Prophecy Game Strategy

Originally posted by exetazo
What is autoslide?
A feature which were introduced to certain fighters since WC3, it allows you to fly in the direction of your last vector while having the ability to [point] your ship [in another direction] at the same time. Very useful in retreats (seldom, but possible) and head-to-heads.

Hold Caps Lock for a temporary slide, and use '/' to toggle.

IIRC, only Piranhas, Panthers and Vampires have autoslide in WCP/SO.

[When retreating, enemies are forced to fly into your field of fire, which can be quite long - flying backwards effectively extends the range of your guns. Also, use of autoslide combined with afterburners can effectively give you (near) infinite afterburn. Not that I have a problem with afterburn fuel, though some pilots here seem to have a need for speed. :)]
 
Re: Valiant Lt

Originally posted by exetazo
I've put the early suggestions to use with improved results - i last a few minutes longer!

In the Simulator flying the Shrike, i can't get the Valiant or the Firestorm T's to lock onto to the kat corvette's.

I have even used the invunerabilty cheat to get closer
(I.E 4 klicks) or to allow extra time for a lock, but nothing!

Am i missing something?

Forget about torpedoes vs cat corvettes. In sim mission 3, use charging mass drivers and darts/dragonflys against the fighters, boosting front shields. Then take out the "Kilrathi" (Confed) transport, and the starbase if you wish, with torpedoes, and, after getting the fighters at nav 2, stabilize/balance power, and, while flying past the corvettes at an angle, get into the rear turret. You have unlimited guns in the turret, and your afterburner control still works in case your angle is too steep and the cat starts shooting you. 2-4 passes and the corvette will be joining his ancestors... You should get through with moderate armor damage only, even on nightmare (with practice!). Have fun.:)
 
Originally posted by dacis2
confed is OVER budgeted man!

"Good God, man! Are you crazy? Don't take from the military! The military doesn't get enough as it is! Take from all those generic socialist programs, not the military. Those men and women fight for our country and they can't even get modern equipment. Some fighter squadrons are restricted in flying due to low fuel reserves. Some squadrons hardly ever get the chance to fire real ammunition because of funds! We've been using the same equipment for years now. The best the military can do is make a prototype and hope it catches on. Fat chance. Any projected cost==no program."
 
Originally posted by Bob McDob
Some squadrons hardly ever get the chance to fire real ammunition because of funds!
That's not funny. Apparently Australian troops aren't getting enough live fire training these days because of lack of ammunition...
 
Originally posted by Wedge009
That's not funny. Apparently Australian troops aren't getting enough live fire training these days because of lack of ammunition...

Quit your whining. At least you've still got an air strike capability.
:mad: :(
 
We don't have one, that's what's wrong with it. :D The Government disbanded our strike/fighter squadrons, so all the RNZAF has now is transports, choppers and maritime surveillance craft. There isn't much "force" left in our airforce.

Best, Raptor
 
You mean this?

Originally posted by CoachMark
Forget about torpedoes vs cat corvettes.
Thought this was obvious by now. :)

Originally posted by CoachMark
In sim mission 3, use charging mass drivers and darts/dragonflys against the fighters, boosting front shields.
It's all up to flying style I guess, but I seldom use the charging mass drivers. On the other hand, the Shrike probably has the worst gun selection, combined with a tiny gun pool.

I also don't use the shield allocator - too much hassle, and the effects aren't instantaneous.

Originally posted by CoachMark
You have unlimited guns in the turret...
This is a good thing, but I haven't tried using it on a corvette. Used to do the forward guns -> turrets drill on corvettes and transports all the time in WC2 :)

But, does anyone else find the laser turrets in WCP quite weak? When they're computer controlled, they seem to do very little, although they do have a decent refire rate if you're manually firing them, IIRC.
 
Originally posted by Wedge009

On the other hand, the Shrike probably has the worst gun selection, combined with a tiny gun pool.

So true. And it applies to both WCP and SOPS.
It's all up to flying style I guess, but I seldom use the charging mass drivers
I also don't use the shield allocator - too much hassle, and the effects aren't instantaneous.
Against fighters I used the charging a lot. What did you use in a Shrike against fighters? And does it really take some time until the shields are switched?
This is a good thing, but I haven't tried using it on a corvette. (...)
Works great. Problem is: You can't evade while shooting. I found the turrets also nice for taking out turrets.
But, does anyone else find the laser turrets in WCP quite weak? When they're computer controlled, they seem to do very little, although they do have a decent refire rate if you're manually firing them, IIRC.

AI controlled they suck. Though in a Dev if the computer actually fires three turrets at the same target and hits, they do some nice damage. Do you get a credit for a target killed by your turrets?
 
Originally posted by Mekt-Hakkikt
I found the turrets also nice for taking out turrets.
That makes sense, but it just sounds funny. :) Still, I usually use forward guns and sometimes RPs.

Originally posted by Mekt-Hakkikt
Do you get a credit for a target killed by your turrets?
I think so, since I lose plenty of points in the accuracy department when flying Shrikes and Devastators. But since when has a target been killed by your turrets? I think I've even had turrets accidentally shoot wingmen as they fly between the turret's target and me.
 
Oh it happenend to me when a already damaged beug ship was in front of me that suddenly a laser shot hit it and BOOM bug dead.
 
*sigh*

oh, for the old days when AI turrets were given actual firepower and could hit something with it!

Seriously, dropping into a turret is surprisingly effective against clusters, missiled (=D) or light fighters, although Mantas have a habit of breaking off at the lightest damage
 
Originally posted by Mekt-Hakkikt
Oh it happened to me when an already damaged bug ship was in front of me [and] suddenly a laser shot hit it and BOOM bug dead.
Yeah, sometimes the turrets will shoot forwards, especially at the start of a battle when all the enemies are in front of you.

Originally posted by Penguin
I've seen the odd Remora fall to bomber turret fire.
Yeah, unfortunately, that seems to be all that turrets can take down by themselves these days...
 
Quick query here... the newer turrets on the Dev and Shrike are all automated, where the Thud, Longbow, Broadsword, and all pre-WCP craft had manned turrets?
 
I think so. There was one mission in SO1 where you had to fly without gunners - I don't think the turret fired by itself in that mission.

What I want to know is what happens to gunners when you eject? :)
 
Ehh, they always make up some excuse about them already being dead or somesuch when a turret-fighter dies as part of the plot... <G>
 
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