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Topic: Melee tactics and favourite ships (Read 9879 times)
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Draxas
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I was never that great with the 'Synth (though in light of all the praise they get around here, I've been trying to improve. They really do have a wickedly effective ship a lot of the time).
I've done more than my fair share of PvP combat in SC2 back in the 90's, so I really don't even consider how the AI controls ships; the AI was just a punching bag I used to hone my skills for when my friends were over, and we could crowd around the 486's keyboard and go round-robin, losers-out. I guess that attitude has stuck with me even today, despite the fact that I don't get to see most of my friends from back then all that often anymore. But let's just say that we all got pretty damn good with our favorite ships, and I use that as a benchmark for how they should perform.
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Draxas
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I have a suggestion: Fly the Nemesis in Super Melee as if it didn't have the marine function for a while, until you get a better feel for the turret. This is the only reason I'm even halfway decent with the ship: When I first started playing the game, I didn't even realize that the ability to launch marines even existed. So I got good duelling with the turret, and found the ship to be quite effective. It wasn't until I first played against a higher level AI that I realized that there was more to the ship than just omni-directional firing ability, and once I figured out how to launch marines, it was just gravy; I had gotten good enough with the turret that I didn't have to rely on them as much. Even today, I'll usually only launch a few marines in a given battle, and mostly rely on the turret to do damage.
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Adrian
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1. Pkunk Fury - fast sons of guns. Resurrection ability. Love it. 2. Thraddash Torch - near perfect. Takes down big dudes easily. Has problems against certain fast ships like the Spathi Eluder or the Syreen Penetrator, but mostly the Spathi Eluder. 3. Orz Nemesis - with practice this ship is godly. I like the Marines better than the ships of the Ur-Quan. 4. Spathi Eluder - I really hate this thing. Really annoying with its poop bombs. Good overall stats. 5. Shofixti Scout - this is an excellent tech ship with its self-destruct feature. 6. Arilou Skiff - great speed. Must use Guerilla Warfare tactics to use it properly. Chmmr Avatar really kills this thing if it gets caught. 7. Earthling Cruiser - great range weapon and nice close quarters defensive laser. Its speed will get it killed though. 8. Chmmr Avatar - my favorite of the big dudes as it hurts most of the little dudes.
After this list there are others I like, like the Kohr-Ah Marauder, the Syreen Penetrator, the Mycon Podship, and the Supox Blade.
I really only think one ships blows and that's the Sylandro Probe. That's mostly do to the crazy controls and its secondary weapon which is basically just recharging its battery.
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Death 999
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We did. You did. Yes we can. No.
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You think the Umgah Drone is better than the Slylandro Probe?
Also, the Torch is not so great if the enemy camps... just imagine what a fight between it and a Dreadnaught would be like if the Dreadnaught didn't thrust or launch fighters. Worse yet, go against a Kohr-Ah playing like that. The torch won't do close to its value in damage.
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Adrian
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You're right about the Umgah Drone. That is a pretty bad ship. I saw from another user that the Probe can be deadly if used right. But it must take alot of practice to use it properly.
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Megagun
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Moo
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What a lot of people seem to forget about the Orz Marines, is that they do 1 damage IMMEDIATELY when they enter the enemy ship...
Most people send marines out almost immediately when a battle starts.. This isn't too crew-efficient.. It's better when you put down the enemy ship to, say, 10 crew, and then launch 5 marines. As soon as they enter the enemy craft, there'll be only 5 enemy crew left, which can be dealt with quite fast, with minimal losses on your own side...
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Draxas
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Marines don't always make a kill as they enter an enemy ship, it just seems to happen reasonably often. But believe me, I've had plenty of "failure" marines, that board a ship, stand around loitering for a few seconds, and then drop dead.
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MasterNinja
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Hi, I'm new to this forum...
Okay, I'm reanimating this thread, because I think it should be kept alove... I will now post some tactics. Today a rather simple example:
Melee Tactic Earthling vs. Umgah In this battle your enemy actually isn't the Umgah ship - inertia is! Due to the small range of its cannon and its weak acceleration (even slightly lower than yours), you can easily outmaneuver the Drone and kill it with your long range missiles (3 hits are enough), as long as they do not use their special ability! When they suddenly approach your ship using it, you have to get out of the range of their plasma beam quickly - which will be impossible if you are drifting out-of-control. So always keep an eye on the stars in the background to avoid this deadly situation. When they use their special ability now, you will have enough time to get a sufficent distance while they are turning around - meanwhile old down the Shift-key to fire the lasers.
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MasterNinja
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Another tactic... I'm not quite sure about that... In fact, it is no entire tactic, but a specific maneuver.
Umgah vs. any (especially slow ones) (I'll call this the "Shelton Slide", due to similarities with the most useful thing in the space-flightsim "ing Commander", which is also called "Shelton Slide". I saw the computer doing this by accident a few times, and thought it could be quite efficient if you use this yourself.) The Shelton Slide is a maneuver which combines special ability with primary weapon and irritation of the enemy: Use the special ability to approach your enemy quickly, but in the last one, try to not stop in front of him, but aside... If possible, begin turning your ship during the speed-boost (don't know if engine allows that), otherwise directly afterwards. And then engage your cannon, firing at his ship. He will not expect you at his side and will struggle to get out of your range. The tactic described above will not work very well anymore, because you have less turning to do, he has less time to flee PLUS if you calculate well, you will come out there, where he will get, WHILE trying to escape.
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AngusThermopyle
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A paranoid android.
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Androsynth Guardian
Vs. humans and comps alike, it has a decent to great chance against just about any ship in the game. I'd say only a human-controlled Thraddash has a real clear advantage...
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