Making the Games: Devastator Artwork (November 13, 2008)

Bandit LOAF

Long Live the Confederation!
As noted yesterday, Johnny's collection included very few images of Wing Commander Prophecy's torpedo bombers. Today we present two renderings of the Devastator, which has always been an underdog favorite of mine -- I wish we had a better feel for the sheer number of tiny laser turrets dotting the thing while playing the game itself! Note that we're not entirely out of luck when it comes to Devastator art, either: Sean Murphy was good enough to scan some of his original sketches some time ago.

Thanks to Captain Johnny for both archiving and providing this material!






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Original update published on November 13, 2008
 
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The Devastator is one mean SOB in WCP MP. When you go up against one it's amazing to see all the turrets LOAF was talking about come to life.

Quite the beauty...
 
I think people also discount its huge plasma gun. When you can slice through fighters and capships alike? Who needs manoeuvrability and torpedoes? :) (Disclaimer: Of course, this presumes one has a suitable escort to begin with...)
 
If HCl updates WCP MP again I'd love to test that theory Ninja :)

You make a move toward my capship you are going to go down.
 
I think people also discount its huge plasma gun. When you can slice through fighters and capships alike? Who needs manoeuvrability and torpedoes? :) (Disclaimer: Of course, this presumes one has a suitable escort to begin with...)

I very much agree - and I think the Plasma Gun was too powerful, it ruined the excitement of torpedo runs for me to a certain degree.

But I am no bomber person anyway - I like more the concept of fighter-bombers, a bit like the Thundbolt VII. I'd gladly give up all torpedoes, mines, turrets and 200 cm protection of Devastator's protection for an increase in speed and agility, I think it'd be a far better ship killer.
 
The Dev's plasma gun was powerful (IIRC, about the same damage as the PTC on the Confederation-class dreadnoughts), but considering the missions you flew them in had quite a few capship components to blow up and your AI wingmen collectively have the intelligence of tapioca pudding, it's nice to have a backup when you run out of torps, after said idiot wingmen wasted their own.

(Can you say "Triton aft turret"? :p )
 
The Dev's plasma gun was powerful (IIRC, about the same damage as the PTC on the Confederation-class dreadnoughts), but considering the missions you flew them in had quite a few capship components to blow up and your AI wingmen collectively have the intelligence of tapioca pudding, it's nice to have a backup when you run out of torps, after said idiot wingmen wasted their own.

(Can you say "Triton aft turret"? :p )

I see this quite often, but in most 'capital ship' missions I returned to base with half or more of a torpedo load. Careful timing of attacks on turrets can distract (or destroy) them, avoiding the destruction of the torpedo. I always found my AI wingman quite competent when I provided them the necessary support. They do have an odd habit of sending missiles in at odd angles, especially with the Hydra this could cause some problems, as the bridge hit box particularly refuses to be hit from certain angles, and the Engines need almost a dead on shot to damage.

I always found I had a much harder time keeping all my bombers alive to REACH the capship nav then getting them to properly launch their torpedoes.
 
Aye, I remember that supply convoy strike mission where you only have a flight of Shrikes available. Lots of torpedoes fired, but no fireworks, thanks to the transports' rear turret.
 
The Triton's rear turret has ruined many a torpedo runs for me. They must operate differently than the Kilrathi who looked down upon logistical roles. Perhaps the Nephilim see it as the peak of combat? :D That's why those damn turrets are always so good at nailing torps.
 
Oh yes, the Triton's rear turret was really good at shooting down torpedoes...I don't think I ever landed a hit on a Triton's engine when it was active except at maybe point-blank range.

BTW, did your wingmen use the plasma gun in WCP? Against fighters or capships, I can't remember seeing them shooting it...but of course, the slow refire rate may have been the reason I never saw them firing it.
 
BTW, did your wingmen use the plasma gun in WCP? Against fighters or capships, I can't remember seeing them shooting it...but of course, the slow refire rate may have been the reason I never saw them firing it.

They do on fighters. I'm not sure about components.
 
They do on fighters. I'm not sure about components.

The AI wingmen don't use the plasma gun on capship components. I remembered one mission where all there was left was my fighter, a lone devastator and a hydra. The devastator eventually ran out of torpedoes and just went home :(
 
Ok, thanks for the insight you two. Though weird because the Nephilim do use their plasma guns on components.

Good point. Red Mantas will fire on components with their guns. As for the other Bug ships, they do as well because their guns are their primary anti-ship weapon.
 
Presumably, they decided that having friendly ships with unlimited capship-killing capabilities would disbalance the game - which indeed it would.

As far as I know, though, the difference isn't in the AI - it appears to be in the guns themselves. Information on which guns can damage components is hardcoded, and presumably so is the information on which guns the AI uses to damage components.
 
I see your point - but in WC 1, 3 and 4, the wingmen also had unlimited capship-killing capabilities ;). Plasma gun is just too strong...
 
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