Maico

Maico

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If you have any questions regarding demensions or ship read outs, approx firing times or damage etc of anything in the halo uni just ask me and ill get it for you ^_^

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This is just an analysis of the fan ship Oblivion Class Battleship. This is not a flame just facts based on evidence in books, game, wiki and any other cannon available to better design the ship to more realistic proportions. I count 103 (cant tell for some of them) sets of 4 groups of what appears to be 36 missiles. So as a slight estimation, (36x4)x103 = 14,832-29,664 archer missiles. This is over 2-4 times that of the pillar of autumn. I guess im just curious as to when

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Ok ya know what, your arguing semantics now and im just not gona do it. Rather im going over to a friends house for the night, debate with yourself all you want about how wrong i am, i dont care but im done with it ok.

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[quote]Also as a reference Fall of Reach page 111-112 the frigate commonwelth uses its longsword interceptors to distract a covenant frigate while it fired a nuke. Sacrificed the interceptors but it took out the shields of the covenant ship. If they had armed a MAC round to fire at that moment they could have killed it.[/quote] Yes i did cruiser is a class but destroyer is not in that class.

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[quote]Bah, no edit button. Maico, sending out fighters doesn't constitute the tactic you proposed. That could simply mean they were sent to engage enemy Seraphs, or to try and shoot down plasma torpedos or any number of things. You didn't specify that they were out there to help distract the covenant ships so the nukes could get through (Not like it'd work anyways, 20 cruisers against 5 nukes? They'd just target the nukes and THEN shoot down the fighters.) so you really should have specified wh

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[quote]Well, regarding the longsword bombers for your frigates. That is a viable tactic, but not the one you used. The whole, using longswords as decoys is similiar to my launching archer missiles thing. Both help to hide the nukes, however that'd only work a couple times. Then the covenant would learn and keep an eye out on the nukes.[/quote] im sorry but seriously learn to read it saves time. [quote] 2. 20 cov destroyers vs 20 UNSC heavy frigates Longsword fighters are sen

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You bring up a good point my friend, its easy enough to mod this either way since its just changing AM costs and recharge times around. If you are putting in nukes i suggest they have a time limit of 5-10 minutes, just so that a player cant continuously mine a particular gravity well by constant resupply.

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[quote]Also they are singularly referred to as energy shields who said plasma plasma would be a bit of a burner self harm shield[/quote] There is hot plasma and cold plasma, currently there is technology for a plasma window which uses cold plasma, if you want to see hot plasma put a grape under a cup in the microwave... on second thought you might kill yourself doing that so dont XD [quote]Indeed the shields are an assumption, I never said they weren't. Infact the very eviden

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[quote]Also, it says on Halopedia that Covenant shields are probably plasma, as all of their other energy-based items are plasma based, which makes sense. It certainly isn't a laser field. Furthermore, the covenant ships need to lower their shields to fire their weapon, so the magnetic guiding system used on the torpedo's CAN'T go through the shield, that would mean, by your standards, an EMP couldn't pass through the shield either.[quote=]Currently, no practical methods for creating shields suc

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[quote]Maico, your arguement is full of assumptions and guesses. First of all, that quote I gave was talking about MAC's, NOT SMAC's. If it was talking about a SMAC, it would have said SMAC. So a MAC round fired by a frigate, could reach the moon in 3.2 seconds? And how long would it take for a nuke to reach the moon?As for your nuke thing, the blast radius is excedingly small in space when compared to an in-atmosphere detonation. Furthermore, you assume the shields wouldn't block out the radiat

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Perhaps covenant weaponry but UNSC weaponry has no shielding which is why the pillar of autumns least defended vector is along the MAC rails line. Also you must realize the magnetic forces in space are only like that here given what we can see. Spacial anomalies and even nearby asteroids with iron centers could add to a possible EMP. In addition other areas of our galaxy there maybe more or even less magnetic forces in space then we know about from earth, in fact there have been these o

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[quote]The fact that MAC's are a direct hit weapon make them actually easy to avoid as they have a linear unchangeable trajectory. Also why does the Nuke range have to be short? its a missile meaning it can change course and such. Also we're talking about weapons stronger then todays, the best thermo nuclear weapon we have today has an actual blast radius of about 2-5 miles, havok and shiva warheads probably have around a 200-400 mile blast radius at the lower end. For reference look up the Tung

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[quote]I highly doubt nukes would have that large of a blast radius. Don't forget that this is space, not in atmosphere. Most of a nukes destructive capability comes from the shockwave it produces. But it wouldn't produce a shockwave in space. So in space a nukes strength is soley dependent on how big of a boom it makes. So a nuke would, in your scenerio take out like 5 ships, and that's not even killing them, just removing/weakening their shields. It also takes a while because it has to travel,

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[quote]I'd rather we just speculate on how many rounds a ship has, as I do believe MAC's are a superior weapon then nukes, and thus should be the more limited of the two.Also, I find your reasoning for the starter ships to be extremely odd. I've only ever heard of the Marathon being the UNSC's answer for the aging Halcyon class, they were designed and built for the sole purpose of being their new capital ship. I'd imagine Mako's, and frigates, and destroyers would be the starter ships. While Mar

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[quote]I read the posts, and see how the whole 153 Antimatter wont work. However I have a way it can work. What you do is code in a SECOND anti-matter slot. So there's two bars of anti-matter on a ship. One will be tied to the Mac, the other will be tied to the nukes. (This is possible, unless hard coded, and seeing as how this game is suppose to be moddable I highly doubt it is.) So on the first bar, you could put 3 anti-matter, and a MAC round costs 1 anti-matter, so he has three rounds. On th

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[quote]As for the super MACs around planets they should start out fireing slow, normal recharge rate is the same as the frigates, but have upgrades like "enhanced generators" = faster fire rare and turn speed,"Power Link Engeners" = faster fire rate, "Titanum B Structure" more hp and damage.Attacking planets should be done by Invading not nukeing, so insted of the nuke animations use the "colinize animation"(bad spelling) but replace the ships with pelicans..Upgrades could be (Tatical Adaptation

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[quote]Hello I am a bit of a halo fan boy and I have been reading over this topic and I have an idea as to the MAC slugs and the nukes for the UNSC ships excluding corvets..Is it possible to make it so the MAC is special ability and have each shot use 50 antimatter per usage? so a Frigate would have around 150 AM max..and just give them MAC a long cool-down timer say 15-25+ seconds. as for the shiva nukes they too would be special abilitys just without the auto use, so they bec

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[quote]An error in your post Maico, is that Covenant ships have more then one torpedo tube. Infact they have several. Many of the ships don't specify on how many exactly, but some say "2+" which means they have atleast two, probably more. Furthermore, plasma torpedo's move at 150,000 kilometers per second, and were guided by the tube that fired them. So ingame they should track ships really well. It said only small nimble ships at extreme ranges could dodge a plasma torpedo, or if they traveled

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Just a quick note looking at The Fall of Reach The destroyer iroquois is equiped with 2 MAC guns 26 oversized archer missile pod 3 shiva warheads 2 times the weight of any frigate but only 7 meters longer no single ship fighters 2 meters of titanium A battle plate Some other things from reading the passage of keys in the first battle of sigma octanus 4 that i thought would add to this. Make it so that the nuke ability creates a new unattackable unit that has

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Ive noticed that many people on the forums want more ship types or different ship types to look at and play with in game and in modding. Perhaps some of you better modlers wouldnt mind creating a few ship models for us modders to use? (with credit given of course!)

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[quote]Heya to all! Just wanted to thank Uzii for his great mod. Thank ye very much. Keep up the good work.BTW. Have you found out the problem behind CPUs fear of ship graveyards or have you just deleted them from the next version. Waiting for it with great interest.The CPU never colonizes neutral mining bases either. That it avoids ship graveyards isn't something of a surprise.[/quote] They do colonize neutral mining bases, just not often. This might be linked to the playerAIShare

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Population would leave for the same reasons why population would leave a country or state/territory on earth. They are fed up with their current culture (as being influenced by other cultures) They find another culture more appealing The uprising brought by other cultures makes the area less desirable They dont like the other culture being forced on them and relocate to another of your planets and so on. Talk to uzii about planet ability's and effects. He's done som

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[quote]fire particle effect is not tied to weapon it's tied to overall % damage[/quote] Is there anyway to increase frequency then? Because even when ships are damaged 50-75% or more fires are rare. Could you provide more information?

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As far as ive seen there arnt any spectacular research mods out. There are a few mods here or there that tweek some techs and the most significant being Sins Plus by Uzii which adds 3 new techs (i think, it may be 4) which go along with his mod of added planet types and planetary bonuses.

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Ok lets see if i can piece this out for you: Any and all buildable units can have their simple values (damage, speed, hull, etc) changed just by changing the text in the entity files with any text editor. For more fighters squadTypeEntityDef:0 "SquadTechCombat" squadAntiMatterCost:0 75.000000 squadTypeEntityDef:1 "SquadTechBomber" squadAntiMatterCost:1 125.000000 baseCommandPoints 4 <--- Edit this for max # of fighters in either planet module hanger defence or c

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