Wing Commander 2 Enigma

Pedro

Admiral
Ok I'm supposed to take down a Ralatha or something in the enigma sector, my mass driver doesn't do anything to the shields and my torpedoes get blown up by the chaff. Any suggestions?
 
When I do that the flak hits me and detonates the torpedo at the same time, killing me! There was one occasion were the torp seemed to hit but it didn't even seem to take off a layer of shielding
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Take out the escorts first. Pull to a safe distance away from the Ralatha. Let your shields fully recharge. Come back within torpedo range, lock on and begin the approach. Juke and dodge a little bit, but make sure you don't move so much that the lock isn't lost. Fire off your torp when you are less than 2500 meters from the Ralatha and then pull back to be out of range of her guns (I always go out about 16,000, but that is more than you need.) Let your shields recharge and do it again. It takes two torps to take out the ship.

One other suggestion. Right after you take out the escorts and if you have any FF missles left, switch over to those, aquire a target lock on the Ralatha and then pull out of the gun range. When you swing your ship back around to face the Ralatha, switch from the FF to torpedo and the torp should start aquiring the target from this far out. Other wise the torpedo doesn't begining the locking process until you are in range of the guns, and if you are going fast enough and the Ralatha is moving toward you, you may have to slow down before you fire and then you really get chewed up. Also if you see big blue balls of energy coming at you, avoid them, they are the Anti Matter Guns, and they can do quite a bit of damage. They make a distinctive sound when they are fired, so if you hear it when retreating, check your rear view, or manuver slightly, since they do aim those rather well. Fortunately they travel slowly enough they are easy for fighters and bombers to avoid.

The flak hitting the torp doesn't happen very often. If the torpedo hits, the shields don't go down. You do see a section of the cap ship becomes red, though, signifying damage.

[This message has been edited by Shane (edited September 26, 2000).]
 
Thanks Shane, I managed it by locking on from a distance and then swerving after firing the torpedo so that the flak missed my torp and went after me
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But damn it now I have to take out another one
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And who was the smartass who gave enemy ships rear turrets? They piss me off but incase you haven't noticed I'm enjoying myself immensley, you guys may not be seeing any new WC games but what is old to you is new to me.
I often wish I could blank my memory to experience things like wing commander for the first time again.
 
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I know what you mean. This brings back memoris for me from my days as an Admiral (we used navy ranks) with a club on Prodigy called WCHQ. In those days, WC2 was new
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WCIII was a big mystery. It was pretty cool.
 
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Ahh if only I had discovered WC in those days
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I doubt I would have liked WC1 that much as it didn't have a great plot and the cutscenes were poor but the secret missions and WC2 would have made me an instant fan had I discovered them. However playing WC1 after playing the sequels was fun
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Wohoo, I just finished WC1, exactly on it's tenth birthday!
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Pedro, I'm right on your tail, I should be finished with the add-ons in two or three days, and than I'm starting WC2.
 
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Earthworm: Through the add ons in 3 days? Slow down man, there's no hurry.

Pedro: The same smartass that stuck rear turrets onto Jelkehis and Gothris also added rear and flank turrets to the Broadsword and a rear turret to the Saber. And I don't see any Confed pilots complaining about having to haul gunnery crews around.
 
Hey, I just finished SM2 not two weeks ago! Now I'm hoping PCGamer will be able to put KSWC2 on one of their CDs. I'm still clinging to that hope.
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If I'm locked on, there's no such thing as evasive action!
 
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Penguin, their not exactly that long.
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I finished WC1 in three days, without playing more than 2 and half hourse a day.
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Shane said:
I know what you mean. This brings back memoris for me from my days as an Admiral (we used navy ranks) with a club on Prodigy called WCHQ. In those days, WC2 was new
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WCIII was a big mystery. It was pretty cool.

there was the internet back then?
 
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If you want to be gracious in calling Prodigy the Internet
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It was like AOL, though at that time, web pages were still rare, and it allowed you acces to Prodigy content, but trying to get anywhere else was not as easy as it is now. My future wife's family had an account so they could keep in contact, since at that time Ohio State did not allow universal access to e-mail. (For example, I had an account because of the reasearch I was doing, but Shari didn't) It was, however, an easier way for non-technical people to communicate via the Internet than the old terminal emulators I used during the 80s. The internet itself has been around for decades, it is just the web that has sprung up in the last 10 years or so. Shari found WCHQ one day (it was pretty much like this site, only hosted by Prodigy) I looked around, thought it seemed cool, so I bought an account. It was $150.00 a year for unlimited access. However Prodigy became very popular, and people stayed on for hours, and Prodigy began a new pricing scheme where you had to pay as you go. I don't think they even offered the option of unlimited access or if they did it was much more than I could afford. That pretty much killed WCHQ, they tried to revive it on the net, but never were able to organize, plus there were teh usual squabbles over power, so I washed my hands of the mess and moved on.
 
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Pedro said:
Earthworm, the SM are harder than WC1, each one will take atleast as long as WC1 its self.
I finished them more than once myself. Other than the Dralthi missions in SM2, there’s nothing too hard.
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I just had a funny thought - what the heck happens to gunnery crew when you're in a Sabre or Broadsword and you eject? The ship self-destructs right? Hmmm...
 
If they are quick enough, they eject. Otherwise, they die. As I recall, there are a few references to ejected gunners in End Run.

Of course, many gunners die before the ship is destroyed, since turrets can be taken out individually (which is a real pain if you're in a Sabre or a Crossbow
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) without necessarily destroying the actual ship.
 
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Quarto said:
If they are quick enough, they eject. Otherwise, they die. As I recall, there are a few references to ejected gunners in End Run.
Yup, the damaged Sabre that LoneWolf was supposed to protect was attacked by some cats. The pilot, weapons officer, and the tail gunner had to eject.
 
Three in a Sabre? I thought there were only two - the pilot and the gunner. Must be a novel thing.

And I guess that's why they replaced them with autoturrets. Though neither gunner nor computer seemed to be any good at shooting baddies off the tail.
 
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