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Topic: Better than banter: OUR single favorite ship (Read 70216 times)
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Captain Smith
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Noticed the Androsynth was missing from my list just now: That one is an easy fight - wait until he comets and then face him and wait until he gets very close (almost ready to start bouncing into you) and launch two plasma balls. He'll go down.
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Yehat_Sympathizer
Frungy champion
 
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Posts: 60

jie2 do1ng fe1ng
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Orz Nemisis is the best. About the only threat to it is the Avatar and the Guardian.
Actually, an ORZ can win against an avatar pretty easy. Human or computer.
The ORZ have a pretty good cannon, that sometimes penetrates the ZAP sats and hits the avatar, and sometimes hit the ZAP sats themselves. If the Chmmr don't use their special weapon, the ORZ can win on that alone.
On the other hand, Any decent Chmmr player will use their special, right? And the ORZ isn't fast enough with thrusters to get away, but the nemesis has a very good turning rate. All you have to do is rotate the cannon backwards, and every time you're attracted by the avatar just turn left or right to break it. Keep you're thrusters up to resist, as well. after some shots you take out 2 or three ZAPSATS and you can start sending marines.
Encounters like this are a lot of fun. You have a very good chance, but only if you use your head. I think many players already know this, but I don't see it posted very often.
Another rewarding battle of this type is Supox blade vs Chmmr. If you want a tough one try the pkunk or the Yehat. with those you have to stay focused, and nothing is mechanical...
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Captain Smith
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More melee strategy
Mmrnmhrm Strategy Guide ======================= I'll write up a Mmrnmhrm strategy list for yall. This fits with the computer in awesome, but probably will work on human targets as well to some degree. And this also assumes starting out with a Mmrnmhrm that has full crew, in terms of win possibility.
Key tactic here is basically knowing which form is the best for you. In this sense, you change and use your best strength against whatever the opponent is. Also, you get the chance to merge those strengths, usually you use the Y-form's speed to set up the X-form on a strafe run.
Ur-Quan: Moderate fight - takes some skill but easy if you do have the skills. You need to stay away from the fighters and use your Y-form and if you get the chance to come in at a good angle where you won't get shot fly in and strafe him with the X-form.
Orz: Moderate to difficult fight. Stay away from the marines in Y-form, drift and point towards the Orz, go to X-form and turn if you must. Try to strafe in X-form if you get the chance to take the Orz out. X-form is a sitting duck for the marines.
Chmmr: Impossible fight. Best bet is to drift in in X-form and hurt him as much as you can. You can try setting up strafing runs off the Y-form, but very difficult to do with the Chmmr's special.
Mycon: Easy fight. Change to Y-form and trail the Mycon and set up a final strafe run with the X-form to finish it.
Earthling: Easy fight. Same strategy as the Mycon.
Ilwrath: difficult fight. Stay in the X-form and he cooks you, the Y-form missiles don't track. The best thing I've figured out to do is use the Y-form, speed up and change into the X-form, and catch the Ilwrath as he fires on you.
Chenjesu: Easy fight. Same strategy as described under the Mycon works here.
VUX: Easy fight. Be ready to change to Y-form when he warps in to get away. Feel free to stay in Y-form and paste him. If you get a limpet on you as you run away in Y-form, you won't lose much, but if you get one in X-form you lose lots of usefulness. Mmrnhrm is unique as both forms are independent of one another as far as the limpet effects go.
Arilou: Easy fight. Stay in X-form and wait for him to come in and laser him down.
Shofixti: Moderately difficult fight. Stay in X-form, you can wipe him out quick, but you get the glory device. Y-form keeps you safe from the glory device, but the missiles are very inaccurate when it comes to hitting this guy.
Mmrnmhrm: Easy fight. Stay in X-form and come towards the other one. Fake like you're going to run with Y-form (turn away, thrust slightly) in front of him. Turn around after he changes to Y-form and then blast away. Repeat as necessary.
Slylandro: Moderate fight. Stay in X-form and wait for him to come to you and blast away. Go to Y-form he burns you. This is the first ship I was able to figure out how to beat the Mmrnmhrm with, and this is what I did - waited until he changed to Y-form and then ran after him and burned him.
Pkunk: Moderate fight. See Slylandro for the strategy.
Kohr-Ah: Very difficult. He has insane range on the blades, and coupled with your lack of control in the Y-form, you can get hit by the blades easily. The Y-form missiles will work in getting the computer to discharge the corona. You can either stay in Y-form or try to do strafe runs in X-form, but again with the blades it makes it costly, but can pay off well if you have the skill to stay on his side in X-form and blast away.
Druuge: Easy fight. Stay back out of his sights and let him try to follow you. Launch missles at him in Y-form and then turn in X-form if you have to. Whatever you do don't try chasing him in Y-form or you'll get blasted.
Supox: Easy to moderate fight. I usually stay in X-form because I've never been able to do much with him in Y-form (he's got the speed to stay behind you so the missiles don't hit). He usually drifts around and gets close enough that you can blast him though. Good skill battle.
Umgah: Easy fight. Stay in Y-form and fire your missles and wait for him to zip so you can run. If you can catch him and strafe in X-form do it (or catch him zipping in), but the X-form doesn't have the speed to hang with the Umgah (his regular engines are faster than X-form).
Spathi: Moderate to difficult fight. Faster than the X-form so he can BUTT you all day if you stay that way, but has the speed to avoid you in the Y-form, for most part. Usually I use as much timing as I can and drift as X-form after I run a while in Y-form. The Spathi does get near you long enough to blast him when you do that. Another good skill fight.
Utwig: Easy to moderate fight. You have to discharge the shields, stay in Y-form and pelt him with missiles, he'll discharge his shields or get hurt. If his shields are gone, feel safe to do a strafe run in X-form.
Syreen: Easy fight. Stay in X-form and blast away, use your people as a decoy if necessary. Y-form doesn't help much here again because of the speed issue.
Zot-Foq-Pik: Easy fight. Same strategy as the Syreen.
Yehat: Hard to Impossible. Shields against your X-form fire (and he can just outrun you turn around and blast you if you're not very careful), and Y-form fire doesn't help either. I'm usually able as a pilot to stay in X-form, get a few shots against him, maybe get 1/2 to 3/4 of his crew down before I go down.
Thraddash: Easy fight. Wait for him to come to you in X-form and blast away.
Melnorme: Easy fight, chase him in Y-form, staying away from the guns, then change to X-form to finish him.
Androsynth: Easy to moderate fight. Go to Y-form and he'll burn you. Stay in X-form, get your shots as much as possible and stay away from the bubbles.
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NECRO-99
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Androsynth Combat Tactics Specialist
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Ah yes, I'll do my second favorite ship:
Slylandro Probe
+: Fast, turns on a dime (literally), inertaless drive, moderate range, rapid fire, single shot can do up to 4 damage, tumbling form makes it slightly harder to hit, immune to Syreen Song, and its one of only three ships that talk (Dread and Nemesis)  -: Constant movement can lead to problems, needs to eat asteroids to regenerate energy, mid-crappy crew.
General Tacs/Notes: -Sit-And-Spin (SAS). Camp near the planet (opposite your foe) and twirl around and around. They come to you, but are force to navigate the gravity well. When they do...
-Ambush: Zap the crap out of foes when they are navigating the gravity well, or...
-Bump: If the ship is bigger (Dread, Maraud, Trader), whap into it when it is near the planet, it will either lose velocity and fall victim to the gravity, or, if you're quick, bump their side and make CERTAIN to get a hit. Bigger ship = bigger hole.
-Latch on: The tumbling body of the Probe makes it able to stick to ships, stopping both from moving. Manuver towards the enemy, and wait till you are perpendicular with the ship, then ram it. There's a good chance you'll stick.
-Multihit: Upon firing, change course toward the ship at an angle. If the tip of the bolt doesn't hit but the body of the bolt does, it'll score damage, and the bolt will stay "alive". I've done up to 4 damage doing this (flyby past a Syreen that had a grav-whip, then turned to follow).
-Chaos Lightning: Your shots follow NO set pattern, except to autoaim in general at your opponent. This can be used for many purposes, as I note below.
-Hit and Run: Probes aren't usually meant for a firefight. Buzz your opponent and give them a few rakings of lightning. You'll wear them down eventually.
-Confusing Piloting: Don't ever stay in a straight line when fighting the computer, unless you're going for an asteroid. You'll drive it to drink if it's a close range ship.
-Quick Reverse: Remember, pushing forward will 180 the Probe. Use this to your advantage.
Specialized Tactics
-Avatar: Tricky, but possible. Lucky for you, their tractor beam won't pull you, and your lightning has a slightly better maximum range than the zap-sats. Try to cook at least 2 of the sats before going for the Avatar itself. Another trick is to SAS near the planet, opposite side of the Av. It'll come rushing in, and when it does, fire while still spinning, then quickly fly the opposite direction. That lightning can reach a good distance!
-Avenger: Damn cloaking device. If you see the screen closing fast, angle yourself about 45 degrees off the collision course, and when he uncloaks to fire, QUICKLY reverse direction and zap em.
-Blade: Chase it. You can't box the Blade because it turns too well, so just do chases/flyby's until it (or you) are history.
-Broodhome. Heheheheh. Let the DOGI's come, put yourself between the Brood and them, and fire. They won't move (no direct line of fire, the Probe has no Fore/Aft to speak of) and they'll probably get sizzled. Wait for the Brood to let loose a DOGI, and be near. When it does, move in for a few quick zaps and run before the ak-ak drills you.
-Crusier: Advance, avoid the nukes, and zap. A fun trick is trying to guide the nukes back into the Crusier. Meheheh. 
-Dreadnought: Same tactic described for the Broodhome's DOGI's apply to the Dread's fighters. They sizzle REAL easy, and the lightning bolt doesn't dissipate when it hits one of them, so you can drop a good section of them in short order. Once the Dread stops sending fighters (you've made sure to stay the hell away from it during this time, right?), flank it, latch on and unload. If it doesn't destroy it, be patient: an asteroid is BOUND to come by. When it does, recharge and unload until it's history. Another trick is SAS near the planet opposite it and fry when it's manuvering the gravity well. Your bound to get a few lucky hits.
-Drone: Dance around the poor sap, gleefully shocking them to bits the whole time. Don't get too close, lest you be anti-mattered. If it zips towards, reverse direction and give it a few licks if it flies by. If it runs, let it. Just catch back up and repeat dancing manuvers. If you can latch, more power to ya. (funny as hell if they zip when you do, looks like the Drone is trying to butt-check the Probe.)
-Eluder: You're faster. You do more damage with less refresh time between shots. Those little dingly-balls coming out of the ship make GREAT latch-points. Evade the BUTTS, latch if you're still crewed well, and destroy with impunity.
-Fury: Let it chase you. Zap, Reborn, Repeat.
-Guardian: If they blaze at you, run away and cook them. Stay away from clouds, as spinny body + chaos(tm) homing = pain. If it doesn't blaze, hit-and-run.
-Intruder: If it warps in, keep moving! Those limpets will give you gravity. Gravity = bad for a Probe. Dance outside the laser range, making it waste precious power, and when it's exhausted, zap it. DO NOT latch onto the Intruder, as you will pick up substantial amounts of limpets.
-Jugger: chaos lightning plays hell with non-regenerative shielding. Keep poking him with lightning (even if it does connect with the shield, all he gets back is one point of energy, exactly the cost to start it up in the first place) and beware those quad-cannons. They'll chew you up fast if you're not careful. If you can flank (somehow), latch on to the back and zap with all haste.
-Marauder: Dangerous. Lure the blades that are near you into the planet or sacrifice an asteroid to allieveate yourself of one, then try to get a few zaps in. DO NOT latch, you will be F.R.I.E.D. Another trick is to SAS opposite the planet, and hope it hits, or zap it when it's manuvering the well.
-Mauler: Mwah. Your contorting body makes Mauler shells very, very innacurate. Dance around him to force him to burn crew trying to pop you, and when he's low, coup de grace. Another fun one is to get it going full speed, then reverse direction and latch on to the big, form fitting engine. Then listen as they sizzle.
-Nemesis: Avoid Marines like the plague. You can try the Brood/Dread minion-zapping trick, but they soak up 4 damage before they die (3? not sure.) They turn fast, but you move faster. Dance around, making the Nemesis rotate it's cannon, and zap when you can.
-Penetrator: Mwah. Their song doesn't suck crew, so get close, latch onto the tailfins if you can and zap away.
-Podship: Mwah. Let it fire, then using the circle-around tactic described by Spurk in his Skiff description. It'll waste itself. If it doesn't, help it along with a few 20,000 volt shots.
-Probe: Hehehehe, the most insane fight I've ever done. It's all reflexes. No real tactics here, get close and get it to chase you. Whoever has more crew/bigger battery wins.
-Scout: Little pest. If you're within range of your lightning, you're in death-range of the Glory Device. A lose-lose situation.
-Skiff: Toast. You have better reach/better engines. It'll lose eventually, just pester it tons and zap it when it doesn't 'port away.
-Stinger: Flank and fry. Beware the tongue.
-Terminator: Its all timing here. Flank, or try to flank as best you can, latch on, and zap. They can't shield fast enough. Wait for an asteroid, and repeat. If you get caught by the guns, it's good night, gracie.
-Torch: It can get to moving as fast as you at top jet-speed. Run parallel and crisp it's 8 meager crew. DONT LATCH. The jets still move it and you'll pay the price if you do. I tried this one time, managed to latch on to the side of the Torch (a buddy of mine.) I was low on energy, and didn't quite kill all of his crew. He jets, and runs me square into the planet. Ow.
-Trader: If you get tagged by the Confusion Ray, it's over. Flank, latch, fry, wait, recharge, repeat. Also, if you're feeling mean, SAS opposite it near the planet and ambush it when it's manuvering the gravity.
-Transformer: X form: Try to flank and latch. Those laser's will chew you up and spit you out. Y form: Chase. It turns too slowly to respond and the missile's homing system/turn radius suck as bad as the ship's. Zap at will.
Well, thats all I can think of for the Probe. I might do another one later, but on what ship?
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I love being a clone. Everything I do bad gets blamed on the real me!
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Wren
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Androsynth Guardian
+: Relatively large crew for it's size, bubbles make excellent shielding, and of course the DOGI trick. -: Slow, relatively poor turning radius, relatively slow energy regeneration. Notes: This ship is an excellent blend of offence and defense. Using the bubbles while being chased makes opponents turn away, and the Blazer mode can only be outrun by four ships, the Arilou, the Slylandro, the Pkunk and the Druuge @ full backblast speed.
You're forgetting the Thraddash Torch. It's actually the fastest ship in the game when the Reeunk afterburner is used.
I think the Mmrnmhrm is also faster when in high speed mode as well.
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Chrispy
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Vlik Dweller
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i use yehat against androsynth.
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Eran Mekhmandarov
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Actualy, you should try the Drone against the Avatar. talk about speed...
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NECRO-99
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Androsynth Combat Tactics Specialist
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Smith: My Guardian strat was written for player vs. player, with most elements being able to be brought to P vs. C. This, obviously, isn't one of them. 
Add: Yes, to what Chrispy said, the Yehat are a devil to take down with the Androsynth. Another trick that I found, however, is to orbit the planet. When the Term gets close, cloud and whip away, but aim about 45 degrees off their bow. Most players will fire at you, lowering energy to shield vs. the bubbles, and will also have to navigate the gravity well, which will be bubble filled (them with low/no batt as well). You may get hit a few, but the Terminator turns too slow to be able to avoid all the bubbles (or a crash with the planet!)
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« Last Edit: September 26, 2003, 11:25:20 pm by NECRO-99 »
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I love being a clone. Everything I do bad gets blamed on the real me!
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Captain Smith
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Supox Strategy Guide ======================= More strategy list fun. Thought I'd do a writeup on the Supox. This fits with the computer in awesome, but probably will work on human targets as well to some degree. And this also assumes starting out with a Supox that has full crew, in terms of win possibility.
The key tactic here is summed up in three words: outthink, outmaneuver, Outreact. Basically that's the Supox strength - you have a very capable propulsion system, basically this is the Arilou of the new SC2 ships - although much harder to pilot. That's the key thing, you must master the propulsion system or the Supox is bug-squash to about everything in the game. This means control and drifting around in every direction. In addition, you have to be very observant and very reactive to what is going on in the game. This is one of the most active ships (if not THE most active ships) in terms of # of moves used and reaction speed and time - I can get a bit tired finger-wise after playing this ship a while. This is also one of the ships you have to be most patient with - you will have some very long battles with this ship if you are to succeed. Interesting note with this ship: this is one of the ships that are easier to use against the capital ships (top 7 in points) than the other ships (all those fights are easy to moderate).
Ur-Quan: Easy fight. Use your directional propulsion system either to help blow away the fighters, or what I like to do is maneuver the fighters between me and the ship, avoid the fusion bolts and just send shots into the main ship using the backwards drive.
Orz: Easy to moderate fight. Try to stay away from the main ship and maneuver around to wipe out the marines as they are sent your way. If you do get the chance to shoot the main ship, be very observant of the cannon.
Chmmr: Moderate fight. Use your propulsion system and attack the satellites first. If you have a full battery you can get at least one hit in on each cycle. Attack towards the direction coming at you (usually right side). Then when enough of the satellites go down attack the main ship. Watch out though because the special seems to get stronger when you are firing on the ship.
Mycon: Easy to moderate fight. Chase it down, dodge the plasma and shoot away. Actually the Supox is also one of the ships you can use to steer the plasma into the Mycon quite well.
Earthling: Easy fight. Avoid the missiles (easy enough) come in and shoot away.
Ilwrath: Easy fight. Stay at a distance, strafe to find the ship. Repeat until finished.
Chenjesu: Moderate fight. Chase down the ship and fire away. If it turns and fires, dodge (this can be hard though when the crystal shatters to predict where you should not be). If it chases you, just back up, dodge when you get shot at, and just fire away. The DOGIs are a concern, but with your propulsion system you can blow them away easily, or put them in front of you and let the chenjesu blow them away.
VUX: Easy fight. Be ready to run when he warps in. Then turn, use your propulsion, blow him away.
Arilou: Impossible fight. "Men have shot entire clips at them and they only hit air." - Morpheus in the Matrix. Same feeling here in this battle. I had to take the Arilou out of my rotation because it wiped out my entire Supox fleet.
Shofixti: Easy fight. Stay back, outstrafe him, he goes down. Your range is far beyond the Glory Device range, so no worries there.
Mmrnmhrm: Easy fight. Wait for him to come to you in X-form, strafe if he tries going at you that way. Stay in front of him though if he changes to Y-form, you can chase him some and get lots of rounds into him. If he's far away in Y-form, you have the speed to maneuver behind him.
Slylandro: Impossible fight. Too much speed to outmaneuver. Your best best is to keep the front of your ship in it's general direction. The Slylandro's lightning blocks most of the shots you get (grazing ones are all you get with the faster ships anyway), so it's very hard to knock this one down.
Pkunk: Moderate to difficult fight. This one has a lower skill level attached to it, because you CAN hit the Pkunk pretty regularly with glancing shots and avoid it much easier than the Slylandro. Basically, outthink and outstrafe and this guy goes down. Really good fight to test your skills.
Kohr-Ah: Easy fight. Set up at an angle, strafe to miss his blades and come back and shoot him. Doing this at an angle is best to avoid having blades behind you to run into. This is probably the big test to prove you have the propulsion system down - you should be able to win this one without getting hit once.
Druuge: Moderate to difficult fight. I find it best to stay back and have the Druuge take shots at you. They are easily dodged though if you are paying close enough attention. Then if you get the chance to go in, do it, but be more concerned with not getting hit than hitting the Druuge. Patience wins the fight here.
Supox: Difficult fight. Basically this one is the ultimate skill fight for a Supox. A definite ace dogfight to win on this one.
Umgah: Easy fight. Avoid the zips, and then line up on the Umgah as he fires his anti-matter cone. You have more range than he does so you'll be fine because the computer will shut it down. Alternatively against a human player who might not shut the cone down, you can strafe around the ship (I wonder if it's possible to circle-strafe with a Supox like they do in games like Quake (it'd be perfect for this one)? Only catch is you don't get the handy mouse to do it with in SC2 though) and blow him away that way.
Spathi: Moderate to difficult fight. Another good skill fight here where you get to use the propulsion system. Set up your strafe runs, and use the propulsion system to back away from the BUTTs when fired.
Utwig: Easy fight. Discharge the shields by shooting one shot at it - either they discharge the shields down or they go down. After the shields are down, let loose. Hardest part is making sure you don't succumb to the speed the Utwig builds up so you get in range of it.
Syreen: Moderate fight. Stay away so the siren song doesn't work well, strafe and blast away. The speed is a bit of an issue, but one of the easier fast ships to handle.
Zot-Foq-Pik: Moderate fight. Basically put, outstrafe this guy and stay away from him to win. A mistake could end you right up next to him for some tongue action.
Yehat: Moderate fight. Get it to follow you and set up between the two guns and shoot away. It'll shield if you're far enough away. Basically to hurt the Yehat, juke it into firing and then back away as you shoot. Repeat enough times it'll go down.
Thraddash: Easy fight. Wait for him to come to you and shoot away. This is a harder fight for the Supox than some other ships I've reviewed in this thread, but still quite easy.
Melnorme: Moderate fight. Make him come to you - stay at long range though. Strafe to make him miss then answer. He goes down.
Androsynth: Difficult fight. It's very easy for the comet form to beat you so you have to be really quick to avoid it. It comets when you get a good shot on it in regular form too. Bubbles are not a problem for you here, though. Get your shots in and be patient and it goes down.
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NECRO-99
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Androsynth Combat Tactics Specialist
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Here's one for the home team.
Earthling Crusier
+: Moderately well crewed, nukes pack a punch, good turning, moderate energy regeneration, sleek design, and hey, its OUR ship!  -: Small energy reserves, weak engines, PDL eats too much energy to be employed to the extent that I try to use it to. 
General Tactics/Notes:
-Like a top: This ship can turn quite rapidly, and aiming/fleeing face is about 1/5 that of broadside to the Earthling. ALWAYS have your launchers or your engines toward your opponent, unless noted.
-1 or 2?: Save a missile when you've got enough energy to fire both. You may need it to intercept something like a Plasmoid, or a Red Fear bullet (or another nuke!)
-Zap!: The PDL takes 4 energy to fire, which sucks. Keep this in mind when trying to coup de grace or when preparing to defend.
-Split Fire: One nice thing about the PDL is, for 4 energy, it can hit up to 8 targets at once (most I've ever seen, anyway.) If used this way, it's only .5 energy per laser, for the same amount of damage. Not too bad in that light.
-Crossfire: If the screen is zoomed all the way out, and you and your opponent are at respectable distances away from one another, fire the opposite direction. The missile will attempt to turn toward them, but will wraparound and readjust to aim at their aft. 
-Don't do both: Don't try to fire a missile and keep your PDL up at the same time. The PDL will cook the missile, and it only can take one point of damage, so there's 3/4ths of your gas tank gone.
-Heavy: This ship has a large mass for it's size, meaning you can get quite a head of steam on a gravity whip, or you can send other ships careening if you whap into em.
-*Camper*: This ship, like the Druuge, is a sniper vessel. If you have a big opponent, camp near the planet, and sting 'em with a PDL or two when they negotiate.
Specialized Tactics:
Avatar: Good luck. The tractor beam can be fun, as long as they pull from a distance. 3 Nukes will destroy a Zap-Sat, which will then give you a chance to start hitting the ship. However, most often nukes will get Zapped, so, if you dare, get close and get BEHIND. Take the Zap shot yourself, and blast the ZapSat. Maybe the NEXT Crusier will fare better.
Avenger: Dumbfire Nukes still work. Judge and blast. Usually, the Avenger will burn the missile if it's on a direct course, so a trick is to fill up to 100% fuel, fire both, but fire one ON course and the other slightly off. When the Avenger uncloaks to kill the first, the second gets a lock on and will (hopefully) hit. Remember, the Avenger can actually outrun you, so stay near the planet!
Blade: The Blade is, in compitent hands, anyway, too manuverable to be Nuked, and the seedgun can cut down most Nukes anyway. Hold down fire and hope a few hit. If it gets too close, PDL em. You'll at least take one or two crew before you die.
-Broodhome: Gravity is your friend when it comes to escaping DOGI's. Nuke away. Most people won't ak-ak to try to stop the Nukes, as the Broodhome has a good amount of crew. Well, 32/4 = 8 missiles. Make sure to use your top-like turning to avoid shards, too.
-Cruiser: Fire one Nuke at the start, let it get out of range, then turn your PDL on to zap the two that will be coming at you. Wait for 3/4s energy, about the time he's at about 50%. Fire right after he does, then PDL the incoming Nuke. Yours will more than likely hit due to his low energy. The only thing is now you are on even playing grounds when it comes to fuel, although 2 missiles eats away a good portion of Crusier crew. Go for the planet (the Crusier is heavy enough to almost avoid missiles at full whip speed) and regain energy. Remember, 75% before you do ANYTHING!
-Dreadnought: Get your two off. You might only have to go through about 4 Cruisers before you take it down. If you happen to be lucky enough to spawn next to the planet, GO!! RUN LIKE HELL! Fire first, forget aiming on them, then WHIP! Unless you do, you're fighter food.
-Drone: Crossfire is essential, as the Drone can't turn fast enough to cone one coming from behind. If it zips, get out of the way. Better yet, get HIT. That thing running into you at full bore will send you sailing, making you nigh impossible to hit with a Drone-Cone. After it's dead, don't slow down! This speed is a great advantage (well, usually) for the Crusier.
-Eluder: This is one of the few ships that is actually Nuke fodder. Just keep firing at it. Most will try to dance, but the ship is just too big to avoid a Nuke. Keep away and keep firing, it'll go down after 8.
-Fury: Unless you're nose-to-nose, fire Nukes only when you want to keep the Fury at bay. Use the PDL to zappify the birds when they strafe you. If they ressurect, you're history.
-Guardian: Get your two off and run like hell for the planet. If you can whip away, you might manage to get enough energy for one more Nuke before you get Blazered all over the cosmos.
-Intruder: If he's warping in, goodbye. Try to get a Nuke off before being cut in half. In contrast, if it's you that's warping in, fire your two and head for the planet. The Intruder is helpless when far away, and is (in my book) Nuke fodder from a distance.
-Jugger: Get to the planet, or become a quad-cannon chew toy. Use the Nuke's mediocre guidance system to your advantage. Purposely aim off target to make the Nuke take it's big wide arcs to get to the Jugger. They'll more than likely shield to avoid potential damage, but most times the missile will turn right behind the ship. Once they're out of gas, fire at will, but don't aim directly at the ship, as the quads can take a Nuke out with relative ease.
-Marauder: Let him send a few blades off, then fire one. He'll use his FRIED to defend himself more often than not, and when he does, fire the second one. Then head for the planet and hope you don't whip into some blades. Keep nuking, as most humans I've played get a little trigger happy when using the Marauder. You might last awhile...
-Mauler: Sniper war, but your bullets are seeking. Get going around the planet, or, if you're warping in, SIT STILL. They'll get to rolling with recoil trying to outrun nukes. When (like most players do) are going full bore, fire before they wrap around. The missile will be on it's way, and start to arc towards them, but once they wrap, it will turn again to aim at the Mauler's rear. You only need 5.
-Nemesis: Get to the planet ASAP. If your opponent is an idiot that sends out droves of Marines, you'll only need two nukes to finish them off. If they're a bit smarter, keep firing and hoping. Don't get caught by marines, they eat you alive.
-Penetrator: Fire your two and head for the planet. (Man, I sound like a broken record.) Hope that the Penetrator doesn't get close enough to sing, or you're history. If it DOES get close enough to sing, either try to collect your crew, or if the situation is hopless, PDL the traitors. That way the Pene isn't filled up for the next fight.
-Podship: Another sniper fight, except their balls can take more than one hit and can do more than 4 points of damage. That, and their regeneration will replace the amount of crew your Nuke shaves off. Just keep shooting. Save one missile if a Plasmoid is getting close, and sacrifice it if it's about to hit. PDL will not help you here.
-Probe: Send your two and perform whatever rituals necessary before death. If it gives you that much time. Sometimes a PDL can get a lucky zap in, but don't count on it. (I seriously think the Probe was designed specifically to eat Crusiers).
-Scout: Try to Nuke it before it detonates itself all over you. Not much else for tactic here, EVERYONE blows up as Shofixti. If they don't, well, they can only take one Nuke anyway.
-Skiff: Their laser has a longer reach than your PDL, so that's out of the question. Fire Nukes when they get close, and hope that they don't manage to laser them down. They only need to take 2 to go down, so hope your aim is true.
-Stinger: Send missiles sparingly, that little hose-gun can take them down quite well. Try crossfiring, but don't expect anything spectacular. The good thing is, the Stinger can only suffer 2 missiles...
-Terminator: Go for a single point of damage with a PDL shot. You can't win. Just die. It's hopeless, unless the person flying the Terminator is either a newbie or has some sort of disease that doesn't let them hit keys on the keyboard. 
-Torch: Two Nukes send them to wherever the rest of their Cultures have gone. Sit still, and Nuke away. Crossfire won't work with afterburners, so don't bother, just aim right for em.
-Trader: Screwer-Upper shot isn't too bad for a Crusier, but watch out for the purple and red fear shots, they'll mess you up bad. Try for crossfire shots, but, as mentioned before, don't expect anything spectacular.
-Transformer: If they stay X, you're history. Y form, however, you have a slight chance. Crossfire works very well here, especially if the player is one of those "fly-in-a-straight-line-and-hold-fire" people. Just aim in the opposite direction they're flying, and they'll meet your Nuke head on when they wrap around.
Pretty bleak outlook for us poor hunams. :-/ Next on my list of tactics: Melnorme Trader.
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« Last Edit: September 30, 2003, 12:04:57 am by NECRO-99 »
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Logged
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I love being a clone. Everything I do bad gets blamed on the real me!
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