Help with WC2 final mission

Just give me a Broadsword and I can take care of business. Or just strap a torpedo on a Hornet, anything but a Sabre.
 
Eeesh! :)

Can't believe you guys! Sacrilegious what you're saying about the Sabre...sacrilegious, I say! :)

Eh, I guess we're all just pilots of a different makeup. McGruff, if you can make things work with a Broadsword, then I, for one, salute you. I could never pull off anything overly impressive with that big bucket of bolts. And here's something I always found annoying (and I found most prominent with the Broadsword, what with its slow shield recharge rate)...why exactly was it that when you hit the autopilot in the game, the shields weren't automatically recharged (or at least partly replenished) by the time you reached your new destination? They'd be at the exact spot they were at when you pressed the autopilot one nav point back. Always bugged me, especially with the Broadsword because after a furball, I'd have to sit there for a few minutes while the shields recharged before hitting the autopilot. Just wondering if that ever bugged anyone else... But yeah...McGruff, if you can make the Broadsword work for you, my compliments. With the hideous turn rate and the slow speed of that puppy, I always felt like a sitting duck! While the 3 mass projectors (or whatever) on the front gun were nice, you really had to go out of your way sometimes to line up a shot on the badguys which could get very frustrating very quickly. Half the time, I'd turn after an enemy, but it'd take forever to actually SEE him again (let alone lining up a shot) after the initial first head-to-head pass. But I can definitely see the power behind the Broadsword with the right pilot behind the controls.

Still, I can't believe a Hornet with a torpedo strapped to it would be better than a Sabre. Not to long ago, I played through the first three WC games (with the add-ons to 1 & 2), and I gotta say...the Hornet was by far the worst. As low on defense as the Sabre may be, the Hornet was a freaking paper machee creation in comparison! :)

I don't know...I think you guys are being a bit too hard on the Sabre. Maybe I've just had a better run of luck in her than some of you...don't know. Or maybe I just like the all-around look (she did look like a mean machine, you have to admit). Flak was never much of a problem for me USUALLY in the Sabre with the whole afterburn through it and out of it tactic, only taking a few hits in-between when you slow to fire a torpedo. overmortal, you're not the only one with an itchy trigger finger...I think we've all released torpedos a bit too soon at some point. In some cases, it seemed like 2500m wasn't close enough and your torpedos would still get shot down...I think on one or two occasions, I actually had to wait until I crossed that overly-pixelated 2000m range. Of course, that's worked against me once or twice too - some of those ships and bases should have signs dangling from them that say: "if this looks blocky to you, then you're TOO CLOSE!"

Well, whatever the case:

(1) I STILL think Sparks overdid it with the torpedos...I think she misunderstood you were just going after K'Tithrak Mang and started equipping you with the thought of you clearing out everything between that sector and Kilrah or something! Even IF they included that dreadnaught - which would've been sweet - I still think 7 torpedos is just a bit overkill... :) Maybe she thought you'd just go and win the war or something, right then and there?

(2) Again, congrats, Dragonslayer. We've strayed just a wee bit off topic over comparing the pros and cons of earlier WC craft when this whole thing started out with Dragonslayer asking for help in playing the last mission in WC2. Well, I've already given my two cents above, so I guess that's it for me on this topic. Glad to see you made it through, Dragonslayer! Keep giving those kitties hell!

Thanks for the conversation, guys. :) Take care.

- FireFalcon ~};^
 
well, as a triggerhappy idiot you'd probably lose two or three torps just because of carelessness and flack(first long distance torp run always seemed to work for some reason).

it has also been a while but i did play the losing versions all (main)games as well,
in the losing WC2 mission you were to defend the space station you were assigned to at the beginning of WC2, and then there were at least two or three bigger capships, including thrakhath's flagship to gun down single-handed.

a torp-carrying hornet? why not add an ejection pod to a capship missile and fly that?
 
torp runs in wc2 were really some of the hardest as flak cannons were really able to ruin your day. Really made you have to be careful and smart when releasing them so as to score hits because it was unwise to rely on your wingmen to get the job down.

WCP torp runs were also hard as that damn rear turret on the triton would drive me insane if I forgot to take it out or didn't get it in time and it downed my incoming torp...
 
yeah, of all the bug capships, the triton I hate most. it always took out my torp when I forget to take out the rear turret. every other bug ship seemed to be weak in the butt...
 
X_FIREFALCON!!!11 said:
Eh, I guess we're all just pilots of a different makeup.

Actually, I find it interesting enough that, if one were to select a complete flight wing (all squadrons of a carrier, say) from the CIC, there's actually a good mix of pilots suited to different roles. Most of us can perform any role (most of us would prefer dogfighting, obviously), but it's neat to notice that some of us would make great bomber pilots (I would, for example), or some of us are better at escort missions, recon, etc.

I'm extremely fascinated with the idea of having a strike force of fighters/bombers going after a target, with each element performing a different task. Stealth ships going in first to recon, then sending in Wild Weasel teams to soften up the target, then sending in medium and heavy fighters to knock out CAP, and finally, sending in bombers with light fighters as escort to knock out interceptors. Mmmmm . . . I love it.
 
Why not send everything inn at the same time. First stealth recon, then bombers with wild weasel support, while the figthers cover wild weasel/bomber squads.
 
Heya, fellas...

Heya, guys.

Since this whole discussion seems to be picking up, I figured I'd start a new thread pertaining to all we discussed above, so as to not further dilute the initial purpose of this thread (i.e. how to beat the last mission of WC2). If you guys want to continue this discussion, we could move it to this other thread I started. Look for the one entitled, "Tactics, ships, & roles, oh my! (Discussion) :)"

Just trying to help the moderators keep these threads and topics independent of one another for the sake of the community and general sanity! :)

- FireFalcon ~};^
 
All you pilots who find Thrakhath so easy to beat, any idea what level the AI's at? If I dial it down to 2, yeah, he's a cinch, but I'm actually running about 6. Blew through the rest of the game pretty easily this time...killed Jazz first try no problem, but Thrakhath's proving resiliant.

So far the longest-lived tactic for me is just keep stubbornly turning towards him with speed set at 450. I'll last twenty minutes that way, but don't really get in a lot of hits. Any other approach gets me cut to ribbons instantly (and I laugh at "never let him get behind you"--nice idea, can't actually make it happen).
 
bashes face against wall
Y'know, it's a heck of a lot harder when you're only turning at half rate because for some reason the game isn't cooperating with your joystick. I wondered why all the confed craft seemed a lot more sluggish than in 1....
 
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