Torpedo runs in WC2

Lazy Panda

Spaceman
Hello to all fans of Wing Commander II,

I'd like to see your opinions about WC2 torpedo runs.

As for me, I sometimes have trouble getting out of heavy flak fire with the Broadsword, because I launch from about 2000 meters or so. The courier mission where a Ralatha shoots you with anti-matter-guns is a pain in the ass when your ship sucks at dodging, too.

How about you?
 

Koensayr05

Spaceman
I stay as far back as I can and draw any fighter cover towards me. Then I get just close enough to get a target lock. Then I get as close as I can and launch the torpedo. It may sound dangerous, but if you get close enough you don't have to worry about your torpedo getting shot down by turret fire. Its not really easy to do, but it works for me when I get it right.
 

AD

Finder of things, Doer of stuff
Similar here... I would take out all fighter cover first, hang back just at the point where you can get a lock (around 10000k) and wait until lock. Doing this I almost never got hit by flak. Then hit the throttle and afterburners and launch about 5000k and then tail it back out of range incase the torpedo fails.
 

Lunitari

Spaceman
I do the same thing. I aquire lock around 5000 K, and then close in until I am close enough to grab a whisker. I launch my ordinance, and then veer away so I don't crash. Dangerous, yes....but very effective. I am a crazy SOB when I fly. :D
 

cff

Kilk'dymga'qith laq Ik'vikvi
You can get a lock up until aroun 12000-15000 if you 'cheat'. Just use the F key that lets you see the ships present. I think this was F12? Then when the capship is visible press F1 and you will have it in target lock which does not work at this distance otherwise. Wait until you have lock, then accelerate towards the capship. I usually release the torpedo around 2500.
 

luminon

Spaceman
I always acquire lock outside of the range of the capship's flak guns and launch at 5000K, which is sufficient to give the torpedo a good chance of hitting the target. Any closer than this and I find that anything except the sabre is likely to get chewed up by the flak since you are so close and you don't have afterburners to pull out quick. I know it is very possible to go in very close and still succeed, but I prefer to play it safe. Oh yes, and I never forget to switch to rear view at the end and admire my work. :cool:
 

Aron Figaro

Spaceman
With the Broadsword it's a horrible pain, since you have no burners. Basically what I do is just get a lock outside of gun range, get up to speed, and pray I don't get chewed to pieces on the way in. Launch at about 3000k or closer, then veer off and they can chew up my rear shields for a while.

With the Crossbow/Sabre/Morningstar it's dead easy. Just lock on outside of gun range, punch your burners, and release the torp at about 500k - RIGHT on top of them, and veer off. They can't shoot that down. :)
 

Death

gh0d (Administrator)
Erm, the Crossbow doesn't have afterburners. :)

As for the AMGs, one trick that works (at least for me) more often than not is to fly towards the target at a slight angle, so that it's near the top edge of your screen, and when you see the antimatter bursts coming at you, pull up enough so that the target is at the bottom edge of your viewport. I don't know how well that works if you turn the cockpit off in the KS version of WC2, but with it on it usually does the trick.
 

Edfilho

Cry some more!
I really suffer in that Broadsword mission where you jump in alone and there are lots of sarthas. The problem is that you jump INSIDE the Ralatha's AMGs range! I try to run away from it, but then the sarthas swarm me. Pretty hard, I wouldn't mind an escort wing.
 

McGruff

Banned
Aron Figaro said:
With the Broadsword it's a horrible pain, since you have no burners. Basically what I do is just get a lock outside of gun range, get up to speed, and pray I don't get chewed to pieces on the way in. Launch at about 3000k or closer, then veer off and they can chew up my rear shields for a while.

It's not a pain with full shields, just let the ship hang out and regenerate while you go get a sandwich or something. When you get back, you'll be ready to take on any capship without a scratch - AMG's or not.

Edfilho said:
I really suffer in that Broadsword mission where you jump in alone and there are lots of sarthas. The problem is that you jump INSIDE the Ralatha's AMGs range! I try to run away from it, but then the sarthas swarm me. Pretty hard, I wouldn't mind an escort wing.

Just spin like a madman and let loose all your FF's. Then fly away and pick off the last couple with your rear turret. I love the Broadsword.
 

d3r3k

Spaceman
i stay around 10,000k and wait for a lock, then go straight through the flak until i'm at around 2000k. if it is getting a bit too hairy, i'll let it go at 3000k.

i'll jam up on that stick and get the hell outta there.
 

Mordecai

Spaceman
cff said:
You can get a lock up until aroun 12000-15000 if you 'cheat'. Just use the F key that lets you see the ships present. I think this was F12? Then when the capship is visible press F1 and you will have it in target lock which does not work at this distance otherwise. Wait until you have lock, then accelerate towards the capship. I usually release the torpedo around 2500.


I miss that about WC1 because that key is no longer available (actually I believe it was F9). You could lock from far away enough to autopilot, which was good especially against Ralatha, and those pesky Fralthra in the final SO1 mission (which in my opinion is one of the hardest missions in WC because they're 2 of them firing anti-matter cannons and your 3 wingmen always eject early.)

My biggest problem in WC2 was that my torpedo would almost always graze my ship upon release, often damaging my target track and virtually ending my mission, since I'd be unable to lauch any more torps. Yikes.
 

Floater

Spaceman
Regarding WC2 Torpedo Missions

Lots of people are suggesting firing from close in. That is good advise but your shields will take a beating.

My experience is that the flak is directed towards your ship and not the torpedo. If you turn your ship 90 from the target immediately after you fire your torpedo is more likely to survive the run to the cap ship.

Also, if you are patient/lucky you can get a target lock on a fighter with a torpedo. The torpedoes are slow but they will eventually hit the fighter. I've only managed this once and it took a long time and Kilrathi that did not want to close the distance.

Floater
 

Mordecai

Spaceman
Locking torps on fighters, never tried that before. Then again I usually kill them in the time it'd take to get target lock...

As far as capships, I never liked taking them out and avoiding it whenever possible. In the courier mission I always killed the Sartha, grabbed the ejected capsule, and jumped out amidst the flak and AMGs from the Ralatha. In the Korah Pokh and listening post missions, don't know if anyone ever noticed but if you return to base w/o killing the capship it still says you did in the debriefing. This is especially helpful with Korah Pokh cause it usually doesn't go down with the normal 2 torps.
 

Mordecai

Spaceman
McGruff said:
If you get lucky, a Temblor bomb can take out a whole wave of fighters.

I'd rather use the Mace, especially the SO2 version cause it was stronger than a torp and could take out any capship with one shot and no lock (which would make sense since it's a nuke.) In WC4 it's about half as strong but at least it has a safety so you don't have to set it off with your guns and hope it's outta range by then.
 
Top