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

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Author Topic: Ship spawn logic  (Read 2384 times)
JonoPorter
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Ship spawn logic
« on: December 05, 2006, 08:15:26 am »

Is the Vux intruder the only ship with special spawn logic in that it spawns pointed towards it's enemy and close to it.
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Re: Ship spawn logic
« Reply #1 on: December 05, 2006, 10:06:45 am »

Yes, and, as far as I can tell, only in Melee.
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Re: Ship spawn logic
« Reply #2 on: December 07, 2006, 02:56:48 am »

Making the VUX the second most annoying foe in melee.
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Re: Ship spawn logic
« Reply #3 on: December 21, 2006, 04:32:09 pm »

It's the only way that slow motion VUX has a fighting chance. It's more of a hold over from SC1 when players actually got to play VUXs and cared about the outcome of the fight.

That said, there are several ships intorduced in SC2 which, I feel, don't jive with the SC1 game dynamics. Ships that dont' fit on any team or their logical alliances out balance the teams they're on. Ships like the Chmmr and Utwig aren't team players, they're one-man shows. And if you've ever put together the Ur-Quan and Aliance teams that the end of SC2 dictates, you come to the realization that the Ur-Quan are skrewed on many levels. Hense, super-melee can not be used with a logicical or cannoical mind set, which for some reason bothers me.

But that's just because I miss SC1's full game.
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AngusThermopyle
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Re: Ship spawn logic
« Reply #4 on: December 21, 2006, 09:29:08 pm »

Making the VUX the second most annoying foe in melee.

At only 12 Starbucks, it's a great bargain. Even if the VUX loses, chances are the opposing ship is too crippled to do much against the next opponent.
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Terrell
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Re: Ship spawn logic
« Reply #5 on: December 27, 2006, 02:08:03 am »

Making the VUX the second most annoying foe in melee.

At only 12 Starbucks, it's a great bargain. Even if the VUX loses, chances are the opposing ship is too crippled to do much against the next opponent.

That really depends on the opponent that the Vux is against, even a slow moving Cruiser can get away if it was already in motion and the Vux doesn't appear in front of the Cruiser, front being the direction the Cruiser is moving when the Vux appears (esp if the Cruiser can get in that "in between the shots" place or had a gravity whip from the last fight).  The Cruiser pilot should remember to hold down the PDL button while escaping, it'll zap any limpets that get close before they can hit (as long as you have the energy).  As long as you don't touch the Vux ship you should be able to get away without limpets (just don't be stationary when it warps in or you're dead)

Against a faster ship like the Eluder, the Vux may not get in a (laser) hit at all and even if it does, it's not crippling unless the Eluder was already low on crew, the Pkunk Fury may simply reappear if the Vux manages to kill it (with any limpets gone), the Arilou can simply teleport the instant he realizes that the ship selected is a Vux.  The main thing is to make your escape without getting any limpets on you, that's probably easier than avoiding the laser while getting away. 
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