Tactics, ships, & roles, oh my! (Discussion) :)

X_FIREFALCON

Spaceman
Heya, guys (and gals, though I doubt many frequent these boards!). :)

Just thought I'd introduce a new topic of discussion here based on the previous discussion that was starting up at the end of another thread (Dragonslayer's post about how to beat the last mission in WC2), so as to not further corrupt that discussion with the unrelated topic of interest that has taken on a life of its own:

That discussion is simply a preference of ships and/or roles from the Wing Commander games (mostly talking about vintage craft pre-Prophecy here), a discussion of tactics (stealth recon, wild weasel, bombers, fighter cover, etc.), and what roles you feel best suit you (of those listed in parentheses pertaining to tactics or any others you wish to introduce).

To summarize what I said in a previous post in this thread and to build on it, I'll just mention my own thoughts and preferences:

(1) As far as ships...the absolute bottom of the barrel for me was the Hornet...I just could never do ANYTHING with that bird, for whatever reason. Topping this list (again, pre-Prophecy) for me would have to be the Sabre with the Morning Star taking a very close second place. I just liked how agile the Sabre was, I liked how powerful the full guns were, and as weak as it's argued the shielding was, I loved the recharge rate on the shields. She had afterburners and torpedoes, which were a fantastic combination for torpedo runs (or kamakazi tactics for those who held the afterburner a bit too long, didn't peel off fast enough, or what-have-you). I could just always dogfight in a Sabre better than I could dogfight in anything else (again, pre-Prophecy).

(2) As far as tactics, I think it typically makes the most sense to have stealths go in first to spot for targets and enemy positions, then report back to their carrier, wings, squadrons, or whatever...at which point, I think wild weasel fighters being sent in to take out a few escorts, draw fire, and distract the enemy would be effective, and then send in bombers escorted by fighters. This was suggested near the end of the previous thread, and I tend to agree with it, if (of course) there was enough time to impliment these waves of fighters. I imagine if fights were not ideal (i.e. you weren't fighting against clueless Kilrathi, but perhaps a wiser Commander of the battlegroup you're attacking), either stealths would be spotted, or it would be decided once the Wild Weasel forces attacked that it was merely a distraction and that bombers would be enroute, and therefore in the best interests of the group to move their position immediately. But bahhh...what I think this all boils down to is - I've never really been one for tactics myself. I always get my butt kicked in strategy games because I try to plan three moves ahead and leave myself open for something simple and stupid (yet effective) to happen that decimates my forces. You just can't plan well enough to be prepared for everything the enemy could throw at ya, but I guess that's what makes games like those in the Wing Commander series that much more exciting - because despite the grandios plans of Confed's grand poobahs, inevitably some monkeywrench gets thrown into the works, and it's up to the frontline troops/pilots to improvise and see if they can get things to fall into place as the big-wigs had originally intended.

(3) As for the roles I see myself in...though playing through all the Wing Commander games makes you somewhat profiecient at some point as it tests your abilities in a variety of roles, I've always personally preferred Wild Weasel or (better yet) Interceptor missions...you know, those missions that you can fly kind of free form...not have to worry about babysitting wingmen or slow bombers or cap ships....just go up against a numerically superior enemy and mix things up, weave in and out of their ranks, blast apart who you can, play dangerous games of chicken...all kinds of fun, playful stuff like that. I always did my best to follow orders, mind you, and fulfill all the obligations I was asked to during missions, but my own preference would be to have to only worry about my own tush. I always liked that one mission in Prophecy where Midway was leaving that sector, but needed her fighters to buy her time to make the jump...you know - the Wasp booster mission. Always loved flying against the Nephilim in that mission, blasting them to kingdom come until I was ordered back to base in preparation for the jump, then still stayed out to mix it up with the bugs a bit more, and finally fired the afterburners and headed back to base as the Captain was finishing up his lengthy, dramatic speech about how we'll be missed and remembered, yadda-yadda-yadda... (and of course, was back in time for Midway to make her jump with me onboard). :)

Well anyway, reply to this thread and give your two cents! Be heard! I just figured I'd move this discussion, like I say, since it was picking up and diluting the other thread.

- FireFalcon ~};^
 
I have to say that I also enjoyed playing that level in Prophecy. But, what is a Wild Weasle mission? I can't say I remember someone mentioning it before.
 
Good question...

I have to confess - not 100% sure myself. I only used it because another person used it at the end of the other thread. I THINK it might mean:

A preliminary attack group that goes in ahead of the real attack wave to lighten up the enemy's fighter and turret defenses.

Maybe I'm all wet on that, though? *shrugs*

- FireFalcon ~};^
 
I believe, although I could certainly be wrong, wild weasel is typically a mission with no specific objective (i.e. take out capship #1 and and secondary objective is capture enemy fighter). Wild weasel loadouts I believe are varied as they are not sure what they will be up against and the goal is inflict as much damage as possible and then get out. Again, I could be wrong but believe that's what the term means.
 
Wild Weasel in the modern times refers to aircraft/missions designed to destroy radar/SAM/AAA sites.

In WC times, it's anti-turret work - a prime example is the Defang the Beast mission against the Tiamat dreadnought.
 
SabreAce said:
Wild Weasel in the modern times refers to aircraft/missions designed to destroy radar/SAM/AAA sites.

In WC times, it's anti-turret work - a prime example is the Defang the Beast mission against the Tiamat dreadnought.

Were they also called "Iron Hand" missions by the US Navy at one point?
 
back to the topic...

I liked to fly heavy fighters, mostly because I like having a strong forward gun package. Raptors, Sabres, Morningstars, T-bolts and Excals were my favorite to fly. In wc3 the ability to choose your ship was great and in both wc3/4 I tended to fly with the heavier ship even if the missions didn't really always need it. You never know what you are going to encounter out there...
 
I prefer to cower on the flight deck. In each game, I try to see how many times and places I can eject or land immediately on the carrier or skip a nav point and not complete a mission, yet still progress towards a winning end game. You get bonus points if one of your wingmen shoots you down. Obviously, the best fighters for this are the flimsy ones, like the Ferret and especially the Epee, and their spirtual descendents.

BTW, to put what Sabre said about Wild Weasel into a single definition, a Wild Weasel mission attempts to suppress air (space) defenses to give follow-up aircraft (spacecraft) a better shot at completing the primary mission. They first began as such in Vietnam, with the widespread availability of radar-guided SAMs. In this sense, the WC missions are no different than contemporary Wild Weasel missions, including the use of HARMs (high-speed anti-radiation missiles) to knock out defenses that have radars/sensors. Though... I never did have much luck getting the HARMs to hit the turrets instead of plowing into the hull. Stupid hull-skimming approach...
 
I loved WW runs. Usually I'd skim the hull, jump right in front of a turret, fire off a HARM, follow it up with a few shots, and watch the turret blow. I have to admit, though, just so long as I could fly and blow stuff up for the good of humanity, I'd be satisfied.
 
I always liked either the fighter sweep missions and magnum launchs...nothing like just dogfighting....
 
HARMS never worked for me in Prophecy...ever. I ultimately gave up on them and just took the turrets out with guns only...a few full hits and they were gone.
 
I guess my preferred roles were from the Patrol missions (Where you could do pretty much whatever you wanted) or the Strike missions.

Least favourite jobs were any that included babysitting - though you tended to get used to them
 
I liked the escort stuff. The Ariel mission escorting the Victory to the jump point is my favorite. :D
 
Really?!

Really?!

I thought those HARMs were great... Of course, if memory serves, there was like those five hours of vulnerability during which the things desperately tried to lock on to the turret in question and the turret pelted away at you. Then there's the fact that the missiles themselves didn't do enough damage...

But come on...what was not to like about those HARM missiles? ;)

Personally, I liked those smaller missiles (more like rockets) that they'd give you - I forget what they were called - but you could pepper a whole area with these things. Lousy against fighters, but phenomenal against those Barracudas the bugs would send at ya. :)

Sarcastically,
FireFalcon ~};^
 
those are called Dragonfly's. they were awesome, I loved usin them, especially now that I have to play through Prophecy again
 
Yeah, those were much more effective that the HARMs...although the upgraded versions in Secret Ops could track and they were much better against fighters :)
 
yeah, I like SO better than WCP, more Confed Ships, better weapons, but all you do is shoot down bugs, theres barely any plot which I kinda miss. but the weapons and ships make up for that though
 
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