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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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Author Topic: Star Control II fact (#1)  (Read 18961 times)
Captain Smith
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Re: Star Control II fact (#1)
« Reply #15 on: December 18, 2002, 08:12:54 pm »

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The Melnorme said the more defense units, the stronger the laser.  Also, he said tracking gets better up to 3 units..
Anyone know the algorithm that controls this?


Take the Melnorme at face value.  Each point-defense module is like the one in the Earth cruiser, and will take 1 crew when it strikes.  Adding point defense modules add crew to that total.  6 modules = 1 hellbore shot, more or less.  Your option is there to be more or less defensive oriented, especially against something like Orz or something similar.

As far as the tracking modules go, that's very hard to explain - it's better to show you.  Basically more than 3 of them are a waste, 3 is perfect aim no matter what as long as your target stays relatively still and you point the ship in the right direction.  2 is passable (i.e. you'll miss sometimes).  1 you'll miss about half your shots.  This is a good question, is there a specific chance of hitting/missing your shots when guided by having one or more of these modules?  Or is there an adjustment factor based on the # of pixels you're off from a straight shot?  As an interesting side note, I find putting the cannon or hellbore in the 2nd position on the front will cause the shot to curl around and hit the target in front of your nose too - so tracking modules have that interesting side benefit.
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Re: Star Control II fact (#1)
« Reply #16 on: April 07, 2003, 09:01:51 pm »

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As far as the tracking modules go, that's very hard to explain - it's better to show you.  Basically more than 3 of them are a waste, 3 is perfect aim no matter what as long as your target stays relatively still and you point the ship in the right direction.  2 is passable (i.e. you'll miss sometimes).  1 you'll miss about half your shots.  This is a good question, is there a specific chance of hitting/missing your shots when guided by having one or more of these modules?  Or is there an adjustment factor based on the # of pixels you're off from a straight shot?  As an interesting side note, I find putting the cannon or hellbore in the 2nd position on the front will cause the shot to curl around and hit the target in front of your nose too - so tracking modules have that interesting side benefit.


Well, I've noticed three tracking modules are pretty accurate, even if your ship isn't pointed properly at your target and the both of you are in motion.

Generally if I put tracking modules in a ship, I prefer to *not* put a hellbore cannon in the forward slot. I've noticed that in the PC version a shot fired from the front or rear uses just as much energy as a dual shot fired from the sides or the frontal arcs. Of course it's possible the dual shots do half as much damage each, or some other unknown drawback like that. But I figured if you have 3 auto-tracking modules, and you only have enough power to operate two hellbores (relatively) non-stop, why would you want to put one in front or rear? (well, I suppose the one in the front or rear would have longer 'range' given that the shots don't have to waste range in curling around to targets directly in front or behind you. But it's not THAT much of a gain that it's worth cutting your firepower in half, is it?)
« Last Edit: April 07, 2003, 09:04:59 pm by Kohr-Ah_Primat » Logged

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Re: Star Control II fact (#1)
« Reply #17 on: April 07, 2003, 09:11:07 pm »

The front and rear slots are great places for cargo bays or crew pods.
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Captain Smith
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Re: Star Control II fact (#1)
« Reply #18 on: April 07, 2003, 11:02:49 pm »

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Of course it's possible the dual shots do half as much damage each, or some other unknown drawback like that.


You don't really cut your firepower....each hellbore shot takes 6 crew - having a shot in the front and the side takes 18 crew per shot if all 3 shots hit.

And as far as power issues go, I find using 2 tracking modules is "perfectly acceptable" for aim.  Between that and the 2 hellbore modules (one front, one right behind it firing out and to the side), I get a continuous fire using the trick described in the beginning of this thread, so I never have an energy/firing problem.
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Re: Star Control II fact (#1)
« Reply #19 on: April 08, 2003, 01:59:55 am »

For me who I am veteran melee commander only need 1 ATS and 2 Hellborne Cannons: Front, Spread slots, 3 Dyammos and the rest of slots are Shiva Furnances which gives you fast charge rate and each cycle I receive a large yield of energy almost enough for continous fire which in course annihlates almost ship in seconds from afar
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Re: Star Control II fact (#1)
« Reply #20 on: April 08, 2003, 07:22:02 am »

Hm... if you wanted to sacrifice a bit of range for firepower, you could use the hated side slot instead of the front. This would only be effective with three tracking modules, and I'm not sure how much closer you'd have to get for the side blasts to hit since I've never done it myself.
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Re: Star Control II fact (#1)
« Reply #21 on: April 08, 2003, 09:44:21 am »

My Quan-killer ship is thus (from first slot to last): 2 Hellbore Cannons, 2 Tracking Modules, 3 Dynamos, 3 Shiva Furnaces, 3 Crew Pods, 2 Hi-eff Fuel tanks. The last slot is for whatever I feel like. Add another fuel tank or a point defense, another Shiva furnace, whatever. I have 3 crew pods because I designate 50 crew to be used to replenish the ships in my fleet, should I feel like using them.

My question to everyone is what do you think is the best setup for your flagship after the Chmmr have added their "enhancements"?
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Re: Star Control II fact (#1)
« Reply #22 on: April 08, 2003, 05:13:15 pm »

1 advanced fuel pod, the rest crew.  The only task you really need the mothership for at that point is to steer between the gates of the sa-matra, and that's not exactly a combat intensive situation, seeing as how pkunks usually blow the generators.  And since just by being there, you should have infinte RUs for an escort, the 10 ur-quans guarding the great trophy are no big deal. You do have access to both the Chmmr avatars and Ur-quan slaughtering Utwig Juggers at that point.  Anything unfortunate enough to get in the way mid-voyage is going to be target practice for either the avatars, the juggers, or Fwiffo.

« Last Edit: April 08, 2003, 05:14:38 pm by AnonomouSpathi » Logged
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Re: Star Control II fact (#1)
« Reply #23 on: April 08, 2003, 07:27:54 pm »

I have played all the way through this game three or four times, and I have NEVER built my Precursor ship into a fighting ship... in fact, I usually strip the ion bolt guns off it at the beginning and just leave it that way. I always just rely on my escort ships.
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Re: Star Control II fact (#1)
« Reply #24 on: April 08, 2003, 07:42:19 pm »

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I have played all the way through this game three or four times, and I have NEVER built my Precursor ship into a fighting ship... in fact, I usually strip the ion bolt guns off it at the beginning and just leave it that way. I always just rely on my escort ships.

Technically speaking, that's what you 'should' be doing; the escort ships should be fighting for you, while the Precursor vessel is outfitted with a crapload of crew pods and fuel tanks and cargo bays for planetary exploration. Or so goes the recommendation in the documents included in the game.

But really, you never get to use the vessel in SuperMelee, and it's so formidable if you build it properly, that it's just so much more fun if you turn it "into a genuine Dreadnought-Killer" as Hayes put it.
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Re: Star Control II fact (#1)
« Reply #25 on: April 08, 2003, 07:47:27 pm »

I suppose you have a point there. Perhaps next time I'll try naming the ship the Death-O-Matic.
« Last Edit: April 08, 2003, 07:47:42 pm by Scott » Logged
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Re: Star Control II fact (#1)
« Reply #26 on: September 12, 2003, 07:08:31 pm »


*bump*

Could someone link this little gem into the forum FAQ thread?  Tis a goodie.
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Re: Star Control II fact (#1)
« Reply #27 on: September 12, 2003, 08:08:15 pm »

Hmm... yes, these sc2 facts... I had planned to do more of those, and I've got enough material for some more.
I'll post a new one shortly.
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Re: Star Control II fact (#1)
« Reply #28 on: September 12, 2003, 08:16:03 pm »

Excellent. They were rather interesting.
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Re: Star Control II fact (#1)
« Reply #29 on: September 12, 2003, 11:50:36 pm »

Speaking of ship outfits, a crazy but fun one is my Lancer.
6 PDL's, 3 Shivas and Dynamos, 3 Crew Pods, three Hi-Eff Fuel tanks.

Cook anything you get close to. Ur-Quan and Druuge shots do NOT penetrate 6 dmg. lasers, so this is (albeit odd) a relatively smart way to fight. Also, the R.O.F. is pretty good, and the energy regeneration allows you constant fire, no waiting for recharges. PH33R MY L33T L4S3RS!

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