• Register

I possess an interest in military-themed video games set from WWII and beyond. Having joined ModDB I hope to provide useful, constructive feedback to the projects I take interest in, while simply sitting back and watching the magic unfold on so many more. Some games I've enjoyed include Company of Heroes, the Command and Conquer series, ArmA 2/3, Battlefield 2/ 2142, PlanetSide 2, Sins of the Solar Empire, Supreme Commander, and the Tom Clancy universe. Currently I am also a student majoring in communications.

Comment History  (0 - 30 of 188)
ParaCombatant
ParaCombatant - - 188 comments @ XQ 58a Valkyrie

A different payload per sub faction sounds fun. Looking good, bravo folks!

Good karma+4 votes
ParaCombatant
ParaCombatant - - 188 comments @ Renegade X: Firestorm - Announcement Trailer

Yes. Yes please. And thank you.

Good karma+6 votes
ParaCombatant
ParaCombatant - - 188 comments @ Development Resumed

Swweeet!

Good karma+1 vote
ParaCombatant
ParaCombatant - - 188 comments @ Mod Appreciation Week 2018

Sharing some love for SotP <3 Moddb.com

Here: Twitter.com

Good karma+1 vote
ParaCombatant
ParaCombatant - - 188 comments @ SW Hyperion Corvette

Very awesome looking!

Good karma+1 vote
ParaCombatant
ParaCombatant - - 188 comments @ SW Tempest Screenshotmode

Are those missiles launching from under the craft? Or a flight of space craft waaaaay further off in the distance?

The Tempest's design looks quite interesting either way. Bravo!

Good karma+1 vote
ParaCombatant
ParaCombatant - - 188 comments @ Updates: Horde of the Red Army Part 1

Bravo on the infantry designs and presentation!

Good karma+7 votes
ParaCombatant
ParaCombatant - - 188 comments @ I'm Back Folks

Cheers to doing the best you can with all life is throwing your way! Looking forward to further progress!

Good karma+13 votes
ParaCombatant
ParaCombatant - - 188 comments @ January 2017 Video

I... Huh. Guess the CnC Untitled OST is shaping up rather well.

Good karma+1 vote
ParaCombatant
ParaCombatant - - 188 comments @ WK 209 V5 Structure 01

Looking lovely! In the exploded, 3/4 overview kind of way...

Are those armaments for the arm hardpoints ballistic cannons, ballistic rotary-cannons, missiles, and cannon/rotary-cannon combos?

Good karma+4 votes
ParaCombatant
ParaCombatant - - 188 comments @ Map concepting in 3D #2

Might be a matter of perspective. Besides the smaller circles at the front left and far back left it looks like the rest of what looks like walls are sunk into the ground mostly.

Edit: oh, the "shards" of what was once a globe thing. Nvm, I see what you mean.

Good karma+2 votes
ParaCombatant
ParaCombatant - - 188 comments @ Modders Logbook - August 2016

Hey, while not the shortest of articles it does a fine job in detailing content.

Perhaps being able to concentrate on a particular subject of the project will prove to be a productive, effective way of detailing progress. Why worry about length if that's the case? There is a lot to cover since the last update. And should you find yourself (and the others on the team?) writing more of these types of articles eventually such may very well shorten in length, should frequency of updates increase/ remain steady.

It's interesting seeing how the weapon's design has progressed for sure. Cheers!

Good karma+2 votes
ParaCombatant
ParaCombatant - - 188 comments @ Offensive Starbase

Nope, nothing out of the ordina... >.> ... Oooooooh.

Good karma+1 vote
ParaCombatant
ParaCombatant - - 188 comments @ WK-209 Combat Walker GETIN demo

Fair enough, tho the awkward movement makes it appear more human-like from my perspective, something I can appreciate. I can see how the same awkwardness repeated over and over can wear on any novelty however. Perhaps my eyes aren't keen enough on the clipping.

Agree on the turning too. Not having to 180 once inside would definitely seem... more efficient.

Cheers!

Good karma+2 votes
ParaCombatant
ParaCombatant - - 188 comments @ Crab Animations

Ha, is it shaking like a dog while "laughing" and clapping? And what is the first animation for?

Also, damn, its second death animation when it's destroyed (after being shot?) looks rather impressive.

Good karma+2 votes
ParaCombatant
ParaCombatant - - 188 comments @ WK-209 Combat Walker GETIN demo

Well now, that's smooth. Bravo!

Good karma+2 votes
ParaCombatant
ParaCombatant - - 188 comments @ Conscripter Animations

Ha, digging that idle animation.

Good karma+2 votes
ParaCombatant
ParaCombatant - - 188 comments @ Crippler render

It looks so... deadly. <3

Tho maybe the TibSec logo could be put somewhere else next time? Or at least made a bit transparent?

Good karma+3 votes
ParaCombatant
ParaCombatant - - 188 comments @ Inquisitor render

Interesting role. And the spine pieces definitely give it an eerie look about it.

Is a human under there? Cyborg?

Good karma+2 votes
ParaCombatant
ParaCombatant - - 188 comments @ T1 Neutralizer render

Curious to see how this will balance out. Looking good tho! (Hopefully not too good for T1...)

Good karma+2 votes
ParaCombatant
ParaCombatant - - 188 comments @ WK-209 Redesign update

MMMMUUUUUULLLLLLLLTIPLE WEAPON SYSTEMS! (Going back through all of Lost Dragons' images was a good idea...) I am so looking forward to checking this system out down the road.

Good karma+1 vote
ParaCombatant
ParaCombatant - - 188 comments @ WK-209 Combat Walker V5 Texture Pass 01

Nice. I look forward to seeing how the concept and implementation develop. This beast is looking good!

Good karma+2 votes
ParaCombatant
ParaCombatant - - 188 comments @ WK-209 Combat Walker V5 Texture Pass 01

Are those two VLS cells on the 209's back? Or..?

I imagine something seemingly so "simple" as 360 degree turret traversal may make all the difference in jungle and urban engagements. A stellar revision for sure!

Good karma+2 votes
ParaCombatant
ParaCombatant - - 188 comments @ Lost Dragons

Perhaps to just deploy robotic (humanoid) platforms then?

Good karma+1 vote
ParaCombatant
ParaCombatant - - 188 comments @ Lost Dragons

Working walker weapons, spruced up animations, and a revised layout are music to my eyes (... so I'm going to go on and assume that can somehow make sense, at this time of night...)

Further armor development. Oooooooo.

New AR-42 with lovely (from a distance) looking animations. AAAAAAAAH!

Helmet with integrated weapons to look like a goat... O.o ... Well played!

Continued picking away at a terrain to field it all on, SPLENDID!

Oh and cloaking... SSSSWWEEEEEET! <3

I'm always eager to catch up on the development of this project!

Good karma+3 votes
ParaCombatant
ParaCombatant - - 188 comments @ Sins of the Prophets Alpha v.0.80.1 is live!

@flavivsaetivs

I went through a 1v1 slugfest with a heroic aggressive Covenant AI just yesterday (and won). Here's my cents on playing the UNSC and the situation you described, for whatever it's worth.

Paris-class vessels need to be fielded in mass. Autumns and Halberds alone (even with the Infinity) will never cut it. I field twice as many Paris as I do Halberds per combat fleet. They help in taking the damage that would otherwise destroy more important vessels. As tech upgrades are researched, their numbers will provide substantial DPS as well.

Fleet composition and tactics are key. A combat fleet of mine mid-match consisted of 40 Paris-class, 20 Halberds, 10 Halcyons, 10 Stalwarts (for anti-strikecraft), an Autumn, one Marathon, and a Valiant. A Valiant or two with the right upgrade can help with buffs, especially when attacking into a system. (The Punic does as well if I remember correctly.) A support/ auxiliary fleet at the same time had a Valiant, a Phoenix AS, two Epochs, six Eions, ten Stalwarts, and four Cradles. I usually have my fleets hold position, be it when attacking into a system or defending alongside ODPs and Anchor Stations, unless clearing out the remaining structures of a hostile system after enemy vessels have been dealt with. Having them move to (try and) establish a front line, then hold fast, lets the enemy stroll into a wall of MAC rounds when an engagement takes place.

Also, the Infinity is best microed it seems. I assign it to a hotkey and turn its auto-join fleets off. One of the first upgrade points goes into proximity slipspace jump, and I disable the auto-cast on it. If it ever gets into a jam the slipspace ability can get it out of harm's way, behind a fleet and/or in a position to jump out of the system.

Good karma+1 vote
ParaCombatant
ParaCombatant - - 188 comments @ Tiberium Secrets News UpdateSeries Kick off: 10-18-2015

Oo la la, it's good to see a new TibSec update header image.

Oh, AND CONGRATS ON RELEASING AN UPDATE!

Good karma+2 votes
ParaCombatant
ParaCombatant - - 188 comments @ DragonTurretWIP01

What about when the Dragon is fully operational a countdown begins? During this countdown the Dragon fabricates ammunition for these weapons. At the end it fires a salvo into orbit, figuratively taking out the opposing salvage companies space deployment barge/ space vessel. Such could be the end-game stretch.

Good karma+2 votes
ParaCombatant
ParaCombatant - - 188 comments @ CharacterDevelopment_02

Looking forward to where this exploration into an expanded inventory may go!

Good karma+2 votes
ParaCombatant
ParaCombatant - - 188 comments @ AR-42-Update_4-ClrCncpt

Yes, correct!

Looking forward to continued developments on it.

Good karma+1 vote