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Author Topic: Melee tactics and favourite ships  (Read 9912 times)
Draxas
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Re: Melee tactics and favourite ships
« Reply #15 on: January 16, 2006, 02:03:34 am »

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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Matticus
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Re: Melee tactics and favourite ships
« Reply #16 on: January 16, 2006, 07:32:22 am »

The Nemesis is an excellent little ship, but I just suck with it. I can never line up the turret right while still being able to maneuver well.

This is falacy. Why are you depending on the cannon to win fights? The Nemesis has a durability of 16 and that's if you aren't using marines, which you should be. It can't stand up to punishment, so the only time you close in and use the cannon is when you're 100% sure you'll get away with it. Otherwise, the marines are doing the fighting for you.
Close in? The cannon has a medium range so getting dangerously close is often unnecessary, especially against the AI. It does make sense to get close to slow moving opponents, perhaps to drop off a few space marines so they can enter the ship safely from behind.

But of course, you can only use marines so many times before they're killed off and you're left with a very vulnerable ship. This is where the cannon usage comes into play. I just can't adjust the cannon properly to compensate for when I turn or for when my opponent changes his angle of approach.

What I'm saying is that while using the marines to win is easy, when it comes to skillful flying and attacking I lose with the Nemesis far more often than I win. To me, the only use for the Nemesis is as a space marine transport.
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Draxas
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Re: Melee tactics and favourite ships
« Reply #17 on: January 16, 2006, 08:38:17 am »

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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Matticus
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Re: Melee tactics and favourite ships
« Reply #18 on: January 17, 2006, 09:25:15 am »

Yeah I guess I'll just have to do that then. My prediction: even if get to be pretty good with that turret, I'll never really be "good" with the Nemesis. My brain just can't keep up with all of those angles and the way they need to change in order to win. I'm really much better at maneuvering and firing weapons that either take care of themselves or that come from a fixed spot on the ship. =)
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Re: Melee tactics and favourite ships
« Reply #19 on: January 18, 2006, 09:06:33 pm »

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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Re: Melee tactics and favourite ships
« Reply #20 on: January 18, 2006, 09:13:43 pm »

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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Re: Melee tactics and favourite ships
« Reply #21 on: January 19, 2006, 12:51:30 am »

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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Zeep-Eeep
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Re: Melee tactics and favourite ships
« Reply #22 on: January 19, 2006, 02:20:40 am »

The thing is, the computer will not "camp". The Torch
is perfect against nearly every computer-commanded
ship. Other humans are rarely so naive.
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Halleck
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Re: Melee tactics and favourite ships
« Reply #23 on: January 19, 2006, 03:27:24 am »

It's true, the AI is particularily stupid against the thraddash... even the utwig won't use their shields if you place your flame wall properly.

It's so easy to mop up UrQ fighters with the flames... in fact, I think it would be harder to play a dreadnought on easy, since it wouldn't use fighters at all.

But the thraddash is still a fun ship, especially for venting... you can just pwn the AI on any setting and feel good.  Grin

Anyone tried thraddash vs thraddash against another human? Now THAT's an intense battle.
« Last Edit: January 19, 2006, 03:34:57 am by Halleck » Logged


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Megagun
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Re: Melee tactics and favourite ships
« Reply #24 on: January 19, 2006, 09:24:23 am »

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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Re: Melee tactics and favourite ships
« Reply #25 on: January 19, 2006, 01:36:49 pm »

I've found Thraddish vs. Thraddish battles tend to
come down to bizzard cannon fights. Two little
ships with little guns, taking pot shots at
each other.
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Draxas
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Re: Melee tactics and favourite ships
« Reply #26 on: January 19, 2006, 05:43:05 pm »

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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Re: Melee tactics and favourite ships
« Reply #27 on: February 28, 2006, 11:31:08 pm »

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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Re: Melee tactics and favourite ships
« Reply #28 on: March 01, 2006, 02:15:14 am »

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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Re: Melee tactics and favourite ships
« Reply #29 on: March 01, 2006, 02:43:30 am »

Androsynth Guardian  Cool

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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