Join Date: Apr 2009
Location: Amsterdam, Netherlands
Posts: 132
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the real trick to missions like this: there are several places, well, just a few, where enemy ships and turrets cant hit you. There is another mission just like it, same kind of situation. basically, there is one spot to disable the defences, after that its just a matter of dodging bullets and torpedoes and firing both untill you win
a pretty good walkthrough can be found here:
http://www.gamefaqs.com/pc/196622-ar...asty/faqs/1727
theres a save place, somewhere
since i'm a bit bored.....
torpedoes:
as i said before, i consider bigbangs utterly useless, as they take ages to get anywhere. Even the slowest bomber outruns them, so they can only be used at stationairy targets such as controll centers and the huge cargo ships. However, even then they are usually intercepted by gun turrets hunting anything that moves, since they make a lot of noise.
if you want to take out an enemy fast, in the beginning you can safely use tiger sharks I or II, or maneaters I or II. They are fast, maneuvrable and hard to shake off. Dont use anything that can be distracted by buzzers unless you have no other option. On that, in the previous mentioned mission, you could use a torch and a buzzer to create some distraction, as well as the buzzer equivalent torpedo, forgot the name. Hammerheads are great: unshakable, agile and fast. They cant destroy anything except the lightest scouts though.
Flash sharks are definately prize winners: they are fast, hard to shake and disable some ships at I, many at II and most at III. Against the bionts you may want to switch to leeches. Leeches will disable pretty much any standard ship you'll encounter. Except for the fanatics near the pole (you'll know what i'm talking about when you get there)
traderoutes in the beginning often involve shipping torpedoes to outposts and bringing back guns or software (or was it the other way around?)
Turrets, your own and enemy:
its worth getting a turret even without software, it doubles your firepower
In the beginning your most likely used turret is on the bottom. Check the controlls, theres a switch to make you go around the sea upside down. Since the best survival strategy is similar to flight similators (hug the ground), going upsode down will protect your vulnerable top.
As mentioned before, in the beginning you'll want to use turrets to hunt torpedoes. Better software is more important than a better gun. Also, dont forget, every new mission, to set the turret on S&D, and dont forget to set it to sync fire when you need it. Use the F- shortcut keys
No matter how good the software, or if they are ship or stationairy turrets, they dont detect anything further than 100m. Getting longer ranged turret weapons is only important for sync firing. On that, make sure your main guns have a good range. That is more important than EMP or damage, since it allows you to take out turrets, including those on battleships, without being targeted. Biont turrets, if i remember correct, have a slightly longer range. Counter this by drifting in range, fire some shots and reverse. The turrets have a slower reaction time and only occasionally manage to hit you, once or twice, while you should get in a good ten to twenty.
Important upgrades also include the silencer, or however it was called, for more torpedo security and the turbo. In some missions it will be your task to keep alive or save someone, which will be near impossible with the regular speed you have.Game Tips torpedoes and turrets
Kill first:
what to kill first: obviously, whatever threathens your objectives most. Curiously, tanks seem to be one of the most dangerous units, having massive firepower and being pretty hard to hit. Your allies also tend to ignore them, which means tanks have a field day of it. Now, scouts or bombers. A good tactic is often to send a torpedo or 2 after some weaker scouts. Why? it means 2 less guns firing at you. After that, bombers obviously. Again, the main problem is the turrets. They track you way before they fire at you, and any torpedo fired directly at the enmy will be intercepted. However, you can safely move over or under the enemy and, while moving, fire the torpedo. they are almost always trackers, so they'll just swerve round to bite em in the back, while, hopefully, the turrets continue tracking you. The best for this is a flashshark, better even a leech: hard to shake and one or two will do it. Usually it will take you some time to destroy a bomber, at least untill you get a better weapons array. Dont feel bad about destroying a couple of scouts while giving the bomber a wide berth while you look for a new angle of attack.
Biont bombers are unique: they are so damn fast, they can outrun anything, usually even torpedoes. Why fire torpedoes at them anyway? because its the only thing that will get it to get off your tail when one has decided to take you out.Kill first hints
further thingies:
If you are relatively inexperience or want to try a new trick, use the enemies at the start to practice on. Make the fight last. Dodge, evade and trick him untill you feel completely proficient in your new maneuvre or with the controlls. Trying something new that might not work is not good against the shogunate
find a lone torpedo turret and practice shooting down torpedoes. The practice pays off.
When you get acces to energy powered weapons, try a few times which combination of weapons works best. The huge cannon looks cool, but if you have 3, you can at most shoot once every second, while a lower gun could shoot 10, or 2 of them 20, doing more damage including EMP than the 3 cannons, or at least more reliably: if you have one big shot, its bad to miss. If you have a lot smaller ones, you can more easily track a target. Also, its bad to find out, just when the real big enemy fleet shows up, that your energy reserve is gone and shooting speed is drastically slowed down.
As mentioned before, many missions have a few hiding spots where you can shoot at your target, but cant be shot at. Between buildings, or just behind, on a ridge or in a cave (yes, in a few missions there are cave like places) where only someone directly in front of you or at some other place where noone comes can hit you, or at least where you cant be hit by defensive turrets.
On some missions where you cant seem to win, you could try moving around a bit, find these places, without trying to actually complete the mission, which would only distract you
final notes: the attack and witdraw tactic was perfected with them huge cannons, only got in a couple of shots before energy was gone, but you didnt need many shots. they were more than useless against many scouts, or bombers. at the biont missions, choose a torpedo mag that takes most, not the fastestMISC
Last edited by Oskatat; 09-09-2010 at 04:19 PM.
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