saves, that caused the crash.

 

Also noticed that this thread was not a general *my* opinions thread, whoops.



#99 Battlemage1

Battlemage1

    Crewman

  • Authorized Playtester
  • 172 posts

Posted 05 November 2015 - 10:45 AM

Solved the first issue - for some reason "save to cloud" was the default option for saves, that caused the crash.

 

Also noticed that this thread was not a general *my* opinions thread, whoops.

 

People read this anyway. What matter?

 

 

 

 

New Suggestions:

 

1) Replace ONI Sloop model by IX-455 Prowler from Halo 5... some day. 

 

http://www.halopedia.org/IX-455

 

2) Change UNSC Bombers fire effect. Perhaps, HAVOK missile launch per shot?

 

 

3) Add point defense and anti-ship weaponry to Covenant hangar defences, after research. Plus, additional research for summon ability?

 

Research:

 

Advanced Defensive Systems for Orbital Facilities

 

+Additional shielding

+Point defence weapon 

+Anti-ship defence weapon (Powerful torpedoes, perhaps)

+Ability: Alert Defense Fleet (One cooldown for all hangars in gravity well) (Summons party of medium-light ships from map outer edge)

 

 

4) Add weak point defence turrets (Helixes) to Sabre broject hangars, after research. Plus, additional research for summon ability?

 

Research:

 

<Born Name Later> (Americans better design names for their protocols from CAPS PRINTED WORDS and numbers and dashes, so I'm counting on you)

 

+Additional armor plating

+Additional HPs

+Add point defence turrets

+Ability: Launch Remote-controlled nuke (Longsword with Shiva onboard to ram enemies. Another Shiva animation, in short). 

 

5) Add Halcyon Refit research as arm for Halcyon-class research. You no need research it to build Autumn, but if you do, then you'll

-A Have all ships upgraded 

-B Upgrade every ship manually, like in case with Shield Refit. 

 

-New MAC (slightly more powerful)

-Additional Armor (+2 points)

-Better engines (slightly improved speed)

-1 place on hangar bay for longswords.

-Changed/upgraded model?

 

6) Make new model for UNSC mining ship. Perhaps, something like Piligrims' Pride or Parabola-class?

 

Piligrims

Spoiler

 

Parabola

Spoiler


"ONI eavesdrop everyone, and we eavesdrop ONI" - KGB Division "S"



INF-102, UNSC Admiral Kuznetsov (Addons make things better)

Spoiler

#100 Fleet Admiral agigabyte

Fleet Admiral agigabyte

    Necromancer Supreme, agig did 9/11 2015

  • Authorized Playtester
  • 1,723 posts
  • Steam:Fleet Admiral agigabyte
  • LocationUNSC Skrubtester

Posted 05 November 2015 - 11:21 AM

On the Covie hangar defense. No. It will not have weapons. The Covenant defenses are fluid. Ships and Mobile Stations, supplemented by the Hangars.
  • SiRD31M0S likes this
WE WILL RIP THEIR SKULLS FROM THEIR SPINES, AND TOSS THEM AWAY, LAUGHIN'!

Oh, I know what the ladies like... -Sarge Johnson


God have mercy on whatever alien race discovers this forum long after the human race destroys itself -Crisiss


Quotes from anywhere
Spoiler
[/quote]




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users