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Author Topic: Ships from best to worst  (Read 34054 times)
PakoPako
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Re: Ships from best to worst
« Reply #90 on: August 24, 2003, 12:51:07 pm »

Something I've been wondering about: What is the Omega ship? The starting Precursor vessel?

Isn't there a Melee game that uses the SC2 ships accurately that has online play? Anyone claiming to be specialized with a ship can take on others who are specialzed in other ships. This is probably the more painstaking way of getting any chart done.

And even then, if there is a close 1-on-1 victory, in an actual Melee game, allowing random select or not, there will be other ships to fry. Although you could take a tally on how many ships you can fry before someone dies, ie: an Utwig can lay waste to about 6 Shofixti controlled by a good player before those all Glory devices spell death.

This situation is very unlikely because:
a.) I don't know if there is a Melee game with accurately protrayed SC2 ships with online capability
b.) I don't know if there are enough "specialists" who are good with some of the "obscure" ships (Ilwrath, Shofixti, etc.)
c.) I don't know if there are enough insane "specialists" who are willing to playtest this game against other humans via online play. (I'm on a 28.8, so I bow out)

Oh, and here's a really nasty, cheap, and by no means invented or endorsed by me trick the Arilou Skiffs can use: park yourself near a planet and wait. Skim around the planet now and then, zapping people who get close enough and teleporting if you're in their weapon's range.

Yes, this is about as bad as using a Mmrnmhrm X-form and running all day, but it is a viable option.

-=PakoPako=-

I forget, doesn't a Syreen "Siren Call" affect all enemies nearby, even cloaked ones? (except the Slylandro of course)
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Re: Ships from best to worst
« Reply #91 on: August 24, 2003, 02:36:15 pm »

Gg.  Embarrassed Sorry for double posting.Rated By Preference and Personal Efficiencey of Use

     :1st Tier:
Utwig Jugger
+Zenith Defense, pillboxing.
-Poor at chasing
Korh-Ah Marauder
(I remembered the PC version, the Fire Shield was much stronger than it was in UQM)
+All-Around performer, Infinite Range, Mining, Powerful
-Fire-shield more a 'last-ditch' gambit
Chmmr Avatar
+High Defense & Power
-Slow turning, toast without Zap-stats
Spathi
+All-Around performer, good crew size
-Average range, low recharge rate
Yehat
+All-Around performer, excellent maneuvering, firing rate
-Small Battery, Shields drain quickly

     :2nd Tier:
Androsynth Blazer/Guardian
+All-Around performer, homing weapon, quick comet escape
-Can't stand heavy fire
Mmrnhrmm X-Form
+Range & Speed, Annoying to catch
-People tend to punch me for using this...
Supox Blade
+All-Around performer, remarkable maneuvering, speedy
-Low crew
Pkunk Fury
+Speed & Reincarnation; like fighting 16 ships
-Fragile, weak weapon, short range
Ur-Quan Dreadnaught
+Pure Power, 44 crew with omniprescence!
-Slow turn, slow recharge, far-flung fighters are vulnerable

    :3rd Tier:
Chenjesu Broodhome
+Strong, Durable, Unique Weapon, DOGIs: offense & shield
-Slow in most aspects, easily gets "caught" against planets and in gravity wells
Thraddash Torch
+All-Around performer, ranged weapon, speedy
-Fragile, weak weapon
Melnorme Trader
(In UQM.. does that Special Weapon EVER wear off?!?! I mean, the AI hits me again for the fun of it and I change spinning direction... it wore off in the PC version...)
+Unique & powerful weapons (in UQM, the Dizzy effect lasts a long time, promoting the Melnorme to 1st Tier status)
-Below Average speed & turning
Slylandro Probe
+Speed, intertia-less
-Large sized, fragile, limitd range, bolts seem random
Syreen Penetrator
+Unique Ability very devastating near planets, maneuverable
-Weak, average range, low starting crew

    :4th Tier:
Mycon Podship
+Powerful wepaon, good at keep-away
-Slow turning rate, hard to attack during sligngshot, average durability
Orz Nemesis
+All-Around performer, 8-way (IIRC) shooting, Marines
-Brain can't handle simultaneous "run-turn gun-shoot"
Shofixti
+Glory Device, highly manueverable
-Fragile ship with limited range
Arilou Skiff
+Unique Ability, zippy, manueverable, no intertia
-Annoying to form actual consistant offense
Druuge Mauler
+Unique & Powerful main Weapon, 2nd fastest ship
-Low turning = no close-range ability

    :Zebranky Food:
VUX Intruder
+Limpets, warps close, lots of energy, strong weapon
-From afar, target practice
Umgah
+Fastest ship ever, strong main weapon
-Limited range, slow normal speed
Ilwrath Avenger
+All-around performer, cloaking
-I can't tell exactly where I am and people rain farts in my general direction
Earthling Cruiser
+Quick 8 points of damage, PDL
-HUMANS STINK! (anyone remember that series?)
ZoqFotPik
+Funny crew
-Joke ship (with a few more crew, tonguing seems more possible)

-=PakoPako=-
« Last Edit: August 25, 2003, 04:22:09 am by pakopako » Logged

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Re: Ships from best to worst
« Reply #92 on: August 25, 2003, 12:03:58 am »

Quote

At the risk of re-hijacking this thread, I just put a patch to fix this problem into Bugzilla as Bug #445.  If you are amongst the bold and daring souls who apply random patches out of UQM Bugzilla, give it a try; I tested it quite a bit but am interested to know if I caused any unintended "side effects" that I didn't notice.


FYI - I tested this on the original SC2 and the same case happened...the bomb goes off, the orz marines eject and it's *happy bubbles* for the Orz.
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Deep-Jiffa
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Re: Ships from best to worst
« Reply #93 on: August 29, 2003, 11:11:05 am »

If you already talk about *happy bubbles*, why you can't hit the green marines but you can hit the orange ones? Maybe because they *enjoy the sauce*? Or just a bug....( :-/)
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Re: Ships from best to worst
« Reply #94 on: August 29, 2003, 01:17:14 pm »

I thought that returning fighters (be they UQ Dreadnaught Fighters or ORZ Marines) could not be attacked when they make their return? [in the original PC ver.]

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Re: Ships from best to worst
« Reply #95 on: August 29, 2003, 02:09:13 pm »

No the ur-quan fighters can be attacked when they return but the "green" marines can't be attacked... Why?
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Re: Ships from best to worst
« Reply #96 on: August 29, 2003, 02:38:15 pm »

Quote
No the ur-quan fighters can be attacked when they return but the "green" marines can't be attacked... Why?
I've always been able to attack them. But the green ones are focused on you and try to evade your shot. The orange ones are focussed on homecoming and don't care being shot at. They are just easier to hit.

For testing try using a Supox, fly backwards while being followed by the marines and strafe left-right while shooting. The marines can take a few hits, but they can be destroyed this way.
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Re: Ships from best to worst
« Reply #97 on: August 29, 2003, 02:53:48 pm »

Yea but I am talking about the other marines. The green ones that comes out of the ship after it is destroyed. You can't hit them, not at all. Thats why the glory device doesn't effect them. They have "the sauce" in them.
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Re: Ships from best to worst
« Reply #98 on: August 29, 2003, 03:10:05 pm »

Quote
Yea but I am talking about the other marines. The green ones that comes out of the ship after it is destroyed. You can't hit them, not at all. Thats why the glory device doesn't effect them. They have "the sauce" in them.

Sorry, my fault. I have messed them up.
But I rememer having the Homecoming ones killed easily, since they do not evade your shots.
I know that the Orz on board of a shoficti will survive the usage of the glory-device, although the Marines not aboard will be killed in the explosion. I've read some articles about it and to me it seemes like a glitch, which the testplayers have overseen.
Just my 2 Euro-cents.
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Re: Ships from best to worst
« Reply #99 on: August 29, 2003, 10:40:31 pm »

Yes but then again, it is logical that they will survive the glory-device explosion if they can't be killed when they come back to the nemesis ship.
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Re: Ships from best to worst
« Reply #100 on: August 30, 2003, 03:13:33 am »

If you take absurd premises, absurd results are likely to follow.
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PakoPako
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Re: Ships from best to worst
« Reply #101 on: August 30, 2003, 08:47:29 am »

I am not a deep ORZ player, but do the green marines return to your ship immediately after battle, or are they still moving toward your ship when the next ship comes in?

Or do they simply turn red and gun toward the new ship? (I recall that instance happening.. unable to test out that theory at the moment)

-=PakoPako=-
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Re: Ships from best to worst
« Reply #102 on: August 30, 2003, 09:55:57 am »

The "green" marines can be killed just as easily (or with as much difficulty, depending on your viewpoint) as the "orange" ones, but it's a bit harder to tell since they head directly for the mothership once the enemy is destroyed.

And no, they don't stop heading for home when a new ship appears on screen.  But the computer usually launches marines at the beginning of a battle, so it's easy to get that impression..
« Last Edit: August 30, 2003, 10:00:12 am by Nic. » Logged
Deep-Jiffa
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Re: Ships from best to worst
« Reply #103 on: August 30, 2003, 10:29:42 am »

But why they turn green?(You know all Nic, give it a shot Cheesy)
« Last Edit: August 30, 2003, 10:30:18 am by Deep_Jiffa » Logged

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Re: Ships from best to worst
« Reply #104 on: August 30, 2003, 08:13:26 pm »

Because of this:
Code:
ElementPtr->current.image.frame =
   ElementPtr->next.image.frame =
       SetAbsFrameIndex (
           StarShipPtr->RaceDescPtr->ship_data.special[0], 21
       );
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