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Do I just suck?

Posted: Thu Oct 19, 2006 5:56 pm
by Hadean
Like really now, I play and I play, and I want to get high with my guy, but I can never get past 24 or so missions before I get blasted either because I think "Hey, I can still fight, I'm not that badly damag-" *boom* or because I'm dogfighting and my HELPFUL little wingman decides to cut infront of me to avoid a missile and I get killed.

And its so aggravating because I've customized some of the custom ships from the side, most notably the Commando into a really pimpin ship but I cant use it, because it's damn near impossible for me to get any higher in rank.

Oh and since I like to eject and hyperspace when I'm in danger(with missiles incoming that will obviously kill me), I have success rates no greater than 70%.

WHAT THE HELL?!

Please, for the love of god, create a campaign mode so I can be frustrated in that, then allow a second Free-mode as it were so I can fly around in my custom planes fight custom enemies and dont need to constantly make suicide assaults against turret rings and ship ports with only 2 wingmen.

Posted: Thu Oct 19, 2006 9:41 pm
by TheKangaroo
Well, people say the farther you get, the easier it gets, since the shiny big ships start becoming available. I also haven't got any commander live through more than 40 missions until now. I kind of like designing custom ships in a more moderate price scale anyway, but I don't know for sure, what the point was I was going to get to... well, simply put: you don't particularly suck, commanders usually just don't last very long.

Posted: Fri Oct 20, 2006 12:14 am
by EA6B
TheKangaroo wrote:... well, simply put: you don't particularly suck, commanders usually just don't last very long.
Personally, I don't think the number of missions played or the success rate is a particularly good way to measure a commander's skill. They are both strongly affected by the difficulty of the missions you play, and by how you prioritize your commander's saftey vs. the success of the mission. In fact, the easiest way to play lots of successful missions, is to use the mission editor to delete all the enemies from your missions. On the other hand, Gold Crosses usualy represent substantial amounts of skill and valour in a mission.

Posted: Fri Oct 20, 2006 2:35 am
by Hadean
Most Gold Crosses I've had for a comm is 3, and this comm is alive right now. Funny enough bearing the name of a friend who is insanely good at any game he touches.

I just want to live long enough to fly some of the awesome stuff in the game man, like seriously. It's actually genuinely infuriating. I've set up a new system to keep playing comms till I get to 25 missions then start a new one, so I can build up skill prior to continuin so the 25 missions were not in vain. However, the fursthest i've gotten so far (other than the friend's comm) is 24 missions before getting roasted.

And I tend to regard both equally, if I'm not too badly damaged and I think i can complete the mission i'll try, other times I'll go in with no support against like an entire turret ring, say F this, and hyperspace before I even make contact (no need to waste a few ships that'll prolly just eject in the end and have a failure regardless)

And am I the only one who only uses 2 wingmen? becuase I enjoy having wingmen who have craft that are atleast somewhat equal to mine rather than flying with 5 bugs vs the enemy which always manages to have atleast 5 ships that compare to my best. Sorta annoying. Thanks anyways though dudes. Reason why i ask if I just suck is because I'm viewing the forums and I see people who say "I'm at mission 228, with 770 kills, this game is so easy" Thats ridiculous, or another person who says the lowest ranked commander on this roster has 3 gold crosses, thats my highest!

Posted: Fri Oct 20, 2006 4:05 am
by Fusion_power
magic secrets

1. Get as many small ships as you can. More small ships distract the enemy ships so you can kill more of them. Avoid playing any mission with less than 4 total ships in your squadron.

2. Design a range of custom ships especially in the cost zone of 135 to 180.

3. Use lots of the little purple cloaking gizmos when you design your custom ships.

4. Learn to dogfight effectively. This means get away from your wingmen and take on enemy ships by yourself.

5. Learn the strengths and weaknesses of the various missiles.

6. Learn which "race" is best. Hint - the Merikons have a decided advantage.

7. Figure out which of the internal ships are good to fight in. Then concentrate on building up a squadron of them.

8. I know the lower missions are frustrating, but please remember that the game is almost boring after 300 missions with one commander.

9. There are a few "watershed" missions. Attack asteroid mining and shipbuilding facility is one such. Turn this mission off and you will probably be able to make it past mission 25.

Enough hints, the game is relatively easy to play and has lots of head rushes especially when the missiles are closing in on you from all sides. Play and enjoy.

Fusion

Posted: Fri Oct 20, 2006 1:54 pm
by Hadean
I play with the Merikon, what exactly ARE the advantages of each race? I just thought it was the colours :lol:

and on an edited note* I realize the lock-on system of the missiles is based on the fuel, and since orange has the most, does anyone else notice its incredibly hard to avoid?

Posted: Fri Oct 20, 2006 11:42 pm
by Fuzzy Wonky
Fully agree with Fusion. The hints he gave have proven useful.
Concerning point 8., I'd just like to add that there even will be a time when you nearly stop to built or improve any more custom ship and get much more concerned with creating/inventing custom missions so as to maintain challenge and variety.
Fuzzy

Posted: Sun Oct 22, 2006 1:53 pm
by Copperhaired Berserker!
Yeah, what is the differences between the races?

Posted: Sun Oct 22, 2006 3:57 pm
by TheKangaroo
I figure they each have at least one ship all the others don't have. Like the Hurricane (and all the other ships in that class if I remember correctly) aren't available to Ryckurn, for example.

Posted: Mon Oct 23, 2006 6:28 pm
by Copperhaired Berserker!
I know that, I had always thought that it was not much of a difference.

Posted: Tue Nov 28, 2006 11:05 pm
by pedroski
Most of the ships are only available for two races for example only Ryckurn and Merikon have Heathen, Barbarian, Warrior and Savage. These are the best ships the computers will use so Naturally if you are that race there will be a 1/3 chance they use them. and then all the other ships change it around. I just played a game I was an admiral with 6 or 7 gold crosses 6 or 7 courage and tons and tons of the others but it only shows 7. The amount of credits you can buy in one ship one third of how many credits you have so.. when i play i always make a ship that is the same or one less then how much i can buy.

Posted: Thu Nov 30, 2006 3:24 am
by umeboshi110
There was also that thing with merikon (i think) ships generally having more radars, which helps a lot

Posted: Fri Jan 19, 2007 3:02 am
by Old Man Johnson
Yeah, Oriks can be hard to avoid if your ship doesn't turn too hot; the missiles themselves don't turn all that great, so it's not that hard to out-turn them otherwise.

The reason Merikon is the best race is because they (1) have the Warrior class, which is the strongest; you will have them on your side and the enemy will be less likely to have them on theirs, and (2) I forgot what number 2 was.

Posted: Mon Feb 05, 2007 1:17 am
by PlecTron
umm on the note of "do i just suck", why is it that when i play i get to the rank of major after the 5th mission and then i die after 20 more with no promotion, when everyone else seems to be saying that after 25 missions they can already mess with their custom-built guys who cost 280 credits, when i cant even get guys that cost 180?

Posted: Mon Feb 05, 2007 2:07 am
by pedroski
You should be able to get major on the second mission. Do you never win missions or something? Because promotions give you 20 credits. BTW after you become an admiral winning missions doesn't give you credits.