Descent: Freespace Walkthrough :
This walkthrough for Descent: Freespace [PC] has been posted at 16 Jun 2010 by nejcrek and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up nejcrek and share this with your freinds. And most important we have 2 other walkthroughs for Descent: Freespace, read them all!
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Version Log 2. Introduction 3. Ships 3a. Terran Fighters and Bombers 3b. Other Terran Ships 3c. Vasudan Ships 3d. Shivan Ships 4. Weapons 4a. Lasers 4b. Missiles 5. The Eon Awards 6. FAQ 7. Mission by Mission Walk-through 8. Stats of Weapons 9. Alternate Missions 10. Cheats and Secrets 11. Thanks to... and legal junk *********************************************************************** *********************************************************************** Version Log 1.0- Created FAQ/Walkthrough, included Version Log, Introduction, Ships, Weapons, My Favorites, and Mission by Mission Walk-through to Pandora's Box 1.1- Updated Ships, My Favorites. Made Cheats and Secrets and Thanks to. Mission by Mission Walk-through up to The Hammer and the Anvil. 1.2- Mission by Mission Walk-through up to First Strike 1.3- Mission by Mission Walk-through up to La Ruota Della Fortuna 1.4- Mission by Mission Walk-through up to Shell Game 1.5- Mission by Mission Walk-through up to Playing Judas 1.6- Elaborated on My Favorites section, Mission by Mission Walk- through up to Exodus 1.7- Mission by Mission Walk-through up to Good Luck. That means I'm done with the walkthrough part 1.8- Added FAQ. Changed My Favorites to Eon Awards and remade entire section. Revised strategy for some missions and added mission debriefings to missions. Re-did introduction and added legal junk. 1.9- Began remaking Ships section to be more detailed. Began remaking weapons section also. Began adding all ships to the Ships section. Discovered alternate missions and created Alternates section. 2.0- Fixed error in location of Alternate missions section. Finished adding ships to the Ships section. 2.1- Finished Weapons section finally. Now I am done with just about every main and important part of the walkthrough. 2.2- Yessss! I made my ASCII art about 100x better than it was before!!!! I know that the old one was probably the worst one ASCII art on the web but it isn't now!!! Yessss!!! Final- Just added another Eon award, added stats for lasers, and moved the document into Word from Wordpad, added a cheap strategy for A Failure to Communicate, spell checked this gargantuan, and fixed my email. *********************************************************************** *********************************************************************** 2. Introduction Descent Freespace is a space simulation game. In this game you combat against various ship types and species. The game has great graphics and has a great storyline with many unsuspected twists. I have thoroughly mastered the game and have purchased the sequel, and enjoyed it greatly too. You will find this game has a great deal of replay value, since I have been playing this game for nearly three months, and most of my games last 1 month in my top slot if they are very good. This guide gives the command briefing if any, briefing, ship and weapon selection, mission objectives, in-mission directives, debriefing if any, and most importantly, strategy on what happens in the missions and how to complete them. Feel free to e-mail me with suggestions or information that I might have missed in this guide. *********************************************************************** *********************************************************************** 3. Ships ***************************** 3a. *Terran Fighters and Bombers* ***************************** *Apollo- Original space superiority fighter of the GTA fleet. Highly versatile. Often doubles as Assault type. Low weapon compatibility. Type: Space Superiority Length: 16 m Max Velocity: 70 m/s Maneuverability: Fair Armor: Good Gun Mounts: 4 Missile Banks: 2 Manufacturer: Han-Ronald Corp. Compatible with: Ml-16, Disruptor, Avenger, Prometheus, Mx-50, Disruptor Missile, Fury, Hornet, and Interceptor *Valkyrie- High speed recon and bomber-intercept of the GTA fleet. Offers high weapon compatibility and payload. Type: Interceptor Length: 16 m Max Velocity: 85 m/s Maneuverability: Good Armor: Light Gun Mounts: 4 Missile Banks: 1 Manufacturer: Han-Ronald Corp. Compatible with: Ml-16, Disruptor, Avenger, Flail, Prometheus, Banshee, Mx-50, Disruptor Missile, Fury, Hornet, Interceptor, and Phoenix V *Athena- Excellent for hit-and-run bombing. Good speed for its size, with a high capacity afterburner reserve. Type: Light Bomber Length: 20 m Max Velocity: 60 m/s Maneuverability: Average Armor: Meduim Gun Mounts: 2 Missile Banks: 3 Manufacturer: Dynamic Metameter Compatible with: Ml-16, Disruptor, Avenger, Flail, Disruptor Missile, Fury, Interceptor, Phoenix V, Synaptic, and Stiletto *Medusa- Suitable for any size target. Carries most missile types, but few cannons. Armed with defensive turret, but still requires escort. Type: Heavy Bomber Length: 36 m Max Velocity: 50 m/s Maneuverability: Poor Armor: Heavy Gun Mounts: 2 Missile Banks: 3 Manufacturer: Han-Ronald Corp. Compatible with: Ml-16, Avenger, Prometheus, Mx-50, Hornet, Phoenix V, Synaptic, Stiletto, and Tsunami *Hercules- Low max velocity offset by its tremendous offensive capability. Type: Heavy Assault Length: 20 m Max Velocity: 50 m/s Maneuverability: Average Armor: Meduim Gun Mounts: 6 Missile Banks: 2 Manufacturer: Han-Ronald Corp. Compatible with: Ml-16, Disruptor, Avenger, Flail, Prometheus, Banshee, Mx-50, Disruptor Missile, Fury, Hornet, Interceptor, and Phoenix V *Ulysses- Developed in a joint operation by the Vasudan and Terran governments, the GTF Ulysses is an excellent all-around fighter. It offers superior maneuverability with a high top speed. Smaller missile payload than other GTA fighters. Type: Space Superiority Length: 16 m Max Velocity: 70 m/s Maneuverability: Excellent Armor: Light Gun Mounts: 4 Missile Banks: 1 Manufacturer: Triton Dynamics Compatible with: Ml-16, Disruptor, D-Advanced, Avenger, Flail, Prometheus, Mx-50, Disruptor Missile, Fury, Hornet, and Interceptor *Ursa- Designed to annihilate capital ships and cruisers. Slow, but offers unparalleled assault bombing capability. Type: Heavy Bomber Length: 36 m Max Velocity: 45 m/s Maneuverability: Very Poor Armor: Heavy Gun Mounts: 5 Missile Banks: 3 Manufacturer: Han-Ronald Corp. Compatible with: Ml-16, Disruptor, Avenger, Flail, Prometheus, Mx-50, Disruptor Missile, Fury, Hornet, Interceptor, Phoenix V, Synaptic, Stiletto, Tsunami, Harbinger ******************** 3b. *Other Terran Ships* ******************** *GTDR Amazon- The Amazon is a simple drone used for basic combat training. They are unmanned, and carry only the weakest of weaponry. Overall Value: .5 *GTDR Amazon Advanced- The Amazon Advanced is a larger drone, used by the GTA for subsystem and large target training. They are unmanned and inexpensive. Overall Value: .75 *GTS Centaur- The Centaur Support ship is designed to get in and out of battle as quick as possible. It is fast and quite maneuverable, allowing it to dock with fighters in a minimum amount of time. Most notable about the Centaur, however, is its extremely large explosion radius. The amount of warheads carried on a support ship makes it very dangerous to be close to an exploding Centaur. Overall Value: 3 *GTFR Poseidon- The Poseidon is the standard military freighter in the GTA. It is designed to protect its cargo from any kind of attack, and has four turrets with which to do so. Overall Value: 5 *TC 2- The TC 2 is the standard issue cargo container in the GTA for deep space cargo transport. It has all the electronics and systems needed to preserve any cargo within it at whatever conditions are necessary. TC 2s are cheap to manufacture, and are heavily used throughout the Alliance. Overall Value: 4 *GTFR Chronos- The Chronos is a freighter of civilian design. As the Terran Vasudan war dragged on, more and more of these vessels were commissioned by the GTA for use in military operations. These vessels are slow but strong. Overall Value: 6 *TAC 1- The TAC 1 (called the TacOne by most pilots) is a heavily armored container, usually for carrying volatile or dangerous substances. It is also the preferred supply container for use in front line operations. Overall Value: 4.5 *TTC 1- The TTC 1 is another example of civilian equipment used by the GTA League of Defense. It is primarily a Tech Container, used for research purposes, especially Zero-G development operations. It is not very strong, however, and is often a target of enemy attacks. Overall Value: 2 *GTC Fenris- The mainstay of the Terran Fleet, these vessels have served in both strike and defensive purposes. From nose to tail is measures 260 meters. With a full array of weapon systems and a strong enough hull to withstand the strongest enemy warheads, a Fenris cruiser can be found in almost any system that the GTA is operating in. The Fenris cruiser was originally designed as a strike weapon, hence its fast speed and decent turning rate. It was later decided that a second line of cruisers would be produced, for defensive purposes, once it became apparent that the V-T war wouldn't be over in a few months. Overall Value: 8 *GTC Leviathan- After the Vasudans began making incursions into Terran Space, Command decided that it needed a new defensive cruiser. Changes to the Fenris led to the GTC Leviathan line of cruisers, produced as mobile defense battleships. Their speed and maneuverability were greatly reduced in tradeoff for more powerful weapons and a stronger hull. Production was discontinued when the GTA thought they would win the Vasudan war after the battle of Gulnara, and then production was started again after the defeat at the Talania system. Because of this on-again off-again nature of this vessel's production, almost all the the Leviathan cruisers have different armaments, but all have consistent hulls and speeds. Overall Value: 8 *GTSC Faustus- The Faustus Science vessel was, and still is, a civilian craft. However, in the 14 years since the Terran-Vasudan war began, more and more of these were commissioned by the GTA to pursue military research. However, its obvious value, poor fighting capabilities, and lack of speed make it a prime target for enemy ships. Overall Value: 7 *GTD Orion- The Orion is the capital ship to the GTA. Measuring a frightening 2.1 kilometers in length, the cost to build one of these far outweighs the cost of paying the crew of this ship for 3 years. There is no more important symbol of Terran Pride than a ship like the Galatea or the Intrepid cruising past a colonized planet, patrolling the system and ensuring safety. In the course of the 14 year war, very few have been lost, making the destruction of an Orion a truly horrible defeat. Overall Value: 10 *GTI Arcadia- Early Terran space stations were constructed much smaller, and were mostly used for Zero-G research purposes. Later on, with advancements in space construction technologies, stations grew bigger and bigger. When the first Arcadia-class station was commissioned, the GTA decided to rename it to an Installation rather than a Space Station. Used for a variety of purposes, almost all major systems are home to at least on Installation, which is often used as the center of trade and communications. Home to scores of small ships, including repair vessels, fighters, and transports, an Arcadia class Installation is always a safe haven for a convoy of attack ships, returning from battle. While the Orion is the symbol of Terran power, the Arcadia is the shining beacon of stability. Overall Value: 10 *GTT Elysium- Since the start of space colonization, this standard transport has been used by everyone, both civilian and military. While it has undergone minor changes time and again, it remains a simple design: A vehicle meant to transport personnel from one place to another. Overall Value: 4 *GTSG Watchdog- The Watchdog is the standard unmanned defensive sentry turret for the GTA. It fires two standard plasma bursts at any nearby hostile targets. Overall Value: 1 *GTSG Cerberus- The Cerberus is an advanced version of the Watchdog, with stronger weaponry and the ability to withstand more damage. Overall Value: 1.5 *GTEP Hermes- The Hermes Escape pod has been used since the destruction of the GTD Goliath over 12 years ago. They are used by the crews of destroyers and installations to escape destruction. It is always best to be prepared. Overall Value: 2.5 *************** *Vasudan Ships* *************** *PVF Anubis- The Anubis is the weakest fighter in the Vasudan Navy. However, they are extremely cheap to manufacture, and are often used in swarm situations to try and overwhelm the opponent with numbers. A few radical Vasudans have been known to load the ship with explosives and attempt to steer themselves into GTA capital ships. The first occurrence of this was the battle of Rexias 4, where the GTD Goliath was destroyed by a squadron of kamikaze pilots. Due to its lack of afterburners and low weapon capacity, the GTA has classified the Anubis as a class D threat. Overall Value: 3 *PVF Seth- As the slowest fighter in the PVN, the Seth has earned itself a reputation as the turtle of the Vasudan fleet. Even though it is quite compact in size, the Seth can carry a massive payload, and has a lot of shielding. Its standard impulse engines aren't very powerful, but the Seth gains an incredible speed boost when using its afterburners. The Seth is primarily used for convoy attacks and capital ship escort duties. The GTA considers the PVF Seth to be a class C threat. Overall Value: 4 *PVF Horus- the Horus Interceptor can outrun any ship in the PVN or the GTA. This makes it extremely dangerous. Its above average weapons capacity, combined with good maneuverability and shielding make it one of the most well designed ships in the galaxy. This ship is responsible for the destruction of more GTA bombers than any other. As a class C threat, Horus Interceptors should be dealt with as quickly as possible. Overall Value: 4.5 *PVF Thoth- The Thoth is the most dangerous ship to be created by the PVN. Manufactured solely at the Altarian Ship Yards, the Thoth has only been produced in small numbers as of yet. When the Altarian Yards defected to the Hammer of Light rebels, the production of Thoths by the PVN dropped to nil. The Thoth is now completely in the hands of the Hammer of Light. What makes the Thoth so versatile is its small size, extremely high maneuverability, and advanced weapons systems. It is extremely diffucult to hit, in the hands of a skilled pilot. The design for the Thoth was simultaneous with the design for the Ulysses, and these two ships were designed by some of the same technicians. Thus they are quite a match for our Ulysses class fighters. This is why they are considered a class B threat. Any non registered Thoths should be destroyed immediately, and their presence reported upon completion of the mission. Overall Value: 5 *PVB Osiris- the Osiris has now become the standard bomber class ship. It carries a massive payload and has become the standard bomber for use in PVN operations. It has replaced the Amun, correcting man of the faults of its predecessor. It is not quite as sturdy, but it has nearly the same weapons capacity, and is faster and more maneuverable. The Osiris should be considered a C class threat to Fenris class cruisers, and a D class threat otherwise. Overall Value: 3.5 *PVB Amun- The Amun is the Vasudans heaviest bomber class ship. It carries a massive payload and has been responsible for the destruction of at least 3 Orion class destroyers in the past 2 years. Fortunately, it is slow and has low maneuverability, making it an easy target for our fighters. Fighter pilots should be wary of the two turrets on this ship: they are not to be ignored. The Amun is considered a B class threat to all cruisers and capital ships. They should be given top priority in target selection during escort operations. Overall Value: 5.5 *PVS Scarab- The Scarab is very similar to our Centaur: We believe the Vasudans stole the design of this ship from us. It is used for in flight rearming of fighters and bombers. In longer engagements, these ships can mean the difference between victory and defeat. The major difference between this ship and the Centaur is that the Scarab is unmanned. *PVT Isis- The Isis transport is quite fast and maneuverable for a ship of its size. Most often it is used for personnel transfer, although occasionally they have been known to act as repair ships and tugboats. It is well protected with its turrets, and it is not unheard of for the PVN to use a wing of Isises to conduct an assault on a fortified position. Overall Value: 4.5 *PVFR Bast- The Bast freighter is unarmed, and considered a non threat. We believe that it is mainly used by Vasudan civilians, but we have seen some in front line operations. It has very low target value, but should be destroyed, as any king of resupply ship is a danger to the GTA. Overall Value: 1.5 *VC 3- The standard Vasudan cargo container is only slightly different from our own. The primary difference is that the Vasudan cargo containers are atmospheric as well as deep-space. Vasudans used cargo containers well before we did, as they needed to transport raw materials from other systems to their own barren world. Our cargo container was modeled after theirs, although ours is slightly superior in durability. Overall Value: 0.5 PVFR Ma'at- With three turrets, the Ma'at is a hairy target for GTA pilots to attack. However, it's slow enough that it can be destroyed with enough patience. As always, supply ships for the PVN are considered to be valid targets. Overall Value: 4.5 *VAC 4- The VAC 4 series of cargo is much like its normal counterpart, only it has much more plating. However, this container is no more dangerous than the standard version, and is nothing more than ML-16 bait without protection of some kind. Overall Value: 1.5 *PVFR Satis- The dreaded Satis freighter was though to be a warship when it was first encountered in the Aldebaran Encounter. It has five turrets and a strong hull, making it quite dangerous to the inexperienced pilot. However, most experienced pilots in the GTA know enough to attack the Satis' main weakness: its weak plating around the turrets. Disarming a Satis is most often the best way to destroy it. While capturing supply ships is often an intelligent plan, the Satis has been considered dangerous enough to rank as a class C threat. Treat it as one. Overall Value: 6 *PVC Aten- The Aten class cruiser, while far stronger than most of the Vasudans warships, falls short as an attack cruiser. It does not have the armor or the firepower to stand up to GTA weaponry. With a cruiser speed of 25 m/s and only six weapon turrets, the Aten just cannot muster the kind of firepower needed to do real damage to targets of size. Most GTA pilots have learned to exploit the primary weakness of the Aten: its extremely weak weapons subsystem. The Aten class cruiser is considered by the GTA to be a Class B threat. Overall Value: 7 *PVD Typhon- Where the Aten cruiser failed, the Typhon succeeded well past expectations. The Typhon is an incredible work of engineering and the model of Vasudan technology. When the first one was sighted at the Vega Engagement, it was laughed at by our technicians as a foolish display of non utilitarian design. The subsequent destruction of the GTD Eisenhower and the total decimation of the 4th fleet changed their minds very quickly. The Typhon should never be underestimated. It wields massive weaponry, and has more armor plating than any Terran Destroyer. Its only known weakness is its turret armor, which is significant, but lower than expected. In the two years since this ship first appeared, we have only managed to destroy two of them. The Typhon is a Class A threat to any ships within the same system. Do not engage without backup. Overall Value: 10 *PVSG Ankh- The Ankh is the standard Vasudan sentry gun. Its most common usage is guarding supply depots. However, since the development of the Anubis, its usage has dropped off significantly. Overall Value: 2 *PVEP Ra- The Ra has been used by Vasudans since our first encounter with them. Every Vasudan capital ship has a few of these lifeboats. Overall Value: 8 ************** *Shivan Ships* ************** *SF Dragon- The Shivan Dragon is easily the most impressive fightercraft we have yet seen. Its maneuverability is unmatched, and it has quite a few other advantages, including a good top speed, powerful afterburners, and strong shields. It is the only Shivan fighter we have been able to study up close, and we have learned a great deal about Shivan engineering from it. It seems that the Shivan shield systems are extremely strong, but their hulls are far weaker than our own. They also rely on primary weapons far more than secondaries, as evidenced by the Dragon's small capacity. The GTA considers the Dragon as a Class A threat. Overall Value: 7 *SF Basilisk- The Basilisk seems to be a Shivan heavy attack fighter. It is not as maneuverable as other Shivan fighters, but packs quite a punch, and it is very resistant to our weaponry. Most often they have been used in attacking our supply convoys and transports. Treat the Basilisk as a class C threat. Overall Value: 3.5 *SF Scorpion- We originally thought the Scorpion was the Shivan's best fighter. However, we now believe that the Scorpion is nothing more than a Shivan scout ship. Their vast numbers and seeming unimportance to the Shivan war effort leads us to this belief. Regardless of its purpose, the Scorpion is highly maneuverable, fast, and difficult to destroy. It can also do damage equivalent to our space superiority fighters. In the event that you encounter Scorpions, regard them as a Class C threat. Overall Value: 5 *SF Manticore- The Manticore is not listed in the Tech Room so I will make up my own description. The Manticore has a strange design and would be probably the second most alien of Shivan ships. However, they are very maneuverable and are extremely difficult and annoying to kill. They are usually used as an escort ship. Treat the Manticore as a class C threat. Overall Value: 5 *SB Shaitan- The Shaitan bomber is only slightly superior to our own bombers - its shielding is far better but its capacity seems to be far worse. Perhaps the Shivans were so assured that they would need only one payload to destroy a target. We consider the Shaitan to be a Class C threat. Overall Value: 4.5 *SB Nephilim- The Nephilim class bomber is the most alien of the Shivan ships. We are still unsure as to why the Shivans chose this odd shape for arguable their most powerful attack craft. However, with four primary cannons and two turrets, as well as a massive payload, the Nephilim is undoubtedly a serious threat to the GTA. We have already lost two Orion class Destroyers to a wing of Nephilims. Unless we learn a weakness soon we will most likely lose two more. The Nephilim has been designated a Class A threat to GTA Destroyers and Cruisers. In unpopulated systems, it is considered to be a Class B threat. Overall Value: 6.5 *ST Azarel- The Azarel is most likely a Shivan transport. While we are not completely sure of its uses, we do know they can house many Shivans. It is not very heavily armored, and its weaponry is not too strong. This makes the Azarel the most common target for capture attempts. Overall Value: 5 *SFR Mephisto- The Mephisto freighter behaves much like one of our own. Only it is far more powerful and dangerous. Very little data is available on this ship class. Overall Value: 5.5 *SC 5- We believe that the Shivans use cargo containers such as these as storage depots. We have yet to see a Shivan land on a planet. This leads us to believe that the Shivans plan on keeping all of their materials in space. Overall Value: 1 *SFR Asmodeus- Almost no data available on the Asmodeus freighter. We are aware that it has a strong hull and four turrets. Any further data on this ship should be immediately delivered to Terran Intelligence. Overall Value: 4.5 *SAC 2- What we have dubbed the Sac-2 is simply more heavily armored form of the standard Shivan cargo container. We believe that this is where the Shivans keep their more precious supplies. Sac-2s are to be captured or destroyed at every opportunity. Overall Value: 2 *SC Lilith- While more rare than its counterpart, the Cain-class cruiser, the Lilith is one of the most ferocious cruisers we have had the misfortune of combating. It has extremely strong weapon systems, as well as a very thick armor which our cannons can barely penetrate. One for one the Lilith can destroy any of our cruisers. It is for this reason that they should be considered a primary target for all bomber squadrons in the GTA. The Lilith should be considered a Class A threat to any ships that encounter it. Overall Value: 8 *SC Cain- The Cain is by far the most common cruiser in the Shivan fleet. It is also the weakest. However, the Cain should not be underestimated. It has many turrets, as well as a cluster bomb defensive mechanism. As a strike cruiser, the Cain mostly appears in attacks against GTA or PVN capital ships and cruisers. In these cases, it should be destroyed immediately. The primary weakness of the Cain appears to be its unshielded turrets. Most of the turrets on the Cain can be destroyed with minimal damage. The Cain is a Class B threat. Overall Value: 7 *SD Demon- While the Demon-class Destroyer is easily one of the most massive ships we have yet seen, it is not the biggest or most powerful in the Shivan armada. However, it is still quite dangerous with a plethora of missile turrets and two full squadrons of fighters. It is suggested that these capital ships be destroyed by bombers, since all cruisers that have attempted to engage a Demon have been destroyed. The Demon is a Class A threat in any allied system. Overall Value: 9 *SD Lucifer- The Lucifer is the greatest threat to the survival of the GTA, the PVN, and both the Terran and Vasudan species. It wields three massive Flux Cannons which can destroy one of our capital ships in a few hits. These same cannons have been seen bombarding colonized worlds. With four full fighter squadrons and a massive array of defensive turrets, the Lucifer would be extremely difficult to destroy. The fact that it is protected by a stealth shielding system, which makes it impervious to any kind of kinetic or plasma damage makes it impossible. We have yet to find a way to breach this shielding technology. It is hoped that a solution will be found soon. Assuming that a solution is found, we have managed to gather enough data on the Lucifer to destroy it. In a recon mission, we were able to determine that the Lucifer is powered by five primary reactors. If these reactors are destroyed in a short amount of time, the Lucifer will be stopped. If we cannot stop the Lucifer, we do not expect to defeat the Shivans. We have no way of knowing if there are more than one Lucifer-class destroyer. However, any that exist should be considered more dangerous than a Class A threat. Overall Value: 10+ *SSG Trident- We believe that the sole purpose of the Trident is to guard Shivan repair and supply depots. It is not too strong, but in mass quantities, can be dangerous. Overall Value: 3 *********************************************************************** *********************************************************************** 4. Weapons ******** 4a. *Lasers* ******** GTW Ml-16 Tech Room Description Argon laser weapon - uses transport ceramic technology in order to create an optical system that is extremely durable and stable under battle conditions - provides adequate destructive damage to the hull of enemy ships by vaporizing molecular bonds at the target area and destabilizing molecular bonds across the grain of the hull material My Opinion Its not that great. It does fine against hulls but won't touch shields. Once you have the Avenger cannon, never use it again. GTW-41 Disruptor Tech Room Description A gas-focused krypton laser - when the ship is in flight, the chamber of the GTW-41 rotates at a constant speed - a small amount of NO2 is injected into the container .05 ms prior to the emission of the laser light - the rotation of the NO2 in the chamber focuses the laser pulse to a state that is only very slightly (1%) diffused - after the laser pulse is emitted from the chamber into space, the chamber expels the NO2 into space (thus expelling ionized molecules and moisture) - the process repeats itself for each subsequent burst of laser energy - as this laser is very slightly diffused, it is not as effective a destructive weapon, but as a tactical weapon - the Disruptor cannon is best suited and is used for the permanent disabling of enemy ships My Opinion It is good at the beginning but is never needed again after the Stiletto. Does practically nothing to hulls but does a moderate amount of damage to subsystems. GTW-15 Avenger Tech Room Description A rapid-fire, computer-controlled radar and gun system-capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45 mm projectiles to the target With the advent of shield technology, the GTW-15 is preferred over the Ml-16 in any ship that can carry it. It's extra damage against hulls make it one of the best anti cruiser weapons. It also has proven very effective against Vasudan fighters. However, it's substandard anti- shield capabilities make it a poor choice for dogfighting Shivans, although far better than the Ml-16. My Opinion It will impress you the first time you use it but once you get used to it, you'll wish you had a better laser. It's good against hulls but it is just okay against shields. GTW-32 Flail Tech Room Description A rapid-fire, low energy, ceramic optic focused, krypton laser - used in tactical situations to distract or lead an enemy to their destruction at the hands of other allied fighters - this weapon, if used over an extended period of in-flight battle, can destroy an enemy fighter, but, as a destructive weapon, should only be used as a last resort The fast firing rate and high mass of the Flail make it great for changing the velocity vector of an enemy fighter or bomber. It is slightly more effective than the Avenger against shields, rated at damage/second. Its low energy consumption makes it useful for prolonged engagements. Note, however, that once you have taken out the enemy's shields, switching to another weapon is advised. My Opinion I rarely use it because it is really a piece of shiny trash. Just don't use it, period. It's worthless. **** NOTE: This weapon is a GEM in multiplayer dogfight missions against other humans. D-Advanced No Tech Room Description My Opinion It is only available to you in two missions. You are forced to use it in Enter the Dragon and you have a choice to use it in The Great Hunt. The Ulysses is the only fighter that can equip the D-Advanced. Obviously, it is an improvement on the Disruptor. It is okay, but is has an incredibly slow firing rate. GTW-7 Prometheus Tech Room Description Named after the Titan who gave fire to humanity, the Prometheus is a laser-based weapon - an advanced radar and X-ray tracking system lock on the target and determine the target's structure - argon laser focused via transparent ceramic optics - the laser generated at the destructive frequency (full out-of-phase) for the target's material structure - emitted no more than .02 ms after targeting and activation by the pilot, the Prometheus stands out as one of the GTA's most effective deterrents to enemy attack, an effective form of defense for GTA pilots, and as a durable, portable, and highly destructive offensive tool The Prometheus works best against target hulls. Against shields, it only achieves mediocre performance. Its slow speed and high energy consumption work against it as well. However, the primary advantage of the Prometheus is that it can be equipped on almost any fighter in the GTA. My Opinion It is a great overall weapon, and I use it every mission I can. The description understates this weapon's power. It works good against shields and has a slow refire rate but that is not too bad. It works incredibly well when combined with a Banshee. GTW-7 Banshee Tech Room Description An electromagnetic weapon - sends rapid pulses of exceptionally strong electromagnetic energy resulting in a 1.63 x 105 J blast that forces its way through any known shield technology and produces a dramatic shearing effect which quickly destroys the target ship's materials - named for the fact that in an atmosphere, the pulse creates an atmospheric disturbance similar to a quasi-human scream at 180 dB - uses up a tremendous amount of available ship energy - already it has been used by many GTA fighter aces and test pilots as a coup de grace, although such a use for this massively powerful weapon is officially viewed as poor sportsmanship by the GTA The GTW-7's impressive anti-shielding capabilities makes it the weapon of choice against the Shivans. The main limitation of this weapon is low weapons compatibility. It can only be fitted on a GTF Valkyrie or a GTF Hercules. My Opinion This is a great weapon. Will take out the enemy's shields almost instantly. It uses up tons of gun energy and has a really slow refire rate but the damage is worth it. Great results when paired with a Prometheus. ********** 4b. *Missiles* ********** GTM Mx-50 Tech Room Description Available for all space battles, defensive and offensive; medium payload (16.5 Kt); infrared tracking and semi-intelligent targeting; pilot chooses desired target, and the MX-50 tracks the chosen target based off the emission of heat from the engine, the weapon bays, and the cockpit of the target ship; the MX-50 will always attack a target that is determined to be hostile by the onboard computer of any GTA combat vessel, thus ensuring a higher kill rate, should the pilot find himself in a heated battle situation where precise aiming might be difficult. My Opinion This is a missile that you will use until you get the Interceptor. It is quick and easy to fire. Just point and shoot. If you have the unlimited weapons cheat on, you can string out about 20 Mx-50s on your target's tail. It works pretty well. Does moderate damage to hulls, little damage to shields. GTM-2 Fury Tech Room Description Small, fast dumbfire missiles; fired in swarms; GTA fighters can carry more Fury missiles than conventional missiles, due to their small size; used for distraction and other tactical measures; very small payload (3 Kt). My Opinion It is pretty useless. You can hold a lot of them but they are useless. They are faster than your lasers which means that you won't be able to hit your target with both the Fury and your lasers unless you are very close to it or it is very big. It is dumbfire (appropriately named) and does not home in on your target. It does good damage to hulls and little damage to shields. GTM-9 Interceptor Tech Room Description All-aspect seeking; laser tracking senses energy reflected off a target from the primary weapon systems of the target, increasing single-pass kill probability; medium payload (18.5 Kt); missile is designed to pierce reinforced hull, thus securing itself to the target, prior to detonating (15 ms delay). My Opinion This is one of the best missiles in the game. You should use this in every mission you can when it is available to you until you gain access to the Hornet. It takes about two seconds to lock on and then whisks away toward your target. It is the fastest missile in the game. Does high damage to hulls and extreme damage to shields, often taking out an entire quarter of the target's shield. GTM-43 Stiletto Tech Room Description All-aspect seeking; laser tracking similar to the Interceptor; missile is protected by a small shield system, allowing for greater success in payload delivery during busy melee situations and intense firefights; fast, but low in-flight maneuverability compared to other missiles of comparable size; low maneuverability due to the size of the missile's payload (60 Kt) and on-board shield system. My Opinion This is a great missile. It can destroy most subsystems in one hit and it will home in on its target to some extent. Use it whenever the word "freighter" is mentioned to disable it to prevent its escape. The best missile against subsystems. The best anything against subsystems. Does nearly nothing to hulls with ultra extreme damage to subsystems. GTM Phoenix V Tech Room Description All-aspect seeking; same tracking system as the Interceptor; large payload (50 Kt), but somewhat slower than the Interceptor; one of the best fire-and-forget missiles ever developed; many fighter pilots within the GTA regard the Phoenix V as the weapon of choice against high value, heavily defended targets. My Opinion It really sounds good, but it's worthless also. It only works against idiot bombers who don't care to avoid it. It is slow, and rarely hits any moving targets. Does extreme damage against hulls and extreme damage against shields. GTM-3 Tsunami Tech Room Description Intelligent tracking similar to GTA targeting system; prior to launch, communicates with ship computer, gathering data about enemy target types and whereabouts; slow, low maneuverability; antimatter warhead (500 ton mass-to-energy conversion); due to instability of antimatter, no more than 6 may be carried on board a GTA bomber at any given time, unless pilot is granted a special permit by an appropriate governing body or pilot is to participate in a glory mission. My Opinion I don't like it that much because it needs a lock to be fired. The lock on is too slow and tends to target turrets which just happen to shoot it down. Does heavy damage to cruisers and moderate damage to capital ships. GTM-1 Synaptic Tech Room Description Missile propulsion unit carrying several small intelligent "bomblets"; when distance to target is less than 100 m or when time to impact is less than 2 sec., bomblets direct missile to the most vulnerable part of the ship of those parts of the ship facing the missile; bomblets then separate from missile propulsion unit and form a sphere; inertia continues to carry bomblets in the direction of the target; the missile propulsion unit continues to advance toward the target; when the missile hits the target or 1.5 sec. after the missile should have hit the target, the bomblets explode; the spherical shape of the formation of the bomblets helps to ensure a fairly even level of damage across a sensitive area on the target; the spherical shape also ensures that the target will not be able to effectively maneuver away from the blast, thus "pinning" the target to a specific area in space; can also act as dumbfire; medium payload per bomblet (15 Kt); very small payload for a missile (2 Kt). My Opinion This may be the single reason that you return to base after a bombing mission. The Synaptic is very good for bombers because it allows it to damage the target cruiser or carrier and still attack or distract enemy fighters at the same time. Does moderate damage to hulls and moderate damage to shields. GTM-4 Hornet Tech Room Description Infrared and ultraviolet tracking; designed to fire in small groups of 4 missiles per burst; light medium payload per missile (12 Kt); semi- intelligent on-board tracking; single-pass kill probability will not exceed 60% on average; designed as an offensive version of the Fury. My Opinion This is only the best missile in the game in my opinion. Because you shoot four missiles at a time, two are almost guaranteed to hit, which will almost guarantee that the shield section will be hurting. They are very hard to escape from, and do very well in almost any mission. Does high damage to hulls and high damage to shields. GTM-31 Disruptor Missile Tech Room Description Advanced signal processing; high precision interception capability; small payload (9 Kt), combining both conventional explosives and a localized blast of energy caused by the effect of impact upon the laser-propulsion system of the missile; designed to temporarily disable subsystems on hostile targets. My Opinion I really hate this missile. You get it way too late in the game to make a difference. It will shut down a cruiser for about five seconds but it doesn't have any real purpose. Don't use it. GTM-N1 Harbinger Tech Room Description Fusion bomb surrounded by 3 salted fission bombs; propulsion unit is a half-size version of a regulation GTA fighter thruster (Class II); given the weight of the payloads, the missile is slow despite the power of the thruster; as the Harbinger is exceptionally large, GTA fighters and bombers are limited to carrying 2 of these weapons at any given time; the resultant shock wave from this weapon is potentially deadly, due to the size of the payloads (5000 Mt in total); use near allied installations or allied ship groupings is strongly discouraged by the GTA; most effective when used in preemptive defensive strike against non-military installations. My Opinion I really like this missile. It doesn't need a lock to be fired (thank God!) which makes it easy to just get really close to the target, shoot and run. The targets are so big, why would you need a lock anyway? Does ultra extreme damage to hulls. *********************************************************************** *********************************************************************** 5. The Eon Awards Welcome to the Eon Awards!!! And the nominees for best overall ship: Athena, Hercules, Ulysses, Valkyrie, and Ursa And the Eon goes to (drumroll please)... the Valkyrie Interceptor (yay!) In second place... the Hercules Heavy Assault Fighter In third place... the Ursa Bomber And an honorable mention... the Ulysses Advanced Space Superiority Fighter The Valkyrie wins because of its control and speed. It can also carry the Banshee which is very useful. Hercules comes next because of superior dogfighting ability. The Ursa is a great bomber that can just about kill anything it wants to with little effort. Equip it with Hornets, Synaptics, and Harbingers and you can destroy anything. And the nominees for best overall primary weapon: Banshee, Avenger, Flail, Prometheus, D-Advanced And the Eon goes to... the Prometheus Cannon In second place... Banshee Cannon In third place... Avenger Prototype Cannon And a honorable mention... Flail Cannon Prometheus wins an easy victory here because of its low energy consumption and its all around damage. The Banshee doesn't do jack to hulls and will wipe out your energy very quickly but it can take shields the best. Avenger is okay because I said so. And the nominees for best overall secondary weapon: Interceptor, Stiletto, Phoenix V, Hornet, Harbinger And the Eon goes to... the Hornet Swarm Missile In second place... the Harbinger Bomb In third place... the Interceptor Missile And a honorable mention... Phoenix V Anti-Bomber Warhead Hornet is fast and four missiles in one makes for a powerful punch. The Harbinger is slow and has an annoying lock time (to say the least!) but it packs a powerful punch (to say the least!). And the nominees for best against subsystems: Disrupt. Missile, Stiletto, Harbinger, Tsunami, D-Advanced And the Eon goes to... the Harbinger Bomb In second place... the Tsunami Bomb In third place... the Stiletto Space Bomb And a honorable mention... the D-Advanced Cannon The Harbinger is the best for taking out subsystems. If you think the Stiletto is better, try attacking the subsystems on a Typhon with one Stiletto, then try it with a Harbinger. Observe the difference. And the nominees for best ship for dogfighting: Ulysses, Valkyrie, Athena, Hercules, Apollo And the Eon goes to... the Valkyrie In second place... the Hercules In third place... the Ulysses And a honorable mention... the Athena The Valkyrie is so quick that it can fly circles around most fighters. The Herc has more plating but does not have the vital speed that the Valkyrie has. The Ulysses has great maneuverability so it is a champ in the dogfighting category also. And the nominees for best bomber: Medusa, Ursa, Athena And the Eon goes to... the Ursa second place... the Medusa third place... the Athena This is common sense. Ursa can carry Harbingers. Medusa can carry Tsunamis. Athena can carry Stilettos. Easy, right? And the nominees for best bomb: Synaptic, Harbinger, Tsunami, Stiletto And the Eon goes to... the Harbinger In second place... the Synaptic In third place... the Tsunami |
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Another Descent: Freespace Walkthrough :
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