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condensed reality

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Everything posted by condensed reality

  1. why would you need to instal a skin unlees your none premuim? in which case you have a cracked launcher? but i assume your thinking about texture packs?
  2. the ability of something to do something. for example the buildcraft tank can hold potenetatiuwhateverly 16 buckets of water.
  3. yes i have a strange sense of balance but i find that you shouldnever straight up nerf something, you should change the way it works to be more rewarding and fun to achive.
  4. um, i found a technic bug and i would like to report it but it do not have privs to do so. ty for bothering to read this.

  5. does not seem balanced to me, the quatum suit should have more abilitys or potenatail if it gets nerfed.
  6. the whole point of this subject is to give quatum a sorta nerf, a jetpack would cuase more fall damage to be transfered to the suit and shorten the armors span. question would you be okay with having other upgrades on diffrent parts of the armor?
  7. foresty and tekkit do not get along well, sir shall not be named has written needless destructive code that only is active when it detects it is installed under the word(s) tekkit, technic. this is why forestry is not in the tekkit pack today. or so i have heard on thease forums many times. if you want this fix go bug the mod author about leting tekkit use his mod in there "Illegal modpack" which the yogscast support. edit; i have never found the grass problem on any of my non moded worlds but i have not modded tekkit at all lately so, i just have not seen this problem. mabey it is a redpower volcanoe those sometimes cuase weird gens.
  8. how the heck could you code that, the duribity bar can only display one stat at a time, the electric one would be easy you could just you the damage bar, but how would you display both charge and fuel?, is what i mean, and yes it does in fact need to be on par, quatum and ee need to be balanced becuase they are both really really end game armors, and they need to be able to take each other on. providing more utility and upgrades at expense of energy drain while d ecreasing the standard battery size, would make quatum alot more balanced and cool to have, we can't forget that quatum means your invicable so when you nerf it there needs to be a comp for it,a nd a decent one at that, so adding multiple upgrades possible on a full suit of armor would provide a sort of set bonus, quatum should only really be a viable option if it was fully decked out in head to toe upgrades, still a shorter invicablity but one with more power and cabibility. making it so that quatum armor has a shorter life in battle and roaming the world.
  9. if i could i would remove everything that was offerd for free and put alot more risk in and provide counters to those risks. simply to say i like the cave in idea and for a mech if i could i would make it so that you need to build mineshafts much in the way the adandoned ones are generated and for every additional block apart the ceiling supports are i would add a 10% chance for that stretch of ceiling to fail. so yes i like the idea of failing mineshafts in tekkit. but sadly i am currently illiturate in any form of code.
  10. nightfury your not helping your case and take them from ee? really? if any modder has seen this, i propose a diffrent solution a turner block for redpower frames. frame ships look very well weird. to travel along the diffrent plane other than the current forward. you need to move a plane moving endlessly sideways. the turner block should need some sort of energy, mabey bluetric power? if possible if not i am pretty sure ic2 has some sort of power API, which modders can use.
  11. i really like the idea of a drainage block, but it should not suck in power it should use power to losee power. remember ic2 has lore. so how would this block fit in? i propose that it uses magnetic force to create negitive ions to drain the surronding area of power, including anything that is placeable and can hold a charge.
  12. remember quatum and nano NEEDS to be on par with the ee armors, it needs a bonus of more than diamond. however i do like the idea of modular upgrades. but i do not think they should all be for the chest. i think the lap pack should be for the lags and in addition to providing tools with power it should also power the other peices of the suit, but it it runs out of power it starts draining other parts of the suit, this way the whole armor set breaks at once. the energy sheild should be a head peice upgrade but like you said it should drain power from the body unless the legs have the lap pack. the jetpacks are good ideas for the chest. but how would you be able to have other fuel level? for the gas one i could see the electric one working fine. but how would you implement the gas meter? making the upgrades take energy from the suit is a good way to shorten its lifespan, but i think the hand held charger needs to be brought back becuase with the ee armor the solution i have described below. still would not be completly balanced. if the quatum suit had a shorter duration, then the ee armors would then be really overpowered becuase they comsume nothing on hit, like i said they should use up emc to protect from per half heart of damage, i also think that everything in the ee armors should cost emc to use, but for things like the life stone in the gem armor they should become more active and provide both health and hunger but at a cost of what you would need to have in order to use them normally.
  13. yes i like this idea alot, what about one that makes ee armor need emc to work as armor? becuase both of those armor sets are really o.p and they should have a balance that is rather situational, so that the armor is still really strong but not complelty invincible, just only invincible for a short time. the worst time about quatum armor is that to kill someone in it you would need to cuase really natsy damage to the land, now the way to kill someone in this armor is to blow them sky high with 32 nukes to about a y of 25000(or something like that) and then and only then the fall damage will do them in. i have done this in sp, i got my armor back with very little charge gone from it. ironic is it not?
  14. i have never encountered that. but what i think it could be a redpower volcanoe gen, and if it is your spawnpoint is going to get covered. redpower overworld gen is very buggy volcanoes take along time to render and gen, they make so wierd stuff happen.
  15. ya i mean quarries, but digging in any kind of liquid and leaving it, from what i understand causes lag, one other thing the water trick does not work in snow biomes(it just freazes). the main reason I like ee is becuase of the cool tricks your can do and that it makes possible the impossible builds, to get those resourses you would need to expand your world file alot.
  16. @DoomGiver32: I think your right. From what I understand it will take a long time for alot of the mods to update. 1.3 will be a doozy, most parts of the game will be going server side.
  17. @Jusupov: yes they have he said disable not remove, and if you go into a modloader config you can disable it, i did the same thing expect I did it with the insanely annoying sounds mod that shall not be named. I think we all know what mod that is.
  18. 1 Isn't that the point of any game of tekkit. gota build this before you can get that. 2 There is only a couple things more powerful than ee and that is redpower/computer craft, but you don't see admins everywhere disabling redpower. 3 EE is a very good thing to have, and i find it much preferable to having GIANT holes all over the map. 4 your right about the creative mod thing, sorta?, I mean it is like a limited creative mode, but you know a quatum suit is like "limited invincibility" even overpowered ee armor does not block All damage last I checked. If you think ee is as O.P as it gets in tekkit you are dead wrong sir.
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