The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
January 20, 2025, 09:39:20 am
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

  Show Posts
Pages: [1] 2 3 ... 5
1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Dreadnought to be re-named "Banana Boat" on: January 12, 2008, 06:43:51 am
Dreadnought does not suck. The problem is that melee players are using the wrong tactics with it.

You never pill-box with a Dreadnought

Ur-Quan Dreadnought was designed for frontal attacks. The Kzer-za say themselves when describing the Dreadnought in SC3 (I know it is not canon).

"Remember this ship was designed by Ur-Quan, we are unfamiliar with retreat"

Dreadnought has superior firepower to the Avatar and its brother the Marauder. A Dreadnought can easily raped an Avatar. The key is to use your own fusion bolts to shield the Dreadnought from the Avatar's devastating laser.

The Marauder stands little chance against a Dreadnought once it gets close.

The Dreadnought annihilates majority of the small ships without too much trouble. The only small ship that still rapes the Dreadnought is the underrated Skiff.

FYI, I have played tons of Supermelee with my brothers using the keyboard back when SC2 was new.



2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Stuck on the Mycon on: October 13, 2003, 07:18:53 am
This is one of the major problems that exist in 3DO version of SC2 which of course UQM is based on. Some of the dialogue with special favor was removed from the PC version to conserve space. Including the part where the Mycon tell the location of their homeworld when you first meet them.  The Mycon homeworld is literaly next door to the place where you find the sun device.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Cool neat effects! With Radeon 9700 PRO/Cata 3.8 on: October 10, 2003, 07:55:48 am
I just recently upgraded to the Catayst 3.8 drivers from my Radeon 9700 PRO. The drivers feature a neat feature for OpenGL/Direct3D called Smartshader which allows you to add a shader effect in any app using OpenGL/Direct3D. For UQM you can config it to render it using green or white ASCII and option called classic. Which colors look like early 30s-40s film giving SC2 a classic feeling. BTW where the screenshots are saved for UQM?
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Portals on: September 10, 2003, 08:03:12 am
Well, at that point in the game it's pretty much game over unless, you have the Talking Pet and Sun Device ready when you get the bomb. Then quickly portal out to Proycon to let the Chmmr do their stuff.
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Keys.. on: September 08, 2003, 08:18:52 am
no the location of the key.cfg hasn't change in v0.3 but, the key.cfg itself has been enhanced. Now you have more control then ever before to change your controls!
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM v0.3 has arrived.. What do you think abou on: September 07, 2003, 11:35:20 pm
Thanks dev team... You guys just place perhaps one of the best part of SC2 back! The ending where the various races say their last words and stuff Smiley eventhough, there are no voices I just imagine them in my head.
7  The Ur-Quan Masters Re-Release / General UQM Discussion / UQM v0.3 has arrived.. What do you think about it? on: September 07, 2003, 11:40:42 am
I just downloaded UQM 0.3 so for I like some the improvements making it closer to remesible SC2. Such as now you have 50 savegame slots, 14 melee slots for each team. Everything loads up much faster thanks to a cleaner library making the overall gameplay more fludent. As far as stability I can't comfirm if it's better or not.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: SUPAR! on: September 07, 2003, 09:12:45 am
Actually, When I beat the game back in 1993. I managed with the help of the my brothers beat the game on our first session. Thanks to the Lander cheat we didn't need to gather resources. Grin. At the end it was almost time when the Kohr-Ah started to cleanse every race we managed to destroy the Sa-Matra. Which was accdiently found by my one older brother. I hav to admit it did require a quite a bit loading and saving games and some dumb luck too.
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Better than banter: OUR single favorite ship on: September 06, 2003, 07:14:53 am
Utwig Jugger

Overview
The Utwig Jugger is one of most powerful ships in Star Control 2. If not the most poweful in the right hands and conditions.
Pros and Cons
+ damage absorbing shield, good firepower without energy comsumtion, very good turning rate, attack affected by interia

- cannot regerate it's own energy without absorbing enemy fire,  low crew for a large ship, poor acceration, average top speed, much more vurniable when it's powerless to use it's shield.

Verses

Avatar: This match requires very good reflexes between using your shields and weapons. Once you have this the Avatar is Utwig fodder the Avatar stands little chance to kill you. But, it's much more difficult to kill without receving some damage though. Let it pull you in to absorb it's laser if not then use the zapsats instead keep collading until you just outside it's range and then fire away to wear it down.

Avenger: The Avenger stands very little chance against the Jugger. Let it come to you when it attacks shield yourself and run off and fire in the general direction the Avenger will get scrap in no time.

Blade: This is a challaging fight for the Jugger. Pillbox let the Blade attack you it can't effectively fake you out so absorb the damage. When the Blade comes close fire away until it ether escape or you destroy it.

Broodhome: This is one of two ships that are effective against you. Try to destroy their DOGIs before your denergized or your Broodhome fodder. Try to chase it when you get close blast away and try to purposely get in the line of fire to renergize your shields.

Cruiser: This ship stands very little chance against you simply absorb the nukes and engage it till it's within range then blast it to atoms.

Dreadnought:Go and engage the Dreadnought head-on It's fighters are you greatest threat try to blast them away and let it fusion bolt you to renergize you in no time. Then fire when the Dreadnought is rechanging  it's battery if there are no fighters are harssing you.

Drone: The Drone is a joke it stands virtially no chance against you. It's cone will simply reenergize your shields. You attack does penerate the cone but, not very well so it will require many blasts but, it will bite the dust eventally.

Eluder: This is the second ship that is effective against you. Eluder's BUTTs are very trickly to judge if they are going to hit you or not. So expect some lost of energy and crew. Try forcing the Eluder to fight around the Planet this is also haphazard for the Jugger to do as well.
These battles require patence and skill but, you should stand some chance against the Eluder.

Fury: This fight is very annoying the best way to win is reliae on your turning rate to fire away to discourge the Fury to apporch you if the player makes a misteak you can score a hit or two. The best way to fight is orbit the planet by forcing the Fury to gravity wipe into your direction to attack and shield against a conuter attack this requires quick reflex though.

Guardian: This is a difficult battle but, it's possible to crush the Guardian. Although it's comet doesn't renergrize the Utwig's shield. It will protect you against it's attack. The turning rate of the Jugger is key to blast it when the comet comes. When the Guardian decides to bubble you try to hit by the bubbles but, the chaoic nature of the bubble especially in small doses can denergize you so be careful.  If the Guardian blazes away from danger if you pursue it then try to the planet trick to force it come close enough for you attack it.

Jugger: The one with the best reflexes wins this fight.

Marauder: The Marauder is Jugger fodder. The blades launch and travel too slowly to get a lucky hit. They also track when you get near easly renergizing your shields. The FRIED gives you full power when absorbed. Just go and pursue the Marauder head on like the Dreadnought repeat the cycle of firing when the Marauder is changing it's battery and when it attacks put up your sheilds.

Mauler: This fight requires quick reflexs and a good eye on where the Mauler shot is going. Let the Mauler blast you purposely to renergzied your shields and when it propels back to you blast it to damage until it's destroyed.

Nemesis: Another challaging fight for the Jugger. Just run and blast the Nemesis's marines to pieces if the pliot releases them depending on what range some may get on board. If manage to kill most of the Nemesis crew off then finish it by orbiting the planet forcing it to attack you. Be careful of the Nemesis's RPG the projective travels very fast it can hit you before you can put up you sheids.

Well, I'm getting tried of typing maybe, I'll contiune in another time.    


10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Portals on: September 06, 2003, 05:34:23 am
The Orz also don't understand what death means. This is what they say when you threaten to kill them

Quote
We are not *dead*. Orz is never *dead*.
Orz is thinking *silly cow* are want to *dance*.
Orz can *dance* very well in between
but not as much fun as *parties*.


This suggests the Orz are physical manifestions of the enity that were involue in the destruction of the Androsynth. Killing their "physical" form
doesn't destroy the Orz since they are just parts of something greater.  Their true form resides elsewhere or simply cannot be perceive unless you become aware of it's existance. This form cannot harm you unless you make yourself aware to it's percense but, you cannot harm it however.

Personally, I think the destruction of the Androsyth's cities were their own doing when the Androsyths when mad and tried to stop the enity. Obivious, it proved to fulite and the syths themselves ether became the physical manifestions of the enity known as Orz or the Syths were simply dragged ether themselves or the Orz to some reality where they are trapped forever unable to return back to their own reality.
11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Favorite Ship Layout? on: August 24, 2003, 08:35:18 am
Personally, I think that PDLs are pretty useless since your flagship is considered to be a 'fastship' when you have every thruster maxed. You can simply outrun the fighters/marines or blast them to atoms with my setup.
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Favorite Ship Layout? on: August 23, 2003, 09:03:34 pm
For the my dreadnought killer setup when I collected a lot of RUs: Hellbore, Hellbore, ATS, dyamio, dyamio, dyamio, crew pod, cargo bay, crew pod, shiva, shiva, shiva, shiva, shiva, hi-fuel, hi fuel. This setup anhillnates any almost ship you face except for the Utwig Jugger giving you near-contiunous fire.
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Your favourite quotes on: August 21, 2003, 10:42:34 pm
Don't forgot that the captain himself has some great lines like:
Melnorme
Quote
`Trade' is for the weak. We TAKE what we want!

Die, eye-freak!

Ok, it's a deal, but ONLY the non-essentials!
What kind of sucker do you think I am? Forget it!
It's not worth stripping.

We have no fear of you, Melnorme!


Dnyarri
Quote
All right, I agree. But any tricks and you'll be sucking vacuum.

Must... resist! Can't... let... it... win! Must... not...
I - have - no - desire - to - kill - you. Welcome - aboard - our - vessel.

I'm scared, Dnyarri. What if this doesn't work?

Yes - Dnyarri - I - wish - to - know - about - flowers.


14  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ships from best to worst on: August 21, 2003, 02:05:36 am
Well, actually the maxlium blast radius for glory device is one close-up screen across in Star Control 2 doing 1 damage.
15  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Destroying the Sa-matra, What's the point? on: August 20, 2003, 11:14:05 am
Sa-Matra is key to defeat the Ur-Quan both sub-species. As you made the point it was used to throughtly anhillaite the alliance armada without taking a dent from afar. All your efforts in Star Control 2 are in vain if you cannot destroy the Sa-Matra. To put the other reason to perceptive imagine some young and primiate culture somehow was able to destroy your super death ray of mass destruction. Which allow you to crush every enemy you advance culture came across for many centuries.
Pages: [1] 2 3 ... 5


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!