[SHIP] Merlin Fighter 1.1 (Updated DL links 27/05/13)

Distribute and discuss mods that are functional. Moderator - Grognak
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NewAgeOfPower
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Re: [SHIP] Merlin Fighter 1.1 (Updated 09/04/13)

Postby NewAgeOfPower » Mon May 27, 2013 4:08 am

This thing reminds me of a Lego fighter.

Will playtest and report back.

EDIT: You guys need to abandon Mediafire. Can't DL from it.
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BadgersCanSpace
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Re: [SHIP] Merlin Fighter 1.1 (Updated 09/04/13)

Postby BadgersCanSpace » Mon May 27, 2013 11:49 am

NewAgeOfPower wrote:This thing reminds me of a Lego fighter.

Will playtest and report back.

EDIT: You guys need to abandon Mediafire. Can't DL from it.


I've added some Dropbox links as well as new Mediafire ones. For some reason Mediafire's being a bit strange about some of the files, calling them corrupted. Hopefully that ought to fix it though :)
Thunderr
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Re: [SHIP] Merlin Fighter 1.1 (Updated DL links 27/05/13)

Postby Thunderr » Mon May 27, 2013 12:49 pm

I think it would fix the screenshot problem if you resized the images before posting them.
braq662
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Re: [SHIP] Merlin Fighter 1.1 (Updated DL links 27/05/13)

Postby braq662 » Mon Jun 03, 2013 4:17 pm

umm is the file supposed to be .zip or .ftl
BadgersCanSpace
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Re: [SHIP] Merlin Fighter 1.1 (Updated DL links 27/05/13)

Postby BadgersCanSpace » Wed Jun 05, 2013 5:58 am

braq662 wrote:umm is the file supposed to be .zip or .ftl


For the mod to work with GMM I think it should be a .ftl file, they're uploaded in that format so it should work.
Thunderr
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Re: [SHIP] Merlin Fighter 1.1 (Updated DL links 27/05/13)

Postby Thunderr » Thu Jun 06, 2013 9:50 pm

That was great, although very OP.
Ship at the beginning of boss fight:
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I would suggest a slightly longer cooldown for the weapons, not much, but not instant like they are now. In the beginning, upgrading the engines is crucial because of the increased dodge chance. Again, although the ship was OP, I had a blast (literally) playing with it. Thanks for your work.

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I don't know why I had so many mantis crew. I didn't buy a single one!
Hyperdrive
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Re: [SHIP] Merlin Fighter 1.1 (Updated DL links 27/05/13)

Postby Hyperdrive » Tue Jun 25, 2013 8:19 am

If your idea is making the ship as small as possible, you could remove the Sensor room. And even the Medbay, by instead giving the Healing Bomb as a weapon ! Could be fun :D
BadgersCanSpace
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Joined: Thu Feb 14, 2013 7:07 am

Re: [SHIP] Merlin Fighter 1.1 (Updated DL links 27/05/13)

Postby BadgersCanSpace » Thu Jun 27, 2013 4:25 pm

Hyperdrive wrote:If your idea is making the ship as small as possible, you could remove the Sensor room. And even the Medbay, by instead giving the Healing Bomb as a weapon ! Could be fun :D


Now that is an idea I like... a type B, perhaps :D
BadgersCanSpace
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Re: [SHIP] Merlin Fighter 1.1 (Updated DL links 27/05/13)

Postby BadgersCanSpace » Thu Jun 27, 2013 4:30 pm

Thunderr wrote:That was great, although very OP.
Ship at the beginning of boss fight:
Image
I would suggest a slightly longer cooldown for the weapons, not much, but not instant like they are now. In the beginning, upgrading the engines is crucial because of the increased dodge chance. Again, although the ship was OP, I had a blast (literally) playing with it. Thanks for your work.

**Note
I don't know why I had so many mantis crew. I didn't buy a single one!


Well I'm glad you enjoyed yourself! Y'know, I wish the guns were able to do 1/2 a shield's damage or even 1/4... that way lots of little projectiles could be fired and we wouldn't have to worry about being OP. Alas, it seems it shall be a game of tactics and big guns instead of tight manoeuvres and itchy trigger fingers :D
DinosaurSpyKraig
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Re: [SHIP] Merlin Fighter 1.1 (Updated DL links 27/05/13)

Postby DinosaurSpyKraig » Tue Jul 09, 2013 9:58 pm

just started using this ship, and i really like it, I'd just like to point out that this is really easy to use for standard battles, but every time I get to a boss battle in Infinite Space I get annihilated. For beacon-by-beacon standard pirates and such with low shields, it just destroys.

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