Hard Light Productions Forums
Hosted Projects - FS2 Required => Inferno => Topic started by: [karl] on December 01, 2003, 10:45:14 am
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I get to the bit where the EA flagship does its nanojump and starts to rip the independance to pieces. I just can't seem to save it though. Any tips (in mission,loadouts and ship selection) would be great.
PS. This is the best FS2 mod i've played since Derelict.:yes:
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Take out the main beams before the Indep is blown to hell.
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Avoid the Stinger turrets, it makes taking the beam cannons out easier. The turrets your aiming at are the ones with a red middle.
Thanks :)
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cheats work well here. i couldn't beat it
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*died 5 times on purpose
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I must have taken out 3 or 4 red turrets at long range before it nanojumped... :rolleyes: Something to keep tabs on, guys.
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Originally posted by [karl]
PS. This is the best FS2 mod i've played since Derelict.:yes:
Inferno wasnt that impressive; TBP was way cooler :nervous:
and you cant beat Derelict :yes:
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Originally posted by Galemp
I must have taken out 3 or 4 red turrets at long range before it nanojumped... :rolleyes: Something to keep tabs on, guys.
I did too, but the darned things regenerated on me I think. Plus the ones you can hit from range are on the wrong side anyway. It's a different ship as far as the game's concerned, so unless that mission was scripted very carefully it's pointless to take them out before it jumps.
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that and how are you supposed to bomber hunt if you are killing turrets? :doubt:
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Originally posted by Drew
TBP was way cooler :nervous:
Well I'm not a B5 fan so have no interest in TBP :p
As for the turret thing, we where having problems with the bottom of the sexp tree so we didn't want to add anything else to the mission. It maybe added to the next version of the mission though.
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One of the best missions I've played (esp. with the EF2 music) the only problem I had was that I left my wing behind and had to protect the Independance alone.
Oh, and a logic question: surely if the Nemesis is such a threat, the entire fleet would have engaged her, rather than just the carrier. I know she's the most powerful GTVA ship in the area, but add a destroyer or two and she'd fare much better.
Or is this a case of "if we did that there wouldn't be a mission"?
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I am impressed with Inferno, really got my attension with the first release.. Now I can even be more impressed with release 2. :D
On a side note, I also enjoyed TBP... Guess i`m a true fan of the game. ;)
What else can I say, except, keep up the great work and dedication guys. :D :D
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Originally posted by Deathstorm V2
I know she's the most powerful GTVA ship in the area, but add a destroyer or two and she'd fare much better.
Two destroyers wouldn't last long against the Nemesis :)
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If it was me, I would have sortied a couple of Apothess and whacked it from long range.
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Originally posted by Woomeister
Two destroyers wouldn't last long against the Nemesis :)
The Nemesis' main cannons are more powerful than those on the Sathanas, although their recharge rate is much worse. A destroyer would get its ass handed to it.
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Originally posted by Liberator
If it was me, I would have sortied a couple of Apothess and whacked it from long range.
I'm unsure of the Nemesis' firing range, but judging from the last mission of Blaise Russel's campaign, it's pretty long (it hit the Throne installation from around 12km away IIRC). The Nemesis could probably get into range and blow the Apothesses up before it's destroyed.
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The Nemesis range is 11km
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Yeah, I gave Nemesis a USilv and changed the sound to the same as a BFSilv. Wanted something that would ensure the destruction of the puny Throne installation, but didn't want the funny weapon sound that belongs on the Icanus.