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Author Topic: SC2 play challenges  (Read 29548 times)
Fotsev
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Re: SC2 play challenges
« Reply #30 on: February 05, 2003, 07:40:27 am »

The Melnorme are always near a Supergiant. Smiley
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Re: SC2 play challenges
« Reply #31 on: February 05, 2003, 06:59:48 pm »

Distinguish giant from supergiant... I looked around every planet in... umm... the big red star in ilwrath/pkunk space. I didn't spend long in any of the planet screens (so he couldn't slip from one planet to another while I was local) and no Melnorme.
All the planet rings were orange.
« Last Edit: February 05, 2003, 07:01:24 pm by Death_999 » Logged
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Re: SC2 play challenges
« Reply #32 on: February 06, 2003, 03:02:01 am »

The Melnorme's appearance in certain systems is hard-coded as far as I've messed with the source.

One thing I've never understood - if they Slylandro's probe multiplied so fast, couldn't it be used against the Ur-Quan? Tongue

I've always wondered what did the Ur-Quan think about the probe infestation!  Roll Eyes
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Re: SC2 play challenges
« Reply #33 on: February 06, 2003, 05:45:38 am »

The Ur-Quan probably just blew them out of the sky. Okay, not sky, but you know what I mean. Even if the probes were never stopped by you and allowed to reproduce into overwhelming numbers, the Kohr-Ah would go around and wipe them out with the Sa-Matra.
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Re: SC2 play challenges
« Reply #34 on: February 06, 2003, 01:20:10 pm »

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Distinguish giant from supergiant...


OK, I'll distinguish by giving you the list:

Alpha Centauri
Alpha Illuminati
Alpha Octantis
Alpha Apodis
Zeeman
Alpha Vulpeculae
Beta Arae
Alpha Eridani
Alpha Aquilae

You should be able to see a common thread on those stars when you look at them in the star map.
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Re: SC2 play challenges
« Reply #35 on: February 09, 2003, 06:09:45 am »

As it turns out, it's not terribly difficult to make it through the whole game (sans Sa-Matra) using just the flagship. You're a bit restricted at the beginning, but spit-fire ion cannons + two dynamos can turn any probes or ilwrath that bother you into dust. By the time you face anything else, you should have spit-fire fusion blasters. A big downside to this is that bulldozing everything with a set of hellbore cannons (once you get them) isn't fun at all.

Playing without the flagship for battle isn't much of a problem, either. You just need to rush over to Orz space because every other nearby potential ally ship is crap against probes.

But I noticed that following one of these two routes can prove to be an advantage. The weaponry on the flagship costs a fortune, and so do ally ships. You can save yourself a lot of cash if you play like I did.
« Last Edit: February 09, 2003, 06:50:16 am by Shiver » Logged
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Re: SC2 play challenges
« Reply #36 on: February 15, 2003, 01:28:26 am »

A challenge for you guys - what's the hardest ship to win the Sa-Matra with? I'm sure we'd all agree that the easiest vessel to use is the Pkunk's.

I've tried with a Druuge mauler.. hahha, that was so much fun, you ought to try it Wink You just have to get the drift momentum going fast enough and then take some good snipes at the generators.. I took down almost all of them with only one mauler, then crashed into the shield  Grin

Has anyone tried with any ship other than the pkunk/utwig ?
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Re: SC2 play challenges
« Reply #37 on: February 15, 2003, 01:34:57 am »

Actually I must disagree about the Pkunk being easy...

I think the Jugger is hands-down the easiest ship to use.

The Terminator can use a similar strategy to the Jugger, but its shiled works differently so its harder.

Thus far the only ship I have succeded with is the Jugger.
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Re: SC2 play challenges
« Reply #38 on: February 15, 2003, 01:44:22 am »

What? you can easily finish off the Sa-Matra with only one Fury!


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Re: SC2 play challenges
« Reply #39 on: February 15, 2003, 02:37:34 am »

I agree with the Fury == easy statement.

I realized after beating up the mixed fleet that I hadn't left any room for furies or terminators. So that left me with 4 each of Chmmr and Spathi, a Thraddash, an Utwig, a Zoq-Fot-Pik, and a Druuge.

The thraddash were capable of surviving a long time, but not good at doing damage.

the chmmr are surprisingly bad at doing the job, but it can be done if you come in and laser down the green repulsion grenades before they bounce you. Then you can get close enough to do the real damage. Also, if you're about to be bounced away from a shield generator and you're about to die, begin the escape sequence while right next to the generators- your zapsats will still damage the generators after the ship is destroyed -- but not if you have been bounced away first (the escape sequence makes the ship immobile).

I am curious as to how good the supox is at sidestepping the defenses.

The spathi aren't fast enough and get mown down immediately by fireballs.
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Re: SC2 play challenges
« Reply #40 on: February 15, 2003, 04:12:11 am »

Quote
A challenge for you guys - what's the hardest ship to win the Sa-Matra with?

That's exactly why the Pkunk/Yehat/Shofixti/VUX quest is so valuable. Every ship you'd consider taking into a massive battle against the Ur-Quan is simply terrible against the Sa-Matra, with the exception of the Utwig Jugger.

Before I add this to the first post, I would like it if all the ships would be tested against the Sa-Matra so I can say which ones are actually possible.
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Re: SC2 play challenges
« Reply #41 on: February 17, 2003, 02:44:59 am »

I can't say

oh wait I can! I have a save before the Sa-Matra with two Spathi Eluders... oh right, my point Wink -- the Spathi might not be fast, but they have an excellent turning rate - I bet you could dodge those fireballs if you play it carefully.. which brings up an idea - saving melee replays, StarCraft style! what do you say? it could help us prove our dares Wink plus I don't think it's so hard to implement it code-wise! it's just a bunch of clicks to save.. I would mess with it but I stopped programming with the University and all  :-/

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Re: SC2 play challenges
« Reply #42 on: February 17, 2003, 10:58:00 pm »

I have just confirmed that playing without suping up the main ship is EASIER than with suping it up, because you barely need to mine, and a relatively cheap fleet can serve you just as well, and much more efficiently. I never filled up the main ship's modules.
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Re: SC2 play challenges
« Reply #43 on: February 18, 2003, 04:04:07 am »

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I have just confirmed that playing without suping up the main ship is EASIER than with suping it up, because you barely need to mine, and a relatively cheap fleet can serve you just as well, and much more efficiently. I never filled up the main ship's modules.

Part of the fun in the game is to soup up the ship.  I love the customization that sorta situation provides.  I would think the ship would go really really slow if you didn't soup it up with those red pulse drives.  Is that not a problem?
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Re: SC2 play challenges
« Reply #44 on: February 18, 2003, 05:23:10 am »

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I would think the ship would go really really slow if you didn't soup it up with those red pulse drives.  Is that not a problem?


By "souped up", he means buying weapons for the flagship. Fusion blasters are 4000 RUs a piece, for instance. It would be foolish not to max out your turning and thrust modules.
« Last Edit: February 18, 2003, 05:36:00 am by Shiver » Logged
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