Jedi Fleet Forums
September 05, 2010, 03:40:47 AM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
Jedi Fleet News: Friday Night BB Rooms: GMT/UTC:- 9pm; BST (UK): 10pm; Germany: 11pm; EST (New York): 5pm.
 
Pages: 1 [2] 3
  Print  
Author Topic: Warship Gunner 2's OST  (Read 573 times)
0 Members and 1 Guest are viewing this topic.
Compass
Follower
*
Offline Offline

Fleet: Toilet Flushers
Posts: 905



View Profile
« Reply #15 on: March 08, 2010, 09:40:05 AM »

Different Lines? Whoops?

I pressed start new game, skipped the tutorials, and now I am, uh, the guy named Schulz I think Tongue

You're always Schulz.  Depending on your actions in the first two missions, you get different XOs.

Werner - You get for completing the optional objective in FAR-060 (destroy the cruiser fleet).
Werner is your classmate and comrade in arms and is only present as a crew member in this line, serving as the XO.
Braun - You get for not completing the optional objective above and finishing FAR-070 very fast.
Braun is a German scientist and is present as a crew member in all lines, but is only an XO in this one.
Tsukaba - Don't get Werner, and take long as hell to complete FAR-070.
Tsukaba is only present as a crew member in this line, serving as the XO.

Different lines have different missions, meaning in order to unlock certain parts like US Aircraft Carriers, you'll have to play the game more than once.  Missions ending in 0, everyone has, while missions ending in 1,2,3,4,5,6 mean either only one XO has that mission, or a pair of XOs have that mission.

Also, each mission has different dialogue regardless of whether one XO or all 3 have them, simply because the XO has a different opinion about each mission.
Logged


I'm getting better...
Demonius
Outsider

Offline Offline

Fleet: Treasure Trove
Posts: 103



View Profile WWW
« Reply #16 on: March 08, 2010, 09:49:33 AM »

Well, I guess I'll start over anyways and get the Instructor guy, I read that I missed so many secret targets and item pickups that my current game is rather useless anyways.
Logged

NF noob since 2005-08-29!
Compass
Follower
*
Offline Offline

Fleet: Toilet Flushers
Posts: 905



View Profile
« Reply #17 on: March 09, 2010, 12:59:38 PM »

You can pick them up in Training.

Also, I'm thinking about doing the entire game in Survival mode (x3).

I'm taking nominations for what my ship should be.  Feel free to post actual weapon plans if you want (for example, 4 triple 16" guns or so on).  Please note that I will probably be carrying ASROC or Anti-sub rockets even on a BB simply because killing subs is sometimes part of the mission and I can't kill them if they're underwater...
Logged


I'm getting better...
UmbralRaptor
Follower
*
Offline Offline

Fleet: TransFormers
Posts: 527



View Profile
« Reply #18 on: March 09, 2010, 11:58:27 PM »

How about a Kirov-class cruiser (Yay, missiles)?  Or some absurd turret farm?  (Say, 5+ quads?)
Logged

FICTORY FOR THE FICTORY GOD!
EXP FOR THE EXP THRONE!
Demonius
Outsider

Offline Offline

Fleet: Treasure Trove
Posts: 103



View Profile WWW
« Reply #19 on: March 10, 2010, 04:50:50 AM »

I really should not have started, been awake for too long two days in a row now Tongue

Got to my first cruiser, slashed through panama canal... but didnt carry any asw, so I couldnt touch the DN submarine in the follow up mission <_<.

And yeah I noticed that you can do the missions in training mode again, and doing training seems to advance research, too...
Logged

NF noob since 2005-08-29!
tinguy
Outsider

Offline Offline

Posts: 181


View Profile
« Reply #20 on: March 12, 2010, 10:54:56 AM »

nah dont worry guys... selecting the lines isnt like NF where your stuck for life... you collect unique parts  as you go unlocking a new ship line, and you can have up 2 i think 10 diff ships in your harbor....

tips for you WSG noobs:

get a helo onboard as soon as you can fit one, your gonna need to not only help you collect supplies from sunk ships but also need it to collect stuff from on land (they operate automatically once launched

get a digital enhancement mod as soon as its available... not only will it allow you to clear up bad whether and see everything in any condition (haxor) but also allows you to find under water hidden surprises

you can fit ASW on a BB its ASM (anti-sub missle) on most BB you'll beable to fit 8-10 pods

when avail fit the AEGISIII it will open more weapons slots when avail


there is absolutely no limit to how you design a BB.... any ship van be moded in any way.. right down to location of turret and even boilers or turbines

experiment with ship layout and have fun..... if any of you have any question's ill try and help, while its been quite a while since ive played 1 or 2 i have played both like 8 times prior to finding and getting serious about NF... and IMO for graphics 2 is a lil  better than 1.... but the story line if you care about it is better on 1
Logged

Tinguy/Titainium/Tinguy912
(yea, yea i know.. three accts = no life)
tinguy
Outsider

Offline Offline

Posts: 181


View Profile
« Reply #21 on: March 12, 2010, 11:12:14 AM »

@ ghost.. i rec using an H class BB or the US montana class with 62 or 64 CM guns(x5 turret), asrocs loaded, extra containers (3) for extra ammo...
use AEGIS 3 FCS, if you use aegis 3, you can select basically equiv the 5"38 cal, 40mm
and c-wis guns for auto fire... pretty damn good for AA..
digital enhancement
delay fire control system
accuracy mod
whatever system that speeds up the main gun fire control to work as fast as AA

ill have to  actually play the game to see teh rest of my load out but i know i used rapid fire along with a fire delay system... for accuracy revision
as well as an AI defense to help against shell penetration defense and laser effectivness as well

ill play the game tonite and see what i have saved on my memory card for the load out i used to play and beat the survival mode

let see what else can i remember

use a helo in aircrafty slot B
use a sea harrier in aircraft slot A to help with aircraft defense and bombing runs
run boilers not nuke reactors... i was able to make 54 kts using boilers and turbines and a max load out on the ship
Logged

Tinguy/Titainium/Tinguy912
(yea, yea i know.. three accts = no life)
Compass
Follower
*
Offline Offline

Fleet: Toilet Flushers
Posts: 905



View Profile
« Reply #22 on: March 12, 2010, 11:25:43 AM »

FTR, AEGIS is a multi-target system.  Auto-countermeasures adds Auto-Fire slots.  The HA guns are 5"/38s and upgrade to flak guns, though in most cases it's better to use AA missiles by the time you get to that tech level.  Don't use multi-missiles for anything except for aircraft.

Fire Delay is mostly for larger-caliber weapons with huge deviation.

You want your Gravity and EM shields to cut down damage.  High Gravity Shield is easily unlocked for your main ship once.

Aircraft start sucking arse in Layout 2.
« Last Edit: March 12, 2010, 11:27:29 AM by Compass » Logged


I'm getting better...
tinguy
Outsider

Offline Offline

Posts: 181


View Profile
« Reply #23 on: March 12, 2010, 11:37:30 AM »

they have a multi missle pod that is lighter than the asw ones and just as effective... use the flak and 40mm guns as it ends up being nearly unlimited ammo with the extra containers...

the agegis 3 system allows you to target multiple subs at once and get them out of teh way quickly

AA missile defense gets burned up too quickly thats why the 5" flak guns and short range 40MM set for auto fire is much better and has more ammo avail

the 2 FCS systems avail one for a fire delay mode and the one that permits a rapid fire (cant remember the name) is best to use...

make sure to stock up on health rep crates... your gonna need em big time especially since they can stack up and carry over to next mission

when you do the survival mode, remove the helo... and load a 2nd sea harrier to help with AA defense

ill check later tonite to see which ship i used (montana or H class) and the exact load out for ya (the load out i ended up using gave me A's in all ship rating areas) and was most effective in survival mode
Logged

Tinguy/Titainium/Tinguy912
(yea, yea i know.. three accts = no life)
Compass
Follower
*
Offline Offline

Fleet: Toilet Flushers
Posts: 905



View Profile
« Reply #24 on: March 12, 2010, 11:46:53 AM »

You need an ammo assembler.  Infinite ammo for all weapons.

Auto Reload System y is the one that reloads in 90 seconds.
Logged


I'm getting better...
tinguy
Outsider

Offline Offline

Posts: 181


View Profile
« Reply #25 on: March 12, 2010, 11:59:25 AM »

thats the one  Cool use the rld Y system with the fire delay system... it slows teh fire rate down just enough to keep the shells from colliding mid air before actually hitting target..... 2 quick bursts can kill any BB except for the damn super BB's that pop up periodically

and when you get to the OIL RIG lazer mission.... hump the border starting northwest, allows you to kill the ships first then focus on the lazer.... also you can hit the platform from max range and destroy most of the pylons + the laser is less effective and it wont even even activate if your doing it right! youll have to move in close for the last pylon to destroy it completely

teh range i speak of is just shy of AA elevation to land shells... its basically a shot from the hip, but works!

befor you finish it off, rush in and get as many RLD crates and health crates as possible and rush back out..... when youve got everything you can, then finish it off
Logged

Tinguy/Titainium/Tinguy912
(yea, yea i know.. three accts = no life)
Compass
Follower
*
Offline Offline

Fleet: Toilet Flushers
Posts: 905



View Profile
« Reply #26 on: March 12, 2010, 12:02:57 PM »

Fire Delay System doesn't slow your "rate of fire" down.  It's supposed to make it so that all your shells fire off-set in such a way that the ships' rocking motion doesn't affect your aim.  AFAIK, there is no visible effect.

Easy mode for the Oil Rig Laser is to drive backwards.  It can't hit you if you drive backwards.
Logged


I'm getting better...
tinguy
Outsider

Offline Offline

Posts: 181


View Profile
« Reply #27 on: March 12, 2010, 06:42:27 PM »

ha, never thought to drive backwards.. but then again i never did anything the easy way..lol.... iLL double check my ship, loadout, config that i used for survival to help ya out ghost.... whether or not it works for u, is dependant on you... but youve played the game enough as well, you know what works for ya, but ill try and help ya get through the mode anyways! Tongue



Logged

Tinguy/Titainium/Tinguy912
(yea, yea i know.. three accts = no life)
Demonius
Outsider

Offline Offline

Fleet: Treasure Trove
Posts: 103



View Profile WWW
« Reply #28 on: March 15, 2010, 02:16:03 PM »

o_O I just cant defeat the Duel Crater on the scapa flow mission - BB with 40cm duals *8, half damage, CA with 60cm torps 7x launchers, down to a third, then sunk by the hordes of missiles/rockets/torpedos. Tried dual 88mm Rapid Fires on the BB, no chance in hell. I'm kinda pissed off now <_<
Logged

NF noob since 2005-08-29!
Compass
Follower
*
Offline Offline

Fleet: Toilet Flushers
Posts: 905



View Profile
« Reply #29 on: March 15, 2010, 11:22:54 PM »

That one caused me great grief.  The 88mm 2b Rapid doesn't work too well.  I suggest lowering the difficulty and coming back afterwards, simply because this boss is virtually impossible at-level.  No joke.  I'm actually trying to beat the game entirely on Hard difficulty from Mission 1, and I'm currently stuck here Grinding the hell out of Training to get a working set-up, which I know is several levels away.  I would throw massive amounts of AAW on the boat too, simply because it spams missiles like hell.

Rumor has it its two launching bays are weak.  Try driving behind it and shooting them with your largest caliber weapons.
Logged


I'm getting better...
Pages: 1 [2] 3
  Print  
 
Jump to:  

Jedi Theme by: Sovereign