Aaaaarrrrrggggghhhhhh!!!!!

Z

ZekeS

Guest
Nice mod, except that I *HATE* flying TIE Fighters ...

Any hints on keeping your wingmen alive, so I have more than two going into the last mission of episode 1?
 
First of all, switch to veteran level. Rookie level makes your wingmen too dumb to be worth it, and the other levels are of course harder than veteran.

After that, you can try checking out your NAV map (ctrl-N) whenever one of your wingmen is in danger, to see which enemies are giving him trouble.

Taking out a few enemies at the first few seconds of each battle is key to success here... your wingmen don't like being outnumbered, but they can actually take care of themselves for a while if they have an advantage.
 
I'm new to Standoff (and this site), but I just downloaded the whole package and I'm playing through. Great, great mod, by the way, Standoff crew!!!!

Anyway, I was stuck on the 4th mission of Episode 1--where you have to defend the Lionheart--for the same reason. I'd lost so many wingmen on previous missions that we only had 7 fighters going into this one, and while I could beat it, so many wingmen would die that we'd have to scrub the pirate base raid (having X number of wingmen survive wasn't listed as a mission objective, but I learned to my chagrin that it really was). I was playing on the middle difficulty--Ace, I believe?

Anyway, I went back and restarted the game, playing one difficulty level higher (4 out of 5), and all of a sudden, amazingly, the game got MUCH easier, mainly because my wingmen suddenly had a clue. Yes, the bad guys were smarter and the battles took a little longer, but as long as I flew smart, I got through without losing anyone. That mission with 12 good guys is so much easier than with 7.

I would assume this holds throughout the game. But question--am I suicidal for playing through on such a high difficulty?
 
Unregistered said:
I would assume this holds throughout the game. But question--am I suicidal for playing through on such a high difficulty?
Nah, you're not :p

BTW, I suggest you register a forums account; not only it'll allow us to know who we're talking to from post to post, it'll also enable you to send your simulator missions (1 & 2 for now, more to come) scores to the Standoff scoreboard when you read Episode 2 :)
 
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Yup, what Pete said.

As for the fighter counting, it's going to be there for the whole game, but after Ep 1 a few things change:
-You're assigned to an escort carrier, so there will be more ships available. The carrier can hold up to 45 fighters or so.
-You'll be working closely with the rest of the Fleet (if you do well enough, anyway) and therefore you will get refitted from time to time... you'll even gain new ship types sometimes (Sabres and Crossbows)
-You get a report from the Chief Tech after every mission, so you will always be aware of how many wingmen you lost on the previous mission. That way you can choose to replay a mission if you notice that it was particularly problematic.
 
Thanks, Eder - I actually tweaked down the difficulty, and didn't realize the Wingman AI shifted :( I did eventually beat it though (ahh replays), and found that the situation in Ep. 2 was a little bit better :) I still stand by my original derision of Stilettos, though ... and no I don't play chicken in one.

Again, great work so far - it's fun to fly old WC in a new (relatively speaking) engine, and it even has a story!

This mod brings back many good memories - and some not-so-good-ones (I made it to Ep. 3, yay our broadswords are pwning the snakeir, lalalalala kill kill kill, I wind up between a wingman and an enemy by mistake and get pegged by a friendly Dart. NNNNOOOOOOO!!! At least you don't immediately die if you tap something :)) I did actually play it before, when Ep. 1 came out, but I wasn't able to get far ...
 
How do you get the Sabre's and Crossbows? when I rescued that convoy with spare fighters there were supposed to be Crossbows on board but no ones flyin any after that.
 
he might be referring to how easy the stilletto blows up since the TIE fighters blow up pretty easily in the movies
 
The Sabres and Crossbows are not yet ready to fly during the rescue-the-destroyers mission, but they will replace your Stilettos and Gladii for Episodes 4 and 5.
 
Technically, they won't replace your Stilettos (how can a heavy fighter replace a light fighter?), it's just that the probability of any further Stiletto missions at this point in Standoff is remarkably low, and recently got even lower :p.

(and yeah, no more Gladius missions now, strike missions are all Sabre or Crossbow)
 
Delance said:
TIE Fighters?

I'm guessing he means ships that can only take a few hits before blowing up (a.k.a., the Stilletto). I kind of like flying light fighters myself, as I like the agility they offer. But, there is something to be said about flying something with greater durability and greater firepower.

To tell the truth, though, in ships where I have the option of particle cannons and lasers, I find myself just using the particle cannons.
 
Quarto said:
Technically, they won't replace your Stilettos (how can a heavy fighter replace a light fighter?), it's just that the probability of any further Stiletto missions at this point in Standoff is remarkably low, and recently got even lower :p.

By "replace", I mean that I was under the impression that the Sabres would be taking up the hangar space previously occupied by the Stilettos--i.e. the Firekka would be swapping out the Stilettos and swapping in the Sabres.
 
The Stilllettos shpuld be replaces by Epees *BG*

I would love to fly an Epee in the Missions instead of the Stiletto or a Sabre ^^
 
Sphynx said:
I'm guessing he means ships that can only take a few hits before blowing up (a.k.a., the Stilletto).

weird how I said pretty much the exact same thing earlier.


Delance said:
The TIE Fighter is surprisingly more resilient on TIE Fighter than it was on X-wing.

ya, but in the movies the TIE Fighter took a few laser hits and blew up.
 
Iceman,
Sorry, I must have scrolled past your post! :) Not meaning to step on your toes or anything like that.

Delance,
I noticed that, too. Can you imagine playing TIE fighter and only being able to take two hits? Of course, you could usually tell you were being shot at before being hit, but I think that would have gotten very frustrating (like fighting Gothri in Stillettos :) ).

Anyways, I digress. I will say that flying Epee's in Standoff is the first time I ever actually liked flying an Epee.
 
Ijuin said:
By "replace", I mean that I was under the impression that the Sabres would be taking up the hangar space previously occupied by the Stilettos--i.e. the Firekka would be swapping out the Stilettos and swapping in the Sabres.
Nah, the Sabres take up the Gladius hangar space, together with the Crossbows (so you generally won't have more than a few Crossbows). Then again, I don't remember, it may be that the number of Stilettos is also reduced (but they definitely don't disappear outright).


Sternenwind said:
The Stilllettos shpuld be replaces by Epees *BG*

I would love to fly an Epee in the Missions instead of the Stiletto or a Sabre ^^
Hehe, well, you'll have to wait until somebody makes a Concordia-based mod, because we sure ain't putting Epees on the Firekka :p.
 
Sphynx said:
Anyways, I digress. I will say that flying Epee's in Standoff is the first time I ever actually liked flying an Epee.
I liked the Epee in WC2, and I actually choose the Epee over the Scimitar in Unknown Enemy everytime I can; so it's no surprise to me that you now all love the Epee in Standoff, I knew the day would come when people would acknowledge this fine ship :p

Anyway, I suspect that it's the scoreboard that changed those bad perceptions people had towards the Epee. The Epee was in Standoff's sim for a few months now, and I don't recall no one actually came to the board saying they loved it... but now that it's one of the greatest score-maker on the scoreboard it gets recognition :p

Also, I think it takes a bit of flying skill to really appreciate the Epee; players you just face the enemy all guns blazing will find it really disapointing, as the Epee's strenght lies in it's small size and agility/speed.
 
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