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game:fusion_genesis [2017/08/18 23:55] – [도전과제] V_L | game:fusion_genesis [2019/07/05 02:03] (현재) – 제거됨 V_L | ||
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줄 1: | 줄 1: | ||
- | ======Fusion: | ||
- | |||
- | |||
- | |||
- | - Basic Knowledge & Tips - | ||
- | [I] | ||
- | |||
- | |||
- | |||
- | While this section does contain features like basic controls, I highly recommend | ||
- | those who are new to the game to look over this section because there is vital | ||
- | information that you need to be made aware of. Even if you're not new to the | ||
- | game but don't know everything about the interface will likely need to stop and | ||
- | take a look because there are some things that not even the game will tell you. | ||
- | |||
- | |||
- | |||
- | - Controls [BKC] - | ||
- | |||
- | |||
- | |||
- | " | ||
- | navigating menus this serves as the button you use to select options or menus. | ||
- | |||
- | " | ||
- | navigating menus this serves as the button you use to cancel an option or exit | ||
- | out to a previous menu | ||
- | |||
- | " | ||
- | |||
- | " | ||
- | |||
- | Left Analog Stick - Fly/Move | ||
- | |||
- | Right Analog Stick - Fire Weapon (fires in the direction you point the analog | ||
- | stick. Beams and missiles must be locked on before they can be fired). | ||
- | |||
- | L3/Left analog stick button - Boost/ | ||
- | analog stick button down, the boost is toggled). | ||
- | |||
- | R3/Right analog stick button - Unused | ||
- | |||
- | Left Bumper/ | ||
- | |||
- | Right Bumper/ | ||
- | |||
- | Left Trigger - Sentient Lock-on | ||
- | |||
- | Right Trigger - Weapon Lock-on (for beams and missiles) | ||
- | |||
- | Back/Select Button - Quickview menu(s) | ||
- | |||
- | Start Button - Pause Menu (Figuratively speaking, the game doesn' | ||
- | pause. | ||
- | |||
- | Some of these will require a little more information but the Quickview menu | ||
- | might as well have its own damn encyclopedia. Seriously, Starfire really dropped | ||
- | the ball by failing to effectively provide a comprehensive rundown of its many | ||
- | functions. It would be an inexcusable travesty for me not to share my knowledge, | ||
- | but I'm going to start with some noteworthy aspects regarding the pause menu | ||
- | first. Don't worry though, I'll describe the Quickview menu immediately | ||
- | afterwards. | ||
- | |||
- | |||
- | |||
- | - Pause Menu [BKM] - | ||
- | |||
- | |||
- | |||
- | The two things you're most likely to use the pause menu for are selecting | ||
- | special missions and changing settings. Selecting settings within the Help & | ||
- | Options tab will let you adjust audio settings, but there' | ||
- | option, you've been warned. The Safe Area settings let you shift certain | ||
- | on-screen elements closer to the edges so that they don't obstruct your view too | ||
- | much. | ||
- | |||
- | The How to Play tab is riddled with incomplete information. The Controls section | ||
- | (which incidentally was already provided a tab) fails to include the boost | ||
- | command, the Quickview section barely scratches the surface of its various | ||
- | functions, Onscreen display fails to explain the curved bars next to sentient | ||
- | and pilot skills, (they represent the cooldown time/how much more energy is | ||
- | needed to use it, whichever is needed most at the time), and lastly the icon | ||
- | glossary only lists those that are either unimportant or easily deduced, failing | ||
- | to include weapon classification icons, radar icons, and/or buff icons. | ||
- | |||
- | The More Options tab includes some online options, the ability to turn off the | ||
- | radar ring (though why you would want to do such a thing is beyond me), | ||
- | something called Starfield which I must confess I have no clue about, and camera | ||
- | options. The Camera is set overhead by default, provides an equal view in all | ||
- | directions, and is the most useful for gameplay. Overhead + Look Ahead provides | ||
- | the same view as the previous one but also looks in front of the ship slightly | ||
- | but it's not that great. Fixed Angle gives you a 45 degree view that lets you | ||
- | view certain visual elements that would otherwise have been obstructed by the | ||
- | default setup. Tilt might as well have been titled "Vomit Inducer" | ||
- | practically upside-down half the time and very disorienting. The game's | ||
- | practically unplayable with that option. Lastly, the Lazy setting is one of the | ||
- | more unique ones since it has a 45 degree angle like Fixed Angle, but unlike it | ||
- | and the two overhead views, its orientation isn't fixed. Instead, Lazy follows | ||
- | directly behind the player' | ||
- | zones. I highly recommend switching to the Lazy setting once you've completed | ||
- | a significant portion of the game and can cruise lazily around without fear | ||
- | because the altered perspective lets you really take in the sights. | ||
- | |||
- | The left side of the pause menu includes the galaxy map (which is also | ||
- | accessible from the quickview menu), online social options, and the special | ||
- | missions tab. Special missions can be initiated at almost any time and include | ||
- | military warzones, Dark Legion invasion missions (more commonly referred to as | ||
- | Legion Raids), and the Ark (more commonly referred to as Ark Raids. Military | ||
- | warzones become available almost as soon as you join the Revenant Order or | ||
- | Dominion of Allied Planets, Ark Raids are unlocked after completing all the main | ||
- | story missions, but it's not quite clear to me when Legion Raids become | ||
- | unlocked. All are explored in greater detail in later parts of the guide. | ||
- | |||
- | |||
- | |||
- | - Quickview Menu [BKQ] - | ||
- | |||
- | |||
- | |||
- | I'm not exaggerating in the slightest when I say that this is the heart of the | ||
- | game and a make-or-break aspect that was clearly broken, as evidenced by the | ||
- | game's low notoriety and sales (though the less than significant marketing | ||
- | didn't help either). The information supplied in the Help & Options section | ||
- | barely scratches the surface of what you need to know to be successful, and | ||
- | it's the reason I'm guessing a lot of people didn't bother with the game after | ||
- | playing the free trial. But fear not! For I have the answers you seek! Though if | ||
- | you would like a video presentation, | ||
- | Youtube that can be helpful. However, since its creator failed to respond to my | ||
- | message, I will not be posting a link since I was unable to get permission. So | ||
- | if you're the type that likes a visual look at what you need to know, search for | ||
- | it. For those of you who prefer text to fancy-pants videos (and to cover my aft | ||
- | if the video is removed for one reason or another) I've got you covered there | ||
- | too. | ||
- | |||
- | We'll begin from the top-left, work our way right, go to the bottom-left and | ||
- | work our way right again. To navigate through the menus you have to hold the | ||
- | left analog stick to select a menu tile and press " | ||
- | the game's Help & Options section already describes the first set of menus I | ||
- | won't bother listing it here, especially since most of it is either easily | ||
- | deduced or has more significant meaning/ | ||
- | |||
- | One thing I will explain here is that any time a menu tile is flashing it means | ||
- | that there' | ||
- | means you've acquired a base/ | ||
- | the ship menu it means you've acquired an upgrade and/or new weapon (although | ||
- | the upgrades tile will flash regardless of which one it is). Lastly, the | ||
- | sentients menu will flash when your sentients have unassigned | ||
- | skill/ | ||
- | |||
- | |||
- | |||
- | - Pilot Sub-Menu [QP] - | ||
- | |||
- | |||
- | |||
- | The Pilot Sub-menu is all about you and your growth as a character. (Small | ||
- | interjectory note: you can exceed 999,999 credits.) Starting from the top-right | ||
- | (because the top-left is the same as the tile you just selected to enter this | ||
- | menu) is the Pilot Skills menu. The Skills button will automatically be | ||
- | highlighted when you press " | ||
- | analog stick and you can highlight the skills assigned to each button. By | ||
- | pressing " | ||
- | with the multipurpose " | ||
- | the " | ||
- | useless since the mini-map displays enemies in a wide area and you can select | ||
- | the map from the first set of tiles in the Quickview menu anyway. It's good to | ||
- | have on hand in the early parts of the game when you want to get your bearrings | ||
- | but you'll definitely want to replace it with a skill once you know the basic | ||
- | layout of the zones. Want to know what skills you've got or how to get a new | ||
- | one? Select that skills button I mentioned earlier and I'll tell you what you | ||
- | need to know. | ||
- | |||
- | Skills are divided into Base skills and faction skills. Base skills are made | ||
- | more effective by assigning base points to them. Base points are awarded every | ||
- | time you level up, 1 per level, just highlight the skill and press " | ||
- | point in it. You cannot put more than 25 points into any given skill. Faction | ||
- | skills become available after joining a particular faction and completing one of | ||
- | their story missions. Again, the skills are made more effective the more points | ||
- | you put into a skill, points are awarded upon completing faction story missions, | ||
- | and no more than 5 points can be assigned to a given skill. You can, however, | ||
- | put faction points earned from one faction into another factions skill since the | ||
- | points are universal. Lastly, Military skills are shared between the Order and | ||
- | Dominion, so joining either faction will unlock that set of skills. For a more | ||
- | detailed look at the skills and recommendations on what to get, see section VIII | ||
- | of this guide. | ||
- | |||
- | The third quadrant/ | ||
- | are unlocked when you fulfill the criteria for a challenge in a given category. | ||
- | Press " | ||
- | you wish to view, and press " | ||
- | challenges and recommendations on the best methods for completing them see | ||
- | section IX of the guide. | ||
- | |||
- | The last tile is the Squadron tile, which allows you to change multiplayer | ||
- | social settings and presumably create/join a group of players. | ||
- | |||
- | |||
- | |||
- | - Zone Map [QZ] - | ||
- | |||
- | |||
- | |||
- | Nothing more than its title says, it's just a map of the zone you're currently | ||
- | occupying. | ||
- | |||
- | |||
- | |||
- | - Ship Sub-Menu [QSH] - | ||
- | |||
- | |||
- | |||
- | The first quadrant/ | ||
- | maximum total being 15 (Though you can't have more than 5 sentients). | ||
- | Weapons/ | ||
- | Press " | ||
- | toggle between options, then press " | ||
- | replace an equipped item without losing it (this is standard in like 99% of | ||
- | games but the clarification is important since the same function is glitched in | ||
- | another tile). | ||
- | |||
- | The second quadrant/ | ||
- | display your ship's current statistics, which are modified by skills, upgrades, | ||
- | and equipped sentients. | ||
- | |||
- | The third quadrant/ | ||
- | three different types of upgrades: ship, weapon, and ability, and all have the | ||
- | same basic features. After selecting the tile you can scroll through acquired | ||
- | upgrades or use the left/right triggers to display a different upgrade type. | ||
- | Once again, equipped upgrades will have a small circle before their titles and | ||
- | you can have a maximum of 2 equipped in each category simultaneously. This can | ||
- | include two upgrades with the same effect, and the number of upgrades capable of | ||
- | being stored/ | ||
- | also be able to pick up dropped upgrades even if your cargo hold is full, due to | ||
- | the fact that upgrades do not take up cargo space.) Like weapon slots, it | ||
- | doesn' | ||
- | exiting the ship tile upgrades in slot A will be listed at the top, and upgrades | ||
- | in slot B will be just below it. | ||
- | |||
- | Pressing " | ||
- | it in slot A/B, or desynthesize it. Although you can choose to replace an | ||
- | already equipped upgrade, I strongly recommend that you don't. Upgrades can | ||
- | sometimes fail to de-equip the one they' | ||
- | the event is uncommon it will most certainly delete one, or possibly more | ||
- | upgrades from your inventory. You can prevent this when you see more than two | ||
- | upgrades equipped by de-equipping all of them and selecting the two you want. | ||
- | But it's tedious to scroll up and down to make sure no more than two upgrades | ||
- | are equipped, so I advise manually un-equipping upgrades. Although even this | ||
- | method is glitched, it's easier to see when there' | ||
- | tell if an upgrade has been successfully unequipped because equipped upgrades | ||
- | are filled in light blue while empty slots are left empty and a darker blue. | ||
- | Plus, you'll know exactly which upgrade is effected, just equip it, and un-equip | ||
- | it again and the slot should be empty like normal. | ||
- | |||
- | The desynthesize option is the only way to get rid of unwanted upgrades since | ||
- | they cannot be sold. Desynthesizing upgrades instantly provides you with green | ||
- | crystals for ship upgrades, red crystals for weapon upgrades, and yellow | ||
- | crystals for ability upgrades, (the amount yielded is shown at the bottom-left | ||
- | of the mini-menu displaying the upgrade' | ||
- | is for the number of upgrades because given the aforementioned glitch I didn't | ||
- | want to risk exceeding any undefined limit like the item containers in The | ||
- | Elder Scrolls IV: Oblivion. I'd recommend keeping no more than around 10 | ||
- | upgrades or so and desynthasizing unwanted ones at your earliest convenience | ||
- | just to be on the safe side. | ||
- | |||
- | The last tile is the cargo tile which shows the various useless knick-knacks | ||
- | you've picked up, how much room they' | ||
- | credits.Selecting the sell now/sell all options will allow you to sell the | ||
- | cargo item(s) without docking provided you have a sentient with at least 1 point | ||
- | in the Trading skill equipped. | ||
- | |||
- | |||
- | |||
- | - Sentients Sub-Menu [QSE] - | ||
- | |||
- | |||
- | |||
- | The left half displays equipped sentients and weapons, though with less | ||
- | information regarding the latter. The bottom-right tile displays the total | ||
- | number of each crystal you have, and lets you toggle Auto-Feed on or off. I | ||
- | highly recommend you turn it off for reasons I'll explain later in this section. | ||
- | Lastly, the top-right tile is a list of your sentients, press " | ||
- | highlighted one to open up yet another set of tiles. | ||
- | |||
- | The first quadrant/ | ||
- | status, and icons of abilities currently mapped to the D-pad. Sentient mood can | ||
- | be toggled between defensive, aggressive, and passive with each changing all | ||
- | sentient behaviors, not just the one you're currently viewing. Defensive is the | ||
- | default setting with sentients attacking but not leaving your side. Aggressive | ||
- | is the same for all but the DPS sentient which will fly around and pursue | ||
- | enemies, making it easier for it's pulse weapon to hit targets (Though also | ||
- | potentially making it more difficult to activate its abilities. Passive prevents | ||
- | your sentients from attacking altogether and is mandatory when sentients are | ||
- | equipped and you want to use the undercover skill for stealth purposes. | ||
- | |||
- | The second quadrant/ | ||
- | skill points. Pressing " | ||
- | will let you assign a skill point to a given ability (the maximum number of | ||
- | points capable of being assigned is 8). Pressing " | ||
- | highlighted, | ||
- | where a skill is assigned on the D-pad. Abilities without this option are | ||
- | usually passive and active at all times. | ||
- | |||
- | The third quadrant/ | ||
- | Attribute points may be assigned to one of four categories: damage, speed, | ||
- | armor, and shield which increases your weapon damage, speed, hull, and shield | ||
- | strength respectively. Though I don't recommend putting as many points in armor | ||
- | compared to shields since the pilot skill " | ||
- | its description states, only increases hull strength. Pulling the left/right | ||
- | trigger will allow you to view the sentient' | ||
- | attributes and vice versa. These statistics modify the effectiveness of sentient | ||
- | abilities, although the times for mining and trading actually go up rather than | ||
- | down via stat point influence, it fortunately has no effect on the actual times | ||
- | in the game. | ||
- | |||
- | As with the attributes list, pressing " | ||
- | but there' | ||
- | Creating a black crystal requires a red, yellow, green, and blue crystal, and | ||
- | this menu option is the only way to get black crystals. Black crystals are also | ||
- | the only way to acquire stat points because they are not awarded when the | ||
- | sentient levels up like the skill and attribute points are. This is why turning | ||
- | off auto-feed is advised, you can't get blue crystals by desynthesizing | ||
- | upgrades, you'll develop favorite areas to mine, and auto-feed " | ||
- | to sentients regardless of how many or few of a given type you possess. Speaking | ||
- | of crystals... | ||
- | |||
- | The last tile displays your crystals, and since you're in the menu of a | ||
- | sentient, you can " | ||
- | crystal' | ||
- | " | ||
- | there are only so many that can be " | ||
- | and blue) can be acquired by mining objects such as asteroids, ice crystals, and | ||
- | pieces of debris. Leveling up a sentient, as mentioned before, grants skill and | ||
- | attribute points to spend. (Note: You will still pick up crystals even if your | ||
- | cargo hold is full because they do not take up cargo space.) | ||
- | |||
- | Prismatic crystals are awarded after completing all 5 waves of a Legion Raid | ||
- | mission or completing an Ark Raid. Both only yield fractions of a whole crystal | ||
- | so multiple raids must be undertaken. Once you have one however, you can " | ||
- | it to a sentient to reset all of your skills (both base and faction skills) | ||
- | without penalty. You only need ONE whole prismatic crystal to do this so don't | ||
- | " | ||
- | |||
- | Lastly there are the Black crystals mentioned earlier. Each black crystal " | ||
- | to a sentient provides 1 stat point, and with a 10 point limit and six | ||
- | categories you need 60 to max out its statistics. Neither these nor prismatic | ||
- | crystals are " | ||
- | " | ||
- | the right amount. | ||
- | |||
- | A few small notes: crystals will still be picked up even if your cargo hold is | ||
- | full. And although I don't know what the limit is (or if there even is one for | ||
- | that matter), I was able to exceed 1,000 Red/ | ||
- | prismatic crystals, and 100 black crystals. | ||
- | |||
- | |||
- | |||
- | ====지역 난이도 ==== | ||
- | |||
- | be. The first three contain tier 1 (weakest) enemies, the following two, contain | ||
- | tier 2 enemies, the two after that tier 3, and the last two tier 4. | ||
- | |||
- | ====레이다 ==== | ||
- | |||
- | The radar ring is that blue ring around your ship with all the little markers on | ||
- | them. Here's what they mean: | ||
- | |||
- | Green Triangles = Friendlies | ||
- | Yellow Triangles = Neutral Targets | ||
- | Red Triangles = Hostiles | ||
- | Light Blue plus sign diamond things = primary objectives, carrier spawn points, | ||
- | in warzone missions, and downed turrets in Legion Raids | ||
- | Yellow plus sign diamond things = secondary objectives like spynet satellites, | ||
- | Warzone Supply points, etc. | ||
- | Red plus sign diamond things = hostile targets that you need to destroy. | ||
- | Circles are SHIFT platforms. | ||
- | Upside down Y's (be they Green, Yellow, or Red) are docking stations. | ||
- | |||
- | |||
- | =====도전과제===== | ||
- | |||
- | * Chosen (10) Complete all the Revenant Order story missions. | ||
- | * Collector (10) Acquire a new sentient AI. | ||
- | * Crimelord (10) Complete all the Sunshadow Syndicate story missions. | ||
- | * Defender (10) Complete a Dark Legion Invasion mission. | ||
- | * Hero (10) Reach pilot level 75. | ||
- | * Lawmaster (10) Complete all the Praetoriate Fleet story missions. | ||
- | * Legend (10) Reach pilot level 100. | ||
- | * Omniscient (10) Level a sentient to maximum level. | ||
- | * Protector (10) Join the Praetoriate Fleet. | ||
- | * Savior (10) Complete the Ark special mission. | ||
- | * Skilled (10) Earn all skills for a faction. | ||
- | * Smuggler (10) Join the Sunshadow Syndicate. | ||
- | * Trader (10) Join the Consortium faction. | ||
- | * Tycoon (10) Complete all the Consortium story missions. | ||
- | * Upstart (10) Reach pilot level 25. | ||
- | * Veteran (10) Reach pilot level 50. | ||
- | * Warlord (10) Complete all the Dominion of Allied Planets story missions. | ||
- | * Warmonger (10) Complete a Warzone mission. | ||
- | * Warrior (10) Join the Dominion of Allied Planets. | ||
- | * Zealot (10) Join the Revenant Order. | ||
- | |||
- | |||
- | |||
- | - Miscellaneous Knowledge [BKM] - | ||
- | |||
- | |||
- | |||
- | Some information just doesn' | ||
- | going to have to lazily dump them all here in no particular order. | ||
- | Unprofessional? | ||
- | |||
- | - Don't fret when you're told not to completely destroy an enemy(s) in the | ||
- | middle of a mission, enemies will automatically be crippled to non-functionality | ||
- | when they receive enough damage be it from you or your sentient(s) and will not | ||
- | be capable of being targeted (Am uncertain if they can still be damaged at this | ||
- | point but sincerely doubt it). | ||
- | |||
- | 지도나 상태를 보는 중에도 게임이 정지되지 않으므로, | ||
- | 약한 몹이 출몰하는 곳이나 운석 주변에 정차하면 좋다. | ||
- | |||
- | |||
- | |||
- | |||
- | RTB = Return to Base | ||
- | KIA = Killed in Action | ||
- | AWOL = Absent Without Leave | ||
- | DPS = Damage Per Second | ||
- | LR = Legion Raid | ||
- | AR = Ark Raid | ||
- | PVP = Player vs. Player | ||
- | WZN = Warzone | ||
- | NPC = Non-playable character | ||
- | HUD = Heads Up Display | ||
- | DMZ = I'm pretty sure it stands for De-Militarized Zone | ||
- | FYI = For Your Information | ||
- | APB = All Points Bulletin | ||
- | SOB = Son of a Bitch | ||
- | ASAP = As Soon As Possible | ||
- | pt(s) = Point(s) | ||
- | Aft means rear AKA ass. | ||
- | |||
- | |||
- | |||
- | =====공략===== | ||
- | |||
- | |||
- | ==== Prometheus Station [WPS]-==== | ||
- | |||
- | | ||
- | |||
- | |||
- | |||
- | - Commandeer, it's a Nautical Term [WNT] - | ||
- | |||
- | |||
- | |||
- | ...And voila! It's done! (The linear parts I mean.) That's right, from here on | ||
- | out you can pretty much go wherever you want and do whatever you want, leaving | ||
- | it up to me to show you the optimal path to give you an edge and prepare you for | ||
- | any and all pitfalls. There are a good number of things to go over before one | ||
- | can be ready for future challenges, unfortunately there isn't any specific | ||
- | linear path to follow to reach that point. There are however, a few tips you | ||
- | can follow that can GREATLY reduce the difficulty of the process. Before that | ||
- | though, you need to know how to change factions. All you have to do is fly back | ||
- | to Alpha Station, select " | ||
- | different faction. You can change factions at any time that you're not on a | ||
- | mission, and you do NOT loose progress with a faction that would result in | ||
- | having to jump through hoops to re-join, nor does your progress with a faction' | ||
- | enemies affect anything within either faction. | ||
- | |||
- | The first, and most useful thing to have on hand when starting the game is the | ||
- | commandeer ability. In the Syndicate faction there' | ||
- | that lets you take control of enemy ships, but with many restrictions like the | ||
- | fact that you can't dock anywhere without the ship being replaced with what | ||
- | you had originally. The commandeer ability has the same basic concept but is | ||
- | vastly superior in other ways, but most notably for being able to dock and take | ||
- | part in missions without being replaced. Its only restriction compared to Hijack | ||
- | is that it's restricted to friendly ships, but that can be circumvented. | ||
- | Commandeer is a ship ability that's innate to an interceptor from either the | ||
- | Dominion of Allied Planets or Revenant Order. Joining either faction will get | ||
- | you access to the interceptors, | ||
- | purchased right away for 2,000 credits. | ||
- | |||
- | With the commandeer skill you can take control of ANY friendly ship from the | ||
- | same faction, regardless of tier level, but to encounter higher tier ships | ||
- | you'll need access to new zones. To be permitted access to later zones all you | ||
- | have to do is explore the regions of the zones you've already unlocked. And by | ||
- | explore I mean fly into different areas, and when the text displaying the region | ||
- | name appears it means you've " | ||
- | higher the tier level of the ships are likely to be. You find tier 1 ships in | ||
- | the Asteria and Erebus zones, tier 1, & occasionally 2, in the Leviathan zone, | ||
- | tier 2 ships in the Graveyard and Tempest zones, tier 3 ships in the Solaria and | ||
- | Tartarus zones, and tier 4 ships in the Crucible and Shadowrift zones. | ||
- | |||
- | |||
- | |||
- | - Hidden Arsenal [WHA] - | ||
- | |||
- | |||
- | |||
- | This next glitch is so ridiculously easy to trigger that you're bound to trigger | ||
- | it eventually. Fortunately for us, it's a BENEFICIAL glitch. All you have to do | ||
- | is fly a ship with 3 or more weapons into Alpha Station to change factions and | ||
- | not change your weapon load out. No seriously, that's all you have to do! For | ||
- | some reason, when you get switched to the ship " | ||
- | factions, the equipped weapons remain equipped in spite of the fact that the | ||
- | ship can only support 2. It's assumed that Starfire wanted to de-equip all the | ||
- | weapons, were having problems with the upgrades glitch that makes upgrades | ||
- | disappear from time to time, couldn' | ||
- | releasing the game, and decided to just keep the glitches in and try to patch | ||
- | the game later. | ||
- | |||
- | Sentients will not be visibly active if assigned to slots C or D on a ship that | ||
- | doesn' | ||
- | equipped in those slots. Weapons however, will function normally regardless of | ||
- | whether the ship supports a slot or not. This glitch will reset when buying new | ||
- | weapons or sentinets, or when switching ships (unless you're hijacking or | ||
- | commandeering). You can also take advantage of this glitch if you fly a | ||
- | commandeered vessel into Alpha Station to change factions, just so long as you | ||
- | replace the ship with your own weapons first. Lastly, while you can manually | ||
- | de-equip weapons/ | ||
- | weapon in an unsupported slot manually. | ||
- | |||
- | Note: Although more items are being equipped to ships than should be possible, | ||
- | they are still displayed normally in the list of weapons/ | ||
- | result in you going beyond the 15 weapon/ | ||
- | have to worry about valuable items disappearing if you buy/acquire new | ||
- | weapons/ | ||
- | which would likely have caused it to glitch. | ||
- | |||
- | |||
- | |||
- | - Smuggling Ships and Other Impossibilities [WSI] - | ||
- | |||
- | |||
- | |||
- | Unlike the above glitch, you might trigger this one on accident, but you | ||
- | probably won't realize it's potential right away. The Undercover glitch, AKA | ||
- | Eugene, requires more effort on your part than the last glitch, but it's just as | ||
- | beneficial, if not more so. Rather than go through the process, I'll just | ||
- | direct you to the part of the guide that goes into the details (MSUG), and focus | ||
- | on the applications and advice. Using Eugene, you can bring military | ||
- | interceptors with the commandeer ability into other factions, and since the | ||
- | ability works on ships that are a part of the same faction you're currently in | ||
- | rather than ships marked green, you can use it to commandeer ships that were | ||
- | never meant to be controlled by the ability. Unfortunately for you, the | ||
- | Undercover skill starts off with a whopping 5 minute cooldown time after use, | ||
- | so in spite of the fact that Eugene is capable of working with only 1 point | ||
- | assigned to the skill, you'll need at least 3 assigned before the wait is less | ||
- | ridiculous. | ||
- | |||
- | |||
- | |||
- | - The Fantastic 5 [WFF] - | ||
- | |||
- | |||
- | |||
- | There are 5 things you'll want in order to gain an edge in the game, credits, | ||
- | crystals, side mission completion, faction skills/ | ||
- | All are important in their own way, but few can be acquired without needing to | ||
- | move on to the other before being done with the potential exception of mining | ||
- | for crystals. Mining for crystals is slow enough as it is, but it's even worse | ||
- | if you only have one sentient to do the mining. That's why you want 2 sentients | ||
- | with the mining skill maxed out and a couple of points in looting before you | ||
- | move on. You'll want the Tank and Healer sentients to start off with, and the | ||
- | skills Mining, Shield Regeneration, | ||
- | Hull Regeneration all maxed out. (Or at least close to it in the case of the | ||
- | Healer sentient if you don't get the uncommon version of it). | ||
- | |||
- | To get the Healer sentient you'll need credits, which will also help you get | ||
- | your hands on stronger ships in the future. Credits rewards for completing | ||
- | missions are highest in the Consortium story missions, so you'll want to work | ||
- | on their missions to get the money you need. That said, you don't really need a | ||
- | ton of money unless you're aiming to get the uncommon versions of sentients or | ||
- | purchase a tier 4 military cruiser to use with Eugene. But you'll also get | ||
- | faction skill points for completing faction story missions, which are extremely | ||
- | valuable. But to gain access to ALL the skills, you'll need to join each faction | ||
- | and complete the first story mission in each, (Dominion OR Order may be chosen | ||
- | since they both unlock the military skills). As for WHICH skills to develop, | ||
- | there again is no way to say what the best order is because it depends on what | ||
- | you plan on taking advantage of as well as your playstyle. But I'll list a few | ||
- | that are of note, for more information see the "Mad Skillz" | ||
- | guide, (XX). | ||
- | |||
- | - Advanced Radar is a Praetorian skill you'll want to have so that you can see | ||
- | cloaked enemies, especially if you're not using lock-on weapons like beams or | ||
- | missiles. But you also only want to put one point in the skill because more | ||
- | points just increases radar range and nothing else. | ||
- | |||
- | - Roll is another skill you only need 1 point in to take advantage of the Roll | ||
- | glitch, though if you're not planning on using a cargo ship or cruiser you can | ||
- | skip this. | ||
- | |||
- | - Undercover is fantastic for utilizing Eugene, but if you're one of those | ||
- | people who don't cheat under any circumstances then you might want to skip it. | ||
- | |||
- | - Abation is best to me for its near neutralization of the tractor beam's | ||
- | inhibiting effects on you, but it's also great for reducing the amount of time | ||
- | abilities like disable and shield short effect you for. | ||
- | |||
- | - Flares fire more frequently the more points you put in the skill which means | ||
- | more energy drained, but if you have an analogous upgrade of any strength level | ||
- | then you won't have to worry about it at all. Flares isn't as great against | ||
- | missiles as the Roll glitch is against beams but it's not far off. | ||
- | |||
- | To get more faction points you'll need to complete more faction story missions, | ||
- | and that means getting the faction experience points (AKA FXP) to unlock them. | ||
- | The easiest way to earn FXP is to complete side missions, preset side missions | ||
- | especially since they rarely require any skills/ | ||
- | playing the Revenant Order story and preset missions if you want the resources | ||
- | associated with them because some of the Dominion preset missions are | ||
- | ridiculous, and nearly half of the Order story missions have presets too. | ||
- | |||
- | |||
- | |||
- | - Finding Identity [WFI] - | ||
- | |||
- | |||
- | |||
- | It's important to know what kind of gameplay style you prefer so that I can put | ||
- | you on the right road. In the beginning, you'll want to commandeer a tier 4 | ||
- | cargo ship and have the Tank and Healer sentient equipped so that you can take | ||
- | advantage of their increased weapon power and spam Recharge and Armor Increase. | ||
- | This combination will serve you well for quite some time but will eventually | ||
- | need to be replaced with something that offers more firepower. That's where this | ||
- | section comes into play, it's purpose is to list ship, weapon, and sentient | ||
- | combinations that achieve certain results. | ||
- | |||
- | - Cruiser + Battlegun + All three sentinet types. | ||
- | Description - This is one of my go-to setups, it's basic and well-rounded. | ||
- | |||
- | - Consortium Heavy Fighter + Battlegun 4 in slot D + All three sentient types. | ||
- | Description - This is an upgraded version of the above type thanks to increased | ||
- | speed. | ||
- | |||
- | - Military Scout + 2 DPS sentients in the A & B slots + Corsairs in the C & D | ||
- | slots. | ||
- | Description - The innately higher energy regenation of scout crafts, plus the | ||
- | 33% cost reduction from military scouts, and the DPS sentient' | ||
- | Regeneration skill let you unleash a volley of powerful projectiles against | ||
- | strong targets (though it's not nearly as good for ship-to-ship dogfighting). | ||
- | |||
- | - Praetorian Scout + Undercover | ||
- | Description - This is best used in Ark Raids with the Deathshrike Mine V. | ||
- | |||
- | - Syndicate Heavy Fighter + Coffin Nail Missiles | ||
- | Description - Power Missiles are good on any ship for their ability to fire | ||
- | with minimal lock-on but full firepower. Coffin Nail missiles on the other hand | ||
- | are very strong... but need max lock-on to be propelled at full speed. The | ||
- | Syndicate' | ||
- | Nail. | ||
- | |||
- | - Praetorian Heavy Fighter + 1/2 DPS sentients + 2/3 Power Lightning Beams | ||
- | Description - This combo is a little iffy since I'm not certain whether the | ||
- | Enforcer' | ||
- | conveys the same ability as the power beam that fires at full power regardless | ||
- | of lock-on time but doesn' | ||
- | a fully locked shot. | ||
- | |||
- | The Battlegun is a great weapon to have and there' | ||
- | players covet it. It's a pulse weapon, so there' | ||
- | supershield ability, it's handicap can be overcome by equipping it to a cruiser | ||
- | or Consortium Heavy Fighter, and it fires extremely fast making it easier to hit | ||
- | targets from far away. A level 4 Battlegun is pricey so you'll have to take | ||
- | part in several Warzone missions before you can purchase it. It's also probably | ||
- | best to use the cargo ship setup in tier 3 warzones like Solaria or Tartarus | ||
- | since the points awarded are slightly less, but the enemy battleship will fall | ||
- | faster. The other weapons require time spent in Legion Raids and Ark Raids so | ||
- | they take longer to get access and are usually more difficult to get your hands | ||
- | on. | ||
- | |||
- | Before we finish this section, I need to talk about base pilot skills. It's | ||
- | important that you understand how each one effects you as you proceed because | ||
- | you'll want to build up your character as early as possible. The four skills | ||
- | to boost effect offense, defense, energy, and the Afterburner skill. Although | ||
- | you may instantly be drawn to the increase in damage it's important to look at | ||
- | the actual increase in value. The skills that boost offense and defense can only | ||
- | go up to 25%, Afterburner can go up to 50%, and your energy pool can increase to | ||
- | 100%! Increasing defense has some good to offer, but it's only REALLY potent in | ||
- | the Dominion faction because, contrary to what the description of the skill | ||
- | states, only your hull strength increases, not shields. Making the Dominion the | ||
- | choice because their hulls are twice as shields, rather than the other way | ||
- | around like it is in the Order. The Afterburner is a useful skill not just for | ||
- | getting out of tight spots in a hurry, but for traversal in general which is | ||
- | why I tend to boost the skill along with increasing energy reserves. Afterburner | ||
- | doesn' | ||
- | it also reduces its energy cost. Eventually you can pair it with a DPS sentient | ||
- | and boost for an indefinite amount of time! | ||
- | |||
- | |||
- | | ||
- | |||
- | |||
- | ====본편 이야기 ==== | ||
- | |||
- | Main story missions are those you get from Judah at Alpha Station in the Asteria | ||
- | zone. They can be completed with any ship from any faction and culminate in the | ||
- | unlocking of the Ark Raid special mission. All of these missions yield a measly | ||
- | 100 XP so I won't even bother listing the rewards for the missions. | ||
- | |||
- | === Old Friends, New Enemies [MS1] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked at: level 5, Gameplay Zone: Asteria. | ||
- | |||
- | Description - All you have to do is get to the preset locations and scan them, | ||
- | then fly over to the Dark Legion Ship that appears at the end, nothing more, | ||
- | nothing less. | ||
- | |||
- | |||
- | |||
- | ===Hunter and Hunted [MS2] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked at: level 10, Gameplay Zone: Erebus | ||
- | |||
- | Description - One of the more brief missions, the name of the game here is RUN, | ||
- | and while faster ships aren't required, they sure as hell don't hurt. All you | ||
- | have to do is take the SHIFT platform to the Erebus zone, fly to the | ||
- | destination, | ||
- | Before you can do that however, a handful of Dark Legion fighters and a cruiser | ||
- | about the size of a cargo ship will appear. The fighters can be dealt with but | ||
- | not the cruiser because its strength scales depending upon your level making it | ||
- | do massive amounts damage, and most importantly cannot be destroyed. Just don't | ||
- | dawdle and you should be fine. | ||
- | |||
- | |||
- | |||
- | === Undercover [MS3] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked at: level 15, Gameplay Zone: The Graveyard | ||
- | |||
- | Description - You'll be tasked with meeting an old colleague of Judah' | ||
- | currently in the Dominion over at the Monument of the Fallen region. After a few | ||
- | boxes of text he'll call for backup to keep his cover from being blown (even if | ||
- | you're in a Dominion ship as opposed to an Order one). Judah will tell you that | ||
- | you need to incapacitate the ships without completely destroying them but don't | ||
- | worry, no matter how strong your attacks are the ships will be stopped and | ||
- | incapable of receiving any more damage automatically after damaging them enough. | ||
- | |||
- | |||
- | |||
- | ===War and Pieces [MS4] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked at: level 20, Gameplay Zone: The Tempest | ||
- | |||
- | Description - The Dominion and Order are done with small-scale skirmishes and | ||
- | have engaged in full-on battle in the Tempest zone. No matter who wins, war will | ||
- | be inevitable if you don't diffuse things fast. To do that, you'll need to | ||
- | protect the battleships carrying major leaders from both factions, and that | ||
- | means taking out as many fighters and cruisers as possible. Fortunately, | ||
- | sides will be too busy fighting each other to launch a coordinated attack | ||
- | against you. After destroying enough designated ships a Praetorian cruiser | ||
- | arrives demanding an immediate ceasefire, stopping the conflict and opening up | ||
- | the chance to warn the Convocation about the Dark Legion in the next mission. | ||
- | |||
- | |||
- | === Sacrifice [MS5] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked at: level 25, Gameplay Zone: The Tempest | ||
- | |||
- | It's negotiation time and we're going back to the scene of the last battle, The | ||
- | Tempest zone. With the Praetorian' | ||
- | yet under control, but the biggest threat is not each other... Before things can | ||
- | be settled Dark Legion Ships begin appearing out of nowhere and attack the | ||
- | capital ships. | ||
- | |||
- | You'll need to protect both parties again but against much stronger ships this | ||
- | time. Be especially careful of the cargo ship-sized cruisers as their Hellfire | ||
- | beams pack a wallop. Admiral Alencourt should/will escape first, then the | ||
- | Order' | ||
- | turn in the mission. | ||
- | |||
- | |||
- | === Captured [MS6] -=== | ||
- | |||
- | |||
- | |||
- | |||
- | Unlocked at: level 30, Gameplay Zone: Solaria | ||
- | |||
- | Description - Alright! An agreement has been made and all you have to do is | ||
- | facilitate a trade, easy right? Yeah, even if this was your first video game | ||
- | you'd have to have a severe mental deficiency to look at the title of the | ||
- | mission and not think that things are going to go South in some form or another. | ||
- | Sure enough, when you arrive you're boxed in by a Dark Legion Dreadnought and | ||
- | none other than the Order' | ||
- | ships whose pilots are apparently under the control of Dark Legionnaires, | ||
- | there' | ||
- | ships blocking any hope of escape, not only will you not run into them, they | ||
- | won't even fire at you when you leave! (Save for at the end of the mission as | ||
- | they' | ||
- | you need to destroy the ships to proceed, but the option is there to get out of | ||
- | range if you start taking too much damage. | ||
- | |||
- | The first wave consists of four scout-class Consortium fighters, the second, 4 | ||
- | interceptor-class Praetorian fighters, the third, 4 Order Heavy Fighters, the | ||
- | fourth, a pair of Syndicate cargo ships, and finally, a Dominion cruiser. | ||
- | Survive all 5 waves and the two ships will part ways and let you go with no | ||
- | strings attached. One can only assume that they are under the impression that | ||
- | there' | ||
- | |||
- | |||
- | |||
- | ===Retribution [MS7] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked at: level 35, Gameplay Zone: Shadowrift | ||
- | |||
- | Description - Lock and load, we've got a major combat mission on our hands and | ||
- | the enemy isn't going to just lay down and die. I recommend torpedoes and/or | ||
- | strong missiles for this since you're going to be taking down capital ships that | ||
- | don't go down easy if you're using a tier peashooter. With the Order' | ||
- | gone bad in the worst way, the Dominion are the only major force backing you up | ||
- | in this endeavor which makes things look grim. That is until you actually enter | ||
- | the fight... | ||
- | |||
- | Remember how I said that the enemy wouldn' | ||
- | lied, kinda. The matriarch' | ||
- | much for everyone other than the crew of her ship to accept because there are no | ||
- | Order ships other than the flagship. And there must be some serious infighting | ||
- | on board because it never fires back at you or anyone else! The Dark Legion | ||
- | arrived in less-than-optimal numbers too so making the matriarch pay is as easy | ||
- | as can be. | ||
- | |||
- | With its targeting distraction sundered, the Dark Legion ship makes a tactical | ||
- | relocation AKA runs away like a pansy. But the Legionnaire is justified in his | ||
- | confidence when you catch up; you're up against a carrier-class vessel with no | ||
- | backup in sight. But then, out of nowhere, a Syndicate Reaper cruiser commanded | ||
- | by warlord Alencourt, son of the Dominion admiral of the same name, forces his | ||
- | way into the fray to assist you! Now that the unexpected cavalry has arrived, | ||
- | avoid the carrier' | ||
- | After taking enough damage the carrier will try to flee again but it's no use, | ||
- | they just can't make it past the DMZ. With nowhere to run, shields gone, and | ||
- | hull at 50% it's time to turn that Dreadnought into a pile of scorched debris! | ||
- | |||
- | |||
- | |||
- | ===All Good Things [MS8] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked at: level 40, Gameplay Zone: Shadowrift/ | ||
- | |||
- | Description - This is it, the final main story mission. Your goal is to fly into | ||
- | the heart of Dark Legion space so you can pinpoint the location of, and go to, | ||
- | the Ark. To do this, you can either get yourself a high tier ship, load it up | ||
- | with powerful weapons and/or sentients, and upgrades, dodge the powerful | ||
- | hellfire beams fired by the numerous Legion tanks, take the SHIFT platform | ||
- | through to the Ark and destroy the enemies you find THERE as well... Or you can | ||
- | switch on Cloak/ | ||
- | Ark as soon as you arrive. No seriously, the latter description really is that | ||
- | easy. Although the Ark enemies are worth a sizable amount of XP, you can engage | ||
- | them any time you want when initiating Ark Raids so there' | ||
- | stay. After turning in the mission you will unlock Ark Raids in the Special | ||
- | Missions menu. | ||
- | |||
- | |||
- | ===파벌=== | ||
- | |||
- | |||
- | |||
- | |||
- | - Basic Knowledge and Recommendations - | ||
- | |||
- | |||
- | |||
- | You can change factions at any time by docking at Alpha Station in the Asteria | ||
- | zone and selecting the option on the missions screen. (You cannot do this in the | ||
- | middle of a mission though). Changing factions does NOT affect your statistics | ||
- | and will NOT change your relationship with a given faction upon re-joining them, | ||
- | even if you switch to its enemy. There are 5 factions, each with unique | ||
- | characteristics. The Consortium of Free Traders, The Sunshadow Syndicate, The | ||
- | Praetoriate Fleet, The Dominion of Allied Planets, and The Revenant Order. | ||
- | |||
- | The Consortium is a business-centric organization that performs smuggling | ||
- | operations from time to time but is on the right side of the law more often than | ||
- | not and have few enemies. The Syndicate is a band of the most ruthless | ||
- | cut-throats in the galaxy, consisting of smugglers, pirates, assassins, and just | ||
- | about anyone you'd want to steer clear of. They have no allies apart from | ||
- | themselves and are sworn enemies of the Praetorians, | ||
- | close second. Speaking of the Praetorians, | ||
- | the terms of the truce that has kept the galaxy from descending into civil war. | ||
- | The Dominion is the human government military that represents the species | ||
- | officially, and though a Colonel was discharged, a high ranking Admiral has been | ||
- | the subject of much criticism behind closed airlocks. They are the enemies of | ||
- | the Order. The Order is a militant religious group that consists of mostly | ||
- | humans and is led by a mysterious matriarch that dictates the course the whole | ||
- | group takes. They are the enemies of the Dominion. | ||
- | |||
- | Each of the factions has an additional aspect that differentiates them from | ||
- | others. Consortium ships have, on average, twice the normal cargo capacity | ||
- | compared to ships of the same class (with the exception being the cruisers which | ||
- | have the same capacity as the Praetorian and Syndicate' | ||
- | Dominion and Order' | ||
- | weapons cost 50% less but with no statistical downgrade. Dominion ships have | ||
- | twice the hull strength compared to shields, save for the heavy fighters, and | ||
- | Order ships have twice the shield strength compared to hull, again save for the | ||
- | heavy fighters. | ||
- | |||
- | |||
- | |||
- | - Faction Story Mission General Information - | ||
- | |||
- | |||
- | |||
- | All faction missions have certain shared qualities that I'm going to list here | ||
- | rather than repeat throughout the descriptions. For starters, the first section | ||
- | of each faction category involves both the joining of the faction and the first | ||
- | story mission given as a full member. This is because the initial joining is | ||
- | incredibly short and easy, and the following mission usually isn't much more | ||
- | substantial. Completing the mission that lets you join the faction supplies you | ||
- | with a free tier 1 scout fighter and neither the joining mission nor the | ||
- | following first mission requires faction experience points (AKA FXP) before they | ||
- | can be attempted, unlike those that follow. Speaking of FXP, you need 300 for | ||
- | the second mission, and 300 more for every one that follows before you can | ||
- | attempt them. Faction XP can be earned by performing tasks that support the | ||
- | faction such as destroying ships allied with the faction' | ||
- | side missions, etc. | ||
- | |||
- | Faction XP will NOT carry over, meaning if you unlock a story mission for a | ||
- | faction and earn 10,000 FXP you'll still have to regain FXP to unlock the next | ||
- | story mission. You can see the amount of FXP you've earned/need for the next | ||
- | story mission on the Faction stats screen of the dock menu. If you see a number | ||
- | showing how much FXP you've earned rather than a number out of the necessary | ||
- | amount to unlock the next mission it means you've already unlocked the next | ||
- | mission. | ||
- | |||
- | You gain faction levels by completing the Faction story missions that follow | ||
- | your initial joining of the faction, so don't bother trying to get a tier 4 | ||
- | cruiser by earning FXP because you'll just be wasting your time. You will always | ||
- | ascend to the faction level analogous to the mission number, i.e. completing | ||
- | mission 5 will have you at faction level 5, completing mission 8 will put you at | ||
- | faction level 8 etc. You always receive a faction point to put in skills after | ||
- | completing a story mission that advances faction level as well. | ||
- | |||
- | With the exception of the Consortium, which yields more credits as you complete | ||
- | missions, faction missions always yield 100 XP and 250 credits upon completion. | ||
- | The mission-giver zone is where you need to go in order to start a mission for a | ||
- | given faction after acquiring the necessary amount of FXP. The gameplay zone is | ||
- | where you'll be sent to take part in a given mission, and the later the stage, | ||
- | the tougher things usually are. Rank is just a title you're given within the | ||
- | faction that can be viewed when you look at your faction status in the docking | ||
- | menu, it has no effect on gameplay and serves no purpose but I thought I'd list | ||
- | it anyway. Presets are ships and weapons you're supplied for a given mission and | ||
- | that mission only. | ||
- | |||
- | The Praetorians appear to be glitched because if they scan you and find stolen | ||
- | goods (which I'm assuming are the commodities dropped by defeated enemy ships | ||
- | picked up while in the Syndicate faction) they don't just attack you, they | ||
- | become invincible. Yeah you read that right, it's literally impossible to do ANY | ||
- | damage to them no matter what you do. | ||
- | |||
- | |||
- | ===Consortium of Free Traders Story Missions -=== | ||
- | [V] | ||
- | |||
- | |||
- | |||
- | |||
- | ===What' | ||
- | |||
- | |||
- | |||
- | Joining the Consortium is mandatory if you want to be able to switch to other | ||
- | factions and such so I won't bother going over it again, even though the mission | ||
- | to follow is even easier. All you have to do is pay 2,000 credits, leave the | ||
- | base, and come right back. No really, that's ALL you need to do, and since the | ||
- | " | ||
- | it, so even if this is early in the game and you were saving for an interceptor | ||
- | from the Dominion/ | ||
- | |||
- | |||
- | |||
- | === Special Delivery [CSM2] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus, | ||
- | Rewards - Consortium Rank 2 and 6,000 credits. | ||
- | |||
- | Orders are pouring in for the prototype you tested and the staff is overworked, | ||
- | so you've been contracted to make some deliveries to thin out the work load. | ||
- | Although Remus mentions taking a cargo ship, your ship does not change. Just | ||
- | cruise over to the marked location, deliver the goods, and when you do you'll | ||
- | receive a call. Apparently, the Dominion is making things difficult in the | ||
- | Erebus sector and you need to find out what's wrong. | ||
- | |||
- | Things are grim when you arrive as Admiral Kincaid is capturing or killing | ||
- | everyone aboard Consortium ships. One of the pilots tells you to flee before | ||
- | being blown to bits, and you'd be wise to heed that advice. Deal with the | ||
- | Dominion fighters that get in your way and get your aft through the SHIFT | ||
- | platform and out of there. | ||
- | |||
- | |||
- | === Breaking the Code [CSM3] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 600 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - | ||
- | Leviathan, Rewards - Consortium Rank 3 and 9,000 credits. | ||
- | |||
- | As if Kincaid wasn't enough, the situation back at Last Stand station is nothing | ||
- | short of insane in the membrane. Remus informs you that a hidden code in the | ||
- | prototype is infecting Consortium ships, making them attack one another. An | ||
- | antivirus program has already been created but you need to get to the corrupted | ||
- | ships and upload it into their systems before they blast each other to pieces. | ||
- | |||
- | Romulus will tell you not to return fire but you need not worry about your | ||
- | sentients because they won't attack either. Get in there, avoid attacks, hang | ||
- | back and give your shields the chance to recharge when needed, and you should | ||
- | complete the mission without incident. Upon returning it's clear to Romulus that | ||
- | this was an inside job working on behalf of either Kincaid or the Syndicate, | ||
- | meaning we have a traitor in our midst. | ||
- | |||
- | ===They Will Pay [CSM4] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The | ||
- | Graveyard, Rewards - Consortium Rank 4 and 13,500 credits. | ||
- | |||
- | Romulus has his money on the Syndicate being behind the latest attack but | ||
- | doesn' | ||
- | assault, you and a group of Consortium ships (including a cruiser to discourage | ||
- | enemies from attacking) are sent into Syndicate space to get some answers. | ||
- | The Syndicate is less than eager to talk so you'll have to protect Commander | ||
- | Cuss, who is leading the operation, by either dealing with enemies directly, | ||
- | healing/ | ||
- | above. Upon reaching the end of the mission you'll find a lone Consortium ship | ||
- | attempting to flee. Pursue it, and if you stay close enough for long enough | ||
- | Romulus will identify the culprit. | ||
- | |||
- | |||
- | |||
- | === Throwing Rocks [CSM5] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1200 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The | ||
- | Tempest and Asteria, Rewards - Consortium Rank 5 and 20,250 credits. | ||
- | |||
- | The traitor Raconteur has been traced to a region in The Tempest zone, head to | ||
- | it and confront him on behalf of the Consortium. When you've done enough damage | ||
- | he'll warp to Asteria, follow him and confront him again. This time you can | ||
- | cripple his ship after doing enough damage and drag his sorry aft back to | ||
- | Romulus who, after a good talking to and scolding alongside his brother, | ||
- | mercifully lets him go, finishing the mission. | ||
- | |||
- | |||
- | |||
- | ===Impressment [CSM6] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1500 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The | ||
- | Crucible, Rewards - Consortium Rank 6 and 30,375 credits. | ||
- | |||
- | Kincaid is back to threatening the Consortium, and with the Praetorians occupied | ||
- | at the moment Romulus is looking to resolve this sooner rather than later. | ||
- | That's where you come in, you'll be paired with Commander Cuss again, and sent | ||
- | into the region where the Consortium prisoners are being held. Kincaid himself | ||
- | and his supercarrier are there to greet you, and after Cuss initiates the scene | ||
- | depicted on the game's digital cover art the battle will begin. | ||
- | |||
- | Bring down half of the supercarrier' | ||
- | Consortium fighters moving while he deals with Kincaid. Time is of the essence | ||
- | so reactivate them and reactivate them FAST if you don't want to fail this | ||
- | mission. Kincaid will have gotten away if you succeed, but at least the | ||
- | prisoners are safe. | ||
- | |||
- | |||
- | |||
- | === Unfinished Business [CSM7] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1800 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - | ||
- | Tartarus, Rewards - Consortium Rank 7 and 45,562 credits. | ||
- | |||
- | The Syndicate is long overdue for a good aft-kicking after that prototype viral | ||
- | fiasco, and the only person with knowledge of the organization that can be | ||
- | turned to is the traitor Raconteur. Your mission is to have him guide you to an | ||
- | Element 213 production facility critical to the Syndicate' | ||
- | and wreck it. Automated security systems won't make things easy and will | ||
- | eventually become too much after destroying enough of the marked targets. It | ||
- | forces Romulus to tell you to abandon the mission and retreat, but Raconteur | ||
- | isn't going anywhere, instead sacrificing himself by crashing into the main | ||
- | silo, crippling the facility and delivering a massive blow to the Syndicate. | ||
- | |||
- | |||
- | |||
- | === The Last Stand [CSM8] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 2100 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Asteria, | ||
- | Rewards - Consortium Rank 8 and 68,343 credits. | ||
- | |||
- | The mission to make the Syndicate pay for their antics with interest was | ||
- | successful, too successful actually. They' | ||
- | your interest fees and are coming down to the Last Stand base to propose an | ||
- | alternative settlement. By which I of course mean, they' | ||
- | station and make sure everyone dies as horrible a death as possible. | ||
- | |||
- | Scouts have detected everything from fighters to cruisers inbound, but many of | ||
- | them thankfully belong to lower tiers so as long as you're not still in the tier | ||
- | 1 scout fighter this should be a breeze. This is more of a battle of attrition | ||
- | though because it takes a while for the Praetorians to show up. When they | ||
- | eventually do though, and the Reaper cruiser that's stronger than its peers | ||
- | shows up and is destroyed the Syndicate should back down. | ||
- | |||
- | |||
- | ===A Good Cussing Out [CSM9] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 2400 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - | ||
- | Shadowrift, Rewards - Consortium Rank 9 and 102,545 credits. | ||
- | |||
- | Admiral Kincaid' | ||
- | superiors, because he's now AWOL and wanted by the Dominion. It's time to get | ||
- | some serious payback, and Romulus knows just where to find him. Unfortunately, | ||
- | when you arrive you'll find that Kincaid' | ||
- | impenetrable shield that Commander Cuss will need to hack. Dominion fighters and | ||
- | security droids will be after you both so protect Cuss while he works and watch | ||
- | your aft. Once the shield is down, the weapons will be able to fire, and will be | ||
- | gunning for you, so either be very mindful of the amount of damage you're | ||
- | taking, or just use the roll glitch and laugh maniacally as you tear that hunk | ||
- | of metal asunder. (Note: Maniacal laughter is optional and will not improve | ||
- | likelihood of success). | ||
- | |||
- | |||
- | ____ ___ ____ | ||
- | `Mb( | ||
- | | ||
- | | ||
- | YM. , | ||
- | `Mb | ||
- | YM. ,P MM | ||
- | `Mb d' | ||
- | YM,P MM | ||
- | `MM' | ||
- | | ||
- | |||
- | |||
- | ====Sunshadow Syndicate Story Missions -==== | ||
- | [VI] | ||
- | |||
- | |||
- | |||
- | |||
- | ===Initiation [SSM1] -=== | ||
- | |||
- | |||
- | |||
- | Before you can even get to the Syndicate' | ||
- | its members, Captain Zazo. Avoid his missiles and best him in combat and he'll | ||
- | make you an offer you can't refuse (that is unless you quit the mission by | ||
- | opening a SHIFT platform or turning off the console). Accept the mission and you | ||
- | will have gained access to the Syndicate and your first mission as an initiate | ||
- | which is creatively dubbed " | ||
- | |||
- | Your task is to destroy containers outside of Mintek which sounds like a breeze | ||
- | but is more complicated than that. The complications in this case being that, | ||
- | the Praetorians are the sworn enemies of the Syndicate, and the Praetorians just | ||
- | happen to have a base set up at MinTek. Also, since every other faction is | ||
- | neutral towards you, you'll have more enemies than allies on hand. All while in | ||
- | the weakest fighter in the faction. | ||
- | |||
- | It's a good thing that your ship is also the fastest in the game, so make good | ||
- | use of it and high-tail it when things get tough. I had a fighter, a cargo ship, | ||
- | and, no joke, a bloody CRUISER on me and I still managed to complete the mission | ||
- | with no hull damage so even in the most dire of situations it's far from | ||
- | impossible. The Prospector Field sometimes houses friendly Syndicate ships so | ||
- | heading East is probably your best bet if you're having trouble. | ||
- | |||
- | |||
- | |||
- | ===Let' | ||
- | |||
- | |||
- | |||
- | Unlocked with - 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - | ||
- | Leviathan, Reward - Syndicate Rank 2, Presets - Tier 1 cargo ship, Multi | ||
- | Missile II, and Reaver Antimatter Cannon Mk. II. | ||
- | |||
- | Alright initiation' | ||
- | being given a cargo ship full of extremely valuable goods to deliver to a | ||
- | religious militant organization with whom they have a secret fragile business | ||
- | alliance. Say what?!? If the Syndicate trusts that much sensitive information, | ||
- | valuable property, and mission responsibility to a rookie they' | ||
- | shorthanded that they' | ||
- | duties, they' | ||
- | you so much as entertain the notion of betraying them, or the exchange isn't | ||
- | that big a deal because they have super secret projects to create death star | ||
- | laser pistols or space hamster assassins or something. Or maybe they' | ||
- | stupid.... | ||
- | |||
- | Anyway, you need to meet up with the Order vessel and make the trade, but when | ||
- | you do the 5-0 arrive. You need to bounce back to base but can't warp while | ||
- | you're up to your pelvis in Praetorians, | ||
- | nebula (walk in the park) to thin them out with the equipment you've been given. | ||
- | You and your client should escape with ease, but upon returning it seems as | ||
- | though a member of the Syndicate was captured during the skirmish... | ||
- | |||
- | |||
- | |||
- | === The Lucky Charm [SSM3] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 600 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Asteria | ||
- | and Erebus, Reward - Syndicate Rank 3. | ||
- | |||
- | Captain Zazo needs his star pilot back and you're going to help, but first we | ||
- | need to find out where the poor SOB was taken. To find out, you need to hijack a | ||
- | Consortiums ship so that you can get close enough to a Praetorian station and | ||
- | hack the necessary Intel out of it. If you do not possess the Hijack skill it | ||
- | will be automatically be capable of being used even if you don't put any points | ||
- | into it. For more information on the skill see the Syndicate Skills section | ||
- | (MSS). | ||
- | |||
- | Cargo ships are slow but have an annoying beam attack, while Consortium Heavy | ||
- | Fighters are faster but have a slower missile attack. If you're capable of | ||
- | executing the roll glitch outlined in the Consortium Skills section (CSS) with | ||
- | your current resources then the former is an obvious choice, otherwise, you're | ||
- | probably going to want to go with the Heavy Fighter. Once you have the ship just | ||
- | go through the SHIFT platform, get the info, and leave quick before the | ||
- | Praetorians get wise. | ||
- | |||
- | |||
- | |||
- | === Odd Job [SSM4] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - | ||
- | Leviathan, Reward - Syndicate Rank 4. | ||
- | |||
- | During planning Captain Zazo is informed that something has come up, and you | ||
- | need to scan some Consortium ships to gather data. If you have the | ||
- | Cloak/ | ||
- | like scanning while hectically dodging enemy fire. But that's really all there | ||
- | is to this mission, scanning ships, then leaving. | ||
- | |||
- | |||
- | |||
- | ===Break [SSM5] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1200 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The | ||
- | Tempest, Reward - Syndicate Rank 5. Presets: Tier 2 interceptor and 3 Crusher | ||
- | C-Beams. | ||
- | |||
- | Since no one else can get close enough (and you have no say in the matter), | ||
- | you're going to be hijacking a Praetorian cruiser. Don't worry though, this | ||
- | isn't as difficult as it sounds. You're given resources to help you, and that's | ||
- | where things get odd. | ||
- | |||
- | Your ship is a tier 2 interceptor yet your given 3 Crusher C-Beams, which are | ||
- | all equipped in spite of the fact that interceptors are only supposed to have 2 | ||
- | weapon slots. This isn't unheard of, but it only get's weirder from here. You're | ||
- | given a Consortium ship rather than a Praetorian one, but your pilot profile | ||
- | picture puts you in Praetorian gear, and you can even REPAIR SpyNet satellites! | ||
- | As if all that weren' | ||
- | the Syndicate ships, which can be targeted but not damaged... | ||
- | |||
- | To get a cruiser away from prying eyes and sensors, fake distress calls will be | ||
- | made to patrolling Praetorian forces. You have a small squadron of cloaked | ||
- | interceptors ready to pounce on the unsuspecting prey. (They' | ||
- | allies here too so you don't have to worry about accidentally targeting them | ||
- | with your beam weapons). You'll lure a small group of Praetorian fighters first, | ||
- | a pair of cargo ships second, and finally a cruiser. Your allies help distract | ||
- | the big guns away from you but they can only survive for so long so work fast to | ||
- | complete this mission successfully. | ||
- | |||
- | |||
- | |||
- | ===Skin of Your Teeth [SSM6] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1500 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Asteria, | ||
- | Reward - Syndicate Rank 6. Presets: Tier 3 Heavy Fighter, a Piledriver | ||
- | Missile 1, and 3 Viper Proximity Mine I's | ||
- | |||
- | Everything' | ||
- | laid plans and all that... Oddly enough though, it's not riding up in a | ||
- | Syndicate missile-loving heavy fighter that raises the alert but the bioscan of | ||
- | you. The Praetorians should take a lesson from the movie " | ||
- | with their eyes. | ||
- | |||
- | If you try to complete this mission without using mines you WILL fail, so make | ||
- | sure that you deploy them at every chance you get with the right bumper/ | ||
- | button. Although the cooldown time for the mines is a little lengthy, it's | ||
- | countered by the fact you have three different launchers for them that have | ||
- | cooldown times independent of each other. If you hold out long enough that Lucky | ||
- | can take control of the ship and lend fire support, you should have no problems | ||
- | from then on. | ||
- | |||
- | |||
- | === The Rat [SSM7] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1800 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Solaria, | ||
- | Reward - Syndicate Rank 7. | ||
- | |||
- | Now that Lucky is back and the Syndicate is one big happy back-stabbing family | ||
- | again, matters can once again return to undercutting the law for personal gain. | ||
- | There' | ||
- | it doesn' | ||
- | entire Syndicate to the Praetorians who are not fooling around. | ||
- | |||
- | Don't bother trying to chase/shoot down Vestium' | ||
- | South for awhile because Order ships are down there and they' | ||
- | neutral enemies rather than allies. Just focus on the Praetorian forces which | ||
- | consist of a cruiser and a lot of fighters to be exterminated. You have a pair | ||
- | of cargo ships backing you up but you'll have to handle the brunt of the work in | ||
- | this fight yourself, especially since the mission fails if Zazo falls in battle, | ||
- | so don't even think about playing this mission as a tier 1 scout fighter. | ||
- | |||
- | |||
- | |||
- | === Ouroboros [SSM8] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 2100 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - | ||
- | Tartarus, Reward - Syndicate Rank 8. | ||
- | |||
- | As the title of the mission suggests, the Syndicate is tearing itself apart with | ||
- | the help of Vestium who is taking part in the divisive battle being waged | ||
- | himself. Zazo tries to get everyone to stand down but to no avail, there are | ||
- | jamming signals coming from cargo ships that were no doubt brought by Vestium. | ||
- | Unfortunately, | ||
- | everyone at each other' | ||
- | as you can. Once the cargo ships have been dealt with, Lucky will transmit | ||
- | evidence of Vestium' | ||
- | make a break for it. | ||
- | |||
- | Chasing and firing at your target will eventually force it to warp to another | ||
- | zone, somehow managing to do so in spite of the fact that there are no SHIFT | ||
- | platforms nearby. Did Vestium cut a deal with the Order to get a share of | ||
- | whatever they were using Element 213 for in exchange for letting his former | ||
- | Syndicate brothers and sisters take the fall from the Praetorians, | ||
- | something more sinister at work? Whatever the case may be he's out of your | ||
- | reach... for now... | ||
- | |||
- | |||
- | |||
- | === What Goes Around [SSM9] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 2400 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The | ||
- | Crucible, Reward - Syndicate Rank 9. | ||
- | |||
- | Thought we were done with Syndicate mission weirdness? It ain't over 'till the | ||
- | fat piggy warlord squeals, and in space no one can hear you squeal... No one... | ||
- | Before the mission even starts Zazo tells you that Vestium has been tracked | ||
- | down, only to tell you sentences later that he doesn' | ||
- | also tells you during the brief that you can bring Vestium back dead or alive... | ||
- | only to to tell you to bring him back alive only as soon as the mission starts. | ||
- | |||
- | Anyway, all you have to do is damage the cruiser enough that Vestium tries to | ||
- | flee in an escape pod, then capture the pods before he gets away. The cruiser | ||
- | will primarily use missiles and can fire during the scrolling of the dialog | ||
- | boxes so prepare yourself accordingly. After Vestium has been dealt with Zazo | ||
- | will be promoted and you'll have a comfortable standning in the organization. | ||
- | |||
- | |||
- | ==== Praetoriate Fleet Story Missions -==== | ||
- | |||
- | ===The Blue Line [PSM1] -=== | ||
- | |||
- | |||
- | |||
- | The Praetoriate Fleet is always looking for more people to help keep the peace, | ||
- | so head to the destination and get their attention by dispatching the two | ||
- | Syndicate scouts causing trouble to prove your worth. Note: When I tried to sic | ||
- | my sentients on them they wouldn' | ||
- | fighters) so bring at least one standard ship weapon for this battle. Joining | ||
- | the Praetorians will grant you the rank of Cadet. | ||
- | |||
- | Your first official mission is an easy one, scan Consortium ships to make sure | ||
- | they' | ||
- | that you should arrest them if they come quietly, I'm all but certain that such | ||
- | an event cannot occur. Also, any Consortium ship will do, not just the cargo | ||
- | ships and not just those found near the objective marker. Therefore I advise | ||
- | that you stay as close to the home base as possible if you happen across an | ||
- | enemy that's too much for you to handle at present. Plus, since you only have to | ||
- | scan 3 ships, it's possible you won't even have to leave anyway, or engage in | ||
- | combat for that matter if you didn't put any faction points into the Advanced | ||
- | Scanner before starting this mission. You'll be promoted to the rank of Officer | ||
- | after completing this mission. | ||
- | |||
- | |||
- | |||
- | === On the Job [PSM2] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus, | ||
- | Reward - Detective rank. | ||
- | |||
- | You'll be partnered with a veteran Praetorian named Kel from here on out, he can | ||
- | be gruff, but he's not as condescending as Malus. Anyway, you need to ask around | ||
- | marked Consortium ships at the destination by flying close enough to them that | ||
- | the use option changes to " | ||
- | one of them will point you where you need to go, and when you arrive you'll need | ||
- | to deal with the nearby hostiles to keep from blowing the informant' | ||
- | then deal with the small group of Syndicate ships gunning for him. Once all | ||
- | hostiles have been dealt with, the mission will be complete. (Just an FYI, the | ||
- | informant happens to be the Standard side mission supplier when you're in the | ||
- | Syndicate faction.) | ||
- | |||
- | |||
- | |||
- | === Breaking Heads [PSM3] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 600 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus, | ||
- | Reward - Praetorian rank 3. | ||
- | |||
- | Apparently there' | ||
- | rendezvous with your partner and help the damsel in distress in the Hive region. | ||
- | The Order ship's weapons, shields, and thrusters are kaputt (busted/out of | ||
- | order) so they' | ||
- | but Vanid as enemies " | ||
- | the nebula (walk in the park) for you. The mission drags on for awhile due to | ||
- | the enemies being so weak that they hardly pose a thread at all so just bear | ||
- | with it and you should complete the mission without incident. | ||
- | |||
- | |||
- | |||
- | ===Dirty [PSM4] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The | ||
- | Graveyard, Reward - Praetorian rank 4. | ||
- | |||
- | The Praetorians are now aware that Element 213 was utilized in some form during | ||
- | the destruction of Killan' | ||
- | needed they aren't about to let any shipments go without intercepting them. | ||
- | Malus believes that one such shipment is being transported in the Graveyard Zone | ||
- | and wants you and your partner, who isn't so keen on the idea, to investigate. | ||
- | Don't fret when you exit the SHIFT platform and immediately enter combat, the | ||
- | Monument of the Fallen just has a bit of a Vanid problem so it's nothing to | ||
- | worry about. | ||
- | |||
- | Once you reach the objective marker you'll get visual contact with the small | ||
- | Syndicate convoy transporting E. 213. Malus orders you to attack but Kel thinks | ||
- | you need reinforcements (and if you're still in a tier 1 scout ship he might be | ||
- | right if you don't have sufficient abilities/ | ||
- | regardless, reinforcements wouldn' | ||
- | deal with them as you are, ready or not. | ||
- | |||
- | There' | ||
- | something' | ||
- | even when their attacks hit him inadvertently... Sure enough, after eliminating | ||
- | the opposition your partner reveals that he was in league with the scallywags | ||
- | and promptly disables your ship, leaving you to die. Fortunately, | ||
- | is able to reboot your ship's systems and get them back online, allowing you to | ||
- | return and get Malus to send out an APB for your ex-partner. | ||
- | |||
- | It should also be noted that when I played through this mission while | ||
- | Undercover, all of the enemies ignored me even when I fired upon them, save for | ||
- | the cargo ship, which started firing back at the end. Also keep in mind that I | ||
- | was in a Praetorian Peacekeeper, | ||
- | disengaging the ability. | ||
- | |||
- | |||
- | ===No Good Deed Goes Unpunished [PSM5] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1200 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The | ||
- | Tempest, Reward - Sergeant rank. | ||
- | |||
- | The reputation of the Praetoriate Fleet, and Malus in particular, will suffer | ||
- | greatly if word gets out that Kel was a dirty cop, so you're going to go look | ||
- | for him. You're going to The Tempest zone, and the region you're sent to will | ||
- | have both Vanid and Syndicate ships of various classes close by so be prepared | ||
- | when you go through the SHIFT platform. Once you reach your destination you'll | ||
- | find it devoid of importance and Malus with no lead left to follow. But | ||
- | something more immediate demands attention, a member of the Order is in danger | ||
- | and has sent out a distress call. | ||
- | |||
- | Get to the escape pod containing Aspirant Choi on the double and tether it to | ||
- | your ship before anything can finish the pod off. When you do, Dominion ships | ||
- | will arrive, but for some reason they want her dead not because she's an enemy | ||
- | combatant but because she's a Heratic wanted by the Order... WHAT?!? I can only | ||
- | assume that Starfire programmed the wrong fighter type to show up as enemies and | ||
- | intended for them to be members of the Order. | ||
- | |||
- | It turns out that not only does Choi know what happened at Killan' | ||
- | what device, utilizing Element 213, was used to put it in that state, but also | ||
- | knows where to find Kel! Wow, either she's extremely well informed about the | ||
- | important goings on in the galaxy right now, or she's saying anything to seem | ||
- | useful so that you don't throw her to the metaphorical wolves. Malus | ||
- | understandably wants to find out for certain but doesn' | ||
- | completely destroyed, though you don't have to worry since it's not possible for | ||
- | you to do so anyway. Return with Aspirant Choi and Malus will contrive some BS | ||
- | charges to keep the Dominion from trying to get ahold of her. How about that? | ||
- | Bureaucracy FACILITATING justice rather than hindering it, who would' | ||
- | |||
- | (FYI, Aspirant Choi was presumably on board the cruiser you helped in the third | ||
- | mission in spite of the fact that Sister Octavia was the one communicating with | ||
- | you. I can only assume that either Starfire placed the wrong character portrait | ||
- | in the dialog box or Choi was just on board the ship too. Personally I think | ||
- | that the former is the case.) | ||
- | |||
- | |||
- | |||
- | ===Dead or Alive [PSM6] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1500 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Solaria, | ||
- | Reward - Lieutenant rank. | ||
- | |||
- | Kel's been found, he's somewhere in Solaria and you need to find him, and you | ||
- | are to begin your search in the Sea of Fire region. Scan the Consortium ships, | ||
- | he's hiding in one of them and he'll attack once you sniff him out. Show him | ||
- | who's boss and he'll attack while fleeing instead, follow him while taking care | ||
- | to avoid his attacks and you'll be led to the Syndicate zone base. Kel will then | ||
- | be content to let others do his dirty work, sending out a large squadron of | ||
- | fighters (about 6 - 8 scout fighters) to take you down, all of which are | ||
- | Praetorian for some reason. | ||
- | |||
- | Defeat the ships and Warlord Cinnefa will intervene, inquiring the reason for | ||
- | your assault to your superior, who then explains and requests that Kel be turned | ||
- | over. Shockingly enough, it works, Cinnefa kicks Kel's aft out of the hanger as | ||
- | an offering to the Praetoriate Fleet under the reasoning that if Kel can't get | ||
- | rid of one human pilot (not to mention the fact that his cover was blown) he's | ||
- | useless, and getting rid of him would keep the Praetorians off them for a time. | ||
- | Also, if he was successful at driving you off, they would think twice about | ||
- | attacking the Syndicate again. That Cinnefa' | ||
- | vacuum and leave before you overstay your welcome. | ||
- | |||
- | === Unwelcome Discoveries [PSM7] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1800 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - | ||
- | Tartarus/ | ||
- | |||
- | Malus is giving you a break from all the Syndicate-associated neck-risking | ||
- | antics in favor a nice quiet investigation of an anomalous radiation signature | ||
- | that might be tied to the utter obliteration of an entire colony. ...Well it's | ||
- | the thought that counts... I guess... head out to Tartarus and start scanning. | ||
- | As you may have already guessed, this mission isn't exactly a drift through the | ||
- | nebula because you're transported to an uncharted location. A location so alien | ||
- | and unknown that there' | ||
- | |||
- | Anyway, it looks like you're in space inhabited by the Dark Legion, and they | ||
- | aren't exactly known for being the most sociable and diplomatic, especially when | ||
- | others intrude on them. Your sentient is working on opening a SHIFT platform out | ||
- | but it's going to take some time so you're going to have to fight or stay out of | ||
- | sight of the incoming ships. After you've eliminated or snuck past the enemy | ||
- | ships you'll find yourself right in the middle of Syndicate-controlled space in | ||
- | the Shadowrift zone. Don't brown your trousers though because before they can | ||
- | gang up on you they realize that some Dark Legion ships followed you and will be | ||
- | distracted by them while you escape and report back to Malus. | ||
- | |||
- | |||
- | |||
- | ===Interdiction [PSM8] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 2100 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - | ||
- | Shadowrift, Reward - Major rank. | ||
- | |||
- | Although the higher-ups are more concerned with quelling the war between the | ||
- | Dominion and Order, you're sent to the aftermath of a battle to see if the | ||
- | source of Element 213 can be found and eliminated. The debris is found in | ||
- | Syndicate and Legion controlled space so either be prepared for a fight or cloak | ||
- | yourself/go undercover. There are 4 scanning destinations with 3 being in | ||
- | Syndicate space and the last 1 in Legion territory. | ||
- | |||
- | |||
- | |||
- | ===Razing Sunshadow Bay [PSM9] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 2400 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The | ||
- | Crucible, Reward - Commander rank. | ||
- | |||
- | The Praetoriate Fleet has discovered the location of the Syndicate' | ||
- | manufacturing facility and you're going to bring it down. To do this you'll need | ||
- | to overload 4 key points, and you can't be engaged in combat at the time so | ||
- | you'll need to either destroy everything in the area or go in while | ||
- | cloaked/ | ||
- | automated security droids which can spot you whether you're concealed or not. So | ||
- | if you plan on taking the sneaky route you'll need to lure the droids away from | ||
- | the station, destroy them, go back in to overload another tank and repeat. Do | ||
- | this and you will have completed all the Praetorian faction story missions. | ||
- | |||
- | |||
- | | ||
- | ==== Dominion of Allied Planets Story Missions -==== | ||
- | | ||
- | |||
- | ===Shakedown [DSM1] -=== | ||
- | |||
- | |||
- | |||
- | As soon as you get to the destination you'll find a Dominion Flight Commander | ||
- | named Joran engaged with hostile Syndicate ships and requesting assistance. | ||
- | Funnily enough, even if you don't so much as twitch a butt-cheek and she fights | ||
- | them off herself she'll still praise your skill and let you join the Dominioin. | ||
- | (Apparently the military' | ||
- | they should be for commanding officers. For completing this initial skirmish | ||
- | and joining the Dominion of Allied Planets you'll be brought in at the rank of | ||
- | Private. | ||
- | |||
- | You are given a test of skill to see if you have what it takes to join up, | ||
- | tasking you with clearing out a mines within a set time limit. Speed is | ||
- | important so if you're going to commandeer a vessel, make it a tier 4 scout | ||
- | rather than any type of cruiser. Also, be advised that once you reach the end | ||
- | you'll be close to Order territory, so if you're vulnerable you had best be | ||
- | careful and leave ASAP. Completing this mission will earn you the rank of | ||
- | Corporal. | ||
- | |||
- | |||
- | |||
- | === Without Warning [DSM2] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus, | ||
- | Reward - Sergeant rank. | ||
- | |||
- | Killan' | ||
- | Upon arriving you find the colony obliterated and Order ships on the scene. | ||
- | Joran wants retribution but Lieutenant Brighton is hesitant, though ultimately | ||
- | complies. You'll be up against a heavy fighter, a small squadron of | ||
- | interceptors, | ||
- | you up this won't be easy. That is assuming you haven' | ||
- | ship and/or have strong weapons to back you up. Brighton is still convinced | ||
- | that the destruction was too great for the Order to have achieved, and is | ||
- | leanded credence when an anomalous radiation signature nearby that you're asked | ||
- | to scan before finishing the mission. | ||
- | |||
- | |||
- | ===Reciprocity [DSM3] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 600 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - | ||
- | Leviathan, Reward - Master Sergeant rank, Presets - Tier 2 cruiser and 4 | ||
- | Vanquisher Miniguns. | ||
- | |||
- | Your mission is to assault the Order Carrier Guardian One as a ruse to cover for | ||
- | an infiltrator hacking intel on how the Order destroyed Killan' | ||
- | have all three classes of fighters at your side and will contend with fighters | ||
- | and turrets. Do enough damage and/or destroy enough fighters and the matriarch | ||
- | herself will appear to drive you away. (Interestingly enough, although it takes | ||
- | awhile, you can destroy the matriarch' | ||
- | interesting dialog box nor fail the mission for doing so). | ||
- | |||
- | |||
- | |||
- | ===Casus Belli [DSM4] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The | ||
- | Tempest, Reward - Lieutenant rank. | ||
- | |||
- | You're being sent on another carrier assault run but this time it's not a ruse, | ||
- | it's a full-on battle, and you get to bring your own ship and weapons this time | ||
- | so this shouldn' | ||
- | enough damage and the matriarch will show up again, and it is again both | ||
- | possible and pointless to destroy her ship. | ||
- | |||
- | |||
- | |||
- | ===A Bad Taste [DSM5] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1200 FXP, Mission-Giver Zone - Erebus, Gameplay Zone - Solaria, | ||
- | Reward - Commander rank. | ||
- | |||
- | A squad of Dominion ships have gone dark and Admiral Alencourt himself wants you | ||
- | and your squadron to find out why. When you arrive you find the squadron wiped | ||
- | out and Consortium scavengers picking through the debris for valuables, but | ||
- | before being persuaded to leave, Admiral Kincaid butts in and accuses them of | ||
- | destroying the ships. Since he's clearly going beyond acceptable deviations in | ||
- | commandment issuance and judgment under Dominion military protocols, AKA being | ||
- | a colossal douchebag Joran and Brighton both defy his orders. Protect the | ||
- | innocent traders by destroying the marked fighters, some of them might be stuck | ||
- | outside the rock walls so if things go quiet for a while don't be afraid to | ||
- | leave them by themselves. Also, Kincaid' | ||
- | Consortium ships for that matter) and won't be marked as hostile so just ignore | ||
- | it. | ||
- | |||
- | |||
- | |||
- | === Fight and Flight [DSM6] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1500 FXP, Mission-Giver Zone - Erebus, Gameplay Zone - | ||
- | Erebus/ | ||
- | |||
- | Surprise surprise, Battle Group Sicarus WASN'T wiped out by the Consortium; | ||
- | Dominion brass made it official when another anomolous radiation signature was | ||
- | found that matched Killan' | ||
- | from the former colony and the Dominion wants you to investigate. A shaken | ||
- | Consortium pilot flees the scene and recommends that you do too but your | ||
- | superiors need answers. | ||
- | |||
- | Not long after scanning you're pulled into a wormhole that takes you to an | ||
- | uncharted sector that features an ancient super sentient and a good number of | ||
- | Legion ships. The super sentient begins opening a SHIFT platform back, but it | ||
- | will take time that the Legion don't plan to squander. You can either fight off | ||
- | the ships or try using cloak/ | ||
- | eventually open to take you to the Shadowrift zone. Once there, go through the | ||
- | other platform that opens and return to base to complete the mission. | ||
- | |||
- | |||
- | |||
- | === Unwanted Guests [DSM7] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1800 FXP, Mission-Giver Zone - Erebus, Gameplay Zone - Tartarus, | ||
- | Reward - Major rank. | ||
- | |||
- | Apparently the footage from your ship's camera wasn't conclusive so Admiral | ||
- | Alencourt has judged that trying to enlist the aid of the Convocation wouldn' | ||
- | be wise without sufficient proof. The Dominion needs hard data on the Order' | ||
- | weapon and intelligence points to a scientific outpost in the Tartarus zone. | ||
- | Your mission is simple, destroy all fighters and turrets, then capture any | ||
- | personnel attempting to flee. Some of the fighters are actually Praetorian, but | ||
- | since they' | ||
- | have to worry about them calling in cruisers for backup when you destroy them. | ||
- | |||
- | |||
- | === Recon [DSM8] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 2100 FXP, Mission-Giver Zone - Erebus, Gameplay Zone - | ||
- | Shadowrift, Reward - Colonel rank. | ||
- | |||
- | The Dominion has finally pinpointed the location of the Order' | ||
- | it's aboard a battleship in the Shadowrift Zone. If you're familiar with the | ||
- | warzone missions you'll know what to expect here, except this time all the | ||
- | supply/ | ||
- | spawn point) and you start off pretty close to the enemy battleship. | ||
- | Unfortunately, | ||
- | laughing in the face of beam/ | ||
- | torpedoes. Don't be too ashamed to boost and hide while your shields/ | ||
- | recover because otherwise you'll have to start over. | ||
- | |||
- | |||
- | |||
- | ===A Nest of Vipers [DSM9] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 2400 FXP, Mission-Giver Zone - Erebus, Gameplay Zone - Erebus, | ||
- | Reward - General rank, Presets - A badass Dark Legion ship, a Hellfire Beam, | ||
- | Healing and Wormhole abilities. | ||
- | |||
- | Before I get into the more standard description I'd like to point out that this | ||
- | is probably the single most unique mission in the whole game as it's the only | ||
- | time you get to pilot a Legion ship. I've tested the Undercover glitch (MSUG) | ||
- | AKA Eugene on this ship and it does in fact work, but that means that if you | ||
- | want to pilot the ship, you CANNOT complete this mission! Once you complete the | ||
- | mission the game will autosave, and you will NEVER be able to fly a Dark Legion | ||
- | ship again. To use Eugene, replace the skill mapped to the " | ||
- | Undercover when the mission starts, activate the ability, open a SHIFT platform | ||
- | to abort the mission, then de-activate the Undercover skill to revert to the | ||
- | Dark Legion ship. | ||
- | |||
- | Somehow, the Dominion managed to get its hands on a Legion ship, and they want | ||
- | YOU to pilot it. Not only that, but they' | ||
- | device that was recovered in the last mission so that you can destroy Aerie | ||
- | Shipyard AKA Vostok 2. The " | ||
- | heals them, though unlike the Healer sentient' | ||
- | Since you're in a Legion ship the Order won't be your only opposition because | ||
- | Praetorians mistaking you for a Legionnaire will attack you on sight. | ||
- | |||
- | Your job is to destroy the multiple enemy cruisers, and the battleship they | ||
- | surround. An outwardly daunting task for such a small ship, but child' | ||
- | one that can summon an army. Keep an eye on your ability cooldown, keep pumping | ||
- | out Legion hard-hitters and cannon fodder, and let the enemy ships target the | ||
- | summoned ships while you heal them and the Order ships will be decimated. | ||
- | |||
- | At the end of the mission Commander Joran will defend the actions of Lieutenant | ||
- | Brighton who flew in to evacuate some of the Order population before the Legion | ||
- | overtook the base since they were civilians and not enlisted military personnel. | ||
- | Those curious as to why she continuously calls him " | ||
- | it's his knick-name, but damned if I know how he got it. | ||
- | |||
- | |||
- | ==== Revenant Order Story Missions -==== | ||
- | ===A Test of Faith [OSM1] -=== | ||
- | |||
- | |||
- | |||
- | Presets - Tier 2 heavy fighter, 2 Devastator ES 1's, and 2 Purifier Light Lasers | ||
- | (yes, that's 4 weapons even though heavy fighters can only have 3. | ||
- | |||
- | As soon as you approach Vostok 1's station the Order' | ||
- | will speak to you, already aware of who you are, and your significance. She then | ||
- | permits you to pass and provides the opportunity to join them if you pass a | ||
- | "test of faith" | ||
- | heavy fighter with several other ships to back you up for an assault against a | ||
- | Dominion carrier. It sounds like a tall order (no pun intended), but as long as | ||
- | you keep firing you're bound to succeed. Completing this mission will grant | ||
- | access not only to Military skills, but Warzone special missions as well. | ||
- | |||
- | |||
- | |||
- | ===Inquiry [OSM2] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with: 300 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus, | ||
- | Reward - Agent Order Rank, Presets - Tier 1 cargo ship and 1 tier 1 Purifier | ||
- | Light Laser. | ||
- | |||
- | You're job is to venture into Killan' | ||
- | few scans a Dominion recon pilot will come across you assuming that you | ||
- | single-handedly destroyed the colony with your devastatingly powerful tier 1 | ||
- | ship and weapon. -_-. With no way to reach into the cockpit and beat some sense | ||
- | into them, you're left having to destroy them instead. There are only 4 | ||
- | interceptors so it shouldn' | ||
- | and weapon. Complete the mission and Aspirant Choi will already know what really | ||
- | happened after analyzing the scan results, smart cookie that one. The Dark | ||
- | Legion was behind the attack. | ||
- | |||
- | |||
- | |||
- | ===Divine Wrath [OSM3] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 600FXP, Mission-Giver Zone - Erebus, Gameplay Zone - The | ||
- | Graveyard, Reward - Secret Agent Order Rank, Presets - Tier 1 cruiser, 3 | ||
- | Absolution Laser Assemblies, and a Tornado - CS3. | ||
- | |||
- | The higher-ups believe the devastation of Killan' | ||
- | Raid, either they' | ||
- | groups or someone laced mercury into the hairspray they need to make their funky | ||
- | hairdos. Anyway, you're sent on a mission to give some payback for the lives | ||
- | lost. Enemy ships are higher in tier but your weapons make up for the difference | ||
- | somewhat, plus you've got a small squadron of fighters to back you up. Fire away | ||
- | at the Syndicate base and be mindful of the ships that come out (Reaper cruisers | ||
- | can be especially nasty), then head through the SHIFT platform when you're done. | ||
- | |||
- | |||
- | |||
- | ===Heathens [OSM4] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 900 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - | ||
- | Leviathan, Reward - Order rank 4. | ||
- | |||
- | This is the first Order mission to not feature preset ships and weapons so | ||
- | you'll be able to use a commandeered vessal for this mission. You've likely | ||
- | noticed that you've been sent back to Asteria and Aspirant Coi, but in the | ||
- | mission brief it says that you need to defend the Supercarrier Guardian One | ||
- | which is housing... Aspirant Choi... Uh, oooookaaaayyyyy.... How can she be the | ||
- | mission-giver if she's in the middle of organizing the defense of the ship? I | ||
- | mean the brief seemed rather simplistic in its content, by which I mean they | ||
- | don't mention anyone making a recorded video distress broadcast so it's not like | ||
- | she personally requested your help. | ||
- | |||
- | Sorry, got a bit distracted by the details. Anyway, the Dominion is out to get | ||
- | the Order for that squadron you destroyed and the destruction of Killan' | ||
- | You need to rocket your way there to offer temporary assistance until the big | ||
- | guns show up. The Dominion will attack from 2 directions but only one side of | ||
- | the ship, and their forces will consist of interceptors and the occasional cargo | ||
- | vessal. Since you are no longer restricted to a specific ship and weapon | ||
- | loadout, you should have no problem mowing down until the matriarch arrives and | ||
- | lends assistance. After mopping up the rest of the ships you'll get a mission | ||
- | complete and be free to turn in the mission. | ||
- | |||
- | |||
- | === A Plague of Unbelievers [OSM5] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1200 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - The | ||
- | Tempest, Reward - Order rank 5. | ||
- | |||
- | An Order patrol has been silent for 3 cycles (days) and Aspirant Choi is | ||
- | understandably concerned. You need to head to their last known location and | ||
- | either offer assistance or find out what led to their untimely demise. As you | ||
- | arrive you find Syndicate and Consortium ships are scavenging the wreckage of | ||
- | the patrol and fighting over the salvage. You're task is to drive them off | ||
- | before they can make off with something that could lead to an understanding of | ||
- | what happened there. There are several scouts and heavy fighters in the area, | ||
- | but fortunately for you they don't gang up on you all at once, and as soon as | ||
- | you deplete enough numbers from a particular group they' | ||
- | outright. Once you've driven off the vultures from the scene it'll be time to | ||
- | figure out what happened to the patrol (aside from dying of course). | ||
- | |||
- | Scan the wreckage and you'll come across an anomalous radiation signature | ||
- | similar to the one at Killan' | ||
- | that the matriarch has just stated that the patrol was wiped out by the | ||
- | Dominion, something is definitely wrong here... Head though the SHIFT platform | ||
- | and return to base. When you hand in your mission report Choi will tell you that | ||
- | she wants to trust you with a secret. Oh please let it be that she's got a crush | ||
- | on me, because women who are not only pretty but think for themselves and | ||
- | question authority when presented contrary evidence (especially in a religion), | ||
- | is a major turn-on for me. | ||
- | |||
- | |||
- | === A Question of Blasphemy [OSM6] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1500 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - | ||
- | Tartarus, Reward - Order Rank 6. | ||
- | |||
- | Aspirant Choi is going against the matriarch' | ||
- | people! Viva la revolucion! Freeeeeeeeeeedoooommmmmmm! ...By sending a science | ||
- | team to collect more data... (sigh), okay so maybe taking on a zealous religious | ||
- | military organization with only two people yelling " | ||
- | idea but it would' | ||
- | the Evangelist Fleet. Besides, I thought we were made aware that the Dark Legion | ||
- | was behind all this like 5 missions ago. | ||
- | |||
- | Anyway, you need to get to the science team and make sure that they perform | ||
- | their task without outside interfe- aw crap, the Legion' | ||
- | arrive just in time to see the last research vessal pulverized and the Legion | ||
- | carrier disappear. You'll be asked to investigate with caution, but it's not | ||
- | easy to do so when you're next to a wormhole and, sure enough, you get sucked in | ||
- | while scanning. You'll reach an uncharted section of space and be near an | ||
- | ancient Progenitor sentient on the other side. But no matter what you might | ||
- | think regarding the gravity of such an encounter you'll have to get out ASAP | ||
- | because Legion ships are closing in on your position. The sentient offers to | ||
- | open a SHIFT platform for you but it's not as young as it used to be so it's | ||
- | going to take awhile. Your options are cloaking/ | ||
- | until the platform opens or flying and blasting at anything that moves. If your | ||
- | weapons/ | ||
- | |||
- | |||
- | |||
- | === Apostate [OSM7] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 1800 FXP, Mission-Giver Zone - Asteria, Gameplay Zone - Erebus, | ||
- | Reward - Order Rank 7, Presets - Tier 3 cruiser, 3 Devastator ES III's and a | ||
- | Mongoose Proto Trap 2 (a mine deployed with the right bumper/ | ||
- | |||
- | Aspirant Choi has discovered that the Order has secretly been constructing a | ||
- | wormhole device that can bypass the mines in the DMZ, bringing Dark Legion ships | ||
- | in from the other side. No matter what the reasons might be one thing is clear, | ||
- | it's far too dangerous to exist any longer. Your mission is to protect Choi's | ||
- | ship long enough that she can break into the secret facility, steal the device, | ||
- | and make a SHIFT jump to safety. While it's not necessary to use the mines, they | ||
- | will help a little though you don't want to rely on them exclusively either. | ||
- | |||
- | Having said that this mission is a good opportunity to test the function of this | ||
- | particular mine if you're thinking about purchasing it with PVP points, or to | ||
- | boost your mine damage/kill challenge completion. Also keep in mind that after | ||
- | fending off the enemies as part of the mission, said mission will NOT end at | ||
- | that point or even after going through the SHIFT platform. This means that you | ||
- | can complete the mission, then combat Syndicate/ | ||
- | challenge completion or further test the mine's applications before actually | ||
- | turning the mission in. Aside from the above information, | ||
- | will be hindered by the occasional tractor beam, and that you fight Praetorian | ||
- | ships (presumably on the matriarch' | ||
- | really isn't anything left you need to know. | ||
- | |||
- | |||
- | |||
- | === Heratic [OSM8] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 2100 FXP, Mission-Giver Zone - Erebus (personally also had it | ||
- | available in the Shadowrift zone too), Gameplay Zone - Solaria, Reward - Order | ||
- | Rank 8. | ||
- | |||
- | Alright, Choi's turned traitor and now it's time for you to hunt down that dirty | ||
- | two-timing bi-whoa whoa WHOA! Back that cargo ship of confusion up! Why am I | ||
- | helping the Revenant Order track down Aspirant Choi when I was the one helping | ||
- | her in the first place?!? I mean, I understand that you'd have to keep up | ||
- | appearances to avoid suspicion but come on! | ||
- | |||
- | Anyway, she was last seen in the Solaria zone and you're tasked with accessing | ||
- | data from satellites to find out where she went. you can use cloak/ | ||
- | bypass the hazards altogether or just fight your way through. The first | ||
- | satellite has nothing, the next two have Dominion fighters guarding them, and | ||
- | the one closest to the Dominion base has a cruiser and various random forces | ||
- | patrolling to deal with. You've been warned. | ||
- | |||
- | |||
- | |||
- | ===Shug [OSM9] -=== | ||
- | |||
- | |||
- | |||
- | Unlocked with - 2400 FXP, Mission-Giver Zone - Erebus (again in Shadowrift too), | ||
- | Gameplay Zone - The Crucible, Reward - Order Rank 9. | ||
- | |||
- | Looks like I underestimated Aspirant Choi. Not only did she keep the Order from | ||
- | finding her via the satellite data, they' | ||
- | her or the wormhole device that they' | ||
- | supplied them with the element 213 needed to make the device work. Gotta love a | ||
- | resourceful woman... | ||
- | |||
- | Seneschal Brighton tells you to meet with the Syndicate warlord known as Shug so | ||
- | that the Order can politely ask if the Syndicate wouldn' | ||
- | production contract, not be paid for the last shipment, and quietly slink off | ||
- | into the darkest corners of the galaxy amicably. Either she's profoundly stupid | ||
- | or she's leading you to slaughter because she secretly found out about you | ||
- | aiding Choi's efforts. Whatever the case, we need to head to the | ||
- | Syndicate-controlled region of The Crucible. | ||
- | |||
- | Before you go you should have at least 1 weapon equipped instead of nothing but | ||
- | sentients, you'll find out why soon enough. The meeting goes downhill faster | ||
- | than you can say "told ya so", Shug's cruiser erects a supershield, | ||
- | squadron of cloaked fighters start gunning for you. Cloaked enemies CANNOT be | ||
- | targeted by sentients, even if you target them manually for them, so you'll have | ||
- | to take them out with your own weapons. | ||
- | |||
- | Once the pups have been dealt with it's time to take down the nigh illiterate | ||
- | big dog and his cruiser. After it's destroyed Brighton will further test your | ||
- | patience and make you want to reach through the TV screen to slap some sense | ||
- | into her because she not only offers to rescue Shug, not turn him in to the | ||
- | Praetorians, | ||
- | chance to gather his strength, exact revenge against Brighton and the Order, and | ||
- | most importantly not die, Shug is either too stupid or too prideful to accept | ||
- | the offer and goes down in flames instead. Hopefully if she tries pulling that | ||
- | crap again it will be her own aft on the line and not the poor shuttle pilot she | ||
- | would' | ||
- | |||
- | |||
- | ====Side Missions -==== | ||
- | | ||
- | |||
- | Side missions come in three different types: Standard, preset, and military. | ||
- | Each has their own unique individuals that dispense the missions and | ||
- | characteristics that differentiate themselves from others. I'll give the | ||
- | important details in each section but they' | ||
- | them so you won't have to scroll through a ton of text just to know what you're | ||
- | looking at. Also, since the preset side missions require more information than | ||
- | the other two types, I've segregated them into their own sections, so this | ||
- | section is going to focus on the standard and military side missions. | ||
- | |||
- | |||
- | |||
- | ===Standard Side Missions [SM] -=== | ||
- | |||
- | |||
- | |||
- | Standard side missions are limitless but randomized and have disproportionate | ||
- | ratios for certain mission types. Therefore I'm going to list the mission types | ||
- | from least common to most common. Spy missions require more information if you | ||
- | want to complete them successfully so you'll want to see the (SPY) section below | ||
- | for vital data. The difficulty of standard side missions can be adjusted while | ||
- | viewing them by pulling the left/right triggers to decrease/ | ||
- | difficulty, respectively. Pulling the triggers will also change what missions | ||
- | are displayed so you don't have to exit the screen to get a particular mission | ||
- | to appear, just flip back and fourth between difficulty settings. Increasing the | ||
- | difficulty and/or participating in standard side missions in later zones grants | ||
- | access to more credits and better quality upgrades upon completion. (Note that | ||
- | there are only three levels of difficulty). You can also increase the amount of | ||
- | credits yielded from standard side missions from a faction the more times you | ||
- | complete side missions of any kind for said faction. | ||
- | |||
- | Following the spy mission walkthrough will be the Upgrades Title Listing (UTL), | ||
- | which lists the names of the upgrades and what they do so that if you're trying | ||
- | to get a particular kind of upgrade you'll know what you're getting. Gameplay | ||
- | hot tip - All side missions contain enemies, so use cloak/ | ||
- | missions that don't require combat, i.e. the Seeker, Explorer, and Collector | ||
- | missions. | ||
- | |||
- | Mission types: Spy, Courier/ | ||
- | Locator/ | ||
- | Kill/ | ||
- | |||
- | Faction: Consortium, Mission Supplier: Preacher. | ||
- | |||
- | Moonlighting = Spy | ||
- | Convoy Escort = Courrier | ||
- | Mayday = Defender | ||
- | Sabatoge = Defender | ||
- | Scouting = Explorer | ||
- | Mapmaker = Explorer | ||
- | Locate Object = Seeker | ||
- | Identify Escape Pods = Seeker | ||
- | The Lost Pilot = Seeker | ||
- | Rogue Drones = Killer | ||
- | Syndicate Plunder = Killr | ||
- | Syndicate Purge = Killer | ||
- | Lost Cargo = Collector | ||
- | Lost Cargo (turrets) = Collector | ||
- | Lost Cargo (friend) = Collector | ||
- | Maintenance Man = Collector | ||
- | Scan Reports = Collector | ||
- | |||
- | Faction: Syndicate, Mission Supplier: Sketch | ||
- | |||
- | Tracking Device = Spy | ||
- | Inside Information = Courier | ||
- | Information Overload = Explorer | ||
- | Escaping the Net = Defender | ||
- | Hotwire Help = Defender | ||
- | Salvage = Collector | ||
- | Viral Infection = Collector | ||
- | Syndicate in Need = Collector | ||
- | Jammed Coms = Seeker | ||
- | Missing Ships = Seeker | ||
- | Eyes and Ears = Seeker | ||
- | Consortium Strike = Killer | ||
- | Easy Pickings = Killer | ||
- | Praetorian Strike = Killer | ||
- | Law Deforcing = Killer | ||
- | Dominion Trouble = Killer | ||
- | Dominion Strike = Killr | ||
- | Order Trouble = Killer | ||
- | Revenant Order Strike = Killer | ||
- | Loose Ends = Killer | ||
- | Mousetrap = Killer | ||
- | |||
- | Faction: Praetorian, Mission Supplier: Praefectus Juventis | ||
- | |||
- | Parole Breaker = Spy | ||
- | Protect the VIP = Courier | ||
- | Hit = Defender | ||
- | Evidence Protection = Defender | ||
- | Stakeout = Explorer | ||
- | Watch Duty = Explorer | ||
- | Joyride = Seeker | ||
- | Distress Signal = Seeker | ||
- | Law Enforcing = Killer | ||
- | Pirate Hunt = Killer | ||
- | Disinfection = Collector | ||
- | Station Security = Collector | ||
- | Security Test = Collector | ||
- | Suspect Debris = Collector | ||
- | Stolen Goods = Collector | ||
- | |||
- | Faction: Dominion, Mission Supplier: Lieutenant Brighton | ||
- | |||
- | The Traitor' | ||
- | Defection = Courier | ||
- | The Ambush = Defender | ||
- | Defend the Transports = Defender | ||
- | Missing Spysats = Seeker | ||
- | Brokern Communications = Seeker | ||
- | Patrolling = Explorer | ||
- | Exploration = Explorer | ||
- | Sentry Shutdown = Collector | ||
- | Turret Defendse = Collector | ||
- | Lost Convoys = Collector | ||
- | Ambushed Supplies = Collector | ||
- | Antipiracy = Killer | ||
- | Syndiacte Hunt = Killer | ||
- | Demolition = Killer | ||
- | Revenant Oder Hunt = Killer | ||
- | |||
- | Fation: Order, Mission Supplier: Brother Bookman | ||
- | |||
- | Traitorous Deeds = Spy | ||
- | Save the Defector = Courier | ||
- | Surprise Attack = Defender | ||
- | Transport Defender = Defender | ||
- | Lost Contact = Seeker | ||
- | Lost Satelites = Seeker | ||
- | Exploration = Explorer | ||
- | Renenant Patrol = Explorer | ||
- | Turret Defender = Collector | ||
- | Sentry Reactivation = Collector | ||
- | Lost Convoys = Collector | ||
- | Psi Repair = Collector | ||
- | Syndicate Eradication = Killer | ||
- | Dominion Storm = Killer | ||
- | Dominion Hunt = Killer | ||
- | Dominion Probe-lems = Killer | ||
- | |||
- | |||
- | |||
- | ===Spy Mission Walkthrough [SPY] -=== | ||
- | |||
- | |||
- | |||
- | Spy missions deserve their own guided explanation as they can be infuriating if | ||
- | you aren't aware of the following information. The first rule of spy missions | ||
- | is to ALWAYS pick the easiest version of these missions, for reasons that will | ||
- | become clear later in this section. Also, regardless of what the mission | ||
- | description says, it will always involves finding a targeted fighter and keeping | ||
- | it in range long enough for the mission to be completed. Even if you're | ||
- | cloaked/ | ||
- | and you don't need to be hidden to trail targets anyway. | ||
- | |||
- | Right from the start there are complications you need to be made aware of to | ||
- | avoid frustration. Such as the percentage number in the objectives box on the | ||
- | HUD which will not only climb when at the appropriate distance, but also descend | ||
- | into negative percentages, | ||
- | is to get to +100%, but unless you pay attention to both your distance from the | ||
- | target AND the percentage indicator you won't know how close is too close. You | ||
- | typically need to keep the target ship at the bottom/top edges of the screen and | ||
- | where the edges WOULD be on an equal-sided square for the left/right sides. But | ||
- | do the complications stop there? Hardly, we've only just started. | ||
- | |||
- | You see, the ships vary in speed and behavior. It can be as easy as a | ||
- | slow-cruising heavy fighter with a barely curved vector, or as frustrating as a | ||
- | speedy Syndicate scout fighter conducting more U-turns than water in an | ||
- | infinitely looping S-bend. But what makes this guide so important to have is the | ||
- | last, and possibly most crucial complication of all, the one that made me stress | ||
- | the importance of selecting the easiest difficulty setting: Weapons Fire. | ||
- | |||
- | You see, every spy mission has enemies in the area near the target. You're | ||
- | probably thinking that setting the difficulty lower is needed so that destroying | ||
- | the enemy ships is easier, thus making your attacks less likely to hit the | ||
- | target ship right? WRONG! While it's true that firing on your target is a no-no | ||
- | and you'll want to dispose of enemies ASAP, it's really because if ANY ship hits | ||
- | your target the mission will fail as though it had been you that did it. Why | ||
- | would enemy fire hit the target you're tailing? Because Starfire programmed them | ||
- | as neutral targets rather than hostiles, so hostile weapons fire can still hit | ||
- | your target even though they' | ||
- | enough, the spy target can actively engage in fire-fights, | ||
- | Legion are an obvious concern when taking part in spy missions in Shadowrift, | ||
- | the ever-present Vanid will end the mission as soon as one of their beams locks | ||
- | on to the target. The easiest missions take place in pocket areas outside of all | ||
- | zones and feature no Vanid or Dark Legion ships, it's not perfect but it's the | ||
- | best possible way to complete the missions if you're trying to complete the | ||
- | analogous challenge. | ||
- | |||
- | |||
- | |||
- | === Upgrades Title Listing [UTL] -=== | ||
- | |||
- | |||
- | |||
- | Upgrades have titles that are meaningless once you have them but are easy to | ||
- | forget when you need to know them. Therefore, I've compiled a list of all the | ||
- | upgrade titles and what their effects are so that you'll have the information | ||
- | needed to find what you're looking for. However, I won't be listing the | ||
- | adjectives that describe the upgrade' | ||
- | important. | ||
- | |||
- | Ship Upgrades: | ||
- | |||
- | Injector = Increases the maximum speed | ||
- | Coil = Increases maximum warp speed | ||
- | Energizer = Increases maximum shield capacity | ||
- | Lining = Increases maximum hull strength | ||
- | Pod = Increases maximum cargo size | ||
- | |||
- | Weapon Upgrades: | ||
- | |||
- | Power Gem = Increases damage of all weapons | ||
- | Recharger = Increases the refire rate of all weapons | ||
- | _____ Boost = Increases the damage and refire rate of _____ weapons (i.e. mine | ||
- | boost boosts mine weapons, auto boost boosts autogun weapons, etc.) | ||
- | |||
- | Ability Upgrades: | ||
- | |||
- | Harvester = Harvest | ||
- | Deceiver = Feign Death | ||
- | Escaper = Roll | ||
- | Hider = Cloaking | ||
- | Teleporter = Teleport | ||
- | Stealer = Hijack | ||
- | Scanner = Scan | ||
- | Shielder = Supershield | ||
- | Misdirector = Undercover | ||
- | Flaregun = Flares | ||
- | Controller = Clone | ||
- | Ram = Ram | ||
- | |||
- | |||
- | |||
- | ===Military Warzone Side Missions [WSM] -=== | ||
- | |||
- | |||
- | |||
- | Military Warzone side missions are the most simplistic since there are only two | ||
- | factions that have them, there are only three missions, and they' | ||
- | both factions with zones only changing the rewards. The people who supply the | ||
- | missions are Sergeant Torsky (Dominion), and Sister Octavia (Order). When taking | ||
- | part in these missions keep in mind that you cannot go to a different zone | ||
- | after accepting them to fight in a different zone. You also cannot collect your | ||
- | reward for completing the side mission while taking part in a warzone battle, | ||
- | you have to wait until you win or lose before turning in the mission. That is | ||
- | unless you take part in a warzone battle in a different zone by selecting | ||
- | " | ||
- | appear automatically upon completing the objective. | ||
- | |||
- | Warlord - The objective is simple, destroy 20 enemy ships. This includes all | ||
- | pilotable ships as well as carriers and the battleship, though turrets do not | ||
- | count. | ||
- | |||
- | Supply Chain - Although Supply Chain missions state that you need to capture | ||
- | supply points specifically, | ||
- | to capture at least 5 points to to complete the mission. | ||
- | |||
- | War! - About as straightforward as it gets, you just have to win. You do not | ||
- | have to fire the final shot on a battleship to get credit for destroying it for | ||
- | " | ||
- | at least damage it to get credit for the analogous challenge. | ||
- | |||
- | |||
- | |||
- | | ||
- | | ||
- | `MM. | ||
- | | ||
- | `MM. d' | ||
- | | ||
- | dMM. YM. ,P | ||
- | | ||
- | d' | ||
- | | ||
- | | ||
- | |||
- | |||
- | - Military Warzone - | ||
- | [XVII] | ||
- | |||
- | |||
- | |||
- | |||
- | - Basic Mission Progression and Rewards [WZNP] - | ||
- | |||
- | |||
- | |||
- | Military Warzone missions are unlocked after joining the Revenant Order or | ||
- | Dominion of Allied Planets, and can only be initiated while an active member of | ||
- | either faction. To take part in a Warzone battle, open the pause/start menu, | ||
- | select " | ||
- | simple, destroy the enemy' | ||
- | can be played alone or online in PVP, and take place in one of the nine zones in | ||
- | the game. This is why there are no Syndicate vs. Praetorian, Syndicate vs. | ||
- | Consortium, etc. versions of this mission, because aside from necessitating a | ||
- | military focus that would justify the construction of massive battleships, | ||
- | bases of the factions need to be far, and opposite one another. Each zone has | ||
- | Order and Dominion on opposite edges of the map, making it necessary to capture | ||
- | carrier points to spawn from, and supply points for support. That was likely the | ||
- | working theory anyway, but since this is an RPG, certain behaviors that would be | ||
- | logical in games like Star Wars Battlefront just don't translate. | ||
- | |||
- | Battleships will always attack you over your allies because the player stands as | ||
- | the most significant threat more often than not. Because you're capable of | ||
- | growing in strength several magnitudes greater than NPC ships, or perhaps due | ||
- | simply to poor programming and pathfinding skills, your allied forces will not | ||
- | storm the enemy base in force for a great length of time, if at all, even when | ||
- | you're in control of every single resource available. So unless you're piloting | ||
- | weaker ships with peashooter weapons, it's faster to just rush in and assault | ||
- | the battleship by yourself, and even if you DO die, you won't fail the mission | ||
- | unless it happens 25 times (more on that later). | ||
- | |||
- | Warzone missions function the same Legion Raids with regards to difficulty | ||
- | adjustment. There will be a number in parenthesis next to the areas that are | ||
- | displayed on screen whenever you move into a region or exit a base structure. | ||
- | Said number indicates the tier level of your enemy' | ||
- | 1 - 4, no more, no less. The number is dependent upon the whichever value is | ||
- | highest, the Zone you're playing in, or the highest tier ship you posses in your | ||
- | current faction (this does NOT include the tier level of a hijacked/ | ||
- | ship). So if you have a tier 2 ship but are in a tier 3 zone, the enemy' | ||
- | level will be 3. Also, if you're in a tier 1 ship but posses a tier 3 ship, in a | ||
- | tier 1 zone, the enemy' | ||
- | highest tier ship you posses, not what you're currently piloting. The tier | ||
- | associated with each zone is as follows: Asteria, Erebus, and Leviathan are tier | ||
- | 1 zones, The Graveyard and The Tempest are tier 2 zones, Solaria and Tartarus | ||
- | are tier 3 zones, and The Crucible and Shadowrift are tier 4 zones. | ||
- | |||
- | The number of Warzone points (WZN pts.) yielded is also effected by the final | ||
- | tier level of your enemies. You get 3 times the tier level after the battleship | ||
- | is destroyed, regardless of whether you were the one to fire the final shot, or | ||
- | even damaged it in the first place. Destroying enemies, capturing supply | ||
- | points/ | ||
- | of warzone points you receive at the end. Note: There are NO penalties for | ||
- | quitting before the enemy battleship has been destroyed, but you will NOT be | ||
- | able to resume where you left off. Warzone points are great for getting one | ||
- | weapon, and one weapon only, the Battlegun. Even if the torpedo weapons weren' | ||
- | outmatched by the Legion Raid Corsair, the Battlegun is a fantastic weapon to | ||
- | get ahold of, especially early on in the game. | ||
- | |||
- | |||
- | |||
- | - Important Mission Elements and Interaction [WZNE] - | ||
- | |||
- | |||
- | |||
- | The first thing to note is the HUD boxes to the left and right. The one on the | ||
- | left always represents the Order, and the one on the right represents the | ||
- | Dominion. The percentages represents that faction' | ||
- | second item represents captured carrier points, the third, supply points, and | ||
- | the last representing human player points. Battleship " | ||
- | you damage it, but shields can be recovered slightly if NPCs or human players | ||
- | use the Recharge ability. (NPC cargo ships can use it by themselves, but human | ||
- | players must have Healer sentients, that have the ability, actively equipped.) | ||
- | |||
- | Battleships can have many different weapons and abilities, the latter being | ||
- | dependent upon the faction it belongs to when it comes to the specifics. | ||
- | (Dominion Battleships can have Creeping Death missiles, Order Battleships can | ||
- | have Piranha missiles, Dominion Battleships can have Silkworm torpedoes, Order | ||
- | Battleships can have Tornado torpedoes, etc.) That's right, the battleships | ||
- | unfortunately can have torpedoes in addition to missiles, beams, and pulse | ||
- | weapons. They can also use Disable, Tractor Beam, and Shield Short if you get | ||
- | too close as well. NPC ships, battleships included, are not restricted by energy | ||
- | cost either, so don't expect a torrent of torpedoes to ever let up. | ||
- | |||
- | Carrier spawn points, as their name suggests, spawns a carrier upon capturing | ||
- | it. When a carrier is under your control, it acts as a spawn point for you if | ||
- | your ship is destroyed (you spawn at the carrier closest to the enemy base). | ||
- | Carriers also heal you and your NPC allies. When a carrier is destroyed, the | ||
- | spawn point can be captured by either side, provided that it's a neutral point. | ||
- | There are two different kind of carrier spawn points, neutral and forward. | ||
- | Neutral points can be captured by either faction, but forward points are close | ||
- | to the enemy' | ||
- | only while in the possession of a neutral point. Forward carrier points can be | ||
- | valuable, but it's best to attempt to capture them while cloaked/ | ||
- | Carriers can also be healed by NPC ships and players, and to a greater degree | ||
- | than a Battleship. | ||
- | |||
- | Supply points are more numerous and contribute to the number of NPC allies | ||
- | spawned to combat the enemies. These points are always neutral and can be | ||
- | captured at any time, regardless of whether you or your enemy currently controls | ||
- | it. You cannot begin to capture a supply/ | ||
- | however be able to CONTINUE capturing a point if an enemy attacks after you've | ||
- | begun capturing a point. Lastly, human player points are subtracted by 4 | ||
- | whenever you're defeated in battle, and this is regardless of your | ||
- | ship' | ||
- | you fail the mission, so defeating human players in PVP 25 times will win the | ||
- | mission without destroying the battleship. | ||
- | |||
- | |||
- | |||
- | - Basic Mission Zone Layout and Contents [WZNZ] - | ||
- | |||
- | |||
- | |||
- | This will be an outline of where each carrier spawn point/ | ||
- | found within each zone. Points are in the center or in such a small area that | ||
- | it's nearly impossible to miss unless otherwise noted. Locations in parentheses | ||
- | dictates the location of the region, locations following the Supply | ||
- | Point/ | ||
- | the enemy Dominion battleship in The Tempest zone to become glitched & not take | ||
- | damage for varying periods of time. I have not encountered this problem | ||
- | elsewhere so I would recommend avoiding The Tempest for Military Warzone matches | ||
- | just in case. | ||
- | |||
- | |||
- | |||
- | - Asteria - | ||
- | |||
- | |||
- | |||
- | Ghost Zone (path between Calico Base and Alpha Station), Supply Point, found | ||
- | about halfway through to the first entrance to Calico Base). | ||
- | |||
- | Calico' | ||
- | before the collection of barriers in the corner. | ||
- | |||
- | Nemo's Folly (North of Fort Hestion), Supply point, A little East of the center. | ||
- | |||
- | Icy Wastes (North of the entrance to Fort Neston), Carrier Spawn Point, almost | ||
- | directly North of the entrance. | ||
- | |||
- | Vostok 1, Dominion Forward Carrier Spawn Point, at the Northern end of the main | ||
- | area. | ||
- | |||
- | Fort Heston, Order Forward Carrier Spawn Point, at the Southern end of the main | ||
- | area. | ||
- | |||
- | Alpha Station, Carrier Spawn Point, almost dead center and far South of Alpha | ||
- | Station itself. | ||
- | |||
- | Clearing Area. (East of Alpha Stations), Supply Point, between the two Southern | ||
- | triangular map objects with circles in them. | ||
- | |||
- | Pitkins Patch, (east of Alpha Station), Supply Point, in the Northwest corner. | ||
- | |||
- | MinTek Storage Depot, Supply Point, between the two entrances and the base | ||
- | itself. | ||
- | |||
- | Prospect Field (between MinTek and Last Stand), Carrier Spawn Point, bottom | ||
- | center. | ||
- | |||
- | The Last Stand, Supply Point, in the center of the central structure in the base | ||
- | area. | ||
- | |||
- | Total Neutral Carrier Spawn Points: 3, Total Supply Points: 7. | ||
- | |||
- | |||
- | |||
- | - Erebus - | ||
- | |||
- | |||
- | |||
- | Shadowden, Supply Point, Center. | ||
- | |||
- | Habitation, (area South of Shadoden), Supply Point. | ||
- | |||
- | Beta Station, Supply Point, center. | ||
- | |||
- | Killian' | ||
- | |||
- | Power Generation, (near North East quadrant), Supply Point. | ||
- | |||
- | Fort Thorn, Order Forward Carrier Spawn Point, Far South end of the Core. | ||
- | |||
- | Vostok 2, Dominion Forward Carrier Spawn Point, far north end. | ||
- | |||
- | Processing Plant, (near South West quadrant), Supply Point. | ||
- | |||
- | Hive, (far South West quadrant), Carrier Spawn Point. | ||
- | |||
- | Pit, (Near South East quadrant), Supply Point. | ||
- | |||
- | Silverlode, (Far South East quadrant), Carrier Spawn Point. | ||
- | |||
- | Precinct 357, Supply Point, center. | ||
- | |||
- | |||
- | |||
- | - Leviathan - | ||
- | |||
- | |||
- | |||
- | Colony, (West of Guardian One/The Vigilant), Supply Point. | ||
- | |||
- | Guardian One/The Vigilant, Dominion Forward Carrier Spawn Point, to the left of | ||
- | the base ship). | ||
- | |||
- | Communications Array, (north East of Delta Station and South West of | ||
- | Guardian One/The Vigilant), Supply Point. | ||
- | |||
- | Solar Collectors (North West of Sanctuary and South East of Guardian | ||
- | One/The Vigilant), Supply Point. | ||
- | |||
- | Delta Station, Supply Point, Just North of the station. | ||
- | |||
- | Delta Station, Carrier Spawn Point, Just East of the station. | ||
- | |||
- | Power Core, (between Delta Station and Sanctuary), Supply Point. | ||
- | |||
- | Sanctuary, Carrier Spawn Point, Near the bottom of the Sunshadow Syndicate | ||
- | symbol. | ||
- | |||
- | Control, (South of the Power Core), Supply Point. | ||
- | |||
- | Engine Bay (South of Control), Supply Point. | ||
- | |||
- | Eagle' | ||
- | of the base ship. | ||
- | |||
- | |||
- | |||
- | - The Graveyard - | ||
- | |||
- | |||
- | |||
- | Minefield (North East of Falcon' | ||
- | |||
- | Falcon' | ||
- | |||
- | Sentinal Gate, (East of Falcon' | ||
- | |||
- | Breaker' | ||
- | |||
- | Cemetery, (North West of Kappa Station), Carrier Spawn Point. | ||
- | |||
- | Monument of the Fallen, (South West of Kappa Station), Supply Point. | ||
- | |||
- | Station Kappa, Supply Point, just North of the Station. | ||
- | |||
- | Wraithmist, (North East of kappa Station), Supply Point. | ||
- | |||
- | Cage, (South East of Kappa Station), Supply Point. | ||
- | |||
- | Radzone, (North West of Guardian Two/The Defiant), Supply Point. | ||
- | |||
- | Guardian Two/The Defiant, Dominion Forward Carrier Spawn Point, North West | ||
- | between it and the Supply Point. | ||
- | |||
- | Calico' | ||
- | |||
- | Total Neutral Carrier Spawn Points: 2, Total Supply points: 8 | ||
- | |||
- | |||
- | |||
- | - The Tempest - | ||
- | |||
- | |||
- | |||
- | Fort Bravo, Order Forward Carrier Spawn Point, South East of Fort Bravo and very | ||
- | close to the Dominion Battleship. | ||
- | |||
- | Attractor, (East of Fort Bravo (or East by Northeast), Carrier Spawn Point, East | ||
- | side of the structure. | ||
- | |||
- | Wilderness, (South of Attractor), Supply Point, almost at the center of the dark | ||
- | amorphous blob on the map. | ||
- | |||
- | Sanctuary Station, Supply Point, South West of the station, just outside. | ||
- | |||
- | Sanctuary Base, Carrier Spawn Point. | ||
- | |||
- | Fog Core, (East of Sanctuary Base), Supply Point. | ||
- | |||
- | Gauntlet, (East of Shroudport /Ruined Biosphere), Supply Point, Near the North | ||
- | end. | ||
- | |||
- | Lonecrag Lighthouse, (Far East of Sanctuary base), Supply Point. | ||
- | |||
- | Shroudport, Supply Point. | ||
- | |||
- | Vostok 3, Dominion Forward Carrier Point, Right North next to Vostok 3 and the | ||
- | battleship. | ||
- | |||
- | Research Outpost, (East of Vostok 3), Supply Point. | ||
- | |||
- | Brimstone Creek, (East of Research Outpost), Supply Point. | ||
- | |||
- | Widow' | ||
- | Point. | ||
- | |||
- | Total Neutral Carrier Spawn Points: 3, Total Supply Points: 7. | ||
- | |||
- | |||
- | |||
- | - Solaria - | ||
- | |||
- | |||
- | |||
- | Cauldron, (West of Lambda Station), Supply Point. | ||
- | |||
- | Lambda Station, Supply Point, | ||
- | |||
- | Sea of Fire, (East of Lambda Station), Supply Point. | ||
- | |||
- | Eden, (South of Cauldron), Carrier Spawn Point. | ||
- | |||
- | Hotzone, (South by South West of Lambda Station), Carrier Spawn Point. | ||
- | |||
- | Sunshadow Bay, Carrier Spawn Point. | ||
- | |||
- | Ventrica, (South of Eden/North of Condor' | ||
- | |||
- | Port Quickbuck, (South of Sunshadow Bay), Supply Point. | ||
- | |||
- | Ventrica, (South of Eden/North of Condor' | ||
- | Point. | ||
- | |||
- | Glassica (South of Quickbuck and North of Guardian Three), Supply Point. | ||
- | |||
- | Guardian Three, Dominion Forward Carrier Spawn Point, North East of Guardian | ||
- | Three and South West of Glassica. | ||
- | |||
- | Total Neutral Carrier Spawn Points: 3, Total Supply Points: 6. | ||
- | |||
- | |||
- | |||
- | - Tartarus - | ||
- | |||
- | |||
- | |||
- | Recycler, (North of Fort Bilgh), Supply Point. | ||
- | |||
- | Theta Station, Supply Point, Just South of the station. | ||
- | |||
- | Theta Station, Carrier Spawn Point, South of the aforementioned point (and near | ||
- | the Tightrope region). | ||
- | |||
- | Brink Science Outpost, (East of Theta Station, Supply Point. | ||
- | |||
- | Apex Antimatter Factory, (East of Fort Bilgh), Supply Point, South by South East | ||
- | of the center. | ||
- | |||
- | Apex Antimatter Factory, (East of Fort Bilgh), Order Forward Carrier Spawn | ||
- | Point, South West of the center. | ||
- | |||
- | Event Horizon, (Center of Zone, East of Apex Antimatter Factory), Supply Point. | ||
- | |||
- | Vosok 4, Dominion Forward Carrier Spawn Point, between the Tempus Labs and the | ||
- | South West corner of Vostok 4. | ||
- | |||
- | Dimension Gate, (South of Fort Bilgh), Supply Point, in the third/Far right | ||
- | circle. | ||
- | |||
- | Tempus Labs, (Structures South East of the Event Horizon), Carrier Spawn Point, | ||
- | Almost directly South of the Event Horizon. | ||
- | |||
- | New Eden, Supply Point. | ||
- | |||
- | Chrona Farm (East by North East of the Event Horizon), Supply Point, at the | ||
- | center of the closed off section. | ||
- | |||
- | Total Neutral Carrier Spawn Points: 2, Supply Points: 8. | ||
- | |||
- | |||
- | |||
- | - The Crucible - | ||
- | |||
- | |||
- | |||
- | Cold Storage, (North East of Fort Deckard), Supply Point. | ||
- | |||
- | Epsilon Station, Supply Point. | ||
- | |||
- | Fort Deckard, Order Forward Carrier Spawn Point, Next to the Southern Collection | ||
- | of mines. | ||
- | |||
- | Assimilator, | ||
- | |||
- | Flotsam Wastes, (North East of Nexus (the Zone's center)), Supply Point. | ||
- | |||
- | Metropolis, (North of Vostok 5), Supply Point. | ||
- | |||
- | Nexus, (the center of the zone map), Carrier Spawn Point. | ||
- | |||
- | Spinespire (South of Nexus), Supply Point, South of Nexus near the downed cargo | ||
- | ship. | ||
- | |||
- | Vostok 5, Dominion Forward Carrier Spawn Point, between Vostok 5 and access | ||
- | point from the inner part of the map. | ||
- | |||
- | MinTek Headquarters, | ||
- | of tunnels not near the buildings. | ||
- | |||
- | Drydock, (South West of Vostok 5), Supply Point. | ||
- | |||
- | Sunshadow Bay, Supply Point. | ||
- | |||
- | Total Neutral Carrier Spawn Points: 1, Total Supply Points: 9. | ||
- | |||
- | |||
- | |||
- | - Shadowrift - | ||
- | |||
- | |||
- | |||
- | Omega Station, Supply Point, North of station' | ||
- | |||
- | Fort Baxtor, Order Forward Carrier Spawn Point, between Murkpit, City Ruins, and | ||
- | Fort Baxtor. | ||
- | |||
- | City Ruins, (East of Fort Baxtor), Supply Point. | ||
- | |||
- | Lost Hope, Carrier Spawn Point. | ||
- | |||
- | Catacombs, South of center and equidistant to Lost Hope and Omega | ||
- | Station, Supply Point. | ||
- | |||
- | Cathedral, (West of Vostok 6), Supply Point. | ||
- | |||
- | Vostok 6, Dominion Forward Carrier Spawn Point, North at the divide between | ||
- | Vostok 6 and Cathedral. | ||
- | |||
- | Murkpit, (far South West/ | ||
- | |||
- | Dustpan/ | ||
- | Dustpan and Catacombs. | ||
- | |||
- | Infection Island, (South East of the Catacombs), Supply Point. | ||
- | |||
- | Impact Site, (South of Dustpan/ | ||
- | |||
- | Webweave, (South of the Impact Site) 2 Supply points. | ||
- | |||
- | Total Neutral Carrier Spawn Points: 2, Supply Points: 9. | ||
- | |||
- | |||
- | |||
- | |||
- | ===== Ark Raid Mission Guide -===== | ||
- | | ||
- | |||
- | Ark Raids are unlocked after completing all the main story missions so you'll be | ||
- | at a minimum of level 40 when you start this, meaning you should have access to | ||
- | many resources at this point such as high-tier ships, weapons, and high level | ||
- | sentients. If you don't then you probably shouldn' | ||
- | section, but if you do you'll likely still need some pointers before you jump | ||
- | into the fray. Ark Raids are pretty much all about boss fights with each having | ||
- | their own strengths and weaknesses, and I'll be sure to walk you through them. | ||
- | |||
- | The Ark Raids are a good mission set to take part in before attempting to best | ||
- | later versions of Legion Raids, as you can be supplied with more weapons and | ||
- | upgrades to help you along. It's also good for power leveling as the first two | ||
- | sections of the mission feature cannon fodder enemies that yield a high amount | ||
- | of XP when compared to how much damage they take to destroy. Ark Raids also | ||
- | offer the only way to get rarer sentients without getting them through the | ||
- | mobile game Fusion: Sentient, as well as some sweet weapons. In order for | ||
- | weapons to be dropped however, you must have room for them, i.e. no more than | ||
- | 14 weapons and sentients total. It's not clear if certain weapons or 50% | ||
- | upgrades are exclusive to a given boss but I'll list all the ones I've | ||
- | encountered in my personal experience. More information on the weapons | ||
- | themselves can be found in the Bonus Weapons section (WB). | ||
- | |||
- | It's worth noting that since you don't start off docked at a station like the | ||
- | Warzones and Legion Raids, you can take hijacked ships through this as long as | ||
- | you don't die, otherwise you'll respawn as your original ship. Ark raid points | ||
- | are awarded thusly: 1 point for the first boss, 2 points for each of the | ||
- | following 3, 3 for the Hall of Mirrors boss, and 5 for the final boss for a | ||
- | possible total of 15. Lastly, there is no penalty for leaving Ark Raids before | ||
- | they' | ||
- | |||
- | |||
- | |||
- | - Stealthly Blitzkrieg [ARS] - | ||
- | |||
- | |||
- | |||
- | In spite of the fact that the majority of enemies in the game react to your | ||
- | presence when you shoot them while cloaked/ | ||
- | exception to this rule as few will return fire or even react for that matter. | ||
- | For reasons that are unclear, Splitters and Janus (Mirror boss) will attack the | ||
- | player if you're cloaked, but not when you're undercover. The rest of these will | ||
- | fail to acknowledge your presence regardless of your stealth ability of choice. | ||
- | All the first enemies, (including the boss) all Path of the Dead enemies | ||
- | (including the boss), the Elder ones, and all droids and torpedo nodes in the | ||
- | final area. | ||
- | |||
- | While in a state of stealth, you can let your sentients attack for you if you're | ||
- | undercover, but you'll have to use your weapons if you're cloaked. It should | ||
- | also go without saying that you need either the Syndicate or Praetorian scout | ||
- | fighter if you want to attack without disengaging the cloak or undercover | ||
- | abilities respectively. But since you need to do as much damage as possible | ||
- | against the Elder Ones, the Deathshrike Mine V is a good weapon to use.As a | ||
- | side-note, it's worth mentioning that the Splitters only need to be split once | ||
- | each in order to " | ||
- | |||
- | During the battle with Janus (Mirror boss), I should note that while you can | ||
- | technically use sentients to attack him/her while in a cruiser, there are more | ||
- | complications outside of the obvious increased defensive qualities of your | ||
- | enemy. Since Janus doesn' | ||
- | in the environment, | ||
- | time have their positions reset, Janus just disappears. So don't say I didn't | ||
- | warn you, and no you cannot leave and come back to reset the state of things, | ||
- | you have to start all over again. | ||
- | |||
- | |||
- | |||
- | - Clay Tok [ARC] - | ||
- | |||
- | |||
- | |||
- | The first part of the Ark Raid is, appropriately, | ||
- | the end of the last main mission. You should see a large number of hostile | ||
- | markers on your mini-map, and you'll want to take them out, but try to keep your | ||
- | distance with the right/ | ||
- | engage too many at a time, they' | ||
- | attention of most of them at once is a really stupid idea, especially since | ||
- | they can boost each other' | ||
- | though, so if you're able to perform the Roll glitch then feel free to go nuts. | ||
- | |||
- | Once you've cleared out most or all of the smaller enemies it will be safer to | ||
- | venture to the right/East. Guarding the path to the other areas is a giant | ||
- | version of the enemies you were fighting, which in turn were giant versions of | ||
- | the Vanid/space mites. It is known as Clay Tok, and if you didn't heed my advice | ||
- | regarding the destruction of the many smaller enemies or just blundered too | ||
- | close by mistake, you can probably kiss your aft goodbye. This is because | ||
- | partway through inflicting damage to it, Clay Tok will draw in ALL of the | ||
- | smaller enemies, allowing them to not only gang up on you but boost Clay Tok's | ||
- | firepower. | ||
- | |||
- | Without the added support however, Clay Tok can be bested with ease if you don't | ||
- | stay still long enough for its KL-088 attack (those pink/ | ||
- | to hit you. Clay Tok uses Supershield and, most prominently, | ||
- | missiles are a bad idea in this fight. It only uses the Supershield ability for | ||
- | a second or two after being attacked initially, similarly to many cruisers and | ||
- | cargo ships, before stopping. You don't actually visibly see the shield come up, | ||
- | but you can hear the effect noise it makes, and it clearly suffers no damage | ||
- | even though it should. While the KL-088 is pretty strong, clay Tok is completely | ||
- | incapable of firing while it uses Feign Death, and though you can't see its | ||
- | statistics it takes damage in that state, so hit it with everything you've got. | ||
- | A 50% Feign Death upgrade can be dropped by Clay Tok, as well as the Power Beam | ||
- | and Deathshrike Mine V weapons. | ||
- | |||
- | |||
- | |||
- | - Forks in the Road [ARF] - | ||
- | |||
- | |||
- | |||
- | After defeating Clay Tok it will drop either an upgrade or a weapon, pick it up | ||
- | and fly near the portal-like opening which the game calls a door until the | ||
- | option to go through comes up. On the other side will be a ton of Splitters and | ||
- | many more barred entrances. If you're unfamiliar with them, splitters are the | ||
- | enemies you can encounter North West of the center of The Crucible. As their | ||
- | name implies, they split apart, becoming defensively weaker, though I'm | ||
- | uncertain if they' | ||
- | Splitters multiply whenever you completely deplete their health and can only | ||
- | split so many times before being completely destroyed. They use beam weapons so | ||
- | if you can/are taking advantage of the Roll glitch you won't even have to worry | ||
- | about them. | ||
- | |||
- | There are 4 doorways with 5 splitters in front of each. The Northernmost door | ||
- | leads to the Librarian boss, the Northwest one leads to the Elder ones, the | ||
- | Southwest one leads to the Mirror boss Janus, and the Southeast one leads to | ||
- | the Ghost Battleship. All three must be defeated before the door leading to the | ||
- | Mirror boss can be opened so you've got no choice but to fight them all. So | ||
- | I'll be listing them in an order that I feel represents the incline of | ||
- | difficulty from least to greatest, starting with the Southeast doorway leading | ||
- | to the Path of the Dead. | ||
- | |||
- | |||
- | |||
- | - Path of the Dead [ARD] - | ||
- | |||
- | |||
- | |||
- | The minute you reach the other side you'll encounter a Ghost Dominion cruiser, | ||
- | whose Admiral you need to speak with to proceed. Regardless of your faction | ||
- | you'll be tasked with protecting said cruiser from missiles that appear out of | ||
- | thin air multiple times. This is easier than it might sound however because | ||
- | although they can be damaging for the escort target, they don't do too much | ||
- | damage to you if you're in a tier 4 cargo ship/ | ||
- | amount of time to reach them, and they' | ||
- | |||
- | The missiles will appear in clusters that are easily seen from the mini-map, and | ||
- | appear in front of cruiser, front, front left (your left, not the cruiser' | ||
- | left (again, your left, not the cruiser' | ||
- | AND behind it. Go after the one's in front first because the cruiser is | ||
- | actively moving away from the others. The cruiser has tier 4 Dominion beam | ||
- | weapons but they alone are not enough to intercept the missiles. | ||
- | |||
- | Once you've fended off the missiles you'll need fly close so that you can talk | ||
- | to the Ghost Admiral again. This time you'll have to protect the cruiser from | ||
- | several ships aiming to destroy it. Failing to protect it will not forfeit the | ||
- | entire mission, or even send you back to the beginning of the Path of the Dead, | ||
- | but you will have to fight all ships over again until you succeed. Said ships | ||
- | are pretty weak but the cruiser won't fire back this time around so it's | ||
- | entirely up to you. You'll have to fend off fighters, cargo ships, a pair of | ||
- | cruisers, a carrier that launches fighters, and a Ghost Battleship before the | ||
- | mission is through. | ||
- | |||
- | The cargo ship's have annoying supershields, | ||
- | with relative ease, the carrier always has tier 4 Dominion beam weapons, and | ||
- | the Battleship always fires missiles. Unfortunately, | ||
- | ships appear is not consistent, so keep close to draw fire away from the escort | ||
- | target just in case. Flares are useful for countering missiles, Clone is good | ||
- | for drawing away attacks, and a Healer sentient' | ||
- | quite useful here. Once you defeat the Ghost battleship a reward (with the Power | ||
- | Lightning Beam being possible) will be dropped and you'll be given the | ||
- | appropriate number of Ark Raid points. The mission also starts as it means to go | ||
- | on by NOT making you backtrack all the way back to the entrance of the area, but | ||
- | rather the threshhold leading to this circular area. | ||
- | |||
- | |||
- | |||
- | - Path of Knowledge [ARK] - | ||
- | |||
- | |||
- | |||
- | Head to the far North end and enter go through the doorway leading to the Path | ||
- | of Knowledge. You again have to initiate a conversation, | ||
- | a massively oversized healer sentient. Follow the path to the end of the tunnels | ||
- | swatting down security droids along the way and you'll eventually find yourself | ||
- | in another boss arena. This time however it's one enemy with pretty high | ||
- | defensive statistics and a beam attack that would make the BFG 9,000 from Doom | ||
- | feel insecure about it's potency. Fortunately, | ||
- | weapon, and as such is susceptible to the Roll glitch, as well as the Roll | ||
- | ability in general, and the Supershield ability too. Speaking of Supershields, | ||
- | the giant enemy sentient will have a supershield up if you're too far away so | ||
- | don't expect to pick away at it from a distance. You have to get pretty close to | ||
- | the sentient for the shield to go down. After 1 section of its shields are | ||
- | depleted it will erect a supershield and start drifting away while it | ||
- | presumably makes modifications to boost weapon power because it's Big Green | ||
- | Power beam can slaughter you at this point in time if you can't avoid it. Try to | ||
- | stay as close as possible to its center while it's drifting and when the shield | ||
- | eventually goes down. If you have enough firepower you can destroy it utterly | ||
- | before it manages to get even 1 shot off. | ||
- | |||
- | It's worth noting that in addition to the standard rewards of upgrades, | ||
- | potential for weapons, and Ark Raid points, this is the only method by which | ||
- | you can acquire rarer sentients in the game without transferring them from | ||
- | Fusion: Sentient or getting them from online Auctions. So long as you have | ||
- | 14 or fewer weapons (including equipped ones) AND 4 or less sentinets, there' | ||
- | a chance that the Librarian boss will drop a Rare, Epic, or Legendary sentient | ||
- | that can be one of the three different types. A 50% Flare upgrade is also | ||
- | possible. | ||
- | |||
- | |||
- | |||
- | - Path of Darkness [ARP] - | ||
- | |||
- | |||
- | |||
- | Head to the Northwest section and go through the door to be on your way to the | ||
- | Path or Darkness. Unlike the Path of Knowledge there aren't any enemies on the | ||
- | way, but the journey is the most dangerous of the three since there are | ||
- | booby-trap-esque Hellfire beams being fired in the tight spaces. The beams get | ||
- | all the more frequent by the end so if you're having trouble with just the early | ||
- | bits you're horrendously unprepared for what lies in wait at the end. Once | ||
- | again though the roll glitch lets you sail through with ease, unless of course | ||
- | you're in a cruiser in which case the tight quarters are going to be quite | ||
- | irritating to navigate. | ||
- | |||
- | Upon reaching the end you'll be greeted by three yellow Dark Legion carriers | ||
- | being controlled by beings calling themselves The Elder Ones, and request the | ||
- | administration of voluntary euthanasia. But apparently they' | ||
- | that isn't progressive enough to permit such a practice without mandating | ||
- | self-defense because they fire incredibly powerful missiles at you and | ||
- | constantly heal one another. You have to either deplete their health incredibly | ||
- | fast, or get close enough to one that it starts chasing you, and allow you to | ||
- | lure it away from its allies. You'll need either Flares or Supershield for this | ||
- | fight because as I said previously the missiles they fire are incredibly | ||
- | powerful. Fortunately while their shields are pretty tough and can be healed, | ||
- | their hull strength is laughably weak and can't be recovered so once their | ||
- | shields go down they won't have long. | ||
- | |||
- | Watch out if you're engaging The Elder Ones in one of the three fighter types | ||
- | though because they have a tendency to use the Healer sentient knockback skill | ||
- | which is not just annoying, it can prevent you from avoiding the missiles fired. | ||
- | You'll have to take each of the three down one at a time, but don't expect them | ||
- | all to yield goodies, only the last one you destroy will provide an upgrade or | ||
- | weapon. Speaking of which, the Power Big Green Power Beam and Power Missile are | ||
- | possible weapon drops. | ||
- | |||
- | |||
- | |||
- | - Hall of Mirrors [ARH] - | ||
- | |||
- | |||
- | |||
- | Now that all three major bosses have been extinguished we can move on through | ||
- | the door that was previously sealed in the Southwest part of the main area. | ||
- | Unlike the preceding sections though you only fly a couple of meters before | ||
- | the boss, Janus, makes his/her presence known. Janus copies you ship but only to | ||
- | a certain extent. It's defenses appear to be higher, but the weapons used are | ||
- | thankfully not your own. The ship that is mimicked is whatever you're currently | ||
- | flying, not whatever you might be able to change into when you disengage the | ||
- | undercover ability. Janus also only copies what your ship's statistics are | ||
- | SUPPOSED to be and inflates them a little from there. Meaning if you rock up in | ||
- | a scout fighter with the shields and hull of a military cruiser using Eugene | ||
- | then Janus will be stuck with defensive stats that are pathetic by comparison. | ||
- | The area's large enough to run and use a Healer and Tank sentient combo to boost | ||
- | your shields if things start going South so it's not too difficult overall, it | ||
- | can be more about attrition than anything. A 50% Undercover upgrade can be | ||
- | dropped, as well as the Deathshrike Mine V, and the Power Lightning Beam. | ||
- | |||
- | |||
- | |||
- | - The Ark [ARA] - | ||
- | |||
- | |||
- | |||
- | Getting to the right point where you can enter the next door will be a little | ||
- | difficult but once you get there you can proceed to the Ark's core. Ahead of you | ||
- | will be the Ark super-sentient, | ||
- | start, there are large beams inhibiting your progress that need the emitters at | ||
- | both ends to be destroyed. Doing so will get rid of the deadly beam (seriously, | ||
- | it can be VERY dangerous if you're defenses are not too close to the top), as | ||
- | well as launch security droids from the damaged nodes that are weak | ||
- | afterthoughts. After shutting down a few of those pesky beams you'll come to | ||
- | the Ark's inner sanctum, only to find more beams in your way. Or at least that's | ||
- | how it LOOKS, the beams are actually powering a shield that recovers faster than | ||
- | you can damage it, and the beams themselves can't harm you in the slightest. | ||
- | What CAN harm you however are the nodes, on either side of the towers supplying | ||
- | shield energy, which fire massive torpedoes that will do a lot of damage if | ||
- | you don't keep moving and stay out of the way. Destroying those nodes will keep | ||
- | the torpedoes off your aft but not for very long so concentrate on the ones | ||
- | supplying shield energy instead. | ||
- | |||
- | Once you've cut off all four towers from the super-sentient you can attack the | ||
- | sentient itself. Unfortunately however, you can only do 25% hull damage before | ||
- | its shields are brought back online. Even more frustrating is trying to damage | ||
- | it while in one of the three fighter classes because like the Elder Ones the | ||
- | Ark super-sentient can use the knockback ability. But as long as you keep moving | ||
- | and damaging the core you'll eventually defeat the age-old construct and claim | ||
- | your due rewards, which can include the Power Missile. A message might pop up | ||
- | very quickly and ask if you're sure you want to quit the mission. Either select | ||
- | " | ||
- | boss, because not only is the upgrade/ | ||
- | in Legion Raids, Prismatic crystal pieces are dropped rather than being | ||
- | automatically added to your inventory. | ||
- | |||
- | |||
- | ===== Mad Skillz (Pilot Skills List & Ratings) -===== | ||
- | |||
- | | ||
- | |||
- | |||
- | - Base Skills [MSB] - | ||
- | |||
- | |||
- | |||
- | No more than 25 base points, which are awarded upon leveling up your pilot | ||
- | character, can be assigned to any one skill, and since you get one point per | ||
- | level and 100 levels you'll have enough points to max out every skill with the | ||
- | only question being how you'll initially distribute the points. I should mention | ||
- | that energy cost of using the Afterburner ability can decrease to the point | ||
- | where having 1 DPS sentient equipped with a high enough level Energy | ||
- | Regeneration bonus can let you use it indefinitely. Speaking of energy, although | ||
- | your first thought may be to increase energy reserves since it offers the | ||
- | highest increase per point, you'll want to avoid weapons that drain energy in | ||
- | the early parts of the game, and some of the upgrades to abilities can outright | ||
- | negate the energy cost so focus on the others. Lastly, while the description for | ||
- | Increase Defense states that it increases both shields and hull, it only | ||
- | increases hull strength, so keep that in mind. | ||
- | |||
- | Increase Damage - 1% increase per point, Total possible = 25% | ||
- | |||
- | Increase Defense - 1% increase to hull per point, Total possible = 25% | ||
- | |||
- | Afterburner - 2% increase to speed and efficiency per point, Total possible = | ||
- | 50% | ||
- | |||
- | Increase Energy - 4% increase per point, Total possible = 100% | ||
- | |||
- | |||
- | |||
- | - Faction Skills [MSF] - | ||
- | |||
- | |||
- | |||
- | Faction skills are where you can become either a terror among the stars, or a | ||
- | laughingstock for touring vessels to point at and mock. I'll help you make sure | ||
- | you become the former, and turn your enemies into the latter. Each skill will be | ||
- | evaluated with more in-depth descriptions and information after point level | ||
- | statistics. The *'s represent how good a skill is, the more *'s the better, | ||
- | though that should become apparent in the description. But first, some general | ||
- | info you need to know. | ||
- | |||
- | Faction skills are added when you become a member of a faction and completed a | ||
- | mission that rewards you with a faction point to spend on skills. Don't worry | ||
- | about accidentally choosing one of the lame skills since Prismatic crystals can | ||
- | reset all your skills without penalty, just keep in mind that it may take a good | ||
- | deal of time before you can get some and the act of acquiring them will be made | ||
- | easier if you have better skills. Faction points are universal, meaning that | ||
- | points earned in one faction can be spent to unlock/ | ||
- | Also, Military Skills are shared between the Revenant Order and Dominion of | ||
- | Allied Planets, so joining either faction will unlock the skills. | ||
- | |||
- | |||
- | |||
- | - Consortium Skills [MSC] - | ||
- | |||
- | |||
- | |||
- | Harvest (Passive) - Extracts ore from any asteroid or gas cloud. | ||
- | |||
- | Lvl 1 - 10% Lvl 2 - 20% Lvl - 30% Lvl 4 - 40% | ||
- | Lvl 5 - 50% | ||
- | |||
- | Rating: 1/4 *'s | ||
- | |||
- | Evaluation - Although the name is different and it mentions gas clouds, the | ||
- | Harvest skill is just mining. The gas cloud bit is bizarre because there' | ||
- | expanded function for the mining ability, it only speeds up the mining time, | ||
- | there doesn' | ||
- | resources yielded. Although you can put enough points into the ability that you | ||
- | can mine faster than your sentients with maxed out mining skills, the fact that | ||
- | you can have multiple sentients mining at a time makes this skill useless until | ||
- | you can get prismatic crystals without leaning on certain skills. In all I'd say | ||
- | it's got 0/4 *'s in the early parts of the game and maybe 2/4 *'s for the later | ||
- | parts with the average being the final rating seen at the beginning. | ||
- | |||
- | |||
- | Feign Death - Fakes the death of the ship, possibly tricking enemies. Energy | ||
- | Cost - 50 pts. | ||
- | |||
- | Lvl 1 - 160 sec cooldown | ||
- | Lvl 3 - 40 sec cooldown | ||
- | Lvl 5 - 10 sec cooldown | ||
- | |||
- | Rating: 1/4 *'s | ||
- | |||
- | Evaluation - If you've fought Clay Tok then you probably already know why this | ||
- | skill doesn' | ||
- | Feign Death can stop missiles mid-flight but note that the description states | ||
- | that it can only POSSIBLY trick enemies into stopping their attacks. When you | ||
- | use Feign Death you're completely immobile until the effect wears off, and | ||
- | though your shields can recover in this state, you can take damage too. This | ||
- | means that if you use the ability in the no-man' | ||
- | be hammered with projectiles even if the enemies DID back off. The afterburner | ||
- | is a base skill, you'd best use it instead. | ||
- | |||
- | |||
- | Roll - Performs a roll maneuver, allowing dodging of beam attacks. Energy Cost - | ||
- | 25 pts. | ||
- | |||
- | Lvl 1 - 4 sec cooldown and 1 sec evasion | ||
- | Lvl 2 - 4 sec cooldown and 1.5 sec lock-on break | ||
- | Lvl 3 - 4 sec cooldown and 2 sec lock-on break | ||
- | Lvl 4 - 4 sec cooldown and 2.5 sec lock-on break | ||
- | Lvl 5 - 4 sec cooldown and 3 sec lock-on break | ||
- | |||
- | Rating: 4/4 *'s | ||
- | |||
- | Evaluation - I'm sure a lot of you are surprised by this rating because I | ||
- | originally was going to put this at 0/4 *'s. That was until I looked more | ||
- | closely at the skill and found many errors that elevate its standing and a | ||
- | glitch that makes it a must-have for nearly everyone. For one thing, the | ||
- | description is not true, there is NO cooldown time for the ability. And since | ||
- | the analogous upgrade negates the energy cost regardless of its percentage | ||
- | value, you can use it as many times as you want. That's great n' all but it's | ||
- | not what gives this skill such a high rating it's the following glitch. | ||
- | |||
- | My theory is that Starfire programmed the roll animation to be executed with | ||
- | fighters but not capital ships because the idea that such a large craft avoided | ||
- | beam fire by out-maneuvering it would come across as understandably absurd, | ||
- | leaving the effect to be explained by shield movement deflecting fire or | ||
- | something else the player might imagine. Unbeknownst to them at the time, the | ||
- | coding for the skill presumably had the effects activate when energy was | ||
- | deducted, and concluded after the roll animation was finished, but since the | ||
- | animation never actually STARTS, the duration never ends. That's right, if you | ||
- | use the roll ability while in a cargo ship or cruiser you will be immune to all | ||
- | forms of beam weaponry INDEFINITELY. That's not much of an exaggeration, | ||
- | going through SHIFT platforms, docking, initiating missions, etc. do not reset | ||
- | your status. Not even switching out the skill with a different one will change | ||
- | it! | ||
- | |||
- | Being immune to an entire category of weapons that at least 1 ship from every | ||
- | faction uses is great enough in its own right, even if it's limited to cargo | ||
- | ships and cruisers. But the fact that this effect can be applied with only 1 | ||
- | point assigned to the skill to reap the benefits of the glitch gives it a | ||
- | perfect rating. Note: The barrel rolls your ship sometimes performs cannot be | ||
- | induced at will outside of using the Consortium Roll skill so don't bother | ||
- | asking be how to make the ship do it. Lastly, although you don't take damage | ||
- | from the beam attacks and the hijack skill will not be interrupted, | ||
- | will not recover when beams are being fired at you. | ||
- | |||
- | |||
- | Increase Cargo (Passive) - Increases amount of cargo the ship can carry. | ||
- | |||
- | Lvl 1 - 20% increase | ||
- | Lvl 3 - 60% increase | ||
- | Lvl 5 - 100% increase | ||
- | |||
- | Rating: 2/4 *'s | ||
- | |||
- | Evaluation - Cargo capacity is hardly vital, but not having to go back to | ||
- | docking stations/ | ||
- | convenience, | ||
- | game when there are better options. | ||
- | |||
- | |||
- | |||
- | - Syndicate Skills [MSS] - | ||
- | |||
- | |||
- | |||
- | Cloaking - Cloaks the ship, making it almost invisible. | ||
- | |||
- | Lvl 1 - Drains shields in 5 sec, 10 sec cooldown | ||
- | Lvl 2 - Drains shields in 10 sec, 9 sec cooldown | ||
- | Lvl 3 - Drains shields in 15 sec, 8 sec cooldown | ||
- | Lvl 4 - Drains shields in 25 sec, 7 sec cooldown | ||
- | Lvl 5 - Drains shields in 30 sec, 6 sec cooldown | ||
- | |||
- | Rating - 0/4 *'s | ||
- | |||
- | Evaluation - Once near the top of the heap, this skill gets thrown down to | ||
- | useless thanks to another skill' | ||
- | that when I talk about said skill, until then, here are some things you should | ||
- | know: | ||
- | |||
- | - Your shields are drained a little, but your energy will run out long before | ||
- | your shields. | ||
- | |||
- | - An analogous upgrade, regardless of percentage value will prevent any and all | ||
- | energy/ | ||
- | active however, not only will energy and shields not regenerate, but your hull | ||
- | will be incapable of recovering with the Healer sentient' | ||
- | |||
- | - Although there is no point in doing so, both the Cloak and Undercover skills | ||
- | can be active simultaneously. | ||
- | |||
- | - Enemy weapons can still harm you even if they don't target you while you're | ||
- | cloaked, so watch out. | ||
- | |||
- | - If you attack or your enemy hits you while you're flying in anything other | ||
- | than a Ghost scout fighter the cloak will automatically disengage. | ||
- | |||
- | - Although the Ghost scout fighter lets you fire while cloaked, nearby enemies | ||
- | will be alerted to your presence and will be able to target you even though the | ||
- | ability was not disengaged. It won't be disengaged when fired upon either so | ||
- | you'll need to manually turn it off to be able to recover shields, hull, and | ||
- | energy. | ||
- | |||
- | - Your sentients will automatically not engage enemies while you're cloaked, so | ||
- | you don't have to worry about setting their combat mood to passive to keep them | ||
- | from giving away your position. | ||
- | |||
- | - Although the the hint screens say that those using the Cloaking skill should | ||
- | be wary of ships with advanced radar, it appears as though no ships possess it, | ||
- | not even Dark Legion ships. If you're suddenly de-cloaked with no combat taking | ||
- | place, it's likely that you flew too close to an enemy/ | ||
- | ram shield erected. | ||
- | |||
- | |||
- | Teleport - Teleports the ship to a new position. Energy Cost - 20 pts. | ||
- | |||
- | Lvl 1 - 30 sec cooldown | ||
- | Lvl 3 - 15 sec cooldown | ||
- | Lvl 5 - 5 sec cooldown | ||
- | |||
- | Rating - 0/4 *'s | ||
- | |||
- | Evaluation - Believe it or not, not only does this skill get better because of a | ||
- | glitch, the glitch necessitates that you not put any points into the skill. You | ||
- | see, preset side missions for the 5 factions will give you skills, and said | ||
- | skills are usually more effective the more points you have in them even though | ||
- | they' | ||
- | Teleport skill the cooldown time is non-existent during those missions. Pair it | ||
- | with an analogous upgrade and you can use it as often as you want, but | ||
- | ironically, the skill is pretty lackluster even then. | ||
- | |||
- | All it does is teleport your ship a short distance away. The time in transit is | ||
- | quick so you can't expect to be immune to enemy fire for an extended period of | ||
- | time, the starting distance is short and doesn' | ||
- | points into the ability, and the cooldown time is so long outside of preset | ||
- | missions that you can avoid more fire and cover more ground with the default | ||
- | afterburner. This is probably the single worst and most useless skill in the | ||
- | game, don't even touch it. | ||
- | |||
- | |||
- | Hijack (Passive) - Takes control of a ship that has no shields. Not effective | ||
- | against players. Energy Cost - 50 pts | ||
- | |||
- | Lvl 1 - 10 sec capture time, 30 sec reuse time | ||
- | Lvl 2 - 8 sec capture time, 30 sec reuse time | ||
- | Lvl 3 - 6 sec capture time, 30 sec reuse time | ||
- | Lvl 4 - 4 sec capture time, 30 sec reuse time | ||
- | Lvl 5 - 2 sec capture time, 30 sec reuse time | ||
- | |||
- | Rating - 0/4 *'s | ||
- | |||
- | Evaluation - Before discovering the Undercover glitch this was the go-to ability | ||
- | for people too cheap to buy ships and weapons of their own (like me). Now it's | ||
- | more of a nice little novelty that has unfortunately lost its usefulness. Its | ||
- | obsolescence will be made clear soon enough, in the meantime here is some | ||
- | information regarding the skill you should know: | ||
- | |||
- | - If you do not possess the hijack skill when starting a Syndicate story mission | ||
- | that requires it, it will be provided for you, can be used even when not apart | ||
- | of the faction, will be capable of being used without any points in the skill | ||
- | until all Syndicate story missions have been completed. | ||
- | |||
- | - You only need to deplete one section of shields in order to hijack a ship, NOT | ||
- | both. | ||
- | |||
- | - If you hijack a ship, it will be replaced with whatever you were piloting | ||
- | originally when you dock, though not when going through a SHIFT platform or | ||
- | initiating special missions like Legion Raids or Ark Raids. | ||
- | |||
- | - Dark Legion ships sadly can't be hijacked. :( | ||
- | |||
- | - Your sentients will stop attacking and your weapons will be disabled while | ||
- | hijacking so that the targeted ship isn't inadvertently destroyed, so make sure | ||
- | you have as few other enemies around as possible when attempting a hijack | ||
- | because you will be unable to defend yourself. | ||
- | |||
- | - You cannot hijack friendly ship, only enemies or neutral targets with the | ||
- | capacity to BECOME enemies. If you hijack a Dominion/ | ||
- | use its commandeer ability to take control of a friendly unit that you could not | ||
- | previously take control of. However, it will be subject to the same rules as a | ||
- | hijacked ship and will be replaced with your original ship as soon as you dock. | ||
- | |||
- | - Cloning while in a hijacked ship *will* produce a copy of the ship you | ||
- | hijacked... but it will attack *you* instead of your enemies. However if you | ||
- | hijack a Dominion/ | ||
- | will aid you when cloned. | ||
- | |||
- | - Although you can't equip sentients in hijacked ships per say, their passive | ||
- | bonuses such as energy regeneration and statistical boosts will still be | ||
- | applied. | ||
- | |||
- | - Although you don't do any damage, hijacking a ship while cloaked/ | ||
- | will cause the targeted ship to attack you. | ||
- | |||
- | - Although you don't take any damage, being hit while a supershield is erected | ||
- | will hinder the hijacking process. | ||
- | |||
- | - If you hijack a ship(s) you were supposed to destroy the mission will glitch | ||
- | and and fail to continue, even if you hijack a different ship to destroy it. The | ||
- | only solution is to quit the mission. | ||
- | |||
- | - A high leveled Shield Short & Hijack skill make for a potent combo. The | ||
- | Tractor Beam also is good for pinning down particularly slippery hijack targets | ||
- | like fighters. | ||
- | |||
- | - If you hijack a ship during a mission, you will be reverted back to your | ||
- | original ship the moment it's completed. | ||
- | |||
- | - If you find yourself suddenly in the pod you were in at the start of the very | ||
- | first mission while engaging Syndicate ships it means that your ship was | ||
- | hijacked. Syndicate interceptors appear to be the only enemies that can hijack | ||
- | your ship. Just as with you, they can't hijack your ship unless at least one | ||
- | section of shields has been depleted, they can't attack, and their attempt will | ||
- | fail if you destroy them first or get far enough out of range. | ||
- | |||
- | Don't worry though, you don't have to re-purchase the ship, & you don't lose | ||
- | weapons, upgrades, sentients, or crystals though I assume you lose whatever | ||
- | cargo you were carrying, & possibly some credits as well. Dying or docking will | ||
- | put you back in your ship good as new. | ||
- | |||
- | |||
- | Scavenge (Passive) - Defeated enemies have a chance of dropping temporary | ||
- | power-up. | ||
- | |||
- | Lvl 1 - 10% chance | ||
- | Lvl 4 - 40% chance | ||
- | |||
- | Rating - 0/4 *'s | ||
- | |||
- | Evaluation - Fusion Genesis' | ||
- | game-changer, | ||
- | on the other side of the screen you're not interested in this will certainly not | ||
- | be an ability that you'll want. The only reason to pick this skill would be to | ||
- | advance the Syndicate challenge of the same name. | ||
- | |||
- | |||
- | |||
- | - Praetorian Skills [MSP] - | ||
- | |||
- | |||
- | |||
- | Scan Enemies (Passive) - Scans a ship for illegal goods and increases the chance | ||
- | of higher-quality salvage. | ||
- | |||
- | Lvl 1 - 10 sec scan time Lvl 2 - 8 sec scan time | ||
- | Lvl 3 - 6 sec scan time Lvl 4 - 4 sec scan time | ||
- | Lvl 5 - 2 sec scan time | ||
- | |||
- | Rating 0/4 *'s | ||
- | |||
- | Evaluation - You get much better upgrades from Legion and Ark Raid missions so | ||
- | the major point of the skill goes out the airlock right there. But there are | ||
- | other advantages to putting points into this skill that keep it from being as | ||
- | bad as something like Teleport. For one thing there are challenges that are less | ||
- | tedious to complete with the scan time reduced as much as possible. Also, | ||
- | fighters in earlier zones will be momentarily incapacitated after being scanned | ||
- | and will be unable to attack for a short amount of time. So in summary, good for | ||
- | completing challenges but offers no significant boons for combat. | ||
- | |||
- | - Since Scanning will temporarily incapacitate some lower class & tier ships, | ||
- | try scanning an enemy while cloaked/ | ||
- | advantage. | ||
- | |||
- | - You must be an active member of the Praetorian faction to advance the scanner | ||
- | and revealer challenges. Both scan targets must be Consortium ships, and the | ||
- | revealer challenge requires you to put at least 1 point in this skill (because | ||
- | you can't detect illegal goods otherwise). | ||
- | |||
- | - You can earn points for the Praetorian Judge challenge, by scanning and | ||
- | destroying Syndicate ships while apart of the Order, Dominion, or Consortium, if | ||
- | you have at least one point in this skill. But not while a member of the | ||
- | Praetorian faction, and obviously not the Syndicate. | ||
- | |||
- | |||
- | Supershield - A special shield that nullifies pulse weapon damage, but drains | ||
- | energy. | ||
- | |||
- | Lvl 1 - 100% energy drain rate | ||
- | Lvl 2 - 90% energy drain rate | ||
- | Lvl 3 - 80% energy drain rate | ||
- | Lvl 4 - 65% energy drain rate | ||
- | Lvl 5 - 50% energy drain rate | ||
- | |||
- | Rating 3/4 *'s | ||
- | |||
- | Evaluation - Contrary to its description, | ||
- | damage, not just pulse weapon damage. While the Supershield is active your | ||
- | energy is drained, neither you nor your sentients are capable of attacking, and | ||
- | you can't recover your shields if you're under attack even though you're not | ||
- | taking damage. In despite all those handicaps, the Supershield can be a valuable | ||
- | asset. | ||
- | |||
- | As I said earlier, the Supershield negates all damage and not just pulse damage, | ||
- | and while the percentages might make you think that the shield will drain your | ||
- | energy reserves instantaneously it's not that bad. In fact, with the right | ||
- | preparations you can maintain a Supershield indefinitely. That's partially | ||
- | because the shield' | ||
- | consume the same amount of energy blocking a super powerful boss attack as a | ||
- | tier 1 Vanid' | ||
- | while the shield is active and beams stop firing as soon as you erect it, | ||
- | missiles will still fly to their targets. | ||
- | |||
- | A major advantage of the Supershield is that it's quick to erect and capable of | ||
- | staying active for as long or as little as you'd like (provided you have the | ||
- | energy to maintain it of course). This means that you can flicker the shield on | ||
- | momentarily to stop a missile or hunker down against a torrent of weapon fire. | ||
- | It's not the best ability but it definitely warrants attention. | ||
- | |||
- | |||
- | Undercover - Turns the ship into asteroids and space junk and enhances its | ||
- | defensive capabilities. | ||
- | |||
- | Lvl 1 - 300 sec cooldown time and 10% damage absorption | ||
- | Lvl 2 - 180 sec cooldown time and 25% damage absorption | ||
- | Lvl 3 - 90 sec cooldown time and 40% damage absorption | ||
- | Lvl 4 - 60 sec cooldown time and 55% damage absorption | ||
- | Lvl 5 - 30 sec cooldown time, 70% damage absorption, and 50% damage increase | ||
- | |||
- | Rating - 5/4 *'s | ||
- | |||
- | Evaluation - No, that's not a typo. This is it. This is the singe most versatile | ||
- | and useful ability in the entire game, not even Abation can exceed this skill' | ||
- | caliber, and it's all thanks to the most beneficial glitch this game has to | ||
- | offer. Before I had discovered the Undercover glitch (AKA U.G.), which I call | ||
- | Eugene, this skill was an afterthought and I never used it. After discovering | ||
- | Eugene however, it opened up a staggering amount of possibilities that | ||
- | completely changed the game. | ||
- | |||
- | The Undercover skill was meant to be the Praetorian version of the Syndicate | ||
- | faction' | ||
- | you're there. The Undercover ability turns your ship into an unremarkable | ||
- | asteroid to both slip past enemies and increase your ship's defensive | ||
- | properties. Since it actually improved defense rather than weaken it by | ||
- | hindering regeneration handicaps had to be tacked on to balance it out. These | ||
- | included having the ability drain energy while moving if you didn't have the | ||
- | analogous upgrade, having to go into the sentient menu and set their combat mood | ||
- | to passive to keep them from attacking while the ability was active for stealth | ||
- | purposes, and most crippling of all, greatly reducing movement speed and | ||
- | maneuverability. Although the description doesn' | ||
- | like molasses going uphill in January. With crutches. And though the ability | ||
- | gains a damage absorption percentage that borders on the absurd, and there' | ||
- | apparently a 50% boost to weapon damage at level 4, your slow speed and terrible | ||
- | maneuverability makes it difficult to go beyond a compensation factor. | ||
- | |||
- | |||
- | |||
- | - Undercover Glitch: Eugene [MSUG] - | ||
- | |||
- | |||
- | |||
- | I began to notice something though; every time I docked at a station while | ||
- | undercover, my ship would no longer be disguised when I exited. What's more, I | ||
- | had to activate the ability twice to re-engage it, and every time I completed a | ||
- | mission the same thing would happen to my ship because mission completion | ||
- | reverts you to the status your ship has after having docked. | ||
- | It was a curiosity that eventually led me to a great realization; | ||
- | ship's appearance and controls had changed after docking, the Undercover ability | ||
- | was still active! This is why when you try to activate the ability again after | ||
- | leaving a docking station that your ship flickers and you have to activate it | ||
- | again, because it was actually disengaging the ability. By simply activating | ||
- | the Undercover ability before docking at a station and then leaving, you can | ||
- | take advantage of all the boons without having to suffer with the navigation | ||
- | handicaps! Eugene' | ||
- | but he has so much more to offer than that alone. | ||
- | |||
- | Not long after I discovered the application Eugene possesses that can completely | ||
- | change the game: the ability to take a ship from one faction and use it in | ||
- | another. As strange as it sounds it's actually true, with Eugene' | ||
- | pilot any ship from any faction (save for the carriers and battleships of | ||
- | course), and even Goodbye Becky! All you have to do is... | ||
- | |||
- | 1) activate the Undercover ability for the ship you want to use, then either | ||
- | dock at nearest station to reduce travel time, enter Alpha Station, or in the | ||
- | case of Goodbye Becky, just continue to the station you're supposed to dock at. | ||
- | |||
- | 2) Head to Alpha Station and select the option to change factions (you do not | ||
- | need to do this if you are trying to pilot Goodbye Becky), and leave the | ||
- | station. | ||
- | |||
- | 3) Join/ | ||
- | Undercover ability. | ||
- | |||
- | 4) Enjoy your success because you're now flying the ship you were in when you | ||
- | used the Undercover ability! | ||
- | |||
- | Eugene can have a slight downside, but one that can not only be compensated for, | ||
- | but turned into yet another major game-changing advantage. You see, while | ||
- | everything else is the same, your ship maintains the shield/hull strength of the | ||
- | ship you are put into by default when joining/ | ||
- | starting will find think this is an unavoidable hurdle that will leave powerful | ||
- | ships with a tier 1 scout fighter' | ||
- | this isn't a problem in the slightest. Because while you start out with a scout | ||
- | fighter when first joining a faction, the ship you are put into automatically | ||
- | after RE-joining a faction is whatever you were last piloting. Connect the dots | ||
- | yet? That means you can take a scout fighter from one faction and give it the | ||
- | hull and shields of a military-grade cruiser! Believe it or not, there' | ||
- | more Eugene has to offer. | ||
- | |||
- | With all the possibilities Eugene provides you're probably thinking that he's | ||
- | all well and good later on when you have tier 4 cruisers to play around with, | ||
- | but what about during the early sections of the game? Well, you know how you | ||
- | can't hijack one of your own faction' | ||
- | interceptor will allow you to commandeer friendly ships? Well if you use Eugene | ||
- | to get one of the aforementioned interceptors in another faction you can use it | ||
- | to commandeer a tier 4 ship from a later zone without it being replaced as soon | ||
- | as you dock because it wasn't hijacked! Now you see why the Undercover skill has | ||
- | a better-than-perfect rating; the benefits gained from Eugene just can't be | ||
- | matched. | ||
- | |||
- | Think we're done? Think again, there' | ||
- | you do. As mentioned before, there are many fun things you can do with the ships | ||
- | you own, but there' | ||
- | ship that was never meant to be used more than once. That's right, you can | ||
- | perform the Undercover glitch with the Dark Legion ship provided to you in the | ||
- | last Dominion story mission and use it whenever you want! The catch is that you | ||
- | can't complete the mission or you won't get to pilot it and work Eugene' | ||
- | again so you'll have to forfeit the faction point you'd get for completing the | ||
- | mission to continue piloting the ship. In order for Eugene to effect the ship, | ||
- | you need to manually replace the default Afterburner skill with Undercover, use | ||
- | the ability, then manually open a SHIFT platform to abort the mission (this is | ||
- | because you can't dock at a base during the mission). Then disengage the ability | ||
- | when you revert back to your ship to revert back to the Legion ship. Note that | ||
- | you can't summon Dark Legion ships to fight for you or heal them. I know that | ||
- | this section is already very long, but there are just a few more things to know | ||
- | about the Undercover skill before moving on: | ||
- | |||
- | - As mentioned previously, you need to switch your sentient' | ||
- | aggressive/ | ||
- | purposes because they will attack enemies otherwise. | ||
- | |||
- | - Undercover does not disengage upon completing missions it just gets switched | ||
- | to the state you find the ship after docking. (Already being in that state when | ||
- | a mission ends will not disengage the ability or revert it to its intended form | ||
- | either). | ||
- | |||
- | - Unlike the Cloak ability, you can recover hull, shields, and energy while | ||
- | Undercover, and even be hit by enemies without the ability being disengaged. | ||
- | |||
- | - Get a good Undercover upgrade and a DPS sentient with a high level Energy | ||
- | Regeneration skill and you can move without draining energy. You can also boost | ||
- | and still regenerate energy or even not drain energy at all if you have enough | ||
- | DPS sentients with high leveled Energy Regeneration skills. | ||
- | |||
- | - Although there is no point in doing so, both the Cloak and Undercover skills | ||
- | can be active simultaneously. | ||
- | |||
- | - Although the Peacemaker ship lets you fire while undercover, nearby enemies | ||
- | will be alerted to your presence and will be able to target you even though the | ||
- | ability was not disengaged. | ||
- | |||
- | - Enemy weapons can still harm you even if they don't target you while | ||
- | undercover so watch out. | ||
- | |||
- | - When taking part in Legion Raids, the reinforcements you get come from the | ||
- | faction you last joined, not the faction whose ship you are piloting using | ||
- | Eugene' | ||
- | |||
- | - When taking part in Ark Raids, the ship that Janus (Mirror boss) turns into is | ||
- | the one you're piloting while you're undercover, not the one you can change | ||
- | into by disengaging the ability. | ||
- | |||
- | - Likewise, when engaging Janus in a ship from a different faction and/or class, | ||
- | Janus will copy the statistics that the ship is meant to have, meaning it will | ||
- | have a scout' | ||
- | hull/ | ||
- | |||
- | |||
- | Advanced Radar (Passive) - Uncovers cloaked enemies and increases radar range. | ||
- | |||
- | Lvl 1 - 2,500 units of range Lvl 2 - 3,000 units of range | ||
- | Lvl 3 - 3,500 units of range Lvl 4 - 4,000 units of range | ||
- | Lvl 5 - 4,500 units of range | ||
- | |||
- | Rating - 2/4 *'s | ||
- | |||
- | Evaluation - This one's a bit polarizing since the ability to see cloaked | ||
- | enemies can be advantageous, | ||
- | from greater distances than you need to be aware of can be a nuisence. | ||
- | Personally I just put one point in the skill and be done with it as cloaked | ||
- | enemies don't become more easily visible the higher the skill gets or anything. | ||
- | And since I use the mini-map when looking for far away enemies and the radar | ||
- | ring for more immediate threats I see no reason to add any more points. | ||
- | |||
- | |||
- | |||
- | - Military Skills [MSM] - | ||
- | |||
- | |||
- | |||
- | Flares - Deploys anti-missile countermeasures. (The energy cost for this ability | ||
- | is estimated to be around 20 points per cluster of flares). | ||
- | |||
- | Lvl 1 - 15 sec cooldown, number of flares fired- 1 | ||
- | Lvl 2 - 12 sec cooldown, number of flares fired - 2 | ||
- | Lvl 3 - 9 sec cooldown, number of flares fired - 3 | ||
- | Lvl 4 - 6 sec cooldown, number of flares fired - 4 | ||
- | Lvl 5 - 3 sec cooldown, number of flares fired - 5 | ||
- | |||
- | Rating - 4/4 *'s | ||
- | |||
- | Evaluation - This is one of the few skills that manages to pull its own weight | ||
- | without the use of glitches. Missiles are the most damaging of the basic weapon | ||
- | types so this ability is in a good position right off the bat. And while it's | ||
- | not guaranteed to prevent a missile from hitting you, it succeeds often and most | ||
- | importantly, | ||
- | entirely automated, just press the assigned button once to activate the ability | ||
- | and your ship will automatically fire flares whenever a missile targets you. Not | ||
- | only that, but as you put more points into the skill, the number of flares fired | ||
- | will increase, while the time between flares being deployed decreases. Lastly, | ||
- | the energy cost can be nullified when an analogous upgrade is equipped in | ||
- | addition to reducing the cooldown time by the percentage indicated. | ||
- | |||
- | Clone - Projects a duplicate of the ship that will temporarily assist in combat. | ||
- | Energy Cost - 50 pts. | ||
- | |||
- | Lvl 1 - 15 sec fight time and 180 sec cooldown time | ||
- | Lvl 2 - 30 sec fight time and 120 sec cooldown time | ||
- | Lvl 3 - 60 sec fight time and 90 sec cooldown time | ||
- | Lvl 4 - 90 sec fight time and 60 sec cooldown time | ||
- | Lvl 5 - 120 sec fight time and 30 sec cooldown time | ||
- | |||
- | Rating - 2/4 *'s | ||
- | |||
- | Evaluation - The Clone ability sounds like something you want, and want now but | ||
- | that's not quite the case. You see while the ability does indeed get much better | ||
- | the more points you put into the skill it's not the battlefield-dominating skill | ||
- | you might think it is. For one thing the cloned ship does not have your | ||
- | statistical bonuses from upgrades, skills, or sentient statistics. It also | ||
- | doesn' | ||
- | and tier can be seen using outside of missions in the various zones. Things look | ||
- | bad but they' | ||
- | controlled in any capacity and will often stay put while you advance and engage | ||
- | enemies elsewhere without assistance. You can clone a ship again even while the | ||
- | first clone is still active but A) the newly cloned ship will replace the old | ||
- | one so you can't build up a sizable amount of reinforcements, | ||
- | cooldown time means that you're likely going to take down most of the enemies | ||
- | yourself before you'll be able to use it again. | ||
- | |||
- | With all that said it's still great for point defense missions, especially when | ||
- | you have a cruiser, clones distract enemy ships from you/escort targets, and | ||
- | while they' | ||
- | cloning while in a hijacked ship *will* produce a copy of the ship you | ||
- | hijacked... but it will attack YOU instead of your enemies. However if you | ||
- | hijack a Dominion/ | ||
- | will aid you when cloned. | ||
- | |||
- | |||
- | Ram - Generates a temporary shield that damages anything the shielded ship | ||
- | collides with. Energy Cost - 20 pts. | ||
- | |||
- | Lvl 1 - 4 sec duration | ||
- | Lvl 3 - 12 sec duration | ||
- | Lvl 5 - 20 sec duration | ||
- | |||
- | Rating - 0/4 *'s | ||
- | |||
- | Evaluation - This is another skill with no redeeming qualities that's near | ||
- | Teleport levels of uselessness. The barrier generated is small, requires that | ||
- | you be right on top of an enemy ship to damage it, and to top it off couldn' | ||
- | significant damage to ship with no shields and major rust problems with its | ||
- | hull. The skill is also glitched in preset missions, but not in a good way. Ram | ||
- | will not work properly in preset missions unless you have at least one point | ||
- | assigned to the skill, but even if it worked better in preset missions you'd | ||
- | want to avoid this skill. | ||
- | |||
- | |||
- | Abation (Passive) - Reduces the effects of negative attacks such as Tractor | ||
- | beams, knockbacks, and control effects. | ||
- | |||
- | Lvl 1 - 20% Lvl 2 - 35% Lvl 3 - 50% Lvl 4 - 65% | ||
- | Lvl 5 - 80% | ||
- | |||
- | Rating - 4/4 *'s | ||
- | |||
- | Evaluation - Before finding out about Eugene this was the number 1 skill to get | ||
- | and it's not hard to see why. It's an entirely passive ability that makes the | ||
- | Tractor Beam practically powerless when it's used against you, and significantly | ||
- | cuts down on the time Shield Short and Disable affect you for. | ||
- | |||
- | |||
- | =====Challenge List & Recommendations -===== | ||
- | |||
- | | ||
- | |||
- | |||
- | Challenges are not necessary to unlock anything but they' | ||
- | attraction for completionists, | ||
- | descriptions and tips when I feel it's needed, otherwise I'll just leave the | ||
- | basic in-game listing. All of the challenges are cumulative, i.e. the criteria | ||
- | doesn' | ||
- | experienced an instance where my sentient damage challenge was reset. I regained | ||
- | completion status quickly but am concerned that this could happen with other | ||
- | challenges as well. (This happened with the Pulse weapon damage challenge too. | ||
- | Again, I regained completion status quickly.) | ||
- | |||
- | |||
- | |||
- | - Exploration Challenges [CLE] - | ||
- | |||
- | |||
- | |||
- | Explorer - Explore all the regions in a zone. | ||
- | Description - Don't worry, although challenges don't register completion until | ||
- | after completing the mandatory mission for the Consortium, any areas you went to | ||
- | beforehand, though not counted, can be visited again to count toward the | ||
- | challenge. | ||
- | |||
- | Docker - Dock at as many different stations as possible. | ||
- | Description - By " | ||
- | bother listing all the stations and try to dock at each one because that won't | ||
- | work. | ||
- | |||
- | Traveler - Move a certain amount of distance. | ||
- | |||
- | Booster - Travel a certain distance using boost. | ||
- | |||
- | Burner - Travel a certain distance using afterburner. | ||
- | |||
- | Warper - Warp into new zones a certain number of times. | ||
- | Description - By " | ||
- | means "not the one you were just at". | ||
- | |||
- | |||
- | |||
- | - Mission Challenges [CLMI] - | ||
- | |||
- | |||
- | |||
- | For more information on what side missions fall into each category see the | ||
- | Standard Side Missions (SMS) section of this guide. | ||
- | |||
- | Killer - Complete kill or destroy missions | ||
- | |||
- | Defender - Complete defend object or NPC missions | ||
- | |||
- | Seeker - Complete locate object or NPC missions | ||
- | |||
- | Spy - Complete spy missions | ||
- | Description - See the (SPY) section of the Side Missions guide for more in-depth | ||
- | information. | ||
- | |||
- | Explorer - Complete explore or scout missions | ||
- | |||
- | Courier - Complete courier or escort missions | ||
- | |||
- | Collector - Complete use or acquire missions | ||
- | |||
- | |||
- | |||
- | - Combat Challenges [CLCO] - | ||
- | |||
- | |||
- | |||
- | Most of these challenges can be completed inadvertently by joining the faction' | ||
- | enemy and completing their story and/or side missions. Kills by sentients count | ||
- | toward these challenges. | ||
- | |||
- | Consortium Bankrupter - Kill Consortium ships | ||
- | |||
- | Cop Retirer - Kill Praetorian ships | ||
- | |||
- | Syndicate Slayer - Kill Syndicate ships | ||
- | |||
- | Military Enforcer - Kill Dominion or Order ships | ||
- | |||
- | Legion Bane - Kill Dark Legion ships | ||
- | Description - Webweave and Legion Raid missions seem like the obvious choice | ||
- | here but the best way to rack up the Legion kill count is by engaging the | ||
- | Splitters in the Ark Raid mission since it counts as a kill each time a Splitter | ||
- | splits. | ||
- | |||
- | Asteroid Clearer - Destroy asteroids | ||
- | |||
- | Critter Killer - Kill critters | ||
- | Description - Critters, also known as space mites, are the little dots you can | ||
- | see flying around aimlessly in certain regions like Asteria' | ||
- | have the same appearance as the Vanid which can be found in areas like the | ||
- | Erebus zone's Hive region but are not the same behavior wise or in challenge | ||
- | criteria fulfillment. Critters are not hostile towards you and that's how you | ||
- | can tell the difference, so squash the bugs every chance you get because there | ||
- | are no missions where you can engage them inadvertently. | ||
- | |||
- | Pincushion - Take Damage | ||
- | |||
- | Unstoppable - Die many times | ||
- | |||
- | |||
- | |||
- | - Weapon Challenges [CLW] - | ||
- | |||
- | |||
- | |||
- | Sentient attacks (and presumably autoguns) count toward both the damage and kill | ||
- | challenges listed here as well. | ||
- | |||
- | Beamer - Cause damage with beam weapons | ||
- | |||
- | Missiler - Cause damage with missile weapons | ||
- | |||
- | Pulser - Cause damage with pulse weapons | ||
- | |||
- | Torpedoer - Cause damage with torpedo weapons | ||
- | |||
- | Mine-iac - Cause damage with mine weapons | ||
- | |||
- | Beam Kill - Kills obtained with beam weapons | ||
- | |||
- | Missile kill - Kills obtained with missile weapons | ||
- | |||
- | Pulser kill - Kills obtained with pulse weapons | ||
- | |||
- | Torpedo kill - Kills obtained with torpedo weapons | ||
- | |||
- | Mine Kill - Kills obtained with mine weapons | ||
- | |||
- | |||
- | |||
- | - Acquisition Challenges [CLA] - | ||
- | |||
- | |||
- | |||
- | Shopaholic - Buy as many ships or pieces of equipment as possible. | ||
- | Description - Contrary to its description, | ||
- | credits spent not number of items purchased. | ||
- | |||
- | Improver - Get as many upgrades as possible. | ||
- | Description - upgrades can be acquired by looting them off some destroyed ships, | ||
- | occasionally mined out of asteroids, or completing standard side missions. | ||
- | |||
- | Desynther - Desynth as many upgrades as possible. | ||
- | Description - Upgrades cannot be sold but they can be broken down into crystals | ||
- | to " | ||
- | option in the upgrades section of the Quickview menu and you'll complete this | ||
- | challenge eventually. | ||
- | |||
- | Temper - Earn as many temporary power-ups as possible | ||
- | |||
- | Reddy - Mine as many red crystals as possible. | ||
- | |||
- | Yellower - Mine as many yellow crystals as possible. | ||
- | |||
- | Bluey - Mine as many blue crystals as possible | ||
- | |||
- | Greener - Mine as many green crystals as possible. | ||
- | |||
- | Mixer - Create as many black crystals as possible. | ||
- | Description - See the (QSE) section of the Quickview guide for more information | ||
- | on the creation and function of black crystals. | ||
- | |||
- | Rainbow Chaser - Earn as many prismatic crystals as possible. | ||
- | Description - See the (QSE) section of the Quickview guide for more information | ||
- | on the acquisition methods and function of prismatic crystals. | ||
- | |||
- | |||
- | |||
- | - Consortium Challenges [CLC] - | ||
- | |||
- | |||
- | |||
- | Trader - Sell as many trade goods as possible. | ||
- | Description - Sell items from your cargo hold, not weapons/ | ||
- | appears to only advance when using the analogous shared sentient ability. | ||
- | |||
- | Miner - Mine as many pieces of ore as possible. | ||
- | |||
- | Roller - Evade as many beam attacks as possible. | ||
- | Description - It's not clear if the roll glitch outlined in the Mad Skillz | ||
- | section as it might not register with this challenge unless it's functioning | ||
- | normally. | ||
- | |||
- | Feigner - Fool as many enemies as possible into stopping their attacks. (Using | ||
- | the Feign Death ability if that wasn't apparent) It's not clear if tricking | ||
- | missiles counts toward the completion of this challenge. If it does, the most | ||
- | convenient place to do so would likely be the Path of the Dead battleship as | ||
- | when it's not near the escort target, it fires four missiles at a time and | ||
- | nothing else. | ||
- | |||
- | |||
- | |||
- | - Praetorian Challenges [CLP] - | ||
- | |||
- | |||
- | |||
- | Scanner - Scan as many targets as possible. | ||
- | Description - You must be actively in the Praetorian faction, and the scan | ||
- | targets must be Consortium ships. | ||
- | |||
- | Star Employee - Earn as many credits from a wage as possible. | ||
- | Description - This one's a little odd, as there doesn' | ||
- | determining what is necessary to fulfill the criteria for this challenge. It | ||
- | seems like a given that you have to be in the Praetorian faction, but as for | ||
- | what you need to do, that's not so obvious. I think that patrolling zones helps, | ||
- | but your best bet will probably be completing standard side missions and | ||
- | destroying Syndicate ships. | ||
- | |||
- | Revealer - Unmask as many criminals transporting illegal goods as possible. | ||
- | |||
- | Description - Again you must actively be in the Praetorian faction, and again | ||
- | the scan targets must be Consortium ships. You also need at least one point in | ||
- | the scan skill because you won't be able to detect illegal goods otherwise. When | ||
- | a Consortium ship turns hostile after scanning it, it means you've exposed its | ||
- | illegal cargo. | ||
- | |||
- | Judge - Stop as many criminals transporting illegal goods as possible. | ||
- | Description - Surprisingly you can actually advance this challenge without | ||
- | actually being in the Praetorian faction. You can earn points this challenge, | ||
- | by scanning and destroying Syndicate ships while apart of the Order, Dominion, | ||
- | or Consortium, if you have at least one point in this skill. But not while a | ||
- | member of the Praetorian faction, and obviously not the Syndicate. Otherwise, | ||
- | you need to destroy the Consortium ships that become hostile after scanning and | ||
- | revealing their illegal cargo. | ||
- | |||
- | Undercover - Use the undercover ability to observe as many enemies as possible. | ||
- | |||
- | Description - You do not need to be in visual range of enemies or be moving for | ||
- | this challenge to register, you can even advance it while docked at a station. | ||
- | |||
- | Shielder - Absorb as much damage as possible using Supershield. | ||
- | Description - Having DPS sentients with high level Energy Regeneration skills | ||
- | and/or an analogous ability upgrade will make this challenge easier. | ||
- | |||
- | Repairer - Repair as many Spynet satellites as possible. | ||
- | Description - I'll provide the locations of the various satellites below. You do | ||
- | not have to be out of combat to repair spynet satellites. | ||
- | |||
- | Asteria Zone: Ghost Zone and Icy Wastes regions | ||
- | |||
- | Erebus Zone: Habitation, Power Generation, and Pit regions. | ||
- | |||
- | Leviathan Zone: Left/West half of the ship's Solar Collectors, Power Core, and | ||
- | Control Regions | ||
- | |||
- | The Graveyard Zone: Radzone and Breaker' | ||
- | |||
- | The Tempest Zone: North edge of the Research Outpost and Gauntlet (just above | ||
- | the halfway point) | ||
- | |||
- | Solaria Zone: Cauldron and Glassica regions. | ||
- | |||
- | Tartarus Zone: Northern edge of Dimensional Gate and Chrona Farm (next to the | ||
- | little plus sign that's 1 of 7 and furthest to the East). | ||
- | |||
- | The Crucible Zone: Mintek Headquarters (southernmost portion of the buildings), | ||
- | and Nexus regions. | ||
- | |||
- | Shadowrift Zone: City Ruins and Catacombs regions. | ||
- | |||
- | Spynet satellites will reset their status, i.e. you can repair them again, | ||
- | whenever you use a SHIFT platform, but NOT after dying, completing missions, | ||
- | docking at stations, etc. | ||
- | |||
- | |||
- | |||
- | - Syndicate Challenges [CLS] - | ||
- | |||
- | |||
- | |||
- | Hijacker - Hijack as many enemy ships as possible. | ||
- | Description - The best way to do this is to get a strong beam weapon upgrade to | ||
- | give yourself an offensive advantage, have the flares skill to counter missiles, | ||
- | and hijack Consortium cargo ships while using the roll glitch. Since the hijack | ||
- | skill isn't interrupted when avoiding beam attacks your enemies will be | ||
- | helpless. | ||
- | |||
- | Looter - Steal as much loot from destroyed enemies as possible. | ||
- | Description - You must be actively apart of the Syndicate in order for this | ||
- | challenge to be completed, but it will register even if your cargo hold is full | ||
- | upon looting items enemies drop. | ||
- | |||
- | Cloaker - Travel as far as possible while cloaked. | ||
- | Description - Just like with the Undercover skill, you don't have to be moving | ||
- | in order to advance this challenge, and can even do so while docked. | ||
- | |||
- | Scavenger - Scavenge as many temporary power-ups as possible. | ||
- | Description - Not only do you have to actively be in the faction in order to | ||
- | advance the challenge, but you also have to have at least 1 point put into the | ||
- | ability of the same name. | ||
- | |||
- | Hacker - Hack as many Spynet satellites as possible. | ||
- | Description - I'll provide the locations of the various satellites below. You do | ||
- | not have to be out of combat to hack spynet satellites. | ||
- | |||
- | Asteria Zone: Clearing Area and Prospector Field regions. | ||
- | |||
- | Erebus Zone: Processing Plant and Core regions | ||
- | |||
- | Leviathan Zone: Control and the trench dividing the Communications Array and | ||
- | Solar Collectors regions. | ||
- | |||
- | The Graveyard Zone: Wraithmist and between Cemetery and Monument of the Fallen, | ||
- | just before reaching the Sentinal Gate region. | ||
- | |||
- | The Tempest Zone: Just to the West of the Ruined Biosphere region (on the edge | ||
- | of No Man's Land), and the Wilderness region East of Fort Bravo. | ||
- | |||
- | Solaria Zone: Sea of Fire and between the Ventrica and Eden regions. | ||
- | |||
- | Tartarus: SE corner of the Recycler region and Brink Science Outpost, near Theta | ||
- | Station. | ||
- | |||
- | The Crucible Zone: Cold Storage and Metropolis regions. | ||
- | |||
- | Shadowrift Zone: Western edge of Infection Island and Impact Site regions. | ||
- | |||
- | Spynet satellites will reset their status (i.e. you can hack them again) | ||
- | whenever you use a SHIFT platform but NOT after dying, completing missions, | ||
- | docking at stations, etc. | ||
- | |||
- | |||
- | |||
- | - Military Challenges [CLM] - | ||
- | |||
- | |||
- | |||
- | Warlord - Win as many warzones as possible. | ||
- | |||
- | Resupplier - Capture as many resupply points as possible. | ||
- | Description - Like the faction military mission, this challenge is advanced when | ||
- | capturing carrier spawn points, not just supply points. | ||
- | |||
- | Carrier Bane - Destroy as many enemy carriers as possible. | ||
- | Description - You'll have to allow the enemy to do their own thing if you want | ||
- | them to capture a carrier spawn point. I recommend, going off and mining for | ||
- | crystals you wait. | ||
- | |||
- | Battle Bane - Destroy as many enemy battleships as possible. | ||
- | |||
- | Legioneer - Win as many Dark Legion Raids as possible | ||
- | Description - You have to play until all waves of attack have concluded, you | ||
- | can't complete a few waves and quit. | ||
- | |||
- | Dazzler - Use the Flares ability as many times as possible. | ||
- | |||
- | |||
- | |||
- | - Sentient Challenges [CLSE] - | ||
- | |||
- | |||
- | |||
- | Damager - Deal as much damage with the sentient as possible. | ||
- | |||
- | Leveler - Gain as many sentient levels as possible | ||
- | |||
- | Healer - Heal as much damage with a sentient as possible. | ||
- | Description - The Healer sentient' | ||
- | this challenge' | ||
- | restoration function counts as well. What's not clear is whether the shield | ||
- | reboot part of Repair and the passive Hull Regeneration abilities count too. | ||
- | |||
- | Tractorer - Tractor as many enemies as possible. | ||
- | Description - You can use either the Tractor Beam OR Knockback abilities, and | ||
- | you can use them on the same target multiple times. | ||
- | |||
- | Disabler - Disable as many enemies as possible. | ||
- | |||
- | Debuffer - Debuff the shields of as many enemies as possible. | ||
- | Description - This is referring to the Shield Short ability. | ||
- | |||
- | Enhancer - Enhance the energy, armor, or damage for as many friends as possible. | ||
- | Description - This counts when using the abilities on yourself, though things | ||
- | will obviously go faster when using it on multiple other allies. The best | ||
- | opportunity to do this is during warzone missions when several allied ships | ||
- | eventually migrate to the enemy battleship. | ||
- | |||
- | |||
- | =====Sentient Information Guide ===== | ||
- | |||
- | |||
- | |||
- | Sentients are a big part of the game, after all they' | ||
- | and have their own game in the form of Fusion: Sentient. You can have a maximum | ||
- | of 5 sentients, even though the weapon/ | ||
- | knowledge regarding sentient abilities can make a big difference in battle, | ||
- | which is why I'm going to list and evaluate them here. I'll also provide a quick | ||
- | look at sentient rarity, but that will be all. If you want to know more about | ||
- | how to use or upgrade a sentient, see section (QSE) of the Quickview guide. | ||
- | Keep in mind that a cargo ship can use sentient skills at nauseam without using | ||
- | energy, so go nuts. This is particularly useful for sentient-based challenges | ||
- | dependent upon using their abilities to harm enemies/ | ||
- | Increase, Damage Increase, Energize, and Recharge apply to you as well, not just | ||
- | friendly ships. Lastly, s sentient' | ||
- | your ship's tier level, the higher the the tier, the more powerful its weapon. | ||
- | Although you may not notice it, the healer sentient DOES have an offensive | ||
- | weapon. It fires missiles that are not as conspicuous as the tank and DPS | ||
- | sentient' | ||
- | attributes. | ||
- | |||
- | The weapons that sentients use are capable of being purchased from the | ||
- | Consortium and include the following: | ||
- | Tank sentient - A/B/C/G Beams | ||
- | DPS sentient - Dirge Rail Gun Mk. 1/2/3/4 (primary weapon, the secondary weapon | ||
- | doesn' | ||
- | Healer sentient - C1/ | ||
- | |||
- | |||
- | |||
- | |||
- | - Sentient Rarity [SIR] - | ||
- | |||
- | |||
- | |||
- | Sentients come in 5 different rarities. Going from least to greatest, there' | ||
- | Common, Uncommon, Rare, Epic, and Legendary. Common and Uncommon variants can | ||
- | be purchased in nearly any station store in the galaxy, with the Common ones | ||
- | costing 1,000 credits, and the Uncommon ones costing 10,000 credits. The other | ||
- | versions of the sentients can be acquired in one of three ways: 1) By being | ||
- | transferred through the tie-in game Fusion Sentient. 2) By purchasing them | ||
- | through the in-game online auction store (which I have heard is glitch and | ||
- | should be avoided at all costs for reasons I do not know). or 3) By having it | ||
- | dropped by the Librarian sub-boss in the Ark Raid mission (this is not a common | ||
- | occurrence, and you must have 14 or less total weapons/ | ||
- | total sentients). | ||
- | |||
- | The characteristics of the sentient rarities are as follows: | ||
- | |||
- | - Common Sentients are " | ||
- | credits, and have 32 levels. | ||
- | - Uncommon Sentients are green, cost 10,000 credits and sell for 9,000 credits, | ||
- | and have 40 levels. | ||
- | - Rare Sentients are Dark Blue, sell for 45,000 credits, and have 48 levels. | ||
- | - Epic Sentients are Pink, Sell for 90,000 credits, and have 56 levels. | ||
- | - Legendary Sentients are Orange, sell for 450,000 credits, and have 64 levels. | ||
- | |||
- | (Sale prices are based off of in-game station stores, not the average online | ||
- | auction prices, it also does not change regardless of level or point | ||
- | distribution) | ||
- | |||
- | |||
- | |||
- | - Tank Sentient, and Ability Evaluation [SIT] - | ||
- | |||
- | |||
- | |||
- | The first sentient you gain access to, the Tank Sentient, is in the middle when | ||
- | it comes to offensive strength and ability usefulness in my opinion. Recommended | ||
- | number of sentients of this type - 1 | ||
- | |||
- | The Following information is based upon the MAXIMUM possible statistical ratings | ||
- | that are boosting by assigning attribute points, which are gained by " | ||
- | sentients Black Crystals. Again, see (QSE) of the Quickview guide for more | ||
- | information. | ||
- | |||
- | Shield Short - Nullifies part of enemy shields for 10 seconds. | ||
- | Evaluation - Cutting off an enemy' | ||
- | great and all that, but you'll want to use tractor beam to keep the ship from | ||
- | turning the unaffected half of the shield to face you. In case you didn't deduce | ||
- | this from the previous statement, Shield Short only effects either the fore or | ||
- | aft section of shields. It will also be next to useless in PVP matches against | ||
- | opponents with high Abation skills. But this ability IS useful when used in | ||
- | conjunction with the Hijack ability. | ||
- | |||
- | Taunt - Taunts an enemy into attacking the sentient for 50 seconds. | ||
- | Evaluation - Hands down the most useless ability of the lot, taunt makes your | ||
- | enemies target the Tank sentient instead of you. But how that's supposed to be | ||
- | any kind of an advantage when you still take damage is beyond me. Your rear | ||
- | shields are still harmed, there' | ||
- | has taken effect, and it's also pretty fickle, probably requiring you to | ||
- | manually target specific enemies for it to work properly. I'm not sure if you | ||
- | can avoid hull damage damage, but again, it's not very reliable so I'd hardly | ||
- | count on it in an emergency anyway. | ||
- | |||
- | Tractor Beam - Slows down the movement off the targeted enemy for 10 seconds. | ||
- | Evaluation - This ability slows down enemies to a crawl, allowing you pin down | ||
- | particularly slippery enemies that would otherwise be too difficult to hijack or | ||
- | hit with missiles. While it's again useless against PVP opponents with high | ||
- | Abation skills, and hardly a game-changing tide-turner, | ||
- | ability to consider. | ||
- | |||
- | Armor Increase - Ionizes friendly ships, absorbing 40% of any damage inflicted | ||
- | for 30 seconds. | ||
- | Evaluation - This ability absorbs a portion of damage rather than marginally | ||
- | boosting hull/ | ||
- | be useful at all for high tier cruisers with the maximum amount of shields/ | ||
- | Although it can't match/ | ||
- | potent form of protection that makes you and your allies that much stronger for | ||
- | a time. (Note: This ability CANNOT stack with the Undercover ability and absorb | ||
- | 110% of damage so don't even bother trying it). | ||
- | |||
- | Shield Regeneration - Increases the ship's shield regeneration rate by 200%. | ||
- | Evaluation - Passive abilities are always good to have and you'll most certainly | ||
- | want to have this one, as Shield Regeneration greatly increases the rate at | ||
- | which shields are recovered. Although you still have to deal with the delay | ||
- | beforehand, which can be circumvented with the Healer sentient' | ||
- | it's still a must-have. | ||
- | |||
- | |||
- | |||
- | - DPS Sentient, and Ability Evaluation [SID] - | ||
- | |||
- | |||
- | |||
- | DPS sentients are pretty lackluster, in fact were it not for its passive ability | ||
- | I probably wouldn' | ||
- | this type - 2 | ||
- | |||
- | The Following information is based upon the MAXIMUM possible statistical ratings | ||
- | that are boosting by assigning attribute points, which are gained by " | ||
- | sentients Black Crystals. Again, see (QSE) of the Quickview guide for more | ||
- | information. | ||
- | |||
- | Primary Weapon - Increases the power of the pirmary weapon that the sentient | ||
- | uses. | ||
- | Evaluation - You know that expression, "you can polish a turd but it's still a | ||
- | turd"? Well the same principle pretty much applies here, you can increase the | ||
- | Dirge Rail Gun's power, but it's still a Dirge Rail Gun. (Note that the DPS | ||
- | sentient is the only type affected by changing sentient mood to aggressive | ||
- | (noted in the (QSE) section of the guide), and will make it more likely to hit | ||
- | its targets. This will also potentially make it more difficult to activate its | ||
- | abilities since it won't be close to you most of the time). | ||
- | |||
- | Power Weapon - Increases the power of the secondary weapon that the sentient | ||
- | uses. | ||
- | Evaluation - You may have asked yourself, "a stronger weapon for the sentient to | ||
- | use, and a more accurate beam weapon no less, why WOULDN' | ||
- | words: Energy cost and default status. The title of "Power Weapon" | ||
- | more than just strength, it also drains energy, even with Energy Regeneration | ||
- | set as high as possible. And while you might want to have the ability on | ||
- | SOMEtimes but not others, the ability is on by default when equipped, so you | ||
- | have to tinker in the menus to assign the skill, exit out and use it, and then | ||
- | go back in the menus to assign the skill you really want. If you don't use power | ||
- | weapons or abilities that would otherwise detract from your energy pool then I | ||
- | guess it's not a bad option to have on all the time for added firepower. | ||
- | Personally though, I like to not put any points in the skill at all. | ||
- | |||
- | Disable - Stops the target from using special abilities for 20 seconds. | ||
- | Evaluation - While it's not as useful against NPC enemies as shield short or | ||
- | tractor beam are, PVP opponents have to wait twice as long as the aforementioned | ||
- | abilities before they recover. Use it at the right time and your opponent will | ||
- | be utterly helpless. | ||
- | |||
- | Damage Increase - Increases the damage of nearby friendly units by 40% for 30 | ||
- | seconds. | ||
- | Evaluation - The DPS sentient' | ||
- | this ability increases weapon damage by a solid amount. However, it's more | ||
- | useful to you than to allies in Warzone or Legion Raid missions since their | ||
- | damage values are lower than yours, so your better off using Armor Increase in | ||
- | those missions to keep them alive as target fodder while you do most of the | ||
- | work. Though that's not to say that you can't boost the ships with BOTH | ||
- | abilities, just that I prefer the other skill if forced to choose between the | ||
- | two. | ||
- | |||
- | Energy Regeneration - Increases the ship's shield regeneration rate by 200%. | ||
- | Evaluation - This is where it's at baby, this is the ability that makes a DPS | ||
- | sentient worth having! | ||
- | completely negate the energy drain of an Afterburner skill that's leveled high | ||
- | enough, make a KL-088' | ||
- | the Afterburner skill while Undercover for longer. Plus, since passive abilities | ||
- | stack, that means multiple DPS sentients can compensate completely for weapons | ||
- | like torpedoes, or even skills like Supershield. | ||
- | |||
- | |||
- | |||
- | - Healer Sentient, and Ability Evaluation [SIH] - | ||
- | |||
- | |||
- | |||
- | The Healer sentients are the best on average in my book, striking a good balance | ||
- | of weapon strength and ability usefulness. Recommended number of sentients of | ||
- | this type - 1 | ||
- | |||
- | The Following information is based upon the MAXIMUM possible statistical ratings | ||
- | that are boosting by assigning attribute points, which are gained by " | ||
- | sentients Black Crystals. Again, see (QSE) of the Quickview guide for more | ||
- | information. | ||
- | |||
- | Repair - Constantly repairs 50 units of hull and reboots the shields. | ||
- | Evaluation - Probably its most useful ability, using it in conjunction with | ||
- | a Tank sentient' | ||
- | to completely full in a matter of seconds. You still have to avoid enemy fire, | ||
- | but for far less time. It also repairs hull damage at the cost of energy, but | ||
- | will do so whether you're taking damage or not. | ||
- | |||
- | Recharge - Restores 200 units of shield energy to all nearby friendly units. | ||
- | Evaluation - This ability doesn' | ||
- | much, but when used continuously in conjunction with a cargo ship you can be a | ||
- | VERY difficult target to take down. This ability is also good to have on hand | ||
- | for the Ark Raid Path of the Dead section. | ||
- | |||
- | Knockback - Knocks back up to 20 nearby enemies. | ||
- | Evaluation - A minor nuisance in PVP, and completely worthless against NPC | ||
- | enemies, this ability is a complete dud because it doesn' | ||
- | far back, doesn' | ||
- | and can't even be used often enough to be a novelty. It's at least worth noting | ||
- | that it can advance the Tractor Sentient Challenge, but you're better off | ||
- | advancing that with the Tractor Beam. | ||
- | |||
- | Energize - Increases the energy capacity of friendly ships by 40% for 30 | ||
- | seconds. | ||
- | Evaluation - A potential 80 pt. increase to energy reserves sounds nice, but | ||
- | with no boost to regeneration rate, a 30 second duration, energy cost of its | ||
- | own, and NPCs possessing an infinite amount of energy, this ability is another | ||
- | dud. | ||
- | |||
- | Hull Regeneration - Increases the hull regeneration rate of the ship by 200%. | ||
- | Evaluation - Potentially the weakest of the 3 passive abilities, it's still | ||
- | worth investing in. Hull Regeneration will, in spite of its high percentage | ||
- | total, slowly but surely repair hull damage at all times. Note that although | ||
- | this applies during temporary invincibility, | ||
- | the state immediately after recovering a small amount of health, you still have | ||
- | to wait until the set amount of time has passed. | ||
- | |||
- | Also worth noting is the unique nature of the ability. Hull Regeneration, | ||
- | Shield Regeneration' | ||
- | to. Since some ships have stronger/ | ||
- | restored differs from ship to ship because the rate of regeneration is a fixed | ||
- | percentage. That means that ships with higher shields/ | ||
- | per second restored whenever the ability is active. But since Hull Regeneration | ||
- | is active at all times, and passive abilities stack, you can probably see where | ||
- | this is going. A ship with a strong Hull like a tier 4 cruiser, (ideally a | ||
- | Dominion cruiser), coupled with a Healer sentient or two with high Hull | ||
- | Regeneration stats can potentially recover hull damage faster than it can be | ||
- | depleted! | ||
- | |||
- | |||
- | |||
- | - Shared Sentient Ability Evaluation [SIS] - | ||
- | |||
- | |||
- | |||
- | The Following information is based upon the MAXIMUM possible statistical ratings | ||
- | that are boosting by assigning attribute points, which are gained by " | ||
- | sentients Black Crystals. However, said attribute points actually makes 2 skills | ||
- | in this category LESS effective if you just look at the listed times, when in | ||
- | actuality, they do not change from their values prior to " | ||
- | sentient. Therefore, I'm going to list BOTH values so that you understand the | ||
- | contrast. Again, see (QSE) of the Quickview guide for more information. | ||
- | |||
- | Mining - Allows the ship to mine nearby asteroids with a mining time of 14 | ||
- | seconds (listed statistic post-attribute point assignment), | ||
- | actual statistic observed post-attribute point assignment, and listed statistic | ||
- | pre-attribute point assignment). | ||
- | Evaluation - Considering sentients can mine faster than you (though not when the | ||
- | Harvest skill is leveled up), and you can have up to 4 out at a time, this skill | ||
- | is pretty useful. You'll want to pair it with the looter skill and a cargo ship | ||
- | with nothing but sentients to get the most out of this ability. | ||
- | |||
- | Looting - Allows the sentient to loot any items that can be picked up with a | ||
- | range of 10 | ||
- | Evaluation - This ability is both a blessing and a curse. It enables sentients | ||
- | to detect, and fly to, salvage, power-ups, crystals, etc. and pick them up for | ||
- | you so that you don't have to line up your ship and do it yourself (which is | ||
- | particularly irritating while in slower ships). But unfortunately, | ||
- | cannot venture farther than the edges of the screen, but will continue to try | ||
- | and get something that's out of their reach. In combat, this results in the | ||
- | sentients being too far to use their abilities or attack most enemies. Sentient | ||
- | pickup range can be as restricted as practically right next to it, or the | ||
- | entirety of the area being viewed. I advise taking it slow and finding a range | ||
- | that works for you, ideally one that's really close to the edges of the screen | ||
- | without going beyond them. | ||
- | |||
- | Trading - Allows the sentient to travel to a station to sell items with a travel | ||
- | time of 40 seconds (listed statistic post-attribute point assignment), | ||
- | seconds (the actual statistic observed post-attribute point assignment, and | ||
- | listed statistic pre-attribute point assignment). | ||
- | Evaluation - Trading is a minor convenience, | ||
- | won't need more than 1 sentient with this skill, but said sentient must be | ||
- | visibly equipped if you want to use it. | ||
- | |||
- | |||
- | ____ ___ ____ ___ ____ ____ ____ | ||
- | `MM( )M' `MM( )M' `MM' `MM' `MM' | ||
- | | ||
- | `MM. | ||
- | `MM. d' | ||
- | `MMd `MMd | ||
- | | ||
- | d' | ||
- | | ||
- | d' | ||
- | _M(_ _)MM_ _M(_ _)MM_ _MM_ _MM_ _MM_ | ||
- | |||
- | |||
- | - Weapons: Statistics and Recommendations - | ||
- | | ||
- | |||
- | |||
- | |||
- | |||
- | - Weapon Type Analysis [WTA] - | ||
- | |||
- | |||
- | |||
- | There are many different types of weapons in the game, and they have different | ||
- | strengths and weaknesses which I'll be listing here to give you an idea of what | ||
- | to expect. There are three basic weapon types that are represented in every | ||
- | faction' | ||
- | other weapon types are torpedoes, mines, and autoguns and can only be acquired | ||
- | by spending reward points or being dropped by certain major enemies. | ||
- | |||
- | - Pulse weapons fire manually aimed rapid-fire projectiles at targets that were | ||
- | presumably meant to be countered with the Supershield ability before being | ||
- | changed to prevent all weapons fire. Pulse weapons have no specific counter but | ||
- | have a handicap in the form of a reduced rate of fire if used for to long | ||
- | without pause. However, tier 1 pulse weapons (and pulse weapons scaled down on | ||
- | tier 1 ships) don't overheat and slow down, with the exception of the Battlegun. | ||
- | The Pulse weapon' | ||
- | Consortium Heavy Fighters or any faction' | ||
- | |||
- | - Beam weapons fire long blasts of energy and fire for longer periods of time | ||
- | and do more damage the longer the weapon is locked on for. Beam weapons are | ||
- | accurate, tend to have long range, and most will jump to another locked on | ||
- | target after the last one has been destroyed. The beam weapon' | ||
- | involves the fact that many fighters will roll and avoid most of the first | ||
- | shot's damage, forcing you to lock on and fire again. | ||
- | |||
- | - Missile weapons fire warheads that track down and detonate on targets, flying | ||
- | faster the longer the weapon is locked on for (though not farther). Missile | ||
- | weapons are quite strong but are limited to their speed and turning arc, making | ||
- | them less effective against small and nimble targets like Vanid. Missiles also | ||
- | must be aimed at a enemies with a certain degree of precision, as you can easily | ||
- | lock on to the wrong target when there are large clusters of enemies. Missiles | ||
- | can also be wasted if they collide with asteroids, meteors, or other ships en | ||
- | route to the intended target. Lastly, the countermeasure used against missiles | ||
- | is the Flares ability, which draws the missile away by making it chase a new | ||
- | cluster of heat signatures. | ||
- | |||
- | - Torpedo weapons fire very powerful energy projectiles rather than warheads | ||
- | like you might have been expecting. Torpedoes can be devastating when used | ||
- | against cargo ships, cruisers, and other large-scale ships, but diminish in | ||
- | effectiveness when used against fighters because of the enemy' | ||
- | and small size. Torpedo weapons also drain energy with every shot, necessitating | ||
- | precise shots with time to recharge, and/or the pairing with a DPS sentient' | ||
- | Energy Regeneration boost. | ||
- | |||
- | - Mines are powerful explosive weapons that are set with the right | ||
- | bumper/ | ||
- | really useful during Legion Raid missions and some missions where they' | ||
- | supplied for faction story missions. Since the enemy ships have to actually come | ||
- | in contact with the mine to be damaged you need to either place them in choke | ||
- | points or use maneuverable fighters to get right on top of your enemy to | ||
- | deploy the mine. In spite of their many handicaps, mines tend to do much more | ||
- | damage at a time than other weapons. | ||
- | |||
- | - Autoguns are turrets that are another point-defense weapon set with the right | ||
- | bumper/ | ||
- | Raid missions. Again the weapons are immobile, but with one exception (the | ||
- | Thumper Autogun) they doesn' | ||
- | either missiles, beams, or pulse weapons to engage enemies. The handicap for | ||
- | autoguns is the need to be near the weapon to ensure enemies coming for you will | ||
- | be engaged by it, and its lengthy period of time before being able to be | ||
- | deployed again. | ||
- | |||
- | |||
- | |||
- | - Statistics Intro [WSI] - | ||
- | |||
- | |||
- | |||
- | I'm going to list various weapons and statistics so you can be informed of their | ||
- | ups and downs through and through BEFORE spending you hard earned | ||
- | credits/ | ||
- | won't be listing much that you can't find out yourself. That said, I WILL point | ||
- | you in the right direction to judge for yourself by listing missions that | ||
- | feature them as presets so you won't be completely blind. | ||
- | |||
- | You can only have a maximum of 15 weapons/ | ||
- | 5 sentients, there is no limit to consider outside of the 15 with regards to | ||
- | weapons. Though it wouldn' | ||
- | inventory When purchasing weapons, red text means that you cannot afford the | ||
- | weapon, yellow means that you can afford it but it will have to be scaled down, | ||
- | and green means that you can both afford it and it will work at full power. When | ||
- | a weapon is scaled down, its attributes reflect that of one who's level is the | ||
- | same as your ship's tier. This does NOT mean however, that a level 4 weapon | ||
- | equipped to say a tier 1 ship will reduce the strength of the weapon | ||
- | indefinitely, | ||
- | of weapon attributes, unlike ships, the menus do not take into account damage | ||
- | or rate of fire augments from stats, sentient boosts, or upgrades. | ||
- | |||
- | Weapon classification, | ||
- | weapons it's based on the cost at maximum lock on) are consistent from weapon to | ||
- | weapon of the same basic name but different tier, therefore I will only list | ||
- | them for the tier 1 weapon rather than repeat the same information 3 more times. | ||
- | Likewise, weapon tier level advances the same way every time, starting from | ||
- | lowest and ending in highest, and always 4 in total, so I won't be listing the | ||
- | tier level of the weapons at all. (FYI, DPS means damage per second in case you | ||
- | didn't already know.) Range refers to the weapon' | ||
- | distance. Close range weapons do more damage when you're near the enemy, long | ||
- | range weapons do more damage when you're farther away, and medium range weapons | ||
- | appear to do well at any distance. | ||
- | |||
- | The rate of fire statistic sadly isn't consistent from weapon to weapon. | ||
- | Sometimes weapons with higher RoF fire incredibly slow, while others are pretty | ||
- | damn fast. For example, many pulse weapons have an RoF of 8, but fire | ||
- | projectiles faster than Deathshrike Legion mines which have an RoF of 3. | ||
- | Conversely, the Deathshrike Legion mines have an RoF of 3, but the Deathshrike | ||
- | mine V has an RoF of 1.5 yet fires twice as fast. Most pulse weapons have an RoF | ||
- | of 8, the Praetorian pulse weapon fires much faster and has an RoF of 15, but | ||
- | the Battlegun has an RoF of 1 in spite of firing about as fast as the Praetorian | ||
- | weapon. In short, in spite of copying the RoF as seen in the game it's nigh | ||
- | impossible to know what it means. | ||
- | |||
- | |||
- | |||
- | - Consortium Weapons [WC] - | ||
- | |||
- | |||
- | |||
- | Spike A - Beam, Classification - Beam, DPS - 39, RoF - 0, Cost - 2,000 credits, | ||
- | Range - Medium, Description - A high-energy gravity-wave weapon. Popular for | ||
- | its cost and reliability, | ||
- | |||
- | Slash B - Beam, DPS - 77, Cost - 3,000 credits, Description - Upgrade of the | ||
- | Spike A - Beam, this gravity-wave weapon is effective at long range and against | ||
- | armored targets. | ||
- | |||
- | Crusher C - Beam, DPS - 154, Cost - 10,125 credits, Description - Improved | ||
- | version of the Slash B - Beam, highly effective with sustained bursts of | ||
- | particle energy. | ||
- | |||
- | Rupture G - Beam, DPS - 553, Cost - 22,781 credits, Description - The pinnacle | ||
- | of Consortium tech, the Rupture is coveted among free traders and operatives | ||
- | alike for its sheer destructive power. | ||
- | |||
- | |||
- | Dirge Rail Gun Mk. I, Classification - Pulse, Cost - 2,285 credits, DPS - 36, | ||
- | Rof - 8, Range - Medium, Description - Of Maris design, with huge slugs of metal | ||
- | magnetically accelerated to high velocity to the target. Crude but effective. | ||
- | |||
- | Dirge Rail Gun Mk. II, Cost - 3,428 credits, DPS - 71, Description - Uses | ||
- | improved magnetic channels and aluminum rounds coated in a synthetic alloy | ||
- | specifically to punch through targets. | ||
- | |||
- | Dirge Rail Gun Mk. III, Cost - 11,571 credits, DPS - 145, Description - using a | ||
- | secret Maris technique, the magnetic couplers have been coated in an unknown | ||
- | substance that accelerates the round at deadly speed. | ||
- | |||
- | Dirge Rail Gun Mk. IV, Cost - 26,035 credits, DPS - 289, Description - | ||
- | Custom-made on Maris Prime and coveted by fighter jocks of any faction. | ||
- | Fast-reloading and hard-hitting, | ||
- | technology. | ||
- | |||
- | |||
- | C1-Hawkeye, Classification - Missile, Cost - 2,666 credits, DPS - 97, RoF - 1, | ||
- | Range - medium, Description - A tried and tested missile, possessing a good | ||
- | balance of turn rate and speed. | ||
- | |||
- | C2-Hawkeye, Cost - 4,000, credits, DPS - 178, Description - Upgraded version of | ||
- | the C1 - Hawkeye, boasting improved damage potential. | ||
- | |||
- | C3-Hawkeye, Cost - 13,500 credits, DPS - 372, Description - Upgraded version of | ||
- | the Hawkeye missile, boasting significantly improved damage potential. | ||
- | |||
- | C4-Hawkeye, Cost - 30,374 credits, DPS - 744, Description - Top-of-the-line | ||
- | version of the Hawkeye missile, boasting devastating damage potential. | ||
- | |||
- | |||
- | |||
- | - Syndicate Weapons [WS] - | ||
- | |||
- | |||
- | |||
- | Reaver Antimatter Cannon Mk. I, Classification - Pulse, Cost - 3,426 credits, | ||
- | DPS - 60, Rof - 4, Range - Long, Description - Slow-firing, | ||
- | bolts of antimatter that are harmless until they come in contact with matter. | ||
- | Most effective at range. | ||
- | |||
- | Reaver Antimatter Cannon Mk. II, Cost - 5,142 credits, DPS - 121, Description - | ||
- | Launches devastating bolts of antimatter at the target with an improved firing | ||
- | rate. | ||
- | |||
- | Reaver Antimatter Cannon Mk. III, Cost - 17,357 credits, DPS - 242, Description | ||
- | - Modified to more quickly assemble antimatter particles for a faster firing | ||
- | rate. | ||
- | |||
- | Reaver Antimatter Cannon Mk. IV, Cost - 39,053 credits, DPS - 434, Description - | ||
- | Delivers slow-firing, | ||
- | until they com in contact with matter. Most effective at range. | ||
- | |||
- | |||
- | Incinerator Plasma-Thrower, | ||
- | 55, RoF - 0, Range - Close, Description - High-damaging short-range plasma | ||
- | stream popular with Syndicate mercenaries. Deadly in close quarters but | ||
- | inaccurate at long range. | ||
- | |||
- | Incinerator II Plasma-Thrower, | ||
- | Deadly close quarters upgrade of the original that discharges a powerful stream | ||
- | of superheated plasma. Requires recharging. | ||
- | |||
- | Incinerator III Plasma-Thrower, | ||
- | Developed by Warlord Cinnefato effectively throw a longer and more sustained | ||
- | burst of plasma. | ||
- | |||
- | Incinerator IV Plasma Cannon, Cost - 28,476 credits, DPS - 444, Description - | ||
- | The height of plasma technology pirated from Convocation research; the deadliest | ||
- | close-combat weapon in known space. | ||
- | |||
- | |||
- | Piledriver I, Classification - Missile, Cost - 4,000 credits, DPS - 101, RoF - | ||
- | 2, Range - Medium, Description - A Syndicate-hacked version of Order technology. | ||
- | All navigation has been sacrificed to produce a super-fast missile that starts | ||
- | off slow and is capable of high damage. | ||
- | |||
- | Piledriver II, Cost - 6,000 credits, DPS - 184, Description - Upgraded version | ||
- | of the Piledriver missile, boasting improved damage potential. | ||
- | |||
- | Piledriver III, Cost - 20,250 credits, DPS - 404, Description - Upgraded version | ||
- | of the Piledriver missile, boasting significantly improved damage potential. | ||
- | |||
- | Piledriver IV, Cost - 45,562 credits, DPS - 775, Description - Top-of-the-line | ||
- | version of the Piledriver missile, boasting devastating damage potential. | ||
- | |||
- | |||
- | |||
- | - Praetorian Weapons [WP] - | ||
- | |||
- | |||
- | |||
- | Like their ships, Praetorian weapons cost 50% less than the average price of | ||
- | weapons in the same category and tier but are no less effective. | ||
- | |||
- | Crackshot LR, Classification - Beam, Cost - 1,250 credits, DPS - 64, RoF - 0, | ||
- | Range - Long, Description - Accurate long-range energy weapon used by the | ||
- | Praetoriate. Valued for its accuracy, which guarantees a hit on enemy ships. | ||
- | |||
- | Crackshot LR II, Cost - 2,050 credits, DPS - 128, Description - Upgrade of the | ||
- | Cracshot LR, this long-range weapon fires penetrating guided rounds with | ||
- | destructive results | ||
- | |||
- | Crackshot LR III, Cost - 6,328 credits, DPS - 255, Description - Next-Generation | ||
- | long-range precision weapon that fires solid-slug rounds with internal guidance | ||
- | systems. | ||
- | |||
- | Crackshot LR IV, Cost - 14,238 credits, DPS - 510, Description - | ||
- | High-performance ordinance that puts a solid-slug round on target from distance | ||
- | with improved tracking. | ||
- | |||
- | |||
- | Pulse Hi-EX I, Classification - Pulse, Cost - 1,714 credits, DPS - 44, RoF - 15, | ||
- | Range - Close, Description - Fast-firing Praetorian-issue. Fires high energy | ||
- | projectiles toward the target using Qui pulse technology. | ||
- | |||
- | Pulse Hi-Ex II, Cost - 2,571 credits, DPS - 90, Description - With its improved | ||
- | cyclical rate, this weapon fires a constant stream of energy at the target. | ||
- | |||
- | Pulse Hi-Ex III, Cost - 8,678 credits, DPS - 179, Description - Thanks to | ||
- | proprietary Qui technology, the pulses are more rapidly energized and released | ||
- | for destructive effect. | ||
- | |||
- | Pulse Hi-Ex IV, Cost - 19,526 credits, DPS - 350, Description - This Convocation | ||
- | mainstay was converted from anti-fighter ordinance to anti-armor for tactical | ||
- | missions requiring sustained firepower. | ||
- | |||
- | |||
- | Packhound v1, Classification - Missile, Cost - 2,000 credits, DPS - 101, RoF - | ||
- | 1, Range - Medium, Description - The standard issue missile on almost all | ||
- | Praetorian ships. can be fired multiple times in a short span of time, although | ||
- | damage is sacrificed. | ||
- | |||
- | Packhount v2, Cost - 3,000 credits, DPS - 198, Description - Upgraded version of | ||
- | the Packhound missile, boasting improved damage potential. | ||
- | |||
- | Packhound v3, Cost - 10,125, DPS - 423, Description - Upgraded version of the | ||
- | Packhound missile, boasting significantly improved damage potential. | ||
- | |||
- | Packhound v4, Cost - 22,781 credits, DPS - 808, Description - Top-of-the-line | ||
- | version of the Packhound missile, boasting devastating damage potential. | ||
- | |||
- | |||
- | |||
- | - Dominion Weapons [WD] - | ||
- | |||
- | |||
- | |||
- | |||
- | Phalanx Plasma Cannon Mk. I, Classification - Pulse, Cost - 2557 credits, DPS - | ||
- | 37, RoF - 8, Range - Close, Description - Charged shots of superheated balls of | ||
- | plasma are fired at the target with devastating anti-armor effects. Best at | ||
- | short range. | ||
- | |||
- | Phalanx Plasma Cannon Mk. II, Cost - 4,285 credits, DPS - 74, Description - This | ||
- | upgraded version of the Phalanx has better range from improved long-barrel | ||
- | cooling technology. | ||
- | |||
- | Phalanx Plasma Cannon Mk. III, Cost - 14,464 credits, DPS - 150, Description - | ||
- | The latest in plasma delivery technology, this model of the Phalanx delivers a | ||
- | more destructive round at range that gathers strength while in transit. | ||
- | |||
- | Phalanx Plasma Cannon Mk. IV, Cost - 32,544 credits, DPS - 300, Description - | ||
- | The very latest in plasma cannon tech, the Phalanx delivers a large destructive | ||
- | bolt of pure plasma on target with devastating effects. | ||
- | |||
- | |||
- | Dominion Minigun, Classification - Beam, Cost - 3,000 credits, DPS - 55, RoF - | ||
- | 0, Range - Long, Description - A kinetic weapon introduced during the Colony | ||
- | Wars 50 years ago. Fires high-velocity shells at long range with fast lock time. | ||
- | |||
- | Vanquisher Minigun, Cost - 4,000 credits, DPS - 111, Description - Enhanced | ||
- | version of the Decimator minigun that fires self-propelled shells at high rates | ||
- | of speed. | ||
- | |||
- | Annihilator Minigun, Cost - 15,187 credits, DPS - 222, Description - Modified | ||
- | version used exclusively by the Basilisks, with improved kinetic stabilization | ||
- | to keep sustained fire on target. | ||
- | |||
- | Reaper Minigun, Cost - 34,171 credits, DPS - 444, Description - Using applied | ||
- | gyro-stabilizers and solid-shell detonating warheads, the Reaper is more | ||
- | accurately characterized as a " | ||
- | |||
- | |||
- | Creeping Death Mk. I, Classification - Missile, Cost - 3,333 credits, DPS - 105, | ||
- | RoF - 1, Range - Medium, Description - A slow Dominion-made missile with an | ||
- | excellent turning arc. Capable of high damage. | ||
- | |||
- | Creeping Death Mk. II, Cost - 5,000 credits, DPS - 210, Description - Upgraded | ||
- | version of the Creeping Death missile, boasting improved damage potential. | ||
- | |||
- | Creeping Death Mk. III, Cost - 16,875, DPS - 420, Description - Upgraded version | ||
- | of the Creeping Death missile, boasting significantly improved damage potential. | ||
- | |||
- | Creeping Death Mk. IV, Cost - 37,968 credits, DPS - 879, Description - | ||
- | Top-of-the-line version of the Creeping Death missile, boasting devastating | ||
- | damage potential. | ||
- | |||
- | |||
- | |||
- | - Order Weapons [WO] - | ||
- | |||
- | |||
- | |||
- | Devastator ES I, Classification - Pulse, Cost - 2,857 credits, DPS - 56, RoF - | ||
- | 8, Range - Long, Description - A ball of electrons glued together by Order | ||
- | nanotechnology. Critical mass is not achieved until high velocity so best used | ||
- | at long range. | ||
- | |||
- | Devastator ES II, Cost - 4,285 credits, DPS - 114, Description - Improved range | ||
- | and magnetic clouds increase the speed of the projectile without compromising | ||
- | weapon' | ||
- | |||
- | Devastator ES III, Cost - 14,464 credits, DPS - 226, Description - A ball of | ||
- | electrons glued together by Order nanotechnology. Critical mass is not achieved | ||
- | until high velocity so best used at long range. | ||
- | |||
- | Devastator ES IV, Cost - 32,544 credits, DPS - 449, Description - The cutting | ||
- | edge of electronic shunt technology, the Devastator creates a massive ball of | ||
- | pure fusion energy held together by nano-tethers. | ||
- | |||
- | |||
- | Purifier Light Laser, Classification - Beam, Cost - 3,000 credits, DPS - 55, | ||
- | RoF - 0, Range - Close, Description - Short-range high-damage beam of energy. | ||
- | While effective, the weapon does require recharging before use. | ||
- | |||
- | Absolution Laser Assembly, Cost - 4,500 credits, DPS - 111, Description - | ||
- | Enhanced version of the Purifier Light Laser that fires a sustained beam of | ||
- | high-damage energy. | ||
- | |||
- | Deliverance Custom Laser, Cost - 15,187 credits, DPS - 222, Description - | ||
- | Developed by Order scientists, the D - laser is a veritable torrent of fusion | ||
- | energy harnessed into a beam of incandescent weapons fire. | ||
- | |||
- | Domination Laser, Cost - 34,171, DPS - 444, The highest level of Order beam | ||
- | technology, the Domination Laser is coveted by any who witness its deadly | ||
- | effects in combat. | ||
- | |||
- | |||
- | Piranha-A, Classification - Missile, Cost - 3,333 credits, DPS - 112, RoF - 1, | ||
- | Range - Medium, Description - A fast-moving missile from the Order' | ||
- | Fleet technical laboratories. Hampered by low turning arc and low damage. | ||
- | |||
- | Piranha-B, Cost - 5,000 credits, DPS - 216, Description - Upgraded version of | ||
- | the Piranha missile, boasting improved damage potential. | ||
- | |||
- | Piranha-C, Cost - 16,875, DPS - 431, Description - Upgraded version of the | ||
- | Piranha missile, boasting significantly improved damage potential. | ||
- | |||
- | Piranha-D, Cost - 37,968 credits, DPS - 899, Description - Top-of-the-line | ||
- | version of the Piranha missile, boasting devastating damage potential. | ||
- | |||
- | |||
- | |||
- | - PVP Weapons [WP] - | ||
- | |||
- | |||
- | |||
- | As I said in the introduction I do not have access to PVP weapons so I can't | ||
- | provide intimate statistical details, but I'll do all I can to give you an idea | ||
- | of what to expect. | ||
- | |||
- | Viper Proximity Mine - Presumably the same as the Deathshike Legion Mine, just | ||
- | weaker and incapable of cloaking. This weapon can be tested in the Syndicate | ||
- | story mission "Skin of Your Teeth", | ||
- | and the Order preset mission " | ||
- | |||
- | Mongoose Proto Trap - A mobile mine that homes in on enemies that get close | ||
- | enough, the problem being that far more mines than necessary can end up chasing | ||
- | a target. This weapon can be seen in The Graveyard' | ||
- | the Order story mission " | ||
- | |||
- | Thumper Autogun - An autogun that fires pulse weapons if I'm not mistaken. Pulse | ||
- | weapons aren't as accurate as beams and will slow down after awhile so unless it | ||
- | could fire Battlegun rounds this probably wouldn' | ||
- | weapon can be tested in the Consortium preset missions "Waste Management", | ||
- | "Enemy Hands", | ||
- | |||
- | KL-088 - Here's where the money is, this is an energy-based pulse weapon in the | ||
- | same rank as the Battlegun and Excruciator. Although it's meant to be a close | ||
- | range weapon it's not bad at medium range, and larger targets you use it against | ||
- | aren't maneuverable enough to avoid its fire. The KL - 088's energy drain is | ||
- | present but not overly ridiculous and can be countered with a well-leveled | ||
- | energy regeneration from a DPS sentient. | ||
- | |||
- | This weapon can be tested in multiple preset missions including the Consortium' | ||
- | "Eye of the Needle", | ||
- | "Cage Match", | ||
- | and "Waste Management", | ||
- | "Eye of the Needle" | ||
- | |||
- | Corona - The only other energy-based pulse weapon, and not that spectacular at | ||
- | that. It fires several pulse projectiles in a circular blast that looks like a | ||
- | firework going off. While certainly conducive to the " | ||
- | particularly weak per projectile, the energy drain is too significant to be | ||
- | worth using seriously in my opinion, but it's a nice novelty weapon. | ||
- | |||
- | This weapon is always used against you in some capacity in the preset missions | ||
- | "Enemy Hands", | ||
- | " | ||
- | Syndicate preset mission " | ||
- | |||
- | Multi Missile - The only energy-based missile weapon in the game, the Multi | ||
- | Missile is quite the spectacle, firing several missiles in a swarm that | ||
- | violently arc and destroy the target. It's a solid weapon from what I've seen | ||
- | but despite firing multiple missiles, they won't divert to other targets after | ||
- | the first one has been destroyed like most beam weapons. | ||
- | |||
- | This weapon can be tested in preset missions including the Consortium' | ||
- | " | ||
- | "Space Mites", | ||
- | "Fire for Effect", | ||
- | and "Space Madness" | ||
- | |||
- | |||
- | |||
- | - Warzone Weapons [WW] - | ||
- | |||
- | |||
- | |||
- | WZN pt(s), means Warzone point(s), the points awarded to the player at the | ||
- | conclusion of a warzone mission. Although all of the torpedo weapons on this | ||
- | list have the same statistics, they vary in speed and projectile size, though | ||
- | the Legion Raid Corsair outclasses the lot of them in my book so you'll probably | ||
- | only care about the Battleguns. | ||
- | |||
- | Silkworm I, Classification - Torpedo, Cost - 1 WZN pt., DPS - 120, RoF - 1, | ||
- | Range - Medium, Energy Cost - 20 points, Description - Highly damaging | ||
- | projectile with a good balance between speed and damage. | ||
- | |||
- | Silkworm II, Cost - 10 WZN pts., DPS - 240, Description - Enhanced version of | ||
- | the Silkworm; a highly damaging projectile with a good balance between speed and | ||
- | damage. | ||
- | |||
- | Silkworm III, Cost - 30 WZN pts., DPS - 479, Significantly enhanced version of | ||
- | the Silkworm; a highly damaging projectile with a good balance between speed and | ||
- | damage. | ||
- | |||
- | Silkworm IV, Cost - 80 WZN pts., DPS - 959, Top-of-the-line version of the | ||
- | Silkworm; a highly damaging projectile with a good balance between speed and | ||
- | damage. | ||
- | |||
- | |||
- | Marauder I, Classification - Torpedo, Cost - 2 WZN pts., DPS - 120, RoF - 1, | ||
- | Range - Medium, Energy Cost - 20 points, Description - Torpedo with an enhanced | ||
- | fuel supply that allows for extra speed at the cost of damage. | ||
- | |||
- | Marauder II, Cost - 12 WZN pts., DPS - 240, Description - Enhanced version of | ||
- | the Marauder; a torpedo with an enhanced fuel supply that allows for extra speed | ||
- | at the cost of damage. | ||
- | |||
- | Marauder III, Cost - 33 WZN pts., DPS - 479, Description - Significantly | ||
- | enhanced version of the Marauder; a torpedo with an enhanced fuel supply that | ||
- | allows for extra speed at the cost of damage. | ||
- | |||
- | Marauder IV, Cost - 84 WZN pts., DPS - 959, Description - Top-of-the-line | ||
- | version of the Marauder; a torpedo with an enhanced fuel supply that allows for | ||
- | extra speed at the cost of damage. | ||
- | |||
- | |||
- | Adjudicator, | ||
- | Range - Medium, Energy Cost - 20 points, Description - Antimatter orb that is | ||
- | very slow but capable of causing devestating damage to a target. | ||
- | |||
- | Adjudicator Mk. II, Cost - 12 WZN pts., DPS - 240, Description - Enhanced | ||
- | version of the Adjudicator; | ||
- | causing devastating damage to a target. | ||
- | |||
- | Adjudicator Mk. III, Cost - 33 WZN pts., DPS - 479, Description - Significantly | ||
- | enhanced version of the Adjudicator; | ||
- | capable of causing devastating damage to a target. | ||
- | |||
- | Adjudicator Mk. IV, Cost - 84 WZN pts., DPS 959, Description - Top-of-the-line | ||
- | version of the Adjudicator; | ||
- | causing devastating damage to a target. | ||
- | |||
- | |||
- | Tornado-CS1, | ||
- | Range - Medium, Energy Cost - 20 points, Description - Its slow-launching | ||
- | mechanism means that the Tornado takes a while to get to top speed, but when it | ||
- | does, it takes some stopping. | ||
- | |||
- | Tornado-CS2, | ||
- | the Tornado, slow-launching but difficult to stop at top speed. | ||
- | |||
- | Tornado-CS3, | ||
- | version of the Tornado, slow-launching but difficult to stop at top speed. | ||
- | |||
- | Tornado-CS4, | ||
- | version of the Tornado, slow-launching, | ||
- | |||
- | |||
- | Sunfire Bomb v1, Classification - Torpedo, Cost - 3 WZN pts., DPS - 120, RoF - | ||
- | 1, Range - Medium, Energy Cost - 20 points, Description - huge ball of deadly | ||
- | plasma, the benefit being the quick refire rate. | ||
- | |||
- | Sunfire Bomb v2, Cost - 14 WZN pts., DPS - 240, Description - Enhanced version | ||
- | of the Sunfire bomb; a huge ball of deadly plasma, the benefit being the quick | ||
- | refire rate. | ||
- | |||
- | Sunfire Bomb v3, Cost - 36 WZN pts., DPS - 479, Description - Significantly | ||
- | enhanced version of the Sunfire Bomb; a huge ball of deadly plasma, the benefit | ||
- | being the quick refire rate. | ||
- | |||
- | Sunfire Bomb v4, Cost - 88 WZN pts., DPS - 959, Description - Top-of-the-line | ||
- | version of the Sunfire Bomb; a huge ball of deadly plasma, the benefit being the | ||
- | quick refire rate. | ||
- | |||
- | |||
- | Battlegun 1, Classification - Pulse, Cost - 4 WZN pts., DPS - 140, RoF - 1, | ||
- | Range - Medium, Description - A tried and tested missile, possessing a good | ||
- | balance between turn rate and speed. | ||
- | |||
- | Battlegun 2, Cost - 16 WZN pts., DPS - 278, Description - A tried and tested | ||
- | missile, possessing a good balance between turn rate and speed. | ||
- | |||
- | Battlegun 3, Cost - 39 WZN pts., DPS - 556, Description - A tried and tested | ||
- | missile, possessing a good balance between turn rate and speed. | ||
- | |||
- | Battlegun 4, Cost - 92 WZN pts., DPS - 1115, Description - A tried and tested | ||
- | missile, possessing a good balance between turn rate and speed. | ||
- | |||
- | |||
- | |||
- | - Legion Raid Weapons [WL] - | ||
- | |||
- | |||
- | |||
- | LR pt(s), means Warzone point(s), the points awarded to the player at the | ||
- | conclusion of a Legion Raid wave/ | ||
- | statistics that usually applies to all the weapons of the same basic namesake | ||
- | changes. The Excruciator' | ||
- | tier, though follows the second tier's statistic from that point onward. Pay | ||
- | attention to the Excruciator Iv's description because although all the weapons | ||
- | bypass shields, it's only for fighters. The Hellfire beams do not jump to other | ||
- | locked on targets after the first one has been destroyed like most beam weapons. | ||
- | It is utilized by Legion Tanks in the Webweave region of Shadowrift and is a | ||
- | defense mechanism in the Ark's Path of Darkness region. | ||
- | |||
- | |||
- | Excruciator I, Classification - Pulse, Cost - 1 LR pt., DPS - 40, RoF - 2, Range | ||
- | - Medium, Description - Legion pulse technology that hurls bolts of formed | ||
- | plasma that bypasses shielding to strike the armor underneath. | ||
- | |||
- | Excruciator II, Cost - 20 LR pts., DPS - 80, RoF - 0, Description - Enhanced | ||
- | accuracy and performance create a deadlier salvo of munitions. | ||
- | |||
- | Excruciator III, Cost - 60 LR pts., DPS - 150, Description - Plasma bolts shaped | ||
- | with an outer and inner core, which allows for the plasma to penetrate the | ||
- | target and then detonate. | ||
- | |||
- | Excruciator IV, Cost - 120 LR pts., DPS - 318, Description - A fighter-killer, | ||
- | the Excruciator IV fires a single destructive piercing plasma warhead that | ||
- | easily bypasses most shields to destroy a ship in minutes. | ||
- | |||
- | |||
- | Deathbloom Autogun, Classification - Autogun, Cost - 2 LR pts., DPS - 40, RoF - | ||
- | 50, Range - Medium, Description - Autogun that fires guided missiles. | ||
- | |||
- | Deathbloom Autogun 2, Cost - 24 LR pts., DPS - 80, Autogun that fires improved | ||
- | guided missiles. | ||
- | |||
- | Deathbloom Autogun 3, Cost - 66 LR pts., DPS - 160, Autogun that fires | ||
- | significantly improved guided missiles. | ||
- | |||
- | Deathbloom Autogun 4, Cost - 96 LR pts., DPS - 320, Top-of-the-line autogun | ||
- | that fires devastating guided missiles. | ||
- | |||
- | |||
- | Praetorian Autogun, Classification - Autogun, Cost - 2 LR pts., DPS - 40, RoF - | ||
- | 50, Range - Medium, Description - Autogun that fires beams. | ||
- | |||
- | Praetorian Autogun 2, Cost - 24 LR pts., DPS - 80, Autogun that fires improved | ||
- | beams. | ||
- | |||
- | Praetorian Autogun 3, Cost - 66 LR pts., DPS - 160, Autogun that fires | ||
- | significantly improved beams. | ||
- | |||
- | Praetorian Autogun 4, Cost - 96 LR pts., DPS - 320, Top-of-the-line autogun that | ||
- | fires devestating beams. | ||
- | |||
- | |||
- | Corsair I, Classification - Torpedo, Cost - 4 LR pts., DPS - 132, RoF - 1, Range | ||
- | - Medium, Energy Cost - 20 pts. Description - Formidable anti-cruiser weapon | ||
- | with an improved warhead payload that sacrifices speed for maximum damage. | ||
- | |||
- | Corsair II, Cost - 28 LR pts., DPS - 204, Description - Enhanced version of the | ||
- | Corsair, slow-launching but difficult to stop at top speed. | ||
- | |||
- | Corsair III, Cost - 72 LR pts., DPS - 527, Description - Significantly enhanced | ||
- | version of the Corsair, slow-launching but difficult to stop at top speed. | ||
- | |||
- | Corsair IV, Cost - 136 LR pts., DPS - 1055, Description - Top-of-the-line | ||
- | version of the Corsair, slow-launching but difficult to stop at top speed. | ||
- | |||
- | |||
- | Coffin Nail I, Classification - Missile, Cost - 6 LR pts., DPS - 117, RoF - 3, | ||
- | Range - Medium, Description - Nicknamed the " | ||
- | this Legion missile sacrifices warhead strength for speed. | ||
- | |||
- | Coffin Nail II, Cost - 32 LR pts., DPS - 322, Description - Upgraded version of | ||
- | the Coffin Nail missile, boasting improved damage potential. | ||
- | |||
- | Coffin Nail III, Cost - 78 LR pts., DPS - 644, Description - Significantly | ||
- | improved version of the Coffin Nail missile, boasting improved damage potential. | ||
- | |||
- | Coffin Nail IV, Cost - 144 LR pts., DPS - 1,288, Description - Top-of-the-line | ||
- | upgrade of the Coffin Nail missile, boasting improved damage potential. | ||
- | |||
- | Hellfire Beam, Classification - Beam, Cost - 8 LR pts., DPS - 115, RoF - 0, | ||
- | Range - Medium, Energy Cost - 75 pts., Description - Large gravitic beam that | ||
- | fires a concentrated burst of fusion energy. | ||
- | |||
- | Hellfire Beam II, Cost - 36 LR pts., DPS - 233, Description - Upgrade of the | ||
- | large gravitic beam that fires a concentrated burst of fusion energy. | ||
- | |||
- | Hellfire Beam III, Cost - 84 LR pts., DPS - 506, Description - Significant | ||
- | upgrade of the large gravitic beam that fires a concentrated burst of fusion | ||
- | energy. | ||
- | |||
- | Hellfire Beam IV, Cost - 152 LR pts., DPS - 970, Description - Top-of-the-line | ||
- | upgrade of the large gravitic beam that fires a concentrated burst of fusion | ||
- | energy. | ||
- | |||
- | |||
- | |||
- | - Ark Raid Weapons [WA] - | ||
- | |||
- | |||
- | |||
- | AR pts, means Ark Raid points, the point(s) awarded to the player as a reward | ||
- | for beating the various sub-bosses. The Lightning Beams in this section are one | ||
- | of only three beam weapons that do not jump to the next locked on target after | ||
- | the first has been destroyed like most beam weapons so keep that in mind. | ||
- | |||
- | Deathshrike Legion Mine I, Classification - Mine, Cost - 5 AR pts., DPS - 400, | ||
- | RoF - 3, Range - Medium, Description - Highly damaging version of a proximity | ||
- | mine with the ability to remain cloaked. | ||
- | |||
- | Deathshrike Legion Mine II, Cost - 20 AR pts., DPS - 800, Description - Upgraded | ||
- | version of the hugely damaging version of a proximity mine with the ability to | ||
- | remain cloaked. | ||
- | |||
- | Deathshrike Legion Mine III, Cost - 50 AR pts., DPS - 1,600, Description - | ||
- | Significantly upgraded version of the hugely damaging version of a proximity | ||
- | mine with the ability to remain cloaked. | ||
- | |||
- | Deathshrike Legion Mine IV, Cost - 80 AR pts., DPS - 3,200, Description - | ||
- | Top-of-the-line version of the hugely damaging version of a proximity mine with | ||
- | the ability to remain cloaked. | ||
- | |||
- | |||
- | Lightning Beam Mk. I, Classification - Beam, Cost - 10 AR pts., DPS - 128, RoF - | ||
- | 0, Range - Medium, Energy Cost - 75 pts., Description - Weapon that fires | ||
- | strands of crackling supercharged plasma. | ||
- | |||
- | Lightning Beam Mk. II, Cost - 30 AR pts., DPS - 247, Description - Significant | ||
- | upgrade of the weapon that fires strands of crackling supercharged plasma. | ||
- | |||
- | Lightning Beam Mk. III, Cost - 60 AR pts., DPS - 491, Description - Significant | ||
- | upgrade of the weapon that fires strands of crackling supercharged plasma. | ||
- | |||
- | Lightning Beam Mk. IV, Cost - 90 AR pts., DPS - 979, Description - | ||
- | Top-of-the-line upgrade of the weapon that fires strands of crackling | ||
- | supercharged plasma. | ||
- | |||
- | |||
- | Big Green Power I, Classification - Beam, Cost - 15 AR pts., DPS - 119, RoF - 0, | ||
- | Range - Medium, Energy Cost - 75 pts., Description - Big, green, and powerful | ||
- | weapon. | ||
- | |||
- | Big Green Power II, Cost - 40 AR pts., DPS - 235, Description - Upgrade of the | ||
- | big, green, and powerful weapon. | ||
- | |||
- | Big Green Power III, Cost - 70 AR pts., DPS - 470, Description - Significant | ||
- | upgrade of the big, green, and powerful weapon. | ||
- | |||
- | Big Green Power IV, Cost - 100 AR pts., DPS - 942, Description - Top-of-the-line | ||
- | version of the big, green, and powerful weapon. | ||
- | |||
- | |||
- | |||
- | - Bonus Weapons [WB] - | ||
- | |||
- | |||
- | |||
- | Bonus weapons are dropped by specific enemies, they CANNOT be purchased in the | ||
- | game's docking stations. It's not clear to me exactly how many there are but | ||
- | I'll list everything I've encountered (and some that I have yet to acquire but | ||
- | know exist). I think that some of the weapons are dropped by Ark sub-bosses and | ||
- | some by PVP battleships, | ||
- | mind that you must have 14 or fewer weapons/ | ||
- | weapon to be dropped. Also, your upgrades menu will flash regardless of whether | ||
- | you pick up an upgrade or weapon. All of these weapons are listed in your basic | ||
- | weapons section when docked. | ||
- | |||
- | Power Beam, Classification - Beam, Can be dropped by - Clay Tok, DPS - 573, | ||
- | RoF - 0, Range - Medium, Description - Beam weapon that instantly generates | ||
- | maximum damage, regardless of lock-on time. (Note that this is one of the few | ||
- | beam weapons that will not jump to the next locked target after the first has | ||
- | been destroyed like most beam weapons, and although damage is unchanged, the | ||
- | beam will not fire for as long as when you're fully locked on. This weapon is | ||
- | utilized by Legion Tanks in Legion Raid missions.) | ||
- | |||
- | Power Missile, Classification - Missile, Can be dropped by - Elder Ones, and | ||
- | Final Ark boss, DPS - 874, RoF - 1, Range - Medium, Description - Prototype | ||
- | missile weapon that always fires at maximum velocity. | ||
- | |||
- | Deathshrike Mine V, Classification - Mine, Can be dropped by - Clay Tok and | ||
- | Janus (Mirror boss) DPS - 3,200, RoF - (2 when viewing comparison statistics, | ||
- | which is presumably rounded up from the in-depth statistics which list it as | ||
- | 1.5), Range - Medium, Description - Ultimate highly damaging proximity mine, | ||
- | equipped with the ability to remain cloaked. | ||
- | |||
- | Power Lightning Beam, Classification - Beam, Can be dropped by - Path of the | ||
- | Dead battleship boss and Janus (Mirror boss), DPS - 1,856, RoF - 0, Range - | ||
- | Medium, Energy Cost - 37.5, Description - Prototype huge lightning beam that | ||
- | uses less energy. | ||
- | |||
- | Power Big Green Power Beam, Classification - Beam, Can be dropped by - Elder | ||
- | Ones, DPS - 300, RoF - 0, Range - Medium, Energy Cost - 37.5, Description - | ||
- | Prototype huge Green Power that uses less energy. (No, I did not make a mistake, | ||
- | I checked the DPS and tested it in combat, it really is that weak.) | ||
- | |||
- | The following are weapons that I have not acquired but have seen given as | ||
- | equipment in preset missions: | ||
- | |||
- | Power Pulse - Presumably a bonus version of the Dirge Rail Gun. This weapon does | ||
- | not overheat. | ||
- | |||
- | Deathbloom Autogun V | ||
- | |||
- | Praetorian Autogun V - Fires beams with the same appearance as the ones used by | ||
- | the Legion Splitters in The Crucible and Ark. | ||
- | |||
- | Viper Proximity Mine V | ||
- | |||
- | Mongoose Proto Trap V | ||
- | |||
- | Thumper Autogun V | ||
- | |||
- | Power Spray - Presumably a bonus version of the KL-088 | ||
- | similar to one of the Warzone torpedo weapons both in aesthetics and size. | ||
- | |||
- | Power Multi-Missile - Missiles are orange-ish peach rather than light blue and | ||
- | presumably use less energy, do more damage, or both. | ||
- | |||
- | |||
- | |||
- | - Weapon Recommendations [WREC] - | ||
- | |||
- | |||
- | |||
- | The Battlegun is generally considered the best weapon from what little I've seen | ||
- | online and it's most certainly high up on the list. Just make sure it's equipped | ||
- | to a Cruiser or Consortium Heavy Fighter to counteract the overheating because | ||
- | in spite of its description it's actually a pulse weapon. Most of the faction | ||
- | specific weapons aren't worth bothering with, it's the ones purchased with | ||
- | points or dropped by enemies that you'll want most of the time. In spite of how | ||
- | powerful they are in the hands of enemies, the Big Green Power and Hellfire | ||
- | beams aren't ones you should aspire to acquire (rhyme unintended), | ||
- | Power Lightning Beam is much stronger if the DPS statistic is to be believed. | ||
- | |||
- | The Coffin Nail missile would probably do well with a Syndicate heavy fighter, | ||
- | but you'll want the Power Missile or Multi-Missile/ | ||
- | Corsair is the Torpedo to get, the Deathshrike Mine V is probably the best mine, | ||
- | or maybe the Mongoose Proto Trap V, the Deathbloom/ | ||
- | autoguns to get since the pulse weapon-firing one isn't as accurate from a | ||
- | distance, and when it comes to pulse weapons the Battlegun, Excruciator, | ||
- | Power Spray/ | ||
- | |||
- | I typically use pulse weapons with ships that counteract their fire-rate | ||
- | handicap so I use the Battlegun, but since I don't get to spend as much quality | ||
- | time with PVP weapons, and not every build is right for every player so it | ||
- | doesn' | ||
- | |||
- | |||
- | ____ ___ ____ ___ ____ ____ ___ | ||
- | `MM( )M' `MM( )M' `MM' `Mb( | ||
- | | ||
- | `MM. | ||
- | `MM. d' | ||
- | `MMd `MMd | ||
- | | ||
- | d' | ||
- | | ||
- | d' | ||
- | _M(_ _)MM_ _M(_ _)MM_ _MM_ YP | ||
- | |||
- | |||
- | - Ship Statistics - | ||
- | | ||
- | |||
- | |||
- | Ships will be listed by: 1) Order of availability, | ||
- | class (scout, interceptor, | ||
- | is the necessary level you have to be in order to be eligible to purchase a | ||
- | given ship. " | ||
- | and cost always refers to credits. Ships of the same class in a faction have the | ||
- | exact same descriptions across all tier levels so I'm only going to list the | ||
- | description once for each of the tier 1 ships rather than copy-paste it 3 more | ||
- | times. Ship speed and cargo capacity also repeat from tier to tier when it's the | ||
- | same class in the same faction so I'll list them once each in the tier 1 listing | ||
- | but not for the following 3. Also, the number next to each ship name refers to | ||
- | its tier level (Punisher 2 is a tier level 2 ship, Hammerhead 3 is a tier level | ||
- | 3 ship, etc.) so I won't bother listing the tier levels of each ship. Another | ||
- | thing that carries across every faction is the number of weapon slots each ship | ||
- | class has. Again, for the sake of reducing repetition here's a list of the ship | ||
- | classes and the number of weapon slots each has: | ||
- | |||
- | Scout - 2, Interceptor - 2, Heavy Fighter - 3, Cargo ship - 2, Cruiser - 4. | ||
- | |||
- | All cargo ships and cruisers across every faction have the same innate abilities | ||
- | so I'm listing them here rather than posting them 4 times each: Cargo ships - | ||
- | Sentient ability use requires no energy with this ship. Cruiser - Capable of | ||
- | maintaining sustained weapons fire with no penalties. (Note: A cruiser' | ||
- | to maintain fire with no penalties refers to preventing pulse weapons from | ||
- | overheating and slowing down only, so don't expect weapons that drain energy to | ||
- | not do so when equipped to a cruiser. Lastly, I'd like to note that the | ||
- | statistics listed regarding shields and hull are based on the ORIGINAL values of | ||
- | the ships with no augments like ship upgrades, pilot skills, or sentient | ||
- | bonuses, all of which are added to the total when viewing ships. So if your | ||
- | statistics are higher than those listed here, that's why. | ||
- | |||
- | Dominion/ | ||
- | are apart of your current faction, even other interceptors, | ||
- | level. When you do this, your sentient' | ||
- | active just like when hijacking even though they won't be equipped. Unlike | ||
- | hijacking however, the ship you commandeer will not be replaced when docking or | ||
- | taking part in missions (unless said missions have a preset ship for you to | ||
- | pilot/ride in). Your own weapons will also be automatically equipped when | ||
- | docking or warping to another zone, preventing you from having to rely on | ||
- | default load-outs. | ||
- | |||
- | |||
- | |||
- | - Consortium Ships [SC] - | ||
- | |||
- | |||
- | |||
- | All Consortium ships have twice the usual cargo capacity, with the exception of | ||
- | the cruisers which have holds equal to Syndicate and Praetorian cruiser' | ||
- | and half that of the Dominion and Revenant Order' | ||
- | |||
- | Name - Spider 1, Class - Scout, RFL - 0, Cost - 0, Hull - 100, Shields - 100, | ||
- | Speed - 120, Cargo - 10, Description - A fast advance scout used for smuggling | ||
- | small goods, recon missions, and light combat. Ability - Mining yields higher | ||
- | ore with this ship. | ||
- | |||
- | Name - Hammerhead 1, Class - Interceptor, | ||
- | Shields - 200, Speed - 100, Cargo - 10, Description - A high-defense interceptor | ||
- | made for heavy combat and running Praetorian blockades. Ability - This ship can | ||
- | maintain travel boost even while firing. | ||
- | |||
- | Name - Scorpion 1, Class - Heavy Fighter, RFL - 1, Cost - 2,000, Hull - 150, | ||
- | Shields - 150, Speed - 80, Cargo - 10, Description - An interdiction and support | ||
- | ship created specifically for the Consortium, focusing on heavy offense. Ability | ||
- | - Pulse weapons don't overheat with this ship | ||
- | |||
- | Name - Tugboat 1, Class - Cargo Ship, RFL - 1 Cost - 4,000, Hull- 500, Shields - | ||
- | 500, Speed - 50, Cargo - 40, Description - A common sight in Convocation space, | ||
- | those ships make up the majority of the Consortium free-trader fleet. | ||
- | |||
- | Name - Grizzly 1, Class - Cruiser, RFL - 2, Cost - 4,000 credits, Hull - 1,000, | ||
- | Shields - 1,000, Speed - 25, Cargo - 5, Description - Outfitted for combat and | ||
- | light transportation needs and built specifically for the Consortium. | ||
- | |||
- | Spider 2, RFL - 2, Cost - 6,000, Hull - 200, Shields - 200. | ||
- | |||
- | Hammerhead 2, RFL - 3, Cost - 9,000, Hull - 400, Shields - 400. | ||
- | |||
- | Scorpion 2, RFL - 3, Cost - 9,000, Hull - 300, Shields - 300. | ||
- | |||
- | Tugboat 2, RFL - 4, Cost - 13,500, Hull - 1,000, Shields - 1,000. | ||
- | |||
- | Grizzly 2, RFL - 4, Cost - 13,500, Hull - 2,000, Shields - 2,000. | ||
- | |||
- | Spider 3, RFL - 5, Cost - 20,250, Hull - 400, Shields - 400. | ||
- | |||
- | Hammerhead 3, RFL - 5, Cost - 20,250, Hull - 800, Shields - 800. | ||
- | |||
- | Scorpion 3, RFL - 6, Cost - 20,250, Hull - 600, Shields - 600. | ||
- | |||
- | Tugboat 3, RFL - 6, Cost - 30,375, Hull - 2,000, Shields - 2,000. | ||
- | |||
- | Grizzly 3, RFL - 7, Cost - 30,375, Hull - 4,000, Shields - 4,000. | ||
- | |||
- | Spider 4, RFL - 7, Cost - 45,562, Hull - 800, Shields - 800. | ||
- | |||
- | Hammerhead 4, RFL - 8, Cost - 68,343, Hull - 1,600, Shields - 1,600. | ||
- | |||
- | Scorpion 4, RFL - 8, Cost - 68,343, Hull - 1,200, Shields - 1,200. | ||
- | |||
- | Tugboat 4, RFL - 9, Cost - 102,515, Hull - 4,000, Shields - 4,000. | ||
- | |||
- | Grizzly 4, RFL - 9, Cost - 102,515, Hull - 8,000, Shields - 8,000. | ||
- | |||
- | |||
- | |||
- | - Syndicate Ships [SS] - | ||
- | |||
- | |||
- | |||
- | All Syndicate ships are 25% faster than other ships in the same class, and | ||
- | though it may seem like an error, the cargo statistics for these ships are in | ||
- | fact correct. The Heavy fighter has the largest cargo capacity in the faction, | ||
- | and the cargo ship can't carry any more than a typical scout fighter. Also, in | ||
- | spite of the Specter' | ||
- | that all ships from every faction repair ships when you hijack them, it was | ||
- | either a design error, or a gameplay decision that came too late to come up with | ||
- | a new ability unique to the craft. Lastly, are the Syndicate cargo ships | ||
- | displayed upside down? While some details are debatable, the cockpit window | ||
- | screen extends downward instead of upward like the other ships in the faction. | ||
- | Odd... | ||
- | |||
- | |||
- | Name - Ghost 1, Class - Scout, RFL - 0, Cost - 0, Hull - 100, Shields - 100, | ||
- | Speed - 150, Cargo - 5, Description - A combat scout fighter with a fearsome | ||
- | reputation because of it's unparalleled speed. Ability - Can fire while cloaked | ||
- | (and be fired *upon* without de-cloaking as well) | ||
- | |||
- | Name - Specter 1, Class - Interceptor, | ||
- | Shields - 200, Speed - 125, Cargo - 5, Description - Surprisingly deadly in | ||
- | combat, thanks to a lethal ship-to-ship combat fuselage providing superior | ||
- | defense. Ability - Hijacking with this ship will repair it. | ||
- | |||
- | Name - Vampire 1, Class - Heavy Fighter, RFL - 1, Cost - 2,000, Hull - 150, | ||
- | Shields - 150 Speed - 100, Cargo - 10, Description - A heavy weapons platform | ||
- | capable of dealing out deadly salvos of missile fire, requiring minimum lock-on | ||
- | for maximum velocity. Ability - Missiles will fire at top speed regardless of | ||
- | how long you spent locking on to them. | ||
- | |||
- | Name - Wyvern 1, Class - Cargo Ship, RFL - 1, Cost - 4,000, Hull - 500, Shields | ||
- | - 500, Speed - 62.5, Cargo - 5, Description - The Syndicate' | ||
- | transport and heavy support, designed specifically by Warlord Cinnefa. | ||
- | |||
- | Name - Reaper 1, Class - Cruiser, RFL - 2, Cost - 4,000, Hull - 1,000, Shields - | ||
- | 1,000, Speed - 31.25, Cargo - 5, Description - A cruiser made for destruction - | ||
- | the Syndicate' | ||
- | |||
- | Ghost 2, RFL - 2, Cost - 6,000, Hull - 200, Shields - 200. | ||
- | |||
- | Specter 2, RFL - 3, Cost - 9,000, Hull - 400, Shields - 400. | ||
- | |||
- | Vampire 2, RFL - 3, Cost - 9,000, Hull - 300, Shields - 300. | ||
- | |||
- | Wyvern 2, RFL - 4, Cost - 13,500, Hull - 1,000, Shields - 1,000. | ||
- | |||
- | Reaper 2, RFL - 4, Cost - 13,500, Hull - 2,000, Shields - 2,000. | ||
- | |||
- | Ghost 3, RFL - 5, Cost - 20,250, Hull - 400, Shields - 400. | ||
- | |||
- | Specter 3, RFL - 5, Cost - 20,250, Hull - 800, Shields - 800. | ||
- | |||
- | Vampire 3, RFL - 6, Cost - 20,250, Hull - 600, Shields - 600. | ||
- | |||
- | Wyvern 3, RFL - 6, Cost - 30,375, Hull - 2,000, Shields - 2,000. | ||
- | |||
- | Reaper 3, RFL - 7, Cost - 30,375, Hull - 4,000, Shields - 4,000. | ||
- | |||
- | Ghost 4, RFL - 7, Cost - 45,562, Hull - 800, Shields - 800. | ||
- | |||
- | Specter 4, RFL - 8, Cost - 68,343, Hull - 1,600, Shields - 1,600. | ||
- | |||
- | Vampire 4, RFL - 8, Cost - 68,343, Hull - 1,200, Shields - 1,200. | ||
- | |||
- | Wyvern 4, RFL - 9, Cost - 102,515, Hull - 4,000, Shields - 4,000. | ||
- | |||
- | Reaper 4, RFL - 9, Cost - 102,515, Hull - 8,000, Shields - 8,000. | ||
- | |||
- | |||
- | |||
- | - Praetorian Ships [SP] - | ||
- | |||
- | |||
- | |||
- | All Praetorian ships cost 50% less than normal with no statistical downside. | ||
- | |||
- | Name - Peacemaker 1, Class - Scout, RFL - 0, Cost - 0, Hull - 100, Shields - | ||
- | 100, Speed - 120, Cargo - 5, Description - A short-range, | ||
- | used for scouting and enforcing the Articles of Convocation. Ability - This ship | ||
- | can fire while Undercover (without disengaging the ability). | ||
- | |||
- | Name - Judicator 1, Class - Interceptor, | ||
- | Shields - 200, Speed - 100, Cargo - 5, Description - The staple of the | ||
- | Praetorian Fleet, a customizable combat-ready ship with superlative defensive | ||
- | capabilities. Ability - The most maneuverable ship in the galaxy (boasts sharper | ||
- | turns and controls, presumably intended to use in conjunction with the | ||
- | Undercover ability). | ||
- | |||
- | Name - Enforcer 1, Class - Heavy Fighter, RFL - 1, Cost - 1,000, Hull - 150, | ||
- | Shields - 150, Speed - 80, Cargo - 5, Description - A heavy-weapons platform, | ||
- | most commonly associated with Praetorian authority, capable of delivering | ||
- | catastrophic damage - especially with beam weapons. Ability - Either it | ||
- | increases the overall strength of beam weapons like an upgrade, or it lets beam | ||
- | weapons do full damage without completely locking on like the Power Beam, I'm | ||
- | not certain. | ||
- | |||
- | Name - Bulldog 1, Class - Cargo Ship, RFL - 1, Cost - 2,000, Hull - 500, Shields | ||
- | - 500, Speed - 50, Cargo - 20, Description - A heavy-transport ship used for | ||
- | prisoner transfer and cargo. | ||
- | |||
- | Name - Executor 1, Class - Cruiser, RFL - 2, Cost - 2,000, Hull - 1,000, Shields | ||
- | - 1,000, Speed - 25, Cargo - 5, Description - A heavy cruiser used for direct | ||
- | Praetorian intervention and combat needs throughout Convocation space. | ||
- | |||
- | Peacemaker 2, RFL - 2, Cost - 3,000, Hull - 200, Shields - 200. | ||
- | |||
- | Judicator 2, RFL - 3, Cost - 4,500, Hull - 400, Shields - 400. | ||
- | |||
- | Enforcer 2, RFL - 3, Cost - 4,500, Hull - 300, Shields - 300. | ||
- | |||
- | Bulldog 2, RFL - 4, Cost - 6,750, Hull - 1,000, Shields - 1,000. | ||
- | |||
- | Executor 2, RFL - 4, Cost - 6,750, Hull - 2,000, Shields - 2,000. | ||
- | |||
- | Peacemaker 3, RFL - 5, Cost - 10,125, Hull - 400, Shields - 400. | ||
- | |||
- | Judicator 3, RFL - 5, Cost - 10,125, Hull - 800, Shields - 800. | ||
- | |||
- | Enforcer 3, RFL - 6, Cost - 10,125, Hull - 600, Shields - 600. | ||
- | |||
- | Bulldog 3, RFL - 6, Cost - 15,187, Hull - 2,000, Shields - 2,000. | ||
- | |||
- | Executor 3, RFL - 7, Cost - 12,187, Hull - 4,000, Shields - 4,000. | ||
- | |||
- | Peacemaker 4, RFL - 7, Cost - 22,781, Hull - 800, Shields - 800. | ||
- | |||
- | Judicator 4, RFL - 8, Cost - 34,171, Hull - 1,600, Shields - 1,600. | ||
- | |||
- | Enforcer 4, RFL - 8, Cost - 34,171, Hull - 1,200, Shields - 1,200. | ||
- | |||
- | Bulldog 4, RFL - 9, Cost - 51,257, Hull - 4,000, Shields - 4,000. | ||
- | |||
- | Executor 4, RFL - 9, Cost - 51,257, Hull - 8,000, Shields - 8,000. | ||
- | |||
- | |||
- | |||
- | - Dominion Ships [SD] - | ||
- | |||
- | |||
- | |||
- | All Dominion ships have stronger hulls when compared to shields, typically twice | ||
- | as much. | ||
- | |||
- | Name - Pegasus 1, Class - Scout, RFL - 0, Cost - 0, Hull - 200, Shields - 100, | ||
- | Speed - 120, Cargo - 5, Description - A long-range scout ship for both recon and | ||
- | combat. Ability - Power weapons are much more energy efficient with this ship. | ||
- | (33.333333% etc. less energy used) | ||
- | |||
- | Name - Phoenix 1, Class - Interceptor, | ||
- | Shields - 200, Speed - 100, Cargo - 5, Description - The workhorse of the | ||
- | Dominion Fleet and a deadly space-supremacy fighter. Ability - Capable of | ||
- | commandeering friendly units. | ||
- | |||
- | Name - Hydra 1, Class - Heavy Fighter, RFL - 1, Cost - 2,000, Hull - 285, | ||
- | Shields - 15, Speed - 80, Cargo - 5, Description - A heavy-combat support unit | ||
- | equipped for maximum offensive capability. Ability - A double thick hull | ||
- | compensates for its low shielding. (Terribly so. Even if I liked the idea of | ||
- | piloting a ship that has next to no shielding to allow for greater hull strength | ||
- | that can't be recovered without a healer sentient the math it off. Given the | ||
- | patterns of past ships the total defensive strength of the ship should be right | ||
- | between the scout and interceptor, | ||
- | shields, but as is it's no better than the Pegasus scout fighter). | ||
- | |||
- | Name - Centaur 1, Class - Cargo Ship, RFL - 1, Cost - 4,000, Hull - 1,000, | ||
- | Shields - 500, Speed - 50, Cargo - 20, Description - A transport ship with the | ||
- | offensive elements of a light cruiser. | ||
- | |||
- | Name - Cyclops 1, Class - Cruiser, RFL - 2, Cost - 4,000, Hull - 2,000, Shields | ||
- | - 1,000, Speed - 25, Cargo - 10, Description - A common sight in Convocation | ||
- | space and a mainstay in the Dominion Fleet strength. | ||
- | |||
- | Pegasus 2, RFL - 2, Cost - 6,000, Hull - 400, Shields - 200. | ||
- | |||
- | Phoenix 2, RFL - 3, Cost - 9,000, Hull - 800, Shields - 400. | ||
- | |||
- | Hydra 2, RFL - 3, Cost - 9,000, Hull - 570, Shields - 30. | ||
- | |||
- | Centaur 2, RFL - 4, Cost - 13,500, Hull - 2,000, Shields - 1,000. | ||
- | |||
- | Cyclops 2, RFL - 4, Cost - 13,500, Hull - 4,000, Shields - 2,000. | ||
- | |||
- | Pegasus 3, RFL - 5, Cost - 20,250, Hull - 800, Shields - 400. | ||
- | |||
- | Phoenix 3, RFL - 5, Cost - 20,250, Hull - 1,600, Shields - 800. | ||
- | |||
- | Hydra 3, RFL - 6, Cost - 20,250, Hull - 1,140, Shields - 60. | ||
- | |||
- | Centaur 3, RFL - 6, Cost - 30,375, Hull - 4,000, Shields - 2,000. | ||
- | |||
- | Cyclops 3, RFL - 7, Cost - 30,375, Hull - 8,000, Shields - 4,000. | ||
- | |||
- | Pegasus 4, RFL - 7, Cost - 45,562, Hull - 1,600, Shields - 800. | ||
- | |||
- | Phoenix 4, RFL - 8, Cost - 68,343, Hull - 3,200, Shields - 1,600. | ||
- | |||
- | Hydra 4, RFL - 8, Cost - 68,343, Hull - 2,280, Shields - 120. | ||
- | |||
- | Centaur 4, RFL - 9, Cost - 102,515, Hull - 8,000, Shields - 4,000. | ||
- | |||
- | Cyclops 4, RFL - 9, Cost - 102,515, Hull - 16,000, Shields - 8,000. | ||
- | |||
- | |||
- | |||
- | - Order Ships [SO] - | ||
- | |||
- | |||
- | |||
- | All Order ships have stronger shields when compared to hull, typically twice as | ||
- | much. | ||
- | |||
- | Name - Explorer 1, Class - Scout, RFL - 0, Cost - 0, Hull - 100, Shields - 200, | ||
- | Speed - 120, Cargo - 5, Description - Renowned for its speed, ideal for recon | ||
- | and Evangelist fleet security operations. Ability - Power weapons are much more | ||
- | energy efficient with this ship. (33.333333% etc. less energy used) | ||
- | |||
- | Name - Defender 1, Class - Interceptor, | ||
- | Shields - 400, Speed - 100, Cargo - 5, Description - The most defensive fighter | ||
- | in the Evangelist fleet (and highly valued on the black market.) Ability - | ||
- | Capable of commandeering friendly units. | ||
- | |||
- | Name - Avenger 1, Class - Heavy Fighter, RFL - 1, Cost - 2,000, Hull - 15, | ||
- | Shields - 285, Speed - 80, Cargo - 5, Description - A deadly combination of | ||
- | firepower and adaptability, | ||
- | Ability - A paper thin hull is protected by a superior strength shield. (Again, | ||
- | no stronger than the scout in terms of defense, and while it's not as bad as low | ||
- | shields, the ship is far more vulnerable when a shield short is executed on it. | ||
- | |||
- | Name - Dragonfly 1, Class - Cargo Ship, RFL - 1, Cost - 4,000, Hull - 500, | ||
- | Shields - 1,000, Speed - 50, Cargo - 20, Description - A hybrid light cruiser | ||
- | and transport, making it the perfect amalgamation of cargo hauler and heavy | ||
- | weapons support. | ||
- | |||
- | Name - Punisher 1, Class - Cruiser, RFL - 2, Cost - 4,000, Hull - 1,000, Shields | ||
- | - 2,000, Speed - 25, Cargo - 10, Description - Sacrifices speed for improved | ||
- | weapon arrays and shielding, making it a terrifying opponent. | ||
- | |||
- | Explorer 2, RFL - 2, Cost - 6,000, Hull - 200, Shields - 400. | ||
- | |||
- | Defender 2, RFL - 3, Cost - 9,000, Hull - 400, Shields - 800. | ||
- | |||
- | Avenger 2, RFL - 3, Cost - 9,000, Hull - 30, Shields - 570. | ||
- | |||
- | Dragonfly 2, RFL - 4, Cost - 13,500, Hull - 1,000, Shields - 2,000. | ||
- | |||
- | Punisher 2, RFL - 4, Cost - 13,500, Hull - 2,000, Shields - 4,000. | ||
- | |||
- | Explorer 3, RFL - 5, Cost - 20,250, Hull - 400, Shields - 800. | ||
- | |||
- | Defender 3, RFL - 5, Cost - 20,250, Hull - 800, Shields - 1,600. | ||
- | |||
- | Avenger 3, RFL - 6, Cost - 20,250, Hull - 60, Shields - 1140. | ||
- | |||
- | Dragonfly 3, RFL - 6, Cost - 30,375, Hull - 2,000, Shields - 4,000. | ||
- | |||
- | Punisher 3, RFL - 7, Cost - 30,375, Hull - 4,000, Shields - 8,000. | ||
- | |||
- | Explorer 4, RFL - 7, Cost - 45,562, Hull - 800, Shields - 1,600. | ||
- | |||
- | Defender 4, RFL - 8, Cost - 68,343, Hull - 1,600, Shields - 3,200. | ||
- | |||
- | Avenger 4, RFL - 8, Cost - 68,343, Hull - 120, Shields - 2,280. | ||
- | |||
- | Dragonfly 4, RFL - 9, Cost - 102,515, Hull - 4,000, Shields - 8,000. | ||
- | |||
- | Punisher 4, RFL - 9, Cost - 102,515, Hull - 8,000, Shields - 16,000. | ||
- | |||
- | |||
- | | ||
- | | ||
- | `MM. | ||
- | | ||
- | `MM. d' | ||
- | | ||
- | dMM. dMM. YM. ,P | ||
- | | ||
- | d' | ||
- | | ||
- | | ||
- | |||
- | |||
- | - Clarifications, | ||
- | [XXV] | ||
- | |||
- | |||
- | |||
- | - Miscellaneous Info [MI] - | ||
- | |||
- | |||
- | |||
- | - Prometheus Station' | ||
- | blue instead of red. | ||
- | |||
- | - Pulling the left/right triggers will alter the orientation of ships being | ||
- | viewed while docked, while moving the right analog stick will turn the ship | ||
- | left/right. | ||
- | |||
- | - Syndicate faction progression is listed as a "Crime Sheet" rather than a Time | ||
- | Sheet. | ||
- | |||
- | - Cruisers appear larger when in small ships because the camera zooms in closer | ||
- | when in smaller ships so that you're not controlling what looks like a spec on | ||
- | the screen. | ||
- | |||
- | - Dominion Battleships are actually just slightly altered Consortium Cruisers. | ||
- | |||
- | - Occasionally when scanned by a Praetorian ship they' | ||
- | clones we're looking for", a clear Star Wars reference. Syndicate grunts are | ||
- | cloned pilots that are presumably either trained or implanted with software that | ||
- | allows a Syndicate member to control them without putting themselves at risk. | ||
- | |||
- | - GameFAQs user " | ||
- | reference to Goldeneye' | ||
- | http:// | ||
- | think it's just a coincidence but that's open to debate. (It's worth noting | ||
- | though, that some of the developers at Starfire are composed of former Halo and | ||
- | Goldeneye developers, the latter being the game that included the Klobb | ||
- | submachinegun). (Another minor note is that the KL-088 is a pulse weapon and | ||
- | resembles a submachinegun more than any of the other weapon types not only for | ||
- | being a rapid-fire projectile-launcher, | ||
- | the other pulse weapons. This is because the projectiles move slower, making it | ||
- | more practical to use it while closer to an enemy, and submachineguns in games | ||
- | generally are considered to be less accurate at range). | ||
- | |||
- | - Ships and objects in Tartarus slowly drift clockwise, reflecting the pull of | ||
- | the nearby black hole. There is also a region in it called Event Horizon, | ||
- | which might be a reference to the movie of the same name. I'm pretty sure it's | ||
- | a label given in the scientific community but it could still be the case. The | ||
- | description of the area in the preset mission " | ||
- | following: "The site of where something has come through the black hole, the | ||
- | construct seems to have the same capabilities as the Leviathan. It's to the | ||
- | DIR." I have no idea what DIR stands for, but the description relates to the | ||
- | story of "Event Horizon" | ||
- | same name using a black hole's power to bend space and time to create wormholes | ||
- | in space for rapid transit. | ||
- | |||
- | |||
- | |||
- | - Clarifications/ | ||
- | |||
- | |||
- | |||
- | - The reason I don't get Xbox Live gold is because I refuse to pay to access | ||
- | parts of a game I own, I have no problem with charging for the other services | ||
- | similarly to Playstation Plus, but basic online play is not something I will pay | ||
- | for. If Capcom can catch flak for creating on-disc DLC we, as consumers, should | ||
- | be just as willing to take a stand, not by signing a petition or complaining | ||
- | about it, but by doing something. Microsoft has no right to hold our games | ||
- | hostage, and we cannot stand for it. | ||
- | |||
- | - The lack of indentations for paragraphs is due to a GameFAQs guide composition | ||
- | rule that does not encourage/ | ||
- | |||
- | - During the Prometheus Station walkthrough I was not trying to imply that | ||
- | Starfire Studios ripped off/copied Bioshock, I am well aware that Prometheus is | ||
- | a Greek Mythological figure who's name has appeared in everything from Yu-Gi-Oh | ||
- | to Batman. It was a mildly humorous bit and nothing more. | ||
- | |||
- | - The title for the Walkthrough that read " | ||
- | a paraphrased reference to an early scene in the first Pirates of the Caribbean | ||
- | movie. | ||
- | |||
- | - In the third preset mission walkthrough for the (PPA) section I mentioned that | ||
- | there was no pun intended when talking about interceptors dogging the escort | ||
- | target. This is both because you're armed with a " | ||
- | cargo ship being escorted is known as a " | ||
- | |||
- | - The labeling of the Undercover glitch as " | ||
- | pathetic compensation factor for the deprivation of human contact, but because | ||
- | 1) " | ||
- | like 2 thirds of the name " | ||
- | labeling it when compared to " | ||
- | |||
- | |||
- | |||
- | - Credits and Legal Information [CI] - | ||
- | |||
- | |||
- | |||
- | This document is written by Benjamin Wyatt Beeman 2013. All Rights Reserved. | ||
- | |||
- | Credits: | ||
- | |||
- | (The) " | ||
- | the potential " | ||
- | |||
- | All information in this guide was researched through in game interaction and | ||
- | analysis, any resemblences to existing works, published or unpublished, | ||
- | purely coincidental. | ||
- | |||
- | This may be not be reproduced under any circumstances except for personal, | ||
- | private use. It may not be placed on any web site or otherwise distributed | ||
- | publicly without advance written permission. Use of this guide on any other web | ||
- | site or as a part of any public display is strictly prohibited, and a violation | ||
- | of copyright. | ||
- | |||
- | Contact information: | ||
- | |||
- | https:// | ||
- | |||