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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #1  
Old 01-19-2011, 09:18 AM
Rolotomasi Rolotomasi is offline
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1 leader with tactic perk - 40% success attack
2 wingman with defend perk - 20% defend bonus
3 antimissile perk - only 1 fighter carry anti missile, other can put something else
4 repairman - same as above
5 anything. missile specialist or attack

simply launch work in normal fight. massive fight need specialize team.

this is number game. increase your odd.

sometimes pilot with fearless go solo. team protect him and he protect defend wingman who always chasing opponent too far from his squad.

in sw3, u get pilot with repairman perk the last one unless you choose tech specialization. which i think the best for sw3 in hard mode.

grey hair tactic perk cheaper than hero. ternie can defend. hero can repair. +antimissile until you get 4th pilot.

if i not mistaken only 1 storyline give you missile perk pilot.
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  #2  
Old 01-19-2011, 02:23 PM
k1net1cs k1net1cs is offline
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Personally I never put anyone on a team, that way each pilot can target a different enemy.

Also, make sure to get Templar ships over at Charon; a Raptor T is a beast for a 3rd gen. ship (and cheap, less than 70k), and you can easily rake-up experience points (and credits) with it.
My favorite 'raiding' spots are XT-05, XB-15 & XB-19; just go over to the pirate stations and hit the station once to trigger incoming pirate ships.

Also, an easy way to get experience points is to raid those systems I mentioned above after getting your 4th pilot (like Che), but before going to X203 where you're going to meet Phantom or Heretic.
When you have the free time mission and got a mail from either Phantom or Heretic, don't go to X297; you can go as far as Al-Ariash, but that's it.

Why?

Because for some reason the experience gained from every kill is doubled or maybe even tripled during that time, so you can get lots of experience points even from killing novice pirates.
But at this point the Templars are already moving out of Charon and attacked Kronos, so you have to get those Templar ships before you get your 4th pilot.

Get 3 Raptor Ts for raiding in XT-05, XB-15 & XB-19, and after you have enough credits, get some Gunslinger Ts; you can't go wrong with 4 heavy gun slots and 3 system slots, and getting the Ace Pilot rank (those Gunslinger Ts are 5th gen. ships) is easy once you're on the free time mission (though in the mean time you can only drool on its specs without ever being able to use them, heh... =b).

A good 4th gen. attacking ship (if you need something in-between a Raptor T and a Gunslinger T) in my opinion is the Puma.
Not because of it having a missile slot, but because it has better speed and maneuverability than a Panther.

Last edited by k1net1cs; 01-19-2011 at 02:26 PM.
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  #3  
Old 01-24-2011, 12:07 PM
Goumindong Goumindong is offline
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Quote:
Originally Posted by Rolotomasi View Post

if i not mistaken only 1 storyline give you missile perk pilot.

This is pretty much how I run as well with one exception.

If I am playing the base game without any of my edits(I.E. better SRMs) then i make my main guy a missile launcher and keep him separate from the rest of the team and close to the MS (the other fighters should roam far from the MS, for some reason I find that my MS is not nearly as strong as some of you folks make it out to be).

The reason he runs close to the MS is so that he can reload fast. For the most part a missile expert with the missile clicky can waste any group with a single missile (or any large group in a single smart volley) and can still be dangerous once his clickies are gone(so long as the missiles are good enough).

Just make sure that your team isn't engaged when the fight starts or those missiles are going to damage you as well.

Edit: as well, repairers and anti missile units are generally switched to attack until a missile is launched.
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Old 01-24-2011, 05:34 PM
k1net1cs k1net1cs is offline
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I've once had the Hero and the MS targeting the same pirate wing, only to have the MS' Falconet hit the pirate, along with the Hero who's ahead of the MS; a Raptor T with a Granite just went -pft- in an instant. =b

The MS is somewhat strong if you take the time to manually set the target for it; the MS' turrets by default don't aim for ships that has been damaged, even if it only takes one hit from a pea shooter to vaporize the damn thing.

It's a quite strong tank if you have the Mk. III system enhancements, coupled with two Kalis, or a Kali & a Tungsten.
If you want a battleship-type MS, get the Mk. III weapon enhancements and set the turrets with single-shot lasers and/or particle accelerators.
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