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Topic: Surviving the Early Game (Read 11369 times)
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Arrow
Frungy champion
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Posts: 78
o_o
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The point-defense laser is supposed to work just like the Earthling Cruiser's version; when you get real close to an enemy youcan fire it non-stop or something. I never use it, so I'm not sure.
Put some Dynamos on your ship too. As was talked about in another topic, the Dynamos don't become obsolete when the Shiva Furnaces appear; putting them together works pretty well.
Earthling Cruisers work well fo me against the Slylandro Probes too, but it's difficult. Even though I do that trick (run away from them, then when they're chasing me turn around and fire two missiles), sometimes I'm too far for the missiles to hit them before they blink out. Do the missiles go forever in the original? (AKA is it the collision detection bug again) I can't remember. Anyways, don't try to get too close to the Probes before firing your missiles; when the Probe starts using electricity, they'll just eat the missiles right up. =/
You've contacted the Zoq-Fot-Pik and not contacted the Kohr-Ah yet? Speaking of the Kohr-Ah, they're not to difficult with a main ship that spazzed out; one shot a piece takes like 20 of their crew.
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Black Monk
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Earthling Cruisers work well fo me against the Slylandro Probes too, but it's difficult. Even though I do that trick (run away from them, then when they're chasing me turn around and fire two missiles), sometimes I'm too far for the missiles to hit them before they blink out. Do the missiles go forever in the original? (AKA is it the collision detection bug again) I can't remember.
No, they had a limited range in SC1 and SC2 as well. Probably also SC3 but I don't remember much of that game.
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Captain Smith
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On the topic of point defense for the main ship...
It is handy to have to deal with the asteroids so they don't push you around or impede where you want to go (and don't they always seem to do that - I've lost 100's of ships in melee to running into the asteroids while running away or getting bumped by an asteroid into the path of the ship or whatever).
Then the Orz and Ur-Quan don't launch their special little surprises when you have the point defense installed...so that helps.
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Black Monk
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The Ur-Quan fighters are the ONLY reason I install a point defense module.
That effectively eliminates one of their most deadly attacks. They don't launch ANY. So I only have one weapon to deal with, piece of cake.
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Ishamael
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Well, I made it as far as the Sa-Matra. I couldn't destroy the thing, and not just because of the collision bug. :-/ If I'd still had a spazzed-out ship I might have done better. The Ur-Quan and Kohr-Ah who remained after the Dnyarri lured the rest off took out 11 of my 12 Chmmr Avatars. Neither the remaining Avatar nor my mothership was maneuverable or hard enough to kill to even get off one good shot at the Sa-Matra.
Question: I've heard that there are several updates to the game. Should my special weapons be working in Super Melee? If so, then where can I find upgrades?
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Ishamael
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Oh, and while I did encounter the ZFP at Rigel, I never went out to their home planet to meet with them. Early in the game I was too busy collecting minerals. When I finally tried it, the system was crawling with Ur-Quan. Eventually after talking to the Syreen I went there, fought my way through, and then while I was talking to them the game crashed.
I didn't try again when I reloaded.
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Death 999
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Mixing dynamos and shiva furnaces is pointless. Both add battle energy regeneration... and shiva furnaces simply add more.
If you're having a hard time taking out the sa-matra, use Spathi instead of chmmr to take out the Kzer-za and Kohr-ah fleet. Much more effective - Chmmr is only good against these behemoths, while the spathi is finely tuned. For best results, hang out at extreme BUTT-range. You can tell it's that range because there's a particular zoom mode associated with it. Figure out what that mode is in supermelee, and you're set to cream any number of the beasties. I took out the entire fleet with captain Fwiffo.
As for the sa-matra, Pkunk are able to outrun the fireballs. Their side cannon is an excellent weapon for side-swiping the shield generators. Once you've done that, the defenses will stop respawning. Escape with the pkunk (though you'll probably be toasted instead). Then warp in a single chmmr to destroy the remaining defenses, warp it out, and fly the main ship in.
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Death 999
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oops, this wasn't exactly on-topic anymore, was it?
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NyarthMaul
Zebranky food
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Posts: 3
I love YaBB 1G - SP1!
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After years of secrecy, I can finally reveal my 1337 secrets for getting established in SC2 as quickly as possible.
Firstly, do a little mining so that you can beef up your ship. You need rear lasers and as much turn, thrust and damage as possible, everything else is needless. Then fly west into Illwrath space, go into one of the busier systems and start picking fights like a drunken Irishman.
The Illwrath cloaking device is useless, because you will always be displayed exactly opposite your opponent. The flamethrower is useless, because your guns have longer range. You need to practise until you can bob along just out of the range of the Illwrath's weapon, constantly firing shots backwards at him. This way you can junk legion upon legion of the fools for enormous salvage value without taking a single hit... then just head back to Earth and buy everything that it's possible to buy.
Once you have a three-way front firing laser with the guidance system that you can get from the Melnorme traders, there is pretty much nothing that can stand in your way. If you go picking a fight with General Zex you will have to quit the game, because none of his infinite armada will even be able to scratch you before you vapourise them with a stab or two of the fire button.
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Captain Smith
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Mixing dynamos and shiva furnaces is pointless. Both add battle energy regeneration... and shiva furnaces simply add more.
Not pointless. If you have hung out here long enough you would know the developers explained this point very well. Dynamos have different purposes entirely than shiva furnaces though both contribute to energy output.
Search back and you will find VERY DETAILED explanations of the functions of each.
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Captain Smith
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The Ur-Quan and Kohr-Ah who remained after the Dnyarri lured the rest off took out 11 of my 12 Chmmr Avatars. Neither the remaining Avatar nor my mothership was maneuverable or hard enough to kill to even get off one good shot at the Sa-Matra.
Try bringing Utwig and Pkunk ships along. The Spathi ship is possible as well, although it takes a lot more skill and trouble...just trade shots with the Utwig (use the shields luke!) and the Ur-Quan and Kohr-Ah go down very easily...
The Pkunk are fast enough to avoid all the weapons of the Sa-Matra, just strafe the generators and go from there. If you cause the Yehat revolution, they'll even bring you ships after you fight the Ur-Quan/Kohr-Ah. Great help from them. :-)
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Kloreep
Zebranky food
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Posts: 12
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After years of secrecy, I can finally reveal my 1337 secrets for getting established in SC2 as quickly as possible.
I wouldn't call myself "leet", but in case anyone is looking in this thread for early game RU strategies, I recommend searching for a star in the Tauri group after mining Sol and some surrounding systems. (I forget the specific Tauri star, but I think it's white; it's been a while since I played, as trying to get this remake on a dial-up would be insane.) It has several planets with exotic minerals (sans heavy firestorms, unlike Alpha Centauri) and an Auric world rich in precious metals, and also biologicals you can sell to the Melnorme.
My early game drill is now to mine the Sol system, get some minerals from surrounding systems (avoiding dangerous mining in A Centauri) to get RU for more fuel, and then head to this Tauri system. I never have trouble with RU after that, and the Auric world can usually give me enough bio data to get a Melnorme tech.
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Pages: 1 [2] 3
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