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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: flagship bounty hunter setup on: December 22, 2006, 07:00:16 pm
my flag ship tends to me more of a blitz package:

full hellbores
1 crew pod
2 ats
and the rest is shivia furnaces
The idea to to take out the enemy in the first two vollys and keep moving, I'll admit its riskier but man is it impressive.
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Announcing network SuperMelee (was: Project ZOMG) on: December 22, 2006, 06:55:26 pm
*downloads* prepair to be owned by the wrath of my ultra low point fleet!
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Best value ships on: December 22, 2006, 06:40:11 pm
the most bang for my buck personaly are the following

1. The thradish torch - simply put, the torch is awesome for killing other ships or getting out of problems fast. The other nice thing that is often overlooked about the torch, although the main gun does almost no damage it shoots though just about anything. If you keep moving and fire carefully you can even take out someone unwilling to chase you.
2. The punkunk fury - it's fast, it can circle strafe and above all it just dosnt die. this ship has more lives then a cat with for rabbits feet.
3. Human Cruser - nothing strikes fear into my frieds quite like me at the helm of this ship. If you dont quite finish off one of the larger enemy ships simply jumping in and hitting them for 8 damage usually finalizes them. The human isnt very fast but if you sit near the planet you can use the gravaty well to get the speed the ship needs. It's PDL's are efficent the nukes work well on all but a few ships and finally and most importantly, it can turn fast enough to dodge some projectiles.
4. The Yehat Terminator - A ship banned from use by my friends. Timeing is EVERYTHING with this ship. if your timing is good the sheild will save you and let you tackle just about every ship, if your timing is better you can outlast the other ships combat battery and proceeded to minigun your target to pieces.
5. Orz Nemmis - This ship should take out 2-3 other ships by itself, usually big point guzzlers like the urquan's or the chmmr but after that it has no crew and just a long range gun and is running fast. Why you ask? the space marines! When you warp in start dropping alot of these guys on the feild and use your main turreted(!) gun to distract your enemy, the result theres more marines on the enemy ship then crew really fast, after that its just a matter of time. You take out 2 or three of their big ships like that and you will have a massive ship advantage really fast.

the most useless ships?
the slylandro probe - its super is non existant, its gun is short range and it's impossible to aim. I never use this thing, and tend to take them out very fast with a spathi or something with a rear fire/mine style weapon.
syreen ship - yes its fast, yes it can steal crew, the problem? you have to be close and your main gun is kinda lame. with alot of the larger ships having a system for solving the problem (urquan fighters/fireball circle, orz marines, mycon regen, PDL's) its not worth the loss of a ship.

helpful advice?
If you want to take the advantage in a hyper melee early start with a shofixi scout, if it dosnt destroy the enemies first ship then send it a human and finish it off...by then the human is moving quick and not as easy a target.
4  The Ur-Quan Masters Re-Release / Technical Issues / "Emergecy escape system offline cpatian." "oh *!" on: December 06, 2002, 12:16:09 am
Not so small problem involving the hyperjump escape system, it dosn't work. Which makes it aweful hard to complete the Shofixi<sp?> story arc.

Whenever I press ESC it activates my special (which killed the little fur ball I might add)

Also I've noticed that you can't use page up/down to zoom in or out on the starmap.
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