Accel. absorbers and repair system

The WC1/2 repair systems works very well on damaged components. And I think you lose fuel when your fuel tanks are hit, noticeably even.
 
feh. Fuel ran out quickly enough on its own in WC1/2. Given how few hits any ship can take in terms of guns and missiles, you spend a lot of missions afterburning, and I ran out of fuel often at the first nav point.

And, am I the only one who ends up NOT bombing on bombing missions in Prophecy? Every time I take out a Shrike or a Dev on a mission, I end up taking out all the fighters and not being able to do the bombing part of the mission.

Rant over.
 
Originally posted by Saturnyne
feh. Fuel ran out quickly enough on its own in WC1/2.

Very true. Specially in WC1

Originally posted by Saturnyne
And, am I the only one who ends up NOT bombing on bombing missions in Prophecy? Every time I take out a Shrike or a Dev on a mission, I end up taking out all the fighters and not being able to do the bombing part of the mission.

You are not the only one. Sometimes I wish I had no wingmen. They take out all the important targets and leave to us the heavy work :mad:
 
I have always noticed the presence of the repair facilities in WC1/2 fighters, although I've never seen them repair anything back to full capacity. I probably never gave it time to. I, too, have been hit in the ion drives hard enough to slow me to a crawling 80kps. Fortunately, it was repaired to get me to 300kps, but not to the maximum 420kps (Hornet).

When the fuel tanks are hit, I don't notice any difference, but then, I seldom use afterburners (probably have only run out of fuel in WC1/2 once or twice). However, after autopiloting, the fuel indicator seems go dead (it doesn't show anything). Same thing happens if the shield indicators are damaged.

I also get the problem of not bombing on bombing runs - it's not like WC1/2/3/4 anymore, where you can tell your wingmen to go home/hold formation while you clear out the fighters and then bomb the capship. :)
 
I just do what you're supposed to and ignore as many of the fighters as possible and run for the capship.

TC
 
It does get a bit hard when the fighters converge only on you and you're in a "pregnant yak" of a Devastator.
 
Originally posted by Wedge009
It does get a bit hard when the fighters converge only on you and you're in a "pregnant yak" of a Devastator.

Fighters always converge on me, they somehow know that the only way to win the "WAR" is to destroy my ship. :)
 
Originally posted by Wedge009
It does get a bit hard when the fighters converge only on you and you're in a "pregnant yak" of a Devastator.

Ehh, the Devestator doesn't maneuver well, but it's no C-130...:)
 
Originally posted by Wedge009
It does get a bit hard when the fighters converge only on you and you're in a "pregnant yak" of a Devastator.

Devastator's a better fighter killer than a Shrike, IMHO. The thing about fighters "converging" on you is that they have to approach you. Line up the plasma gun, fire once, and switch to your next target. After the first few fighters are killed, your wingmen are usually handling the rest, and you can switch to killing the cap ship.
 
Originally posted by junior


Devastator's a better fighter killer than a Shrike, IMHO. The thing about fighters "converging" on you is that they have to approach you. Line up the plasma gun, fire once, and switch to your next target. After the first few fighters are killed, your wingmen are usually handling the rest, and you can switch to killing the cap ship.

I tried that, but then they forget my wingmen and come after me.
 
Personally, I thought that the bombers in WCP moved more realistically than in WC3 or 4. Where the bombers in 3 and 4 just turned slowly, you actually get the feeling that since the Dev and Shrike are heavy bomber ships, that it takes more action/reaction to turn the ships, and then keep inertia from turning it too much. In WC3 bombers, it like a struggle to get the damned ships to turn at all.
 
Originally posted by Starkey


I tried that, but then they forget my wingmen and come after me.

Haven't killed enough, then.
;)

Eventually if you kill enough of them, there are only a few Nephilim fighters left, and even your AI wingmen can keep them occupied at that point.

IIRC, typical Devestator mission for me usually went:
1.) Kill a couple of Nephilim fighters on the way in.
2.) Nail the shield generator with the plasma gun.
3.) Kill any Nephilim who've latched onto me.
4.) Kill the turrets (if its an objective), and any more Nephilim who latch on.
5.) Kill the engines with the plasma gun.
6.) Kill the bridge with the plasma gun.

The only thing that can take a hit from the Devestator's plasma gun is the Devil Ray, and that thing's also pretty much the only thing I ever had trouble with in the Devestator. Your armor and shields are strong enough to take hits from pretty much anything else until you can turn around and get off a shot at them (at which point they go *boom*!).
The Cap ship will launch additional fighters at least once during the battle, but the devestator missions were never really a problem for me.
 
The only thing that can take a hit from the Devestator's plasma gun is the Devil Ray, and that thing's also pretty much the only thing I ever had trouble with in the Devestator

Mantas can usually take two hits on Nightmare mode. It does strip off a lot of shields and armour so a second hit will nail them for sure. Diverting power from the engines to the guns should mean you can make the second shot in time. Usually. I know it sounds picky but Mantas are really the only problem fighter on bomber missions in WCP. Especially if two converge on you, taking turns to be chased while the other one fills your tailpipe with missiles and gorgon blasts.

Oh, those and stingrays when three are linked up and they're behind you. Thought I better mention them before I got flamed
 
Originally posted by junior
Devastator's a better fighter killer than a Shrike, IMHO. The thing about fighters "converging" on you is that they have to approach you. Line up the plasma gun, fire once, and switch to your next target.
Oh, I'm good at killing fighters with the plasma gun, it's just a pity when there are dozen+ fighters and only one plasma gun...

If the Shrike had a much larger gun pool, I think it would handle better at being a fighter/bomber, despite the specialised fighter design in WCP.
 
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