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Topic: SC2 play challenges (Read 28224 times)
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Shiver
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If you only have a few slots, go for shiva furnaces. But if you're turning the little tugboat into a total Ur-Quan slayer, you're better off going with 3 dynamos (no more, ever) and 3+ furnaces.
BTW Shiver, some of the variations suggested are not basically hard, they're just dead annoying! what's with the no turning jets? here's one! play the whole game with only 1 crew on the flagship and you have to use only it in battles!
come on! don't take up every variation suggested, take the fun ones. Believe me Censored, I share your sentiments. But I also don't want to offend the friendly people of the board by excluding half of everything I hear. Someone who's looking for a fun way to play it can simply decide for themselves what's fun. Nakar's U.N. mode was a good one, but since I'm a little too good at melee, I'm playing it with the cyborg doing all the fighting and no rainbow worlds or Druuge fuel tricks. I have in fact cut down on a few that I knew were both dull and impossible.
Edit: Okay, so I changed my mind and got rid of a few things. There are still a bunch I'll probably never try that are still left because they sound interesting, though.
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« Last Edit: April 22, 2003, 11:45:29 am by Shiver »
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Nic.
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Are you people allergic to the Search link at the top of the page or something? Here, I'll take the 10 seconds to search for "shiva" and "dynamo" for you.
...
Oh look, here's Meep-Eep's original post on the matter Enjoy.
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guesst
Enlightened
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Ancient Shofixti Warrior
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What about ironmanning the game. How many people have started at the beginning and not saving, not quitting, beat it?
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Captain Smith
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What about ironmanning the game. How many people have started at the beginning and not saving, not quitting, beat it?
Yeah done that one several times....gotta have a day to kill though to do that. The thing is though most good games are like that...
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Kohr-Ah_Primat
*Smell* controller
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Lady Marauder
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Addendum: You can finish the game by November of 2155 without obtaining any life forms or rainbow worlds or ever encountering the Melnorme or ever using the Precursor ship in combat save for emergency escape or for insertion into the Sa-Matra.
You don't even need to encounter a single Spathi in your entire journey (though I did pick up Fwiffo) and the Burvix Caster can be used to shoo the Ilwrath away from Procyon. There are only three battles (excepting the Sa-Matra battle) that you absolutely need to win. The Dnyarri-Umgah battle, the Mycon-Sun Device battle, the Druuge Utwig-Bomb battle. I suspect you don't even have to do the latter two if you are willing to wait and allow the Kohr-Ah to do your dirty work for you. (obviously, you can't beat the game in 8 months if you wait for them)
Money is going to be tight unless you visit the Pkunk early to obtain four Pkunk Furies to sell. Once the Arilou give you their Skiff gift, you are pretty much set from that point onwards.
For an easy fight with no casualties, use a single Utwig Jugger on the Umgah and the Mycon. The Druuge are a bit trickier, but an Orz Nemesis can do wonders if you are having trouble taking on 6 Maulers with a single Jugger.
At the very least, all of this proves that you can win the game within 6 months if you know exactly how, lending hope to all those who screw around until 2159 without attempting to win the game.
Incidentally, the straight journey with full thrust from Earth to Alpha Pavonis VII and then back to the location of the Natural Quasi Space Portal takes me almost precisely 30 days. Something to keep in mind if you want to avoid Probes wandering in Hyperspace at the beginning. (or you could just linger in Alpha Pavonis' system for however long it takes.) The round trip also requires 90 fuel points if you use the portal in QuasiSpace to return to Sol.
Obviously, your mileage / speed / handling may vary.
Also note that while travel in QuasiSpace may use no fuel in and of itself, it may be cheaper (and ironically, faster) to go directly to your destination in Hyperspace, if it's within 20-30 units.
Oh and one last thing: Shiver, your list states that using the Chmmr Avatar against the Sa-Matra is impossible with one and challenging with many. I managed to destroy all 8 shield generators with two Avatars, and the first one was on its last legs in any case. It wasn't all that hard. Maybe it's the difference in how Melee is set up between the PC and 3DO version.
*sigh* Okay, maybe one *MORE* last thing. (I feel like that uncle guy from that Jackie Chan cartoon.) The Druuge Fuel trick nets you approximately 32,000 RU if you warp back home and sell your 1595 fuel. Coupled with the 16 high-efficiency fuel tanks (which you've spent your hard-earned 16,000 RU purchasing in the first place), you end up with something to the effect of 48,000 RU. You may think that's all you'll ever want, but it actually falls quite short. A trio of Hellbore cannons, a trio of ATS modules, a Crewpod, and a fuel tank full of fuel (38,350 RU) will leave you with only enough RU for a pair of Shiva furnaces, a far cry short of the 5 Shivas, 3 Dynamos, and sizeable Orz/Spathi/Umgah/Chmmr escort fleet that you'll almost certainly want as well.
Y.A.T. (Yet Another Thing). You may think no-turning jets just makes the game annoying instead of hard, but you have to consider the additional factor of being unable to avoid enemy encounters in HyperSpace by 'faking them out' or the difficulty in accurate shooting in Melee when your turning rate is similar to that of Mauler rather than that of a Cruiser. It would make you think twice about putting the guns in the side slots instead, and filling up on PD lasers. And if having no turning jets is incredibly annoying to navigate with in-system, just do this challenge with one or two installed. It makes navigating in-system just tricky instead of impossible, and in addition to the earlier listed difficulties, it also nearly eliminates the chance of 'faking out' in-system ship fleets with skillful manuevering, forcing you to be a lot more careful and strategic about entering enemy controlled territory.
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« Last Edit: April 28, 2003, 03:36:30 am by Kohr-Ah_Primat »
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We are the Ur-Quan Kohr-Ah. Our nature, the fulfillment of our fate requires your destruction. You are filth. It is now your time to be cleansed.
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Shiver
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*Raises an eybrow*
Oh? Would you care to share this with us? If you read some previous pages of this very topic, you'll see that I figured out how to make it to the Sa-Matra with zero fuel tanks so I could hold another shiva furnace and still lost so this is of great interest to me.
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Matt Caspermeyer
Zebranky food
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SC2 is one of the best games of all time!
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*Raises an eybrow* Oh? Would you care to share this with us? If you read some previous pages of this very topic, you'll see that I figured out how to make it to the Sa-Matra with zero fuel tanks so I could hold another shiva furnace and still lost so this is of great interest to me.
I'm not in town right now, so I can't check my 3DO savegame for the exact configuration (I'll be back on Sunday so I'll let you know then), but let me give you a hint as to the strategy of how to defeat the Sa-Matra with your flagship (and by the way it is not a hacked savegame) so you can maybe figure it out for yourself in the meantime.
I used your idea on the fuel pod, by the way, so that I didn't use any and I had to use 1 crew pod (I still think it's doable without one but it is extremely difficult).
The strategy you need to employ is to use the Sa-Matra's weapons (or should I say one of its weapons) to your advantage.
If you find out how to use the particular Sa-Matra weapon system to your advantage then it's a matter of configuring your flagship with the appropriate modules to destroy the energy generators, take out the Sa-Matra fired weapons afterwards and go in and take care of business.
The configuration I used that worked is not the only configuration that I think will work with this strategy.
When I get back in town, I'll give you the flagship configuration off the savegame of my 3DO.
The strategy I used does cause you to lose crew against the Sa-Matra, so it won't work if you don't use a crew pod, and it doesn't work all (or should I say most of) the time, but you will eventually get it. I think it took me about 5 or 6 tries to defeat the Sa-Matra with this strategy.
By the way, the configuration is good for getting past the Sa-Matra's defender's, too (without losing any crew).
Now, I've also used a crew-podless configuration, but I've only managed to get past the Sa-Matra's defenders and take out at least 2 - 4 of the shield generators with quite a few different crew-podless flagship configurations.
The strategy I've devised is really tough to perform consistently, but I think it is doable if you try it enough and get lucky.
If people are interested in this second crew-podless strategy I can post it here and maybe someone will be able to defeat the Sa-Matra with it.
Matt
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