Descent: Freespace 2 Walkthrough :
This walkthrough for Descent: Freespace 2 [PC] has been posted at 12 Jan 2010 by waitthere and is called "FAQ". If walkthrough is usable don't forgot thumbs up waitthere and share this with your freinds. And most important we have 4 other walkthroughs for Descent: Freespace 2, read them all!
waitthere |
Walkthrough - FAQ************************************************************************** -------------------------------------------------------------------------- Freespace 2 (c) 2002 DracoLord -------------------------------------------------------------------------- ************************************************************************** ------------------------------------------------ Guide Game : Freespace 2 Guide Name : DracoFS2v1.4.txt Guide Version : 1.4 Guide Size : 115 Kb's Guide Author : DracoLord Author Contact : The_RSM@Hotmail.com ------------------------------------------------ LEGAL DISCLAIMER: THIS GUIDE IS THE SOLE PROPERTY OF IT'S AUTHOR (DracoLord), AND AS SUCH CANNOT BE COPIED, EDITED, MODIFIED, CHANGED, OR WROTE TO ANY FORM OF EXTERNAL MEDIA (SUCH AS PRINTER, DVD-R, CD-R, CD-RW, FLOPPY ETC.) IT IS FOR PERSONAL USE ONLY. IF YOU WISH TO USE THIS GUIDE ON A WEBSITE ARTICLE OR ANY OTHER SAID 'EXTERNAL MEDIA' YOU MUST CONTACT THE AUTHOR (DracoLord)(E-MAIL : The_RSM@Hotmail.com) AND ASK FOR THEIR PERMISSION, AND THEN, AND ONLY THEN MAY YOU USE THIS GUIDE IN IT'S FULL AND COMPLETE FORM. THE TERM 'PERMISSION' MEANS THAT YOU MUST E-MAIL THE AUTHOR, AND WAIT FOR HIM TO E-MAIL YOU BACK WITH A NOTIFICATION THAT YOU CAN USE THIS GUIDE, IT DOES NOT MEAN THAT YOU JUST E-MAIL THE AUTHOR, AND THEN USE THE GUIDE, YOU MUST WAIT FOR THE REPLY. (1) THE TERM 'FULL AND COMPLETE FORM' MEANS WITH NO MODIFICATIONS IN EITHER WORDING, SPELLING, FONT MEDIA (SIZE, TYPEFACE, COLOUR ETC.) THE FORMAT OF THE FILE MUST ALSO REMAIN THE SAME (.TXT) AND NO CHANGES TO THE NAME WILL BE TOLERATED. THE TERM 'PERSONAL USE' MEANS THAT YOU MAY ONLY USE THE INFORMATION IN THIS GUIDE TO HELP YOUR GAMEPLAY, AND YOURS ALONE. YOU MAY PASS ON THE INFORMATION TO ANYBODY ELSE, BUT THEY TO MUST ABIDE BY THE RULES CONTAINED WITHIN THIS DISCLAIMER. IF YOU ARE FOUND TO BE USING THIS GUIDE WITHOUT PERMISSION FROM THE AUTHOR (DETAILED ABOVE), YOU WILL BE PROSECUTED TO THE FULLEST EXTENT OF THE LAW, WHICH MAY RESULT IN YOU LOSING YOUR I.S.P., A FINE, OR A MORE EXTREME PUNISHMENT. (1) THE AUTHOR RESERVES THE RIGHT TO REFUSE ANYONE'S REQUEST FOR USE OF THIS GUIDE, AND MAY AT ANY TIME INFORM ANYONE USING THIS GUIDE WITH PERMISSION TO IMMEDIATELY RETRACT THIS GUIDE FROM ANY FORM OF EXTERNAL MEDIA (LISTED ABOVE) AND TO REMOVE ANY FORM OF THIS GUIDE FROM ANY AND ALL ACTIONS WHICH ARE NOT CLASSED AS 'PERSONAL USE'. *In English* Have the decency to ask me that you want to use this guide for something other than personal use, it's just for curtsey as I will mainly grant permission so long as you aren't trying to make a profit from it, so just ASK FOR PERMISSION, to avoid any complications. (When you ask for permission, please make the subject "FS2PER") Thank you. -------------------------------------------------------------------------- Contents : 1.0 Version History 2.0 Controls 3.0 Fighters and Bombers 3.1 Fighters 3.2 Bombers 4.0 Fighter/Bomber Primary Weapons 5.0 Fighter/Bomber Secondary Weapons 6.0 Dog-fighting Strategies 7.0 Multiplayer Mode 8.0 Capital Ships *A* FRED 2 Guide *B* Squadwar 9.0 Final Notes 10.0 Credits and Acknowledgments *INSERT 1* 11.0 Links 12.0 Copyright -------------------------------------------------------------------------- 1.0 Version History (Note: Date formats are English; dd/mm/yy, and show the date of completion of each area/topic.) 0.1 (10/08/02) - Basic layout and text 0.2 (15/08/02) - Reformatted and redesigned guide for easier reading 0.3 (19/08/02) - Added 'Links' 0.4 (20/08/02) - Removed 'Walkthrough' - Added 'Quick Walkthrough' 0.5 (25/08/02) - Minor layout changes 0.6 (01/09/02) - Added 'Misc. Info.' 0.7 (02/09/02) - Added 'Version History' 0.8 (10/09/02) - Removed 'Quick Walkthrough' - Added 'Multiplayer Mode' 0.9 (11/09/02) - Various tweaks 1.0 (11/09/02) - The first release 1.1 (04/11/02) - Added '*A* FRED 2 Guide' - Updated various other areas 1.2 - Added '*B* Squadwar' 1.3 - Added BEWD 'Shameless Plug' - Revised the TvT Stratagies - Added the 'Common terms and phrases section' 1.4 - Updated various sections - Revised Fighter, Bomber and Weapon Descriptions - Added *INSERT 1* - Added Info and Suggestions from Carlos Miranda -------------------------------------------------------------------------- 2.0 Controls ------------ ¦Targeting:¦ ------------ T - Target next ship Shift-T - Target previous ship Alt-T - Turn off auto-target H - Target nearest hostile ship Shift-H - Target previous hostile ship Alt-H - Toggle auto-targeting F - Target nearest friendly ship Shift-F - Target previous friendly ship Y - Target ship in reticule G - Target nearest attacker Alt-Y - Target last ship to send a transmission U - Target next un-inspected cargo Shift-U - Target previous un-inspected cargo N - Target newest ship in area B - Target nearest hostile bomb/bomber Shift-B - Target previous hostile bomb/bomber K - Target next live turret V - Target subsystem in reticule S - Target next subsystem Shift-S - Target previous subsystem Alt-S - Turn off auto-targeting of subsystems R - Target closest attacking ship J - Target target's target E - Target next ship in the escort list Alt-R - Target nearest support ship ------- ¦Ship:¦ ------- A - Increase forward thrust Z - Decrease forward thrust (reverse thrust) Pad 7 - Bank left (rotate left) Pad 9 - Bank right (rotate right) Pad 8 - Pitch forward Pad 2 - Pitch backward Pad 4 - Turn left Pad 6 - Turn right Backspace - Set throttle to zero \ - Set throttle to max [ - Set throttle to one third ] - Set throttle to two thirds = - Increase throttle by 5% - - Decrease throttle by 5% Tab - Engage afterburner Weapons: Left CTRL - Fire primary weapons (cannons) Space Bar - Fire secondary weapons (missiles) . - Cycle forward through primary weapons, and single and dual fire modes , - Cycle backwards through primary weapons, and single and dual fire modes / - Cycle through secondary weapon banks Shift-/ - Cycle secondary weapon fire rate (single and double fire modes) X - Launch countermeasure ------- ¦Misc:¦ ------- M - Match target's speed Alt-M - Toggle auto-speed matching Shift-A - Order: Attack my target Shift-Z - Order: Disarm my target Shift-D - Order: Disable my target Shift-V - Order: Attack my targeted subsystem Shift-X - Order: Capture my target Shift-E - Order: Engage enemy Shift-W - Order: Form on my wing Shift-I - Order: Ignore my target Shift-P - Order: Protect my target Shift-C - Order: Cover me Shift-J - Order: Return to base Shift-R - Order: Rearm me Pad * - Chase view Pad . - External view Pad Enter - Toggle external camera lock Pad 0 - Free look view Pad / - Current target view Pad + - Increase view distance Pad - - Decrease view distance Pad 5 - Centre view ' - Cycle radar ranges C - Open communications window Alt-J - Engage jump drive Insert - Increase weapon energy Delete - Decrease weapon energy Home - Increase shield energy End - Decrease shield energy Page Up - Increase engine energy Page Down - Decrease engine energy Alt-D - Equalise energy settings Q - Equalise shield settings (all quadrants) Up Arrow - Augment forward shield Down Arrow - Augment rearward shield Left Arrow - Augment left shield Right Arrow - Augment right shield Scroll Lock - Transfer energy (Laser -> Shield) Shift-Scroll Lock - Transfer energy (Shield -> Laser) Alt-E - Add/Remove ship from escort list Alt-Shift-E - Clear escort list Shift-. - Increase time compression Shift-, - Decrease time compression L - Toggle high HUD contrast ------------- ¦Multiplayer¦ ------------- 1 - Send a message to all ships 2 - Send a message to all friendly ships 3 - Send a message to all hostile ships 4 - Send a message to your current target Alt-X - Observer zoom-to-target Shift-N - Toggle network information Shift-End - Self Destruct Learn to use all these controls, and you will soon become an ace pilot. -------------------------------------------------------------------------- 3.0 Fighters and Bombers Fighters and bombers are small, 1-person, space fairing vessels which can mount a multitude of offensive weaponry in the form of both direct-energy and projectile. Basically, fighters and bombers blow things up. They are the single most important type of ship in the entire game as they can fly faster, and manoeuvre quicker than any capital ship, and when in large numbers, can present a major threat against any capital ship. 3.1 Fighters Fighters are fast moving, highly manoeuvrable (most of them), ships with relatively thin armour and shielding. Although they cannot carry as large a payload as Bombers, and also cannot carry Torpedoes, they can carry weapons designed to Disable sub-systems (Stiletto II), long-range anti- bomber missiles (Trebuchet), and the Advanced-Swarm missile (Tornado.) Terran Fighters Terran Fighters are probably the most balanced variety of fighter in the game. They have reasonable speed, armour (and shielding), as well as decent manoeuvrability, but they do not posses great strengths in a particular area (which is probably their biggest strength.) Hercules Hull: 250 Shield: 600 Speed: 50 AfterBurner: 120 Primary Banks: 6 Missile Banks: 2 Capacity: 120 Score: 10 The Hercules compared to the 2 other old war fighters (Loki and Ulysses), is far superior in abilities and firepower, and can even compete with some of the newer fighters. Herc II Hull: 275 Shield: 610 Speed: 55 AfterBurner: 120 Primary Banks: 4 Missile Banks: 2 Capacity: 180 Score: 12 The Herc II is the updated version of the original Hercules fighter, the ship said to have won the war. While the newer Herc II is superior in armour, shielding, speed, manoeuvrability and missile capacity, but it has 2 less primary cannons, reducing the overall firepower of this otherwise great fighter. Ares Hull: 425 Shield: 650 Speed: 50 AfterBurner: 120 Primary Banks: 6 Missile Banks: 2 Capacity: 190 Score: 15 The Ares is the second most armoured ship in the Terran arsenal, and is more available than the strongest (SF Mara (Terran)). The Ares Strategic Assault Fighter can deal out tremendous amounts of punishment to any enemy fighter, bomber, or capital ship, and can take it too. The Ares is the prime choice for any pilot wishing to engage overwhelming enemy forces and live. Erinyes Hull: 325 Shield: 500 Speed: 65 AfterBurner: 130 Primary Banks: 8 Missile Banks: 2 Capacity: 90 Score: 12 The Erinyes is the favourite of most pilots, but IMO it is too heavy on turning, and as a result leaves you open to any enemy attacks. On the good side though, the Erinyes has heavy armour, is relatively speedy, and can carry a respectful weapons loadout, a great fighter for the ace's amongst you. Loki Hull: 250 Shield: 400 Speed: 75 AfterBurner: 160 Primary Banks: 4 Missile Banks: 1 Capacity: 20 Score: 7 The Loki is just a scouting fighter, and as a result it is very lightly armoured, and lightly armed. This fighter is useless due to it's lack of weaponry, and can only take a couple of direct hits, and then...BANG! Ulysses Hull: 180 Shield: 380 Speed: 70 AfterBurner: 150 Primary Banks: 4 Missile Banks: 1 Capacity: 40 Score: 8 The Ulysses (The 'Bat') is a average fighter, and compared to the newer fighters is obsolete. It has even weaker armour than the Loki, but has more firepower, but it still can only take a few hits before it is destroyed. Pegasus Hull: 220 Shield: 330 Speed: 90 AfterBurner: 160 Primary Banks: 2 Missile Banks: 1 Capacity: 30 Score: 10 The Pegasus Stealth Fighter is the only Terran fighter which can fly around without being detected by enemy radar, and as a result, they can evade almost all enemy fire, and is practically immune to aspect-seeking missiles (as the enemy cannot acquire a lock.) (Note: I say 'practically' immune to aspect seeking missiles as an AWACs ships can allow fighters to lock onto the Pegasus. And if an enemy is very close, they can fire the Hornet, Tornado etc. and still hit your fighter, not a good idea as the Pegasus has poor armour, and can be destroyed in 1-shot at this range.) Perseus Hull: 165 Shield: 350 Speed: 80 AfterBurner: 140 Primary Banks: 2 Missile Banks: 2 Capacity: 80 Score: 14 The Perseus class Interceptor is an excellent choice for either surgical strikes against enemy capital ship's turrets, and subsystems, and is also a great bomber/bomb interceptor, ideal for protecting allied ships against enemy bombers and their torpedoes. Myrmidon Hull: 290 Shield: 390 Speed: 75 AfterBurner: 135 Primary Banks: 6 Missile Banks: 2 Capacity: 80 Score: 10 The Myrmidon class Fighter is a pretty good dog-fighter, and can also deal moderate damage against smaller enemy capital ships. This is also the only fighter that can carry torpedoes (Helios), allowing this fighter to become a light attack bomber. (Thanks to Carlos Miranda for highlighting the fact that the Myrmidon can carry only the Helios, and not the Cyclops, Thank You.) SF Mara (Terrans) Hull: 475 Shield: 700 Speed: 75 AfterBurner: 135 Primary Banks: 2 Missile Banks: 2 Capacity: 210 Score: 12 The Terran Mara Advanced Fighter is meanest fighter which you will be able to fly, and ultimately, the best. This fighter has tremendous speed, manoeuvrabilty, as well as armour, shielding, and weapon loadout. In this fighter, an ace pilot can destroy 100 enemy fighters and bombers, without even being hit once! Mad! (Remember this Fighter is hardly ever seen, except in a SOC mission, and a very small handful of multi-player missions. - Thanks Carlos.) The Top Terran Fighters: Highest 'Scored' Fighter : Ares (15) Fastest Fighter (Normal) : Perseus (90) Fastest Fighter (A/Burn) : Joint: Pegasus and Loki (160) Strongest Weaponry (Pri) : Erinyes (8 Cannons) Strongest Weaponry (Sec) : SF Mara (2 Banks, 210 Capacity) Strongest Hull : SF Mara (475) Strongest Shielding : SF Mara (700) Overall best Terran Fighter: SF Mara But as you hardly ever get to fly this, or the Ares, the best, widely available fighter is : Erinyes Vasudan Fighters Vasudan Fighters focus more on manoeuvrabilty and speed than armour and weaponry, and as a result are usually less armoured, and carry less payload than their Terran equivalent. Another Point of View: "Actually, they do focus on weaponry as well as manoeavrability, evident with the missile capacity of the Tauret. They do sacrifice some armour and shielding though." - Carlos Miranda Seth Hull: 280 Shield: 580 Speed: 55 AfterBurner: 130 Primary Banks: 4 Missile Banks: 2 Capacity: 120 Score: 12 The Seth is the Vasudan Heavy Fighter class which serves as either a bomber escort or bomber interceptor. Although this fighter cannot travel as fast as other bomber interceptors (like the Perseus), once you engage the afterburners...whoosh! This fighter suddenly becomes as fast as a medium, or even light fighter. Horus Hull: 170 Shield: 230 Speed: 90 AfterBurner: 170 Primary Banks: 4 Missile Banks: 2 Capacity: 80 Score: 10 The Horus is the Vasudan equivalent of the Perseus Interceptor, and fulfils the same role, surgical strikes against large capital ships, and bomber/bomb interception. Unlike the Perseus, the Horus relies on primary cannons to deal the damage to it's targets, and uses it's secondary weapons for long range encounters, and disabling heavily shielded subsystems. Thoth Hull: 200 Shield: 200 Speed: 65 AfterBurner: 130 Primary Banks: 4 Missile Banks: 1 Capacity: 80 Score: 10 The Thoth is one of the most manoeuvrable fighters in the game, and undoubtedly, one of the weakest. It has decent firepower through it's 4 primary cannons, but it is incredibly limited when it comes to secondary missiles and their capacity. Serapis Hull: 220 Shield: 200 Speed: 75 AfterBurner: 135 Primary Banks: 2 Missile Banks: 2 Capacity: 90 Score: 12 The Serapis is the Vasudan Advanced Interceptor, and unlike the Horus and Perseus, this fighter is best used as a bomber/bomb interceptor, rather than fulfil the other role played by the other two interceptors (surgical strikes.) This fighter cannot fulfil the other role due to it's weak shields and armour which will not offer adequate protection from enemy turret fire or flak. Tauret Hull: 300 Shield: 530 Speed: 65 AfterBurner: 135 Primary Banks: 4 Missile Banks: 2 Capacity: 200 Score: 10 The Tauret is the newest Vasudan Heavy Fighter, intent on replacing the ageing Seth class. This fighter, unlike the Seth, can be used both as a Dog-Fighting ship, and can take on enemy capital ships and come out of the ordeal with enough firepower to deal with the next wave. Ptah Hull: 220 Shield: 330 Speed: 90 AfterBurner: 160 Primary Banks: 1 Missile Banks: 2 Capacity: 30 Score: 16 The Ptah Stealth Recon Fighter is almost identical to the Pegasus (in terms of stats.), but the Ptah has 1 less primary cannon bank, and 1 more missile bank giving this fighter less overall firepower (as missiles are expendable, and primaries are infinite, so long as you keep your power level up.) The Top Vasudan Fighters: Highest 'Scored' Fighter : Joint: Seth and Serapis (12) Fastest Fighter (Normal) : Joint: Horus and Ptah (90) Fastest Fighter (A/Burn) : Horus (170) Strongest Weaponry (Pri) : All (except Serapis and Ptah) (4) Strongest Weaponry (Sec) : Tauret (2 Banks, 200 Capacity) Strongest Hull : Tauret (300) Strongest Shielding : Seth (580) Overall best Vasudan Fighter: Tauret (Not IMO) Overall best Vasudan Fighter: Thoth (IMO) Shivans Shivan Fighters are flying nightmares. They focus on ALL areas with their fighters, so they are highly manoeuvrable, relatively fast, and have very heavy shielding. The heavy shielding also gives these fighters their one weakness, wafer-thin armour. Once your weapons have penetrated their shields, the fighter is as good as dead. (Thanks to Carlos - Yes Again :) for pointing out that Shivan fighters DO NOT have a higher payload than their Terran and Vasudan equivalents, and highlighting the fact that Shivan lasers are slow firing.) Dragon Hull: 100 Shield: 700 Speed: 75 AfterBurner: 150 Primary Banks: 2 Missile Banks: 1 Capacity: 20 Score: 16 The Shivan Dragon fighter is probably the most annoying enemy fighter in the entire game. It is so manoeavrable that it can dodge and evade any missiles or direct-energy fire directed towards it, so single these fighters out, and concentrate fire on 1 at a time. Basilisk Hull: 100 Shield: 950 Speed: 65 AfterBurner: 110 Primary Banks: 2 Missile Banks: 2 Capacity: 160 Score: 12 The Basilisk is a Shivan Heavy Attack Fighter, whose role involves targeting and destroying slow moving targets, such as bombers, heavy fighters, freighters etc. So if you are assigned to protect these kind of ships, or you are flying one of these, prioritise these fighters. Manticore Hull: 100 Shield: 500 Speed: 87 AfterBurner: 155 Primary Banks: 1 Missile Banks: 2 Capacity: 80 Score: 12 The Manticore is and incredibly fast and agile fighter, and unlike most other fighters of this nature, this one carries a powerful primary weapon, and has enough missiles to take out several fighters. Although this fighters offensive is strong for this type of fighter, it does have very weak armour and shielding, and as such, can not last long against other fighters. Aeshma Hull: 125 Shield: 850 Speed: 68 AfterBurner: 110 Primary Banks: 2 Missile Banks: 1 Capacity: 80 Score: 12 The Aeshma is very similar to the Basilisk in terms of role and firepower, and should be treated in the same manner as the Basilisk. Mara Hull: 200 Shield: 620 Speed: 70 AfterBurner: 120 Primary Banks: 2 Missile Banks: 2 Capacity: 160 Score: 12 The Shivan Mara (Advanced Fighter), is the single biggest threat in terms of enemy fighters. They are fast, agile, and deadly. Do not pass infront of this ships crosshairs, or you are dead. Astaroth Hull: 100 Shield: 450 Speed: 80 AfterBurner: 155 Primary Banks: 1 Missile Banks: 2 Capacity: 80 Score: 13 The Astaroth is the Shivan light/medium fighter, which posses incredible speed, manoeuvrability, and reasonable armament, but like most other light fighters, it has weak armour and shielding, so once it's shields have been depleted, it's game over for the Shivan pilot. The Top Shivan Fighters: Highest 'Scored' Fighter : Dragon (16) Fastest Fighter (Normal) : Manticore (87) Fastest Fighter (A/Burn) : Joint: Manticore and Astaroth (155) Strongest Weaponry (Pri) : All (except Manticore and Astaroth) (2) Strongest Weaponry (Sec) : Joint: Mara and Basilisk (2 Banks, 160 Capacity) Strongest Hull : Mara (200) Strongest Shielding : Basilisk (950) Overall best Shivan Fighter: Mara The Overall Top Fighters: Highest 'Scored' Fighter : Dragon (S) (16) Fastest Fighter (Normal) : Joint: Pegasus (T) and Horus (V) (90) Fastest Fighter (A/Burn) : Horus (V) (170) Strongest Weaponry (Pri) : Erinyes (T) (8) Strongest Weaponry (Sec) : SF Mara (T) (2 Banks, 210 Capacity) Strongest Hull : SF Mara (T) (475) Strongest Shielding : Basilisk (950) Overall best Fighter: SF Mara (Terrans) (Note: As this comparison involves fighters from all three races, I will indicate which race they belong to by placing the first letter of the name of the race.) Key: (T) = Terran (V) = Vasudan (S) = Shivan 3.2 Bombers Terran Bombers Terran Bombers are sluggish and lumbering ships, with pretty heavy armour, and shielding, and can carry a reasonable payload. They say nobody is perfect, and this describes Terran Bombers, not perfect. In fact they are second rate, as they cannot evade even the slowest of missiles, and turret fire rips them apart, so if you get the choice, pick a Vasudan Bomber, they are much better. Artemis Hull: 275 Shield: 700 Speed: 65 AfterBurner: 110 Primary Banks: 2 Missile Banks: 3 Capacity: 160 Score: 10 The Artemis is a Terran Medium Bomber, and is mainly used for quick strikes against slow moving targets, and smaller enemy capital ships. For a bomber, the Artemis is lightly armoured, but makes up for this in it's shielding and pretty high speed and manoeuvrability (in relation to other bombers.) Artemis D.H. Hull: 275 Shield: 700 Speed: 65 AfterBurner: 110 Primary Banks: 2 Missile Banks: 3 Capacity: 160 Score: 10 The Artemis DH is very similar to the Artemis Bomber, but has higher manoeuvrability, and can achieve a higher speed, quicker than the normal version. In addition the Artemis D.H. has a different 'skin' to the original, giving it a darker, more menacing look. Medusa Hull: 350 Shield: 700 Speed: 50 AfterBurner: 100 Primary Banks: 2 Missile Banks: 3 Capacity: 200 Score: 10 The Medusa is the standard Heavy Bomber used by the GTVA to destroy enemy warships. It has enough shielding to survive enemy fighter and turret fire, and has enough firepower to challenge even Destroyer class enemy vessels when deployed in large numbers. Ursa Hull: 550 Shield: 850 Speed: 45 AfterBurner: 90 Primary Banks: 5 Missile Banks: 3 Capacity: 240 Score: 10 The Ursa is the heaviest armoured and armed bomber in the GTVA, as well as the slowest. It posses extremely heavy armour and shielding, a huge payload capacity, and has an AI controlled turret mounted ontop of the bomber which can take out enemy fighters whilst you deliver your ordnance to an enemy capital ship. Zeus Hull: 200 Shield: 450 Speed: 55 AfterBurner: 110 Primary Banks: 4 Missile Banks: 3 Capacity: 120 Score: 10 The Zeus is the GTVA's Strike Bomber, used primarily against smaller enemy capital ships, and other slow moving ships. Although this bomber has relatively weak armour (compared to other bombers), it is the fastest bomber available, ideal for chasing down fleeing enemy capital ships. Boanerges Hull: 325 Shield: 850 Speed: 55 AfterBurner: 85 Primary Banks: 1 Missile Banks: 3 Capacity: 240 Score: 10 The Boanerges is a next generation Heavy Bomber, with incredible armour and shield ratings, but like everything, it does have a weakness, and that is manoeuvrability. This bomber cannot challenge enemy fighters due to this weakness, so it does require a fighter escort inorder to survive, and destroy it's intended target. On the bright side though, it carries an incredible amount of secondary weapons, enough to single handily take out an enemy Cruiser, and enough to take down a Destroyer when deployed in groups of 2 or 3. Vasudan Bombers Vasudan Bombers are pretty nimble when considering other bombers, but pay the price in the form of weaker armour and shielding, as well as a slight payload decrease. But even with these seemingly big weaknesses, Vasudan Bombers are far superior overall than any Terran Bomber (IMO). Osiris Hull: 600 Shield: 600 Speed: 50 AfterBurner: 100 Primary Banks: 2 Missile Banks: 3 Capacity: 100 Score: 8 The Osiris is an ageing Reserve Bomber which has been refitted with launch racks compatible with the newer weapons used by the GTVA. In terms of it's potential as a bomber, it does fail to deliver the amount of payload of other, newer bombers, but can still take out an enemy cruiser or corvette when deployed in large numbers. Bakha Hull: 440 Shield: 620 Speed: 65 AfterBurner: 105 Primary Banks: 2 Missile Banks: 2 Capacity: 180 Score: 13 The Bakha is a stereotypical Vasudan ship, fast, agile, but lacking in terms of offensive and defensive capabilities. Unlike many other bombers, the Bakha can manoeuvre almost as well as a fighter, and can take out enemy fights should the need arise. When it comes to destroying enemy capital ships, this bomber can deliver enough firepower to take out smaller ships (cruisers and corvettes.) Sekhmet Hull: 500 Shield: 850 Speed: 65 AfterBurner: 135 Primary Banks: 4 Missile Banks: 3 Capacity: 240 Score: 10 The Sekhmet is IMO the best flyable bomber in the game. It wields enough firepower to take out enemy cruisers and destroyers, and has enough manoeuvrability to defend itself against enemy heavy fighters and bombers, a truly well-rounded bomber. Shivan Bombers Like the fighters, Shivan Bombers are a pain in the....neck. They are not very manoeuvrable, but have heavy payloads, have extreme shielding, but still have thin armour (relative to their Terran and Vasudan bomber equivalents.) (In my opinion Shivan Bombers are 'pretty manoeavrable', but it seems that this view is not widely shared, so I have changed the description accordingly. Thanks to all of you have pointed this out.) Nephilim Hull: 500 Shield: 1600 Speed: 60 AfterBurner: N/A Primary Banks: 1 Missile Banks: 4 Capacity: 160 Score: 11 The Nephilim is the slowest of the Shivan bombers, but can still pose a threat to any unsuspecting fighters and bombers, do not underestimated this bomber, as it has enough firepower to take on ships up to, and including Destroy class, when deployed in large numbers. Taurvi Hull: 600 Shield: 1000 Speed: 65 AfterBurner: N/A Primary Banks: 2 Missile Banks: 2 Capacity: 80 Score: 10 The Taurvi is the Shivan 'all-rounder' Bomber, not incredibly fast, not incredibly powerful, and not incredibly armoured, but it can still outclass many of the GTVA Bombers. With this said, this bomber does not posses enough payload to destroy larger capital ships, but can still pose a threat to smaller ones, so do not take these ships too lightly. Nahema Hull: 300 Shield: 900 Speed: 90 AfterBurner: 150 Primary Banks: 2 Missile Banks: 3 Capacity: 100 Score: 14 The Nahema is superior to all but the latest GTVA Bombers, and even they can be considered only equals. This bomber has enough speed to outrun any fighter used by the GTVA, and has enough firepower to destroy any capital ship, and enough shielding to survive fighter and turret fire. Definitely one of the most dangerous Shivan craft about. Seraphim Hull: 500 Shield: 1600 Speed: 60 AfterBurner: N/A Primary Banks: 3 Missile Banks: 4 Capacity: 240 Score: 16 The Seraphim is most dangerous Shivan Bomber in the game. Although it does not posses the speed and manoeuvrability of the Nahema, it carries enough firepower to make short work of even Destroyer class vessels. Not only does it have the firepower, it has the highest shielding of any bomber, making this an incredibly hard ship to destroy, even with allied capital ship fire-support. -------------------------------------------------------------------------- 4.0 Fighter/Bomber Primary Weapons Primary Weapons (Cannons) are mainly used either during a dogfight, or surgical strikes against a capital ship's turrets (not sub-systems as missiles are better for this purpose, but more on that later in the guide.) GTVA/NTF Weaponry Standard Weaponry GTW Subach HL-7 Damage (Overall): 15.00 Damage (Hull) : 13.50 Damage (Shields): 10.50 Energy Used : 0.20 Rate of Fire : 0.20 Velocity (Speed): 450.00 Max. Range : 900.00 Type : Standard The GTW Subach HL-7 is a great Terran dogfighting weapon, best coupled with a heavier damage weapon (like the Kayser.) It has a very high rate of fire, and uses small amounts of weapon energy, allowing you to allocate this energy to other ships systems. Also, due to the small energy usage, you can 'spray' the area, giving new pilots, or inaccurate pilots a chance to fire like mad, hit the enemy, and still have enough energy left over to finish 50 more fighters off, in a row. Rating: 9/10 GTW Mekhu HL-7 Damage (Overall): 12.00 Damage (Hull) : 10.80 Damage (Shields): 9.60 Energy Used : 0.20 Rate of Fire : 0.15 Velocity (Speed): 485.00 Max. Range : 970.00 Type : Standard The GTW Mekhu HL-7 is a great Vasudan dogfighting weapon, best coupled with a heavier damage weapon (like the Kayser.) It has a very high rate of fire, and uses small amounts of weapon energy, allowing you to allocate this energy to other ships systems. Also, due to the small energy usage, you can 'spray' the area, giving new pilots, or inaccurate pilots a chance to fire like mad, hit the enemy, and still have enough energy left over to finish 50 more fighters off, in a row. Although not as strong as the Terran version (Subach HL-7), the Mekhu fires faster, travels faster, and has a further effective range, which fits perfectly with Vasudan fighters and Bombers (they try to attack at longer ranges, so they take less damage.) Rating: 10/10 GTW Akheton SDG (Subsystem Disruption Gun) Damage (Overall): 30.00 Damage (Hull) : 15.00 Damage (Shields): 0.00 Energy Used : 1.60 Rate of Fire : 0.35 Velocity (Speed): 500.00 Max. Range : 750.00 Type : Anti-Subsystem The Akeheton SDG is a tactical weapon, and as such should only be used for missions requiring you to disable enemy subsystems. On the plus side though, this weapon does decent hull damage, so it can act as a light anti-capital ship weapon, but it is useless against enemy fighters (as it does no damage to shields.) Rating: 2/10 GTW ML-70 Morning Star Damage (Overall): 7.00 Damage (Hull) : 3.50 Damage (Shields): 9.10 Energy Used : 0.80 Rate of Fire : 0.15 Velocity (Speed): 1000.00 Max. Range : 2000.00 Type : Kinetic The Morning Star is used to 'push' enemy fighters and bombers away, which serves 2 key roles; firstly, the enemy is pushed further away from you, and the resulting 'jolt' makes it harder for an enemy to lock thier weapons on you, or any other allied craft. (A good multiplayer D/Fighting weapon, when available.) Rating: 7/10 GTW-5a Prometheus (R) (Retrofit) Damage (Overall): 18.00 Damage (Hull) : 19.80 Damage (Shields): 14.40 Energy Used : 0.60 Rate of Fire : 0.45 Velocity (Speed): 450.00 Max. Range : 900.00 Type : Retrofit The Prometheus R is a poor weapon system as it uses a fair amount of energy to do only a small amount of damage. Ontop of that, it has a very poor rate of fire which makes targeting accuracy crucial as you cannot 'spray' the area as you can with a weapon such as the Subach or Mekhu HL-7. Rating: 1/10 GTW-5 Prometheus (S) (Standard) Damage (Overall): 30.00 Damage (Hull) : 27.00 Damage (Shields): 30.00 Energy Used : 1.00 Rate of Fire : 0.35 Velocity (Speed): 750.00 Max. Range : 1500.00 Type : Standard Only slightly better than the Prometheus R, the Prometheus S offers greater firepower, a greater range, and a slightly better fire rate. IMO only good for bombers for use against capital ships. (A poor D/fighting weapon.) *Another Opinion:* "You mentioned that the Prometheus S is only "slightlty" better than the Prometheus R. In fact, it's MUCH better! It does twice the hull damage and up to three times shield damage than the R. It also fires faster and has almost twice the range and also travels faster (thus hitting the target faster.) The Promethus R is good for absolutelt nothing, even though the game advertises more hull damage for the Prometheus R, the Subach actually does much more hull damage per minute, for much less energy and twice the hull damage and fire rate." - Carlos Miranda Rating: 3/10 GTW-66 Maxim Cannon Damage (Overall): 20.00 Damage (Hull) : 26.00 Damage (Shields): 4.00 Energy Used : 1.00 Rate of Fire : 0.15 Velocity (Speed): 1800.00 Max. Range : 3600.00 Type : High Velocity The Maxim Cannon (AKA Maxim Gun) is an ideal choice for Bombers as it can shred a capital ship's subsystems and hull to pieces, very quickly. It has an incredible rate of fire (as fast as the Mekhu HL-7), which allows large amounts of damage to be dealt, very quickly (watch your weapon energy gauge closely, as it will go down very fast.) In terms of D/fighting, this weapon is practically useless (due to the shields on fighters), unless coupled with an anti-shield weapon (but due to the massive power consumptions of both these weapons, this is highly impractical.) Rating: 8/10 GTW UD-8 Kayser Damage (Overall): 28.00 Damage (Hull) : 28.80 Damage (Shields): 25.20 Energy Used : 1.20 Rate of Fire : 0.25 Velocity (Speed): 650.00 Max. Range : 975.00 Type : Special The Kayser it the single most powerful fighter/bomber mounted weapon system. A dual bank of Kaysers can take out almost any fighter or bomber in just 1-shot! And the rest in 2 or 3. Not only does it have such incredible firepower, it can fire at a very quick rate, making this the first choice of any D/fighting pilot. (Note: Keep a close eye on the weapon energy gauge, as this weapon will drain it very quickly, especially if you have 2 banks of them.) Rating: 15+/10 :) Yes 15+ out of 10! GTW-19 Circe Damage (Overall): 45.00 Damage (Hull) : 0.00 Damage (Shields): 45.00 Energy Used : 1.00 Rate of Fire : 0.40 Velocity (Speed): 450.00 Max. Range : 1350.00 Type : Anti-Shield The Circe's only role is to destroy enemy fighters and bombers shields so that a powerful 'hull-busting' weapon (like the Maxim) can be used to finish it off. In terms of a D/fight, this weapon is practically useless as it does no damage to the enemy hull, and therefore cannot destroy any ship without another type of weapon. Rating: 2/10 GTW-83 Lamprey Damage (Overall): 14.00 Damage (Hull) : 1.40 Damage (Shields): 14.60 Energy Used : 1.20 Rate of Fire : 0.30 Velocity (Speed): 450.00 Max. Range : 900.00 Type : Energy Draining Weapon The Lamprey drains the power from an enemy fighter or bombers systems which leaves them without power, and therefore, vulnerable. Due to the heavy power usage of this weapon, and the slow rate of fire, it is useless in a D/fight, unless you can evade all enemy fire, and single out 1 fighter at a time, otherwise, it is useless. Rating: 3/10 Dog Fighting Weaponry Subach HL-7 (D) (Dogfighting version) Damage (Overall): 15.00 Damage (Hull) : 15.00 Damage (Shields): 15.00 Energy Used : 0.20 Rate of Fire : 0.20 Velocity (Speed): 450.00 Max. Range : 900.00 Type : Standard Same as the Subach HL-7, but tweaked for D/Fighting purposes. Rating: 9/10 Mekhu HL-7 (D) Damage (Overall): 12.00 Damage (Hull) : 16.80 Damage (Shields): 18.00 Energy Used : 0.20 Rate of Fire : 0.15 Velocity (Speed): 485.00 Max. Range : 970.00 Type : Standard Same as the Mekhu HL-7, but tweaked for D/Fighting purposes. Rating: 20/10 :) Yep, 20 out of 10 Morning Star (D) Damage (Overall): 7.00 Damage (Hull) : 3.50 Damage (Shields): 7.00 Energy Used : 0.80 Rate of Fire : 0.17 Velocity (Speed): 1000.00 Max. Range : 2000.00 Type : Kinetic Same as the GTW ML-70 Morning Star, but tweaked for D/Fighting purposes. Rating: 8/10 Prometheus (D) Damage (Overall): 20.00 Damage (Hull) : 16.00 Damage (Shields): 20.00 Energy Used : 0.40 Rate of Fire : 0.30 Velocity (Speed): 450.00 Max. Range : 900.00 Type : Standard Same as the GTW-5 Prometheus S, but tweaked for D/Fighting purposes. Rating: 3/10 Maxim (D) Damage (Overall): 20.00 Damage (Hull) : 16.00 Damage (Shields): 4.00 Energy Used : 1.00 Rate of Fire : 0.15 Velocity (Speed): 1800.00 Max. Range : 2700.00 Type : High Velocity Same as the GTW-66 Maxim Cannon, but tweaked for D/Fighting purposes. Rating: 5/10 Kayser (D) Damage (Overall): 28.00 Damage (Hull) : 16.80 Damage (Shields): 16.80 Energy Used : 3.00 Rate of Fire : 0.30 Velocity (Speed): 650.00 Max. Range : 975.00 Type : Special Same as the GTW UD-8 Kayser, but tweaked for D/Fighting purposes. (Note: The Mekhu HL-7 D is more powerful than the Kayser D, due to it's higher rate of fire, and it's higher shield damage rating.) Rating: 10/10 :( Only 10/10 this time, due to the Mekhu HL-7 D Shivan Weaponry Although you never get to pilot a real Shivan ship (that does not include the SF Mara (Terrans), as this has been outfitted with GTVA Weaponry), it is always good to know the capabilities of the enemy. Shivan Light Laser Damage (Overall): 8.00 Damage (Hull) : 1.00 Damage (Shields): 1.00 Energy Used : 0.30 Rate of Fire : 0.30 Velocity (Speed): 450.00 Max. Range : 900.00 Shivan Heavy Laser Damage (Overall): 15.00 Damage (Hull) : 1.00 Damage (Shields): 1.00 Energy Used : 0.40 Rate of Fire : 0.50 Velocity (Speed): 475.00 Max. Range : 950.00 Shivan Mega Laser Damage (Overall): 30.00 Damage (Hull) : 1.00 Damage (Shields): 0.60 Energy Used : 0.90 Rate of Fire : 0.75 Velocity (Speed): 400.00 Max. Range : 600.00 (Note: All the damage ratings are the number of hitpoints worth of damage dealt from each shot, so a weapon with a 16.00 rating for Hull will do 16 hitpoints worth of damage to an enemies hull.) (Note: The Overall Damage is the average amount of damage done in total by that particular weapon.) -------------------------------------------------------------------------- 5.0 Fighter/Bomber Secondary Weapons Secondary Weapons (Missiles) are mainly used either during a dogfight, or surgical strikes against a capital ship's turrets and sub-systems. Missiles, unlike primary cannons, are best used from medium-to-long ranges, but in some cases require a lock-on (unlike primaries.) (Note: Cargo Space Needed refers to space required, for 1 missile.) GTM MX-64 Rockeye Damage (Overall) : 45.00 Damage (Hull) : 36.00 Damage (Shields) : 36.00 Rate of Fire : 0.50 Velocity (Speed) : 190.00 Max. Range : 1900.00 Cargo Space Needed: 4.00 Type of Lock : Heat-Seeking Special : Fire & Forget The Rockeye isn't very accurate, and does require a pretty large amount of missile bank space, but in an intense D/fight where aspect-lock is difficult or impossible to acquire, this is an ideal solution Rating: 7/10 GTM Mx-6 Tempest Damage (Overall) : 45.00 Damage (Hull) : 40.50 Damage (Shields) : 22.50 Rate of Fire : 0.30 Velocity (Speed) : 360.00 Max. Range : 648.00 Cargo Space Needed: 0.25 Type of Lock : None Special : Dumbfire Although the Tempest has no homing ability, they can be carried in huge amounts, even on fighters with relatively small weapon payloads. For an ace pilot, these are an excellent weapon to harass, and destroy enemy fighters, bombers, and capital ship turrets and subsystems. (A good secondary missile for D/Fights.) Rating: 8/10 GTM-4 Hornet Damage (Overall) : 25.00 Damage (Hull) : 50.00 Damage (Shields) : 25.00 Rate of Fire : 2.00 Velocity (Speed) : 190.00 Max. Range : 1330.00 Cargo Space Needed: 1.00 Type of Lock : Aspect-Seeking Special : Swarm Missile The Hornet is a great D/Fighting weapon as it can easily destroy any enemy fighter or bomber very quickly. The one problem with this missile is the fact that they can be evaded by good pilots, leaving you open to attack (whilst you wait for the lock, the enemy could be already launching their missiles, and firing their primaries at you.) Rating: 6/10 GTM-4a Tornado Damage (Overall) : 25.00 Damage (Hull) : 50.00 Damage (Shields) : 25.00 Rate of Fire : 2.50 Velocity (Speed) : 230.00 Max. Range : 1610.00 Cargo Space Needed: 1.25 Type of Lock : Aspect-Seeking Special : Advanced Swarm Missile The Tornado, unlike the Hornet is much more difficult to evade, but very good pilots can still pull it off (even without counter-measures.) The Tornado cannot be carried in such great numbers as the Hornet, but they have a longer effective range and have a stronger tracking system. (A great D/Fighting weapon.) Rating: 9/10 GTM-19 Harpoon Damage (Overall) : 100.00 Damage (Hull) : 100.00 Damage (Shields) : 80.00 Rate of Fire : 2.00 Velocity (Speed) : 250.00 Max. Range : 1250.00 Cargo Space Needed: 2.50 Type of Lock : Aspect-Seeking Special : Quick Lock The Harpoon is ideal for taking out both fast enemy fighters, and slower, heavier armoured targets. Although these missiles take up considerable missile bank space, their quick locking ability makes them a very useful D/Fighting weapon. Rating: 8/10 GTM-55 Trebuchet Damage (Overall) : 350.00 Damage (Hull) : 315.00 Damage (Shields) : 175.00 Rate of Fire : 6.00 Velocity (Speed) : 280.00 Max. Range : 5040.00 Cargo Space Needed: 8.00 Type of Lock : Aspect-Seeking Special : Long Range The Trebuchet is an extremely long-range anti-bomber missile, and at these long-ranges scores many successful kills. At medium-to-short ranges however, this weapon is practically useless as it takes several 1000's of metres to adjust it's course to intercept it's target, but a short range launch will not allow for this necessary course correction. (Note: As D/Fights are usually fought at short-to-medium ranges, the Trebuchet becomes useless, unless you are taking enemy fighters from long ranges.) Rating: 10/10 (3/10 for D/Fights) TAG-A (Target Acquisition and Guidance missile) Damage (Overall) : 1.00 Damage (Hull) : 0.10 Damage (Shields) : 0.10 Rate of Fire : 3.00 Velocity (Speed) : 400.00 Max. Range : 2000.00 Cargo Space Needed: 1.00 Type of Lock : None Special : Electronic (Dumbfire) The TAG-A missile is only used during the main Freespace 2 Campaign, and outside this they are useless (unless the mission you are flying requires them.) Rating: 0/10 TAG-B Damage (Overall) : 10.00 Damage (Hull) : 1.00 Damage (Shields) : 1.00 Rate of Fire : 8.00 Velocity (Speed) : 325.00 Max. Range : 1625.00 Cargo Space Needed: 2.00 Type of Lock : Aspect-Seeking Special : Electronic Same as the TAG-A. Rating: 0/10 TAG-C Damage (Overall) : 10.00 Damage (Hull) : 1.00 Damage (Shields) : 1.00 Rate of Fire : 8.00 Velocity (Speed) : 205.00 Max. Range : 2665.00 Cargo Space Needed: 4.00 Type of Lock : Aspect-Seeking Special : Electronic Same as the TAG-A. Rating: 0/10 GTM-10 Piranha Damage (Overall) : 100.00 Damage (Hull) : 100.00 Damage (Shields) : 75.00 Rate of Fire : 5.00 Velocity (Speed) : 90.00 Max. Range : 360.00 Cargo Space Needed: 12.00 Type of Lock : None (Remote Detonation) Special : Area Effect The Piranha is often found on bombers, and serves as an anti-fighter weapon. When launched, the missile travels in a straight line until it is remote detonated, or it reaches it's maximum range, at which point it explodes, releasing several heat-seeking missiles which target and track the nearest enemy fighter or bomber (the initial blast also does damage to any nearby ships.) Rating: 8/10 GTM-43a Stiletto II Damage (Overall) : 775.00 Damage (Hull) : 7.75 Damage (Shields) : 0.00 Rate of Fire : 2.00 Velocity (Speed) : 220.00 Max. Range : 5500.00 Cargo Space Needed: 8.00 Type of Lock : Aspect-Seeking Special : Anti-Subsystem Missile The Stiletto II is great at taking out enemy subsystems and turrets, but not much else. In terms of it's D/Fighting potential, it does not exist as this could not hope to destroy an enemy fighter or bomber, let alone lock onto it in the first place. Rating: 10/10 (1/10 for D/Fighting) GTM-11 Infyrno Damage (Overall) : 150.00 Damage (Hull) : 150.00 Damage (Shields) : 112.50 Rate of Fire : 5.00 Velocity (Speed) : 120.00 Max. Range : 840.00 Cargo Space Needed: 1.00 Type of Lock : None (Remote Detonation) Special : Area Effect Similar to the Piranha in terms of use and purpose, but releases more powerful heat seeking missiles, and more of them. Rating: 9/10 GTM-12 Cyclops Damage (Overall) : 2000.00 Damage (Hull) : 2000.00 Damage (Shields) : 40.00 Rate of Fire : 20.00 Velocity (Speed) : 95.00 Max. Range : 2375.00 Cargo Space Needed: 15.00 Type of Lock : Aspect-Seeking Special : Anti-Cruiser The most common type of torpedo used by the GTVA which is use to take down enemy cruisers and corvettes. Due to the Cyclops's slow speed, it is usually necessary to fly to within a few hundred metres of the target before launching them (as enemy turret, beam and flak can destroy them easily when the are launched from the weapon's maximum range, and if they |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
Another Descent: Freespace 2 Walkthrough :
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3