Thoughts on Standoff (*spoiler warning*)

S

Starcrunch

Guest
First post here.

So far I've been really impressed with the missions (I've just destroyed the Snakeir in ep 3). Thought I'd give a rundown of my impressions of the various parts of the game, thorough the eyes of someone who hasn't play a WC game in years.

The textures and models are quite good, and the overall visual quality is probably the best I've seen from a mod effort. Even the blocky old Confed cap ships from WC1 look good while retaining their overall shape (mostly due to good texturing). The models for the Confed carriers (both fleet and escort) look very nice and are well textured.

FIGHTERS: The fighters have excellent models and are mostly fun to fly. I haven't logged much sim time but have taken out the Epee and Hornet. The Epee was still every bit as blissful to fly as I remember (one of my favorite ships of all time) and the centerline mounted particle cannons make it a great dog fighter since they are forgiving if the pilot doesn't role to align his guns. The Hornet was fun but I think I'm glad I'm not flying one of those anymore, the change in guns seems like a decent idea, since it's so hard to aim the cannons due to their placement on the wings. Those are the only two non-campaign fighters I've played with.

For the campaign, I've thus far flown the Stiletto, Galdius, and Rapier (I took a Gladius on the mission to nail Sparrow so haven't flown a Saber yet). The Stiletto appears to have been knocked around quite a bit on the boards so I think I should say some nice things about it, because I actually thought it was a pretty good fighter. It's a joy to fly and it's speed and maneuverability make it one of the best pure dog fighting fighters I've flown. For the most part I'll trade armor and shields for speed and maneuverability any day since Standoff returns us to the era when defensive technology on fighters was much less powerful than it is in later WC games. The Gladius is a piece of shit. It can do a little bit of everything but is good at almost nothing. The only positive thing I can say for it is that it's guns are quite powerful. In other words it's perfect; exactly what one expects from a ship that tries to do too much with too little. The Rapier is fun to fly, fast powerful, and agile. It may not be a top of the line fighter anymore but it's still solid in a fire fight. It's biggest weakness is it's poor missile armament (though that's to be expected from a fighter of this era).

DESIGN: Love that keeping my folks alive is rewarded and expected, I've always tried to keep my people alive but it's nice to see it matter. It's a bit tougher now than it was when we had more control over our wingmen, but you can't have everything. I've enjoyed most of the battles a lot, and it's nice to see that the first few seconds are so important in combat (a few quick kills early can tilt the scales in your favor and keep your wingmen alive, they do fine as long as they don't have unmolested enemies on them). In many of the missions when things go right it snow balls into a great success with few losses, but when they go wrong... well then it gets rough on you friends in a hurry even if you're still able to get things done fine.

INDIVIDUAL MISSIONS: Early pirate missions were fun because it let us do some of the what we see Confed doing in Privateer. Scanning for contraband, blowing up Talons (boy is the Stiletto born to kill Talons), fighting some old Tarsus, ect. E1 mission 5 was probably the hardest mission I've played, the bloody Galdius just doesn't fight well enough against Talons (though it's fine for killing Saber's IMO). The trouble is it's low speed and maneuverability coupled to weak armor/shields make it fodder for the Talon's decent armament and numbers. To make matters worse, only I'm capable of killing the turrets, they frag my wings fighters in a hurry, and the battles long running time make fuel management in the gas guzzling Gladius a major priority (i.e. I can't chase Talons using AB). I won by taking care of fighters and holding missiles in reserve for the end when things are rough. Being able to frag the last wing of Talon's by shooting them down with missiles got me out of trouble since I was down to almost no fuel (just tiny bursts to change speed).

The restart of the War was great, taking on Gothri's with Stilettos was a lot easier than I had thought it would be and I saved our whole wing (at each nav point with Gothris I'd engage one immediately dropping on its six, downing the shields and ramming a HS missile up its ass (takes only a few seconds). Then I'd save my remaining missiles for future Nav points and let out numbers wash over the remaining Gothri privateers. My favorite part was killing the Retros though. It was pathetically easy, sense Talons are no match for a Stiletto (get on his six hit him with mass drivers until he's dead, rinse and repeat). Th dialog for this part of the mission is priceless (Squealer's voice talent and lines are really good, and they shine in this part of the mission). It took me a few tries to take out the destroyer in the last mission, I just wasn't ready for the power of it's guns, and crappy flying on my part in a crappy Gladius didn't help.

I'm not finished with ep3 but the Snakeir mission was bloody awesome. The design was cool, the whole initial assault being a ruse, I just loved the way it was designed. I tried it with a Rapier the first time, and got very good results except nobody seemed able to be able to deliver torpedos to the Snakeir, despite arriving essentially with the entire complement intact. I think we only lost one Epee fighter in the battle at the destroyer, but when we got to the carrier, slowly but surely casualties mounted (worst of all the Broadswords were almost the sole target of all enemy attacks and eventually we got the orders to fall back). I saved this game and will play through having retreated later, but I replayed the mission with a Galdius a couple times (dying a few times). Finally the strategy that worked was to stay home during the destroyer assault and simply defend the Broadswords, conserving afterburner power. The destroyer went down in short order, and we fought our way through the fighters, losing only one Gladius and one Broadsword. We moved onto the Snakeir and I helped with the fighters bringing them down to reasonable numbers to protect the Broadswords (we lost one badly damaged Broadswrod almost instantly but that was the last fighter lost the whole mission). Once fighters were down to about 3 (we had enough confed fighters around to keep Kilrathi fighters down to 1-3 fighters at any given time). Then I started my bombing run, taking both engines. Shortly after a Broadsword torpedoed the bridge ending the affair. No need to mop up it, no fighters were alive when the dust cleared. We went home and celebrated. The key was our low losses and rapidly getting the enemy fighters killed so we could always keep on top of newly launched fighters.

-Starcrunch
 
Welcome to the CIC!

All I'm going to add is wait till you get to Ep4. Oh and don't forget to try to losing path missions as well. They are some great ones waiting for you still.
 
I couldn't believe how many fighters that Snakeir carried. It's not quite endless, though - I'm pretty sure that on at least one occasion that we eventually ran it clear out of complement. But nearly every time, the end of the battle is timed quite neatly with my last burst of afterburner fuel.

You know your conservation strategy is working when, by the time the mission ends, all the friendly fighters are just moseying about, looking sluggish and almost drunk... and you still have a few drops in your tank.
 
I've finished some more missions-

INDIVIDUAL MISSIONS: I rescued the Verdun, by defending her engine (ie. went after enemies moving into the back half of the sphere around her), but failed the Mining mission by screwing up at WP4. Saved the Sao Paulo and Breslau (the Sao took a lot of work, but Breslau was a breeze to save) and jumped out of the system (and kept on the winning track; I'll play loosing track missions next time through).

Moved onto ep4. Really cleaned the kitties clock on the first two missions. Only two frigates escaped the escort strike mission and we killed everything in sight against the Hakaga (on the 2nd try at least). 1st try I wasted torpedoes on the hangars, and my other ships seemed to not want to try too hard for the ships vitals, so I restarted and sunk 5 torpedoes into the beast (4 into the engines, one into the bridge on the ventral side. That combined with one additional torpedo from a friend, and an early mace strike from Concordia's Morning Stars, did her in. Then came my favorite torpedo run of all time. Against one of the other carriers my crossbow, and one of my wings crossbows ran nearly parallel (was just behind and to starboard) each launching topedoes at the Snakier's engine and the third crossbow from my wing put a torp in the bridge within 15 seconds of use disabling the two engines. It was almost text book and really felt like we were flying together for once. We mopped up and went home. I played through Spoons death, which was a bit sad, I had sort of expected Sparrow to die rather than Spoons. Didn't really have any trouble flying the Saber in this mission. I defended the carrier that was burning during her evac and saved all but one of the shuttles from her (picking up a few new rapiers if I'm not mistaken; too bad they aren't Sabers I'm down to 4 of those and 3 of them are in the air right now; ie. on the escort mission to meat up with Concordia at the retreat point).

SHIPS: Since last time I've flown the Crossbow and Saber. The Crossbow is very maneuverable for a ship her size, but slow. Excellent shields give her good survivability (and all that sim time in WC academy from when I was a kid paid off too; I suppose it's kind of like riding a bike, you never forget how to properly use a Crossbow). Of course it doesn't kill many fighters but anything dumb enough to try a head on pass with a crossbow deserves to die horribly (and does so). The Crossbow is probably the only bomber I ever really LIKED flying. The Saber to me is a ship that tries to do to much and suffers from weak shielding. Unlike the Gladius though it has a very good missile loadout, making it better against fighters than it otherwise would be. ITTS helps too. It is a nice light strike ship, and I don't mind flying one, but I prefer to fly specialized ships with a well defined role (ie. I want a ship that is excellent at something rather than ok at everything). It's a good ship, but the Rapier remains a better fighter and interceptor and the Crossbow is a many time better bomber (though it's nice to have Saber's AB's!).

Thanks for making such a great mod, and I can't wait to see the rest of ep4 and the future ep5!

-Starcrunch
 
Glad you like our game ! These kind of comments are fueling our motivation !

I'd suggest you register on these forums and start recording those simulator scores onto the scoreboard !!!
 
The losing track of ep4 is a completely different scenario and is really well done.

It is the first losing track I did and it was very worth seeing.
 
SHIPS: Since last time I've flown the Crossbow and Saber. The Crossbow is very maneuverable for a ship her size, but slow. Excellent shields give her good survivability (and all that sim time in WC academy from when I was a kid paid off too; I suppose it's kind of like riding a bike, you never forget how to properly use a Crossbow). Of course it doesn't kill many fighters but anything dumb enough to try a head on pass with a crossbow deserves to die horribly (and does so). The Crossbow is probably the only bomber I ever really LIKED flying. The Saber to me is a ship that tries to do to much and suffers from weak shielding. Unlike the Gladius though it has a very good missile loadout, making it better against fighters than it otherwise would be. ITTS helps too. It is a nice light strike ship, and I don't mind flying one, but I prefer to fly specialized ships with a well defined role (ie. I want a ship that is excellent at something rather than ok at everything). It's a good ship, but the Rapier remains a better fighter and interceptor and the Crossbow is a many time better bomber (though it's nice to have Saber's AB's!).
You could be onto something. It's interesting to note that the Standoff Scoreboards show both the Crossbow and Broadswords as scoring higher than the Sabre... and that's taking on fighters alone!

I have a different opinion though that isn't currently well evidenced. I absolutely love flying the Sabre and feel like the Broadswords and Crossbows are death traps. I do MUCH better in missions when I pick the Sabre. I played the Sabre on the gauntlet when I was new to the game engine, but now that I'm much better at it I might re-visit it and try to take top spots on the scoreboard.. who knows, maybe I'll even beat the Broadsword or even Crossbow scores! I'll have to see if I can get my joystick to stop acting up. If I don't get a better life in the meantime than playing a video game at night, I might just do it.

One possible theory for the higher dedicated bomber scores is that on the lower difficulty levels, the shields make it nearly invincible to enemy fighters. On nightmare difficulty with missiles from enemies, the lack of afterburners could cause the bombers to get ripped to shreds in the first rounds.. making the Sabre the superior fighter.
 
Actually, ships without afterburners gain a scoring bonus in the simulator. :p

(And the Wraith gets a penalty for being too good.)
 
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