Pages: [1] 2
|
|
|
Author
|
Topic: New to SC2/UQM (Read 8517 times)
|
SLot0k
Zebranky food
Offline
Gender:
Posts: 7
|
First off, am very happy with this alpha. It's better than a lot of beta stuff I've toyed with .
Anyway, on to the question-
Is there any sort of strategy guide to SC2/UQM? Yes, I've googled on this and the links that came back weren't extremely helpful, to say the least.
I wasn't lucky enough to play it back when it was new, and am sort of lost as to the order things should be done in.
Any help would be appreciated.
Ry (wishing for ports of Space Vikings & Dreadnoughts)
|
|
|
Logged
|
|
|
|
|
SLot0k
Zebranky food
Offline
Gender:
Posts: 7
|
Thanks-
Those did help some. I guess I'm looking for more tips on combat than anything else really.
|
|
|
Logged
|
|
|
|
Parker
*Many bubbles*
Offline
Posts: 122
|
Hmm... the best way to learn combat is by experience. I suggest spending many hours in Super Melee pitting all kinds of different ships together, with Awesome Cyborg as your enemy.
|
|
|
Logged
|
|
|
|
Zeroarmy
Frungy champion
Offline
Posts: 98
I love YaBB 1G - SP1!
|
Parker is right. To master combat you need to spend lots of time working in melee. However, there is a guild at http://www.classicgaming.com/starcontrol/shptoshp/ which will give you data on ships and suggestions on how to use them in combat. It might get you going a little faster, intead being stuck having to learn each ship before being able to master their abilities like the rest of us had to do.
|
|
|
Logged
|
|
|
|
SLot0k
Zebranky food
Offline
Gender:
Posts: 7
|
Heh. Yep. That's what I've been doing. Lots of melee.
I am also curious as to which additional modules are the best to add to your ship early on - extra fuel pods, thrusters, etc. And what exactly does the dynamo do? I don't notice a ready increase in speed...
Thanks for the helpful responses thus far.
|
|
|
Logged
|
|
|
|
Shivam
Zebranky food
Offline
Gender:
Posts: 36
Pkunk-ra
|
early on i go for thrusters/turn jets and fuel tanks. leave melee to your minor ships till you have hellbores =)
As for dynamos, they speed up your weapon charge rate.
|
|
|
Logged
|
|
|
|
Arrow
Frungy champion
Offline
Gender:
Posts: 78
o_o
|
I usually max out on thrusters right away. This enables me to run away from all the dark beady spots in Hyperspace early on to counter my lack of combat skills.
|
|
|
Logged
|
|
|
|
Musourenka
Zebranky food
Offline
Gender:
Posts: 15
|
Funny.
I don't use my ships (all I have is an Eluder and two Furies). I just go in with the Vindicator and kick butt.
|
|
« Last Edit: December 06, 2002, 09:33:53 am by Musourenka »
|
Logged
|
|
|
|
TD
Frungy champion
Offline
Gender:
Posts: 55
|
At the start I clear out all the planets in Sol then buy lots or cargo modules and get another crew module. Then I go down and mine the Centuri systems (specially Alpha Centuri, two of its planets are covered with exotics). You should have just enough room and crew. After that I go up to the Spathi, kill off the evil ones, mine some resources and get some credits for tech. On the way back I then go via the orz to get some good fighting ships
|
|
« Last Edit: December 06, 2002, 10:07:54 am by TD »
|
Logged
|
|
|
|
Zeroarmy
Frungy champion
Offline
Posts: 98
I love YaBB 1G - SP1!
|
Yup, thrusters are very important. They speed up melee, planet to planet travel, and hyperspace travel (they make it so it takes less time to get from one solar system to another). However, I find that maxing them out is a waste of RU. If you fill up all slots but two you will be able to run from all ships (the Slylandro probe doesn't count as it can always catch you). And don't forget to mix in some control jets while you're at it. They're your only chance to beat a Slylandro Probe early on, mainly because your Spathi ship is hard to master in this Alpha version. Then make sure you have 1 or 2 extra crew pods (I prefer one at first) and 2 total fuel tanks. Once you're semi-battle ready I would recommend adding some storage bays, so you can go on long missions without having to return to your starbase right away. Some might suggest building up your fleet and that is a good idea, but since you're new to this you'll have to run alot and so you'll want to be able to take as few hits as possible in the process (killing the enemy ship and running while the ditty is playing is a good way if the enemy ship is as fast as you).
|
|
« Last Edit: December 06, 2002, 10:07:45 am by Zeroarmy »
|
Logged
|
|
|
|
TD
Frungy champion
Offline
Gender:
Posts: 55
|
I don't bother with weapons on the flagship until you've got hellbores, furnaces and those tracking modules. Until then I use other ships as it's cheaper and they're better anyway.
IMO the best way to take probes out is with the cruiser. Shoot two missiles then do a grav whip and keep shooting until you've finished it off.
|
|
|
Logged
|
|
|
|
|
TD
Frungy champion
Offline
Gender:
Posts: 55
|
Yeah that's true. Normally I would use Fwiffo but since the Eluder is bung in this alpha the cruiser is the next best option. I haven't had much time to play so far but I've only meet two probes which I took out easily and I've already got Orz ships.
|
|
|
Logged
|
|
|
|
|
Pages: [1] 2
|
|
|
|
|