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View Full Version : Strategy and or walkthrough


Danya
03-05-2010, 08:29 PM
If anyone finds one (in English or Spanish) please post a link to it on the forum. I'm having a very hard time even on easy. The manual wasn't very helpful, either.

I am at a part very early on in the game where I have to run away from some law enforcement patrol into a nebula, but they beat me down like a flea-eaten mongrel before I can get to it.

Or maybe I just suck and should stick to X3.

Thanks

Danya

asadexes
03-05-2010, 09:21 PM
X3 is great

code99
03-05-2010, 09:24 PM
no its not





ITS FKN AWESOME !!! XD the best game of that genre in the world imo

JereC
03-05-2010, 09:57 PM
Have you manned and released the fighters?

At this point of the game I didn't even know that you had to move your pilots into them, once you get rid of the initial guards, you enter the nebula which is filled with automatic turrets..

Saroth
03-06-2010, 05:34 AM
just point yourself to the nebula as soon as possible. no need for fighters even, just run.

Ruinous
03-06-2010, 09:29 AM
Yup, the dialog says no need to be a hero ;) Running for it is the only way at that point.

Danya
03-07-2010, 03:57 PM
Yes!

Thank you all. I finally figured it out and now have gotten to the 'free play' portion of the game. Which makes me even more wish for some sort of guide.

This is a very interesting game. Its sort of like Fallout Tactics meets Space Rangers 2. I think the reviewers were unfair to it, or perhaps they should go play with their Playstation console instead of review PC games.

D

Ruinous
03-07-2010, 08:47 PM
I believe Star Wolves 3 was originally an expansion pack for SW2 at least for the russian version, so I'm kinda guessing they set the difficulty to max on the assumption everyone had beat the original game and knew all the tricks to beat seemingly impossible encounters.

If I could mod the game I'd have made all the ships in the game have double or triple armour/shields so it becomes more tactical and less a crap shoot as to whether you can get your team through an encounter without losing their ships (even with a techno-mage/well perked systems guy going full on repair).

Speaking of which, any modders out there? ;)

asadexes
03-07-2010, 10:41 PM
Me, and i'm looking around xml files to mod :grin:

Groundtotem
03-08-2010, 12:17 AM
Got a problem with a mission, where im supposed to deploy spy satellites in x-54. When i place the last satellite i get a message saying that there's one more to place, the problem is that there's no more locations on the map. So in short i have one more satellite in my cargo bay but no where to put it... I also tried leaving the system but i get insta killed by ships on the other side.

Anyone that have done this mission and can tell me if it's bugged?

Edit: It's he mission you get from Roghem.

Danya
03-08-2010, 01:32 AM
I had a frustrating day today. I had to replay a particular part of one mission about a dozen times until I finally beat it. The lesson for me was I realize that team member roles are crucial to success. In light of that, would anyone care to explain how they like to equip and assign their 'teams'?

Right now I have three pilots, including my avatar. I'm an equipment specialist, Turnie is a gunner (I think) and Grayface is a pilot. What seems to work best for me is to make Grayface the team leader, set Turnie to attack, and I do missile defence for the first 10 seconds or so of an engagement, use sixth sense, switch to 'attack' until someone's hull is damaged, then switch to repair.

This strategy doesn't always work. For example, it works terribly when the other guys have corvettes.

I'm wondering if I would do better with Turnie in the carrier? She is a gunner, after all, and the carrier has nice guns that the AI seems incapable of using very well.

Long story short, your input is appreciated.

D

valky
03-08-2010, 05:19 AM
At the beginning of the game with only 3 pilots its crucial that everyone of them keeps fighting. One set to missile defense is missing firing power at all.
I try to reach as fast as I can rank 3 ships and used Tigers for quite some time ..otherwise the rank 2 cleaner is good too. I'll try to put in every ship passive missile defense units and always the best available (the one with efficiency of 20 is great for some time, but try to get the 30'). With access to FTU gear this is obsolete as I try to get the newest ones (F5/8 refreshes a stations stock...and some station have 2 sets of FTU gear available *fg*)

Besides the missile defense they get shields too and if possible - at least with the Tiger - speed booster or gun booster.

The biggest problem at the beginning is their bad performance with ship manoveurs at all, at least every pilot should have the 10% perk or better.

Tactic stuff....

Ternie is set to defense with the perk she has, maybe my imagination but i think it helps a bit. She keeps on firing all the time and give her slow firing particle guns or laser, she'll do really great later with some points spent in accuracy :rolleyes:
Grey is good with heavy weaponry so he gets a either full plasma or full kinetic or with my pilot being a heavy gunner too so he stick with one plasma and 1 kinetic gun. The best plasma 'd be the ranked 4 with medium accuracy if i remember rightly. the lower ones don't hit anything at all, so he'll do great with only kinetic guns 'til he has his higher perks of accuracy (65% +)

My guess 'd be kinetic guns are very underestimated :cool: the double barreled model paired with the 65% gun booster is insane! (~130 ROF)


And about your team leader stuff...this is needless at the beginning if no one has spent points in the team tactics perk (your main guy should always has access to this perk regardless of his profession or not? otherwise grey 'd be sufficient too)

My team so far is 'hero' (Pilot stuff) always Leader, Ternie set to defense with the perk, Gray attack,*** set to attack :-)
Oh and all of them are happy in Puma ships! very nasty...missile slot and better performance than the Panther but it'd be one's personal preference.
Didn't had a lot of time recently so I'm right after the Alien encounter stuff.

But it's just my style and I'm doing great so far. Still missing some pilot with light guns so I can set him up with either machine guns or gatlings.
Yet, it's nice to see there are only some minor bugs and the game is f***in' awesome :grin: skipped SW2 at some point as I was always in some kind of trigger script error.

Think my next game 'll be a freaking missile gunner at all!

Vaynark
03-09-2010, 08:51 AM
Does helping Viper or Triada at the beginning of the game and giving Alex's cargo to Heretic or not just before getting the Mastiff will affect which faction we can choose at the late part of the game? Also, I just got Kalem as the newest member in my party. Is he the only systems expert in the game? I'm a gunner and I want to make a team consisting of 4 attacker and 2 repair/missile defense expert.