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 ~};^
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 ~};^