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

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| | |-+  Dreadnought Dominance
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Author Topic: Dreadnought Dominance  (Read 5277 times)
Death 999
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Re: Dreadnought Dominance
« Reply #15 on: April 29, 2003, 07:52:10 pm »

But once the fighters get in range, they are able to stay to the side and will not shake off. It's a bad scene. You have to slingshot to get ahead of them.
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Re: Dreadnought Dominance
« Reply #16 on: April 29, 2003, 07:58:51 pm »

Agreed about the Spathi.  I always keep 2 Eluders for going to the Sa-Matra, and use them to pick apart the 3-dreadnought / 3-marauder guardian force.  One is usually enough - 2, tops (in case one of them goes down, it's almost always to the Kohr-Ah).
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Re: Dreadnought Dominance
« Reply #17 on: May 02, 2003, 07:05:04 am »

And even if you slingshot to avoid the fighters, who's to say you'll even tag all or even most of them..
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Re: Dreadnought Dominance
« Reply #18 on: May 02, 2003, 08:30:22 am »

Well, first the fighters have to get in range.  Not an easy task, since the jugger has infinite guns, and a fairly wide shot.  If the quan only sends in 2, picking them off with front side guns is no difficult task.  If it sends in enought that taking them all out before they get there is a problem, then they'll recharge the shields enough to keep them up forever.  Eventually the fighters will run out of fuel and have to return to the dreadnaught, assuming they don't have any unfortunate asteroid related accidents in the meantime - and if you're trying to get those fighters off, you'll go out of your way to ensure it has those unfortunate asteroid related accidents.

Not to mention, you can always charge the dreadnaught, fighters or not, and give it the choice between using fusion bolts and possibly recharging the shield, or seeing if it can withstand jugger blasts until the fighters finish the job.
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