Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: rscaper1070 on August 23, 2011, 11:15:32 pm
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I just played this mission with the current nightly and the Rampart was able to destroy the Repulse before she could ram the Colossus. So I played the mission again and frapsed a movie of it. It wasn't as bad as the first time where the Repulse was destroyed before her captain's rant started and he ended up shouting from beyond the grave. Has this happened to anyone else? Is this due to the nightly?
http://www.youtube.com/watch?v=F-1gt1hF2po (http://www.youtube.com/watch?v=F-1gt1hF2po)
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yes, it happened to me before, but could not reproduce it again anymore.
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:eek2: That was... hilarious! :wakka:
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I like how "Admiral Koth out!" was timed with that killing blow from the Collie xD
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Excellent!
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Koth dying before the end of its rant ? Old news are old. I'm pretty sure that happened in retail too from time to time. Blame :v: for poor FREDing.
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In almost every playthrough I watch the Rampart explode before touching the Colossus.
Although not immediately following the end of his speech, that's pretty funny.
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Target Repulse and C+3+6.
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Hey wait, that's the cockpit model I made ages ago!
With the HUD matched up to it! Awesome! :D How??? I was afraid I'd kinda made it for nothing.
(Sorry I'm a bit behind on cockpit/HUD developments - when I last tried such HUD gauge location changes were definitely not possible!)
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They are now, MWUAHAHAHHAHA
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Hey wait, that's the cockpit model I made ages ago!
With the HUD matched up to it! Awesome! :D How??? I was afraid I'd kinda made it for nothing.
(Sorry I'm a bit behind on cockpit/HUD developments - when I last tried such HUD gauge location changes were definitely not possible!)
:) I love that cockpit, you can find the hud gauge table here (http://www.hard-light.net/forums/index.php?topic=71151.msg1423693#msg1423693). I just trial and errored everything into position. It's for 1360x768 so you might need to alter it.
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I made a Mantis report for this on the MediaVPs Mantis.
Issue 788 (http://www.hard-light.net/mantis/view.php?id=788)
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Hey wait, that's the cockpit model I made ages ago!
With the HUD matched up to it! Awesome! :D How??? I was afraid I'd kinda made it for nothing.
(Sorry I'm a bit behind on cockpit/HUD developments - when I last tried such HUD gauge location changes were definitely not possible!)
I love that cockpit too Vasudan Admiral, I have it set as the default 'pit on almost every fighter - It's awesome to have a nice hi-res structure around the player. Sitting inside the models with your typical 'show-ship' is too depressing.
And yeah, my last playthrough on Antipodes8_SS2 had the Repulse dying way before it it reached the Colossus, first time I'd seen that happen in all my retail and SCP runthroughs.
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this has happened every time i've played this mission as far as i can remember, all the way back to retail.
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I remember the GTVA ships unable to get the thing down so the Repulse was almost halfway inside the Colossus until it exploded like a balloon :p
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I also remember in Retail needing to blow the hell out of that ship's engines so that it couldn't hit the Collie. Don't recall if I succeeded more than I failed though.
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Beam damage scales with difficulty, so that may have something to do with it, also, beams do miss from time to time.
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Beam damage scales with difficulty, so that may have something to do with it, also, beams do miss from time to time.
Damages do not.
Accuracies do.
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Beam damage scales with difficulty, so that may have something to do with it, also, beams do miss from time to time.
Damages do not.
Accuracies do.
Doesn't cooldown time scale, too?
I haven't had this happen, but I have had the opposite issue where the Repulse gets pretty deep inside the Colossus before it blows up.
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Random turret fire delays might, but that's about it.
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Doesn't cooldown time scale, too?
I'm pretty sure it doesn't. And it doesn't actually matter because fire wait ignores cool down. Fire wait begins to count down once the weapon has been fired. So:
Beam 1
Fire wait: 6s
Cooldown: 1s
WarmpUp: 1s
Fire time: 2s
And
Beam 2:
Fire wait: 6s
Cooldown: .5s
WarmpUp: 1s
Fire time: 3s
Will fire at the same time assuming the AI continuously fires. And if difficulty affected fire wait, then our primaries would be affected, too, since there's no distinction on that setting for beam weapons.
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If you want your answer on whether or not beams take less time to recharge on different difficulties quickly, mess with Shivan ships. A BFRed on Very Easy takes ten seconds to recharge before firing again, while on Insane, it's already charging up another shot just as the first shot stops firing.
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In any case, the Collie will kill Koth faster on harder difficulties (which is tough, since that's one of the hardest missions in the game)
EDIT:
Also, remember that turret cool down is faster at higher difficulties. On Insane, turrets approach their actual rated cooldown, so Standard Flak becomes quite deadly, for instance.