Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: General Battuta on November 08, 2015, 10:46:15 am
-
Veteran Comments on the wiki are one of my great joys! I want more of them. If you post them here, I can add them to the wiki for you.
Talk about ships, weapons, mission tactics and balance...we could even open new pages for some of BP's very new and weird gameplay elements.
-
Regarding Mission 3 of War in Heaven...
In my experience, this is the mission that will force you to unlearn all of your usual habits picked up from playing years of Freespace 2. It took me over a dozen attempts in BP's 2014 release to beat this mission on the 3/5 Difficulty (called 'Medium' in vanilla) and it took me more or less the same amount of attempts when I replayed it in the 2015 release recently. The reason for this is simple, I suffer from a severe case of Alpha 1 syndrome and that mission makes this fact abundantly clear. In short, to win this mission you have to stop being the hero. This mission simply destroys you if you try to pull basically defeat everything youself as you are used to, hell it basically kills you immediately if you only wander to close to any of the cruisers. To successfully finish the challenge present here, you only have to understand one thing: Following the ****ing battle plan and make sure survival is your top priority, not racking up the most kills. And it honestly surpised my how long this understanding process could take. You will definitely dive head-first into a brick wall with this mission. But if you get over it, you have understood how combat works in the War in Heaven universe and what is expected of you, making this basically a prerequisite for the rest of the campaign.
Which was probably the intention.
-
Posted!
-
More, more, post more
-
Maybe we could get people to post more if I could finish updating the wiki pages, but cloudderp is a derp again in a please-put-a-bullet-in-my-head way.
-
Some of my thoughts on the Kulas
Due to extremely long burner duration this little fighter has incredible staying power in long missions where you don't get a break. Since engine power only matters when pumping the burners you can redirect ETS to shields and guns to recharge them while afterburning to the next bomber group. If you need to cover a huge distance simply put power into engines once your burners run out after 21 seconds.
With 4 balors you'll be able to take down quite a few enemies even with 0 power on guns, only recharging them while moving between groups.
Remember that the only secondary bank has poor placement for dumbfires, don't try to hit anything smaller than a Nephilim from mid-range.
And on the Maul
Deals decent damage at mid-range compared to your alternatives in act 1. If you get caught up in a dogfight with bomber escorts don't forget to fry any bomber that happens to fly in front of you, even if that's not your target. The bonus damage within 150m paired with some Hellfires will completely incinerate anything lighter than an Ursa.
-
Mission 2 of War in Heaven:
This mission is sort of a tutorial, albeit of the trial-by-fire type. It shows you three things: 1.) story-wise, you are not going to win all the time. It brings the themes of loss and the grim reality of wartime operations to your attention again. 2.) It shows you the new tactics you will and face see in WiH, first and foremost the subspace strike, but also other tactical maneuvers. And 3.) it demonstrates the lethality of capital ships in Blue Planet, with you being heavily damaged the moment you start the mission without knowing what expects to Serkr Team's barrage.
-
Added all of the above!
-
On the Atalanta
The weapons subsystem is right on the nose, break early in head2head engagements and be very careful not to collide with anyone or you'll lose your weapons. This can be fixed by firing a lot of rockeyes which will make the AI break away and with the huge capacity on your only secondary bank you can pack enough of them to last for a few fights.
The placement on the 4-bank is sub-optimal so switch to your 2-bank for bomb intercept or adjust your aim as needed.
If you're against these ships in something heavier always go for jousts instead of close-range dogfights, they will fly circles around you with side-thrusters and reverse burners.
-
On the Kentauroi:
The Kent's strength comes mainly from it's large afterburner speed and reserve, so a good tactic is to divert power to engines to limit the chances of running out at a critical moment, and adopt hit & run tactics when facing hostile fighters instead of getting into a prolonged dogfight : pick a target, go in as fast as you can, fire your guns and missiles until it's dead or your reserves are depleted, then pull out to a friendly warship to rearm, repair and recharge. Repeat until the area is clear. Also, don't forget that your reverse afterburners give you extra mobility in a knife fight.
-
Added!
I'm curious whether people have tried out the enhanced Vulcan/Scalpel and the improved Dirk. Also the UX.
-
Vulcan/Scalpel is awesome on the Uhlan,
Dirk is pretty good against bombers and very heavy fighters, but tends to have trouble against targets smaller than a Ares or Herc 2.
-
WiH Act 3: Her Finest Hour (Prior to 2015 remaster):
The whole mission is an optimization sandbox, set besides the shores of big blue Neptune. For veterans, it becomes a tightrope walk of execution against the clock. The challenge is deciding the execution order leading to the climax: the massive Toutatis air wing warp-in. What's the fastest, thorough, or spaceframe-thrifty way?
The tools become familiar toys. You must abuse the Ainsarii's glide mode. At the start, hit max burners, then glide to close the distance to the Mjolnirs. Shrike is better than the Grimler due to the extreme range. Just equip the ammo pack and abuse your support ship while softening the Carthage's starboard side. For a one-hit dual-Shrike knockout of the AWACS domes, you must launch them at least 60 degrees above their horizontal. A top down snipe is best, but the positioning moves you far from the slow support ship.
The ultimate metric is the number of the air wing spaceframes lost. Call in just enough, not all. Once disabled, order them to depart, while the artillery whittles down the Carthage. However, you won't have time/missiles to disarm the Carthage's port-side Big Green Beams (closer to Neptune HQ station). So Custos gunboats will be battered by them, and they cannot depart!
When starting out, losing 20-30 spaceframes is expected on Medium difficulty. A veteran can lose less than 10 spaceframes on a good run (darn right it was an Excellent command performance!). By then, 10+ lost is a sign of error. You've called in too much, or you have not defanged the Carthage belly/destroyed the 2 Deimos. The holy grail is zero spaceframes lost, if luck helps you in distracting the Tev fighters.
For giggles, see how low you can fail. Try to get the UED Toutatis to jump in (to save your sorry butt), and then get it destroyed.
------------
Hello Laporte Battuta, I loved the characterization in this mission. Even after 50+ replays, I smile. Calder risks his neck for Laporte and gets rewarded with an unexpected pleasure of a victory. Laporte gets payback and emotional catharsis for Delenda Est. For sparing the Carthage, she grows as a leader, in control of herself. For destroying it, Laporte becomes detached from the petty ants, finally fitting in with Falcata as murderess. Lopez flounders in her futile calls to Steele after the engines go out. The usually controlled Steele is furious. Can't wait for the Act 3 VOs - Laporte's VA killed it in Act 1 and 2.
Morrigan in the Sunglare was great. But I was sad that Laporte's 'I think I love you.' line to Simms was left out.
I'm salty about the glide nerf. But I'll post my thoughts in the discussion thread after I finish the director's cut.
-
Vulcan/Scalpel is awesome on the Uhlan,
Dirk is pretty good against bombers and very heavy fighters, but tends to have trouble against targets smaller than a Ares or Herc 2.
I am glad but these probably don't qualify as VCs.
WiH Act 3: Her Finest Hour (Prior to 2015 remaster):
The whole mission is an optimization sandbox, set besides the shores of big blue Neptune. For veterans, it becomes a tightrope walk of execution against the clock. The challenge is deciding the execution order leading to the climax: the massive Toutatis air wing warp-in. What's the fastest, thorough, or spaceframe-thrifty way?
The tools become familiar toys. You must abuse the Ainsarii's glide mode. At the start, hit max burners, then glide to close the distance to the Mjolnirs. Shrike is better than the Grimler due to the extreme range. Just equip the ammo pack and abuse your support ship while softening the Carthage's starboard side. For a one-hit dual-Shrike knockout of the AWACS domes, you must launch them at least 60 degrees above their horizontal. A top down snipe is best, but the positioning moves you far from the slow support ship.
The ultimate metric is the number of the air wing spaceframes lost. Call in just enough, not all. Once disabled, order them to depart, while the artillery whittles down the Carthage. However, you won't have time/missiles to disarm the Carthage's port-side Big Green Beams (closer to Neptune HQ station). So Custos gunboats will be battered by them, and they cannot depart!
When starting out, losing 20-30 spaceframes is expected on Medium difficulty. A veteran can lose less than 10 spaceframes on a good run (darn right it was an Excellent command performance!). By then, 10+ lost is a sign of error. You've called in too much, or you have not defanged the Carthage belly/destroyed the 2 Deimos. The holy grail is zero spaceframes lost, if luck helps you in distracting the Tev fighters.
For giggles, see how low you can fail. Try to get the UED Toutatis to jump in (to save your sorry butt), and then get it destroyed.
------------
Hello Laporte Battuta, I loved the characterization in this mission. Even after 50+ replays, I smile. Calder risks his neck for Laporte and gets rewarded with an unexpected pleasure of a victory. Laporte gets payback and emotional catharsis for Delenda Est. For sparing the Carthage, she grows as a leader, in control of herself. For destroying it, Laporte becomes detached from the petty ants, finally fitting in with Falcata as murderess. Lopez flounders in her futile calls to Steele after the engines go out. The usually controlled Steele is furious. Can't wait for the Act 3 VOs - Laporte's VA killed it in Act 1 and 2.
Morrigan in the Sunglare was great. But I was sad that Laporte's 'I think I love you.' line to Simms was left out.
I'm salty about the glide nerf. But I'll post my thoughts in the discussion thread after I finish the director's cut.
Great post! Glad you enjoyed.
-
So did anybody actually use the Gauss Sidhe!
-
I don't really see a good place for it apart from maybe in Eyes, which I can't play because of the cursor bug.
-
Yeah, you don't actually have to shoot fighters much, and it's a wee bit glitchy versus larger ships. But I think it's a super cool concept!
-
Pew pew is win.
I submit my feedback.
-
Yeah, you don't actually have to shoot fighters much, and it's a wee bit glitchy versus larger ships. But I think it's a super cool concept!
It definitely is and I still want to try it out.
-
Potential Walkthrough for "Everything is Permitted:"
The multiple paths available for the assassination of Elder Hendrikson make an interesting exercise. You have several options, both direct and subtle, though I prefer the direct approach. The Ainsari's glide feature will be of great help, and while the selection of weapons is good, this mission is only going to require firepower if that's your style--and if you plan your approach carefully. With a small amount of luck, it's quite easy to get a perfect no-damage playthrough.
Potential Walkthrough:
Loadout: Gattlers and Shrikes
First, cover the distance to Artemis Station as fast as possible. Take care not to approach the AWACs. During your approach, you'll see the Marcus Glaive leaving the area. (This is a good opportunity to find out how your signal gauge works, incidentally.) Scan the comm subsystem of Artemis Station, you need this no matter what happens. Lambda Transports will arrive by the time you've completed this.
Second, move out towards the transports, using the Glide Mode. Point your trajectory so that you'll pass a couple of kilometers "above" the transports and their escort fighters. While you're doing this, a second group (Omega) will arrive. Elder Hendrikson will transmit a message to Admiral Steele. This is your first opportunity to narrow down her location. The signal gauge is sensitive enough to narrow down which group she's in from a few kilometers away, now you can move in a bit closer. Her second message, about a minute later, will allow you to just about specify which transport is hers. Stay within a kilometer of that ship, because her third message a minute later will be enough for confirmation.
Direct Approach: Target the transport's engines and head directly away from it. Gliding backwards, your Shrikes have enough range to be fired from several kilometers away--five is plenty. Move quickly as you won't be noticed for several more seconds. Cancel glide mode and change your trajectory. Best bet, move yourself significantly "up" or "down" relative to the plane of the action and start gliding again--then shut down. If you've done this quickly enough, you'll have just enough time to watch your missiles' impact on the transport.
Give it several seconds to move yourself out of the danger zone. The fighter escort should spread out a bit, searching for you in the areas nearby (but don't be surprised if one or two lurk near the transport.) Now's your time to strike: Change your glide trajectory again, this time aiming to pass near the disabled transport. You have one chance to make this pass, and the Gattler's range makes this a viable option. It will take a few seconds of sustained fire to destroy the transport, after which you should jump immediately.
Outcomes:
Best Case: Transport destroyed, mission successful, no damage.
Likeliest Case: Transport destroyed, mission successful, minor damage sustained from enemy fire (either the transport's self-defense or from escort fighters.)
Worst Case: Transport destroyed, escort fighters make intercept. Possible Mission Failed. It is possible to evade enemy fire and move out of the area, using the shutdown feature again to lose the enemy fighters.
As said, other options exist, but I haven't used them enough to be comfortable writing them up yet.
-
You should check out the existing walkthrough page for that mission and see if you have anything to add/clarify.
-
There isn't one. (I did think there used to be?)
-
Oh, you're right!
-
Added it.
So how bout them Vishnan weapons! Also we should make a page for the Universal Truth Steele Mix.
-
Vishnan gravity spike.
The vishnan gravity Spike not only has a cool name, it is every pilot's dream weapon when fighting agile fighters such as dragons or maras, your own personal ultra AAA beam capable of piercing shields and inflicting massive hull and subsystem damage in a fraction of a second all without the need to tag, these qualities make this weapon not only immensily powerful but also really fun to use.
------ The following are not for veteran comments but just expressing my opinion
Vishnan primary
It's vishnan, it's a cannon, it does lots of damage and its green, what more is there to it?
Vishnan proximity gun
INVOKES METASTABLE PROBABILITY CONSTELLATIONS if that doesn't sell it for you, I don't know what will (serious note: I barely tried this as the spike eclipsed everything else in terms of fun)
Subspace Missiles
They are awesome, they are overpowered and I want more of them. Only downside is how long it takes for the effect to occur which initially led me to believe they were bugged.
Vishnan bomb
I expected more, specially considering the only mission where it would make sense to fly a bomber you are unable to ever let one off as the lucifer is too busy mind****ing you with horrible images and changing your target everytime. (honestly they need a buff to be in line with the rest of the weapons available)
-
Added the gravity spike comment! I guess I should fill out the rest of that page too (or feel free to jump in, anyone!)
-
Everything is Permitted, part two
The Mjolnir Option
Proceed towards Artemis Station quickly, taking care to avoid the AWACs. Scan the Comm, Weapons, and Sensor subsystems--incidentally filling out a bonus goal for Al-Dawa. Turn and speed out towards the newly arrived Lambda/Omega transport groups, watching the signal spikes to narrow down which ship is Elder Henriksson's. As before, try to stay "above the ecliptic." Once this is determined, use the Ainsarii's glide to open the distance between you and the target. Target engine subsystems and release your Shrikes from long range (five to six kilometers is sufficient) then shut down. If you move quickly enough, you can also alter your trajectory to take you "above or below" the area.
After several seconds of silence, you should be out of the danger zone of fighters investigating the area. Start your systems back up, then move towards one of the Mjolnir RBCs. Take care in choosing, look for one that is clear of fighter patrols--especially the two squadrons of Auroras. Approach your chosen cannon and follow your onscreen instructions. You have to wait 30 seconds for full control, during which time the Tevs will notice something's wrong--radio chatter indicates they're sending a group to investigate. Once control is established, use your comm menu to order the Mjolnir to fire on the transport--then start leaving quickly. The Mjolnir should start turning to target the transport, Artemis control will get frantic, and then the target will be eliminated. Jump out immediately.
Side Notes: Not sure of the minimum distance to subvert the Mjolnirs--looking through the mission files suggests you have to be less than 1500m distant but I haven't tested that. This approach requires zero primary weapons fire. The two flights of Auroras will notice you at 2km no matter what you're doing.
-
You're pretty wrong about that. You can go without firing a primary or secondary with the Mjolnir route and also be completely un-noticed if you start the hack while the Auroras aren't close. Also, gliding has been nerfed to max engine(110 for the Ainsarii) so for pure speed you're better of burner-pumping.
From identifying the transport to getting away without ever getting noticed or firing anything.
The relevant part starts at 6m48s
-
You're not wrong (and your method does work great!) I hadn't played the mission that way on the latest release--I've seen the Mjolnir's miss before, so I went for the sure thing and disabled the transport first. So:
1. Scan Artemis Station subsystems.
2. Hack Mjolnir RBC of your choice.
3. Identify which transport is the target.
4. Order the firing (hoping it doesn't miss).
5. Leave. Elapsed time, 165 seconds.
Is there still supposed to be a time limit where the Tevs regain control? If there is, I didn't notice.
-
The attack order shouldn't miss if you're near the Mjolnir when you order the attack. It has to turn to face the transport first and if you lose control in the meantime...
Also, you're better of identifying the transport first then hacking the closest Mjolnir.
You need to be within 1500m to order the firing so you can't just hack, identify, and run away, you have to go back to the Mjolnir you hacked(which is now swarmed by curious Auroras).
Then again, you could hack one of the Mjolnirs at the back of the station, identify the transport, then hack another one in front while the Auroras are investigating another Mjolnir.
This was basically how it worked in the previous release too, you never had to fire a shot.
-
You need to be within 1500m to order the firing so you can't just hack, identify, and run away...
I've actually ran it that way several times now.
Edit: I've kept at it, and now I wonder if there isn't a slight problem. After you've hacked your chosen Mjolnir, you get a 30-second window before it shuts down (so says Fred and the HUD gauge). However, if you leave the 1500 meter radius, the HUD gauge in question changes to "searching for connection" or something like that. Does the 30sec countdown still continue in the background? I've run through this scenario several times now and I retain control of the Mjolnir for the duration of the mission--usually another 60-90 seconds. Occasionally there's a message from the fighter group telling Argus to let it be. Thoughts?