https://wiki.hard-light.net/api.php?action=feedcontributions&user=AstralStorm&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-29T10:08:48ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=SF_Dragon&diff=17690SF Dragon2008-08-23T09:38:22Z<p>AstralStorm: How to kick a Dragon in a slow fighter</p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[Image:dragon320x240.jpg]]|caption=The SF Dragon}}<br />
<br />
The '''SF ''Dragon''''' is one of the most rarely seen of Shivan fighters. The Dragon is armed with five primary cannons, as well as a low-capacity secondary bank. Despite the small number of missiles it can carry it is very fast and maneuverable, as well as small, making it a very powerful adversary of any GTVA fighter. However the Shivans make limited use of the Dragon, deploying them in small numbers in most cases. But even one wing can cause serious trouble for any GTVA force.<br />
<br />
The first Shivan fighter to have ever been captured by the Terrans and the Vasudans was a Dragon class designated [[Arjuna 1]]. Through the capture of this Shivan fighter, the joint Terran-Vasudan forces learned much about Shivan technology, especially fighter systems. Arjuna 1 was later used in a high-risk reconnaissance mission, shortly before the [[Destruction of Vasuda Prime]].<br />
<br />
==Description:==<br />
===FS1 Tech Room Description===<br />
The Shivan Dragon is easily the most impressive fightercraft we have yet seen. Its maneuverability is unmatched, and it has quite a few other advantages, including a good top speed, powerful afterburners, and strong shields. It is the only Shivan fighter we have been able to study up close, and we have learned a great deal about Shivan engineering from it.<br />
It seems that the Shivan shield systems are extremely strong, but their hulls are far weaker than our own. They also rely on primary weapons far more then secondaries, as evidenced by the Dragon's small capacity.<br><br><br />
The GTA considers the Dragon as a Class A threat.<br />
<br />
===FS2 Tech Room Description===<br />
The Shivan fighter class SF Dragon is a fast, extremely agile craft. Its twin lasers pack a deadly punch. The Dragon's weakness seems to be a thin hull. The trouble is that their speed and maneuverability make them extremely difficult to hit.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
<br />
===Name origin===<br />
The Dragon's name derives from the mythical reptilian creature depicted in tales throughout the world.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Space Superiority (?)<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 75.0 - 90.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| 150.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 100<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| 700<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 12.6 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 1'''<br />
| style="background:#300505;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
| style="width:240px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| [[Shivan Heavy Laser]]<br />
| [[Shivan Heavy Laser]]<br />
|- align="center"<br />
| 2nd<br />
| 3<br />
| [[Shivan Heavy Laser]]<br />
| [[Shivan Heavy Laser]]<br />
|}<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 1'''<br />
| style="background:#300505;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
| style="width:240px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 20<br />
| [[GTM Interceptor|Interceptor]]<br />
| [[GTM Harpoon|Harpoon]]<br />
|}<br />
<br />
<br />
===Veteran Comments===<br />
{{comment|''The Dragon is widely considered the best Shivan fighter ever (though my personal opinion leans towards the Mara in that regard). It is small, well-armed with lasers though deficent in secondary weaponry, quick, and insanely maneuverable. On higher difficulty levels the Dragon borders on unkillable, and even on lower ones it can be a surprisingly nasty opponent. If at all possible, destroy Dragons at range with missiles rather then getting into a dogfight.''<br />
<br />
<br />
''It is to be noted that the version of the Dragon you fly in FS1's Playing Judas is much, much weaker then the genuine article.''<br />
<br />
<br />
''Hell in space. A wing of them show up in the last mission of the main FS2 campaign. If you're flying an Ares, you're screwed.''<br />
<br />
<br />
''A nasty piece of work, to be sure, that'll rip you to ribbons if you're not careful. Best policy? Harpoon 'em at range and try and keep your distance(!) as much as possible. Once in close contact, do not succumb to target fixation; the Dragon can keep you distracted from other dangers. The only real way to take one down at close range is to make exactly the right counter-turn at exactly the right time, then open fire. Try and get all your wingmates on one at a time; isolate and obliterate.''<br />
<br />
<br />
''Extremely maneuverable. Target profile is extremely small and speed is rather high as well. Gunpoints for the second primary bank are oddly placed, but still manages to hit the target with little adjustment. The only real flaws are that Shivan primaries suck and that the sole secondary bank is miniscule.''<br />
<br />
<br />
''There is no other fighter that I dread encountering more than the Dragon. It's fast, agile, and packs a rather nasty punch for a fighter that moves as quickly as it does. Unfortunately, the one you get to pilot in FS1 is not anything like the ones you have to fight, which is a pity, considering how much effort you put into capturing it.''<br />
<br />
<br />
''The Dragon is, to be completely honest, that hard-to-reach itch. In a [[GTF Hercules Mark II|Herc II]] on Very Easy difficulty, even a single Dragon can be insanely difficult to hit. The Dragon would be pretty much like what the tech description of the [[GTF Loki|Loki]] says; very little firepower, but with immense speed and maneuverability to dissuade pursuers. You could get all your wingmen to try and destroy it, but that would be impossible unless they're flying ships with very good maneuverability and speed like the [[GVF Horus|Horus]] or [[GVF Serapis|Serapis]].''<br />
<br />
<br />
''And this itch is best scratched by a friendly capship, such as a Deimos in the final mission and you are flying an Ares. Even if you are in a more maneuverable fighter like the Perseus, it can still be somewhat a waste of time to do so (even if you can kill it) so it may not be a bad idea to stay near the Lemnos''<br />
<br />
<br />
Given that it is one of the few ships you fight that carries Heavy Lasers, I would hardly describe these as an "itch". Unless it's one of those really, really painful itches that feel like something sharp and hot is pinching your skin. . .<br />
<br />
<br />
The SF Dragon is the fighter that would have ended the war the minute it started had the Shivans deployed it from the start. It has strong shields, yet it has relatively weak armor. The Dragon makes up for this by being crazy hard to hit and infuriating to disable in [[Enter the Dragon]]. I've always dealt with Dragons by hanging back and shooting them with Interceptors or Phoenix Vs.<br />
<br />
<br />
<br />
''This fighter is hell in space. My advice, don't bother dealing with them, your wingmen can do it better. Even in the best fighter you can fly, the dragon is still faster and more maneuverable. It's a shame Terran Intelligence couldn't let us use its full extent in Playing Judas. As was said before, don't succumb to target fixation, especially in A Failure to Communicate. They're kinda like little gnats flying around your head biting you all the time.<br />
<br />
<br />
''The best, but a dangerous way to hit a Dragon with a slow, well-shielded fighter is to work like a 360 degree cannon. Slow down almost to a halt, use banking in the same direction to increase maneuverability. In this way, you can get a few of them in most heavier fighters and lighter bombers. Trying that against two wings of them when alone is suicide though...''}}<br />
<br />
[[Category:Ship]]</div>AstralStormhttps://wiki.hard-light.net/index.php?title=GTF_Erinyes&diff=17682GTF Erinyes2008-08-22T12:16:11Z<p>AstralStorm: Forgot to move braces</p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[image:erinyes320X240.jpg]]|caption=The GTF Erinyes}}<br />
<br />
The '''GTF ''Erinyes''''' was a heavy fighter used mainly by elite pilots around and after the time of the [[Second Shivan Incursion]]. Special Operations Command also preferred to use the Erinyes for their dangerous missions.<br />
<br />
==Description:==<br />
<br />
===FS2 Tech Room Description===<br />
GTF Erinyes craft are fresh off the drawing boards of Triton Dynamics. Though fast and heavily armored, their main attraction is firepower. With eight primary banks and two secondary weapon bays, Erinyes are at the top of the combat craft food chain. Both sets of weapon banks have been designed to maximize compatibility with the greatest possible number of weapon system. Erinyes-class ships are being evenly distributed through the GTVA fleet, but only elite pilots are currently authorized to fly them.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name origin===<br />
In Greek mythology, Erinyes (Alternatively, Furies) were the female personifications of vengeance. Erinyes were said to be persecutors of those mortals who broke kinship, most typically murdering one member of the family.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Heavy Assault|Triton Dynamics|Average|65.0 - 70.0|130.0|Heavy|325|500|17}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 4<br />
| [[GTW Subach HL-7|Subach HL-7]]<br />
|- align="center"<br />
| 2st<br />
| 4<br />
| [[GTW Prometheus R|Prometheus R]]<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star|Morning Star]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]]<br />
|}<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 40<br />
| [[GTM Harpoon|Harpoon]]<br />
|- align="center"<br />
| 2nd<br />
| 50<br />
| [[GTM Hornet|Hornet]]<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP. Adv|Emp. Adv]], [[GTM Harpoon|Harpoon]], [[GTM Tempest|Tempest]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Infyrno|Infyrno]], [[GTM TAG-A|TAG-A]], [[GTM TAG-B|TAG-B]]<br />
|}<br />
<br />
==Veteran Comments==<br />
{{Comment|<br />
The pinnacle of GTVA technology, nothing and no one (smaller than a destroyer, anyways) is superior to the Erinyes. Pilots used to having lots of missiles in a heavy fighter will be somewhat disappointed, but the Eryines does have more missiles then the standard GTVA fighter. Those eight primary cannon, however, are truly impressive in their destructive power. Unfortunately, the Erinyes mounts a few too many guns for its capicator to handle on mid-to-high difficult levels and so should mount a mixed armament, unless one is an expert marksman.<br />
<br />
<br />
This ship is good for all purposes, whether they be attack or escort. The secondary banks are somewhat for a vessel its size, but greater than most and especially compensated by its enormous firepower. Getting hit by a full bank of Prometheus S will put anything in bad shape, especially considering how close the shots are to each other, which means that it is not likely you will be hit by a glancing shot. However repeated firing will drain your power supply quickly, which It also has lots of armour, and good maneuverability and speed for a heavy fighter, and a small target profile when viewed from the front and back, though it can be easily hit from the sides. <br />
<br />
<br />
The real advantage of the Erinyes is its versatiliy, it can mount nearly every non-Bomb weapon, sure most ships can do one or two things better than it can, but It betters every one of them in at least one useful respect. Its the only 'Everyman' Fighter in either game not to suffer from not being able to mount some of the better ordinanace, and nothing chews through entire Shivan Bomber waves quite as fast as close in Primary fire from an Erinyes. This is the fighter that rewards good piloting more than any other<br />
<br />
<br />
Fans tend to overrate the Erinyes's specifications and regard it as undefeatable and indestructible simply because it has 8 primary banks. It is doubtlessly an advantage, but every advantage has a disadvantage: The Erinyes eats more primary power than any other fighters in the game. In addition, it is slow, inmaneuverable, and easy to hit even from long range. While a skilled pilot is able to survive an attack from behind, the Erinyes still rates low on survivability due to its large size and sluggishness. Although its weapon compatibility is excellent, anti-cruiser and anti-warship bombs cannot be mounted on the Erinyes. It's pretty suitable for escort missions as long as proper fighter escort is given to take down any interceptor fighters that might attack the escorters. With its firepower, taking down bombers is easier than with any other craft, but in order to maintain a pauseless flow of laser, you must divert more power to your primaries. This usually means slower shield recharge or even less speed; or usually both. Its disadvantage in escort missions is its low speed, which is rarely compensated by its superior primary firepower. Getting from one side of a Hecate to another is time-consuming.<br />
<br />
<br />
There is little need for Prometheus or Kaysers on this. 8 Subachs can do serious damage and be fired continuously, though some additional stopping power could be supported, if that is your choice<br />
<br />
<br />
True, a simple all Subach loadout is very effective. I personally prefer to carry one Kayser and one Maxim, myself. The Kayser for normal dogfighting, the Maxim for attacking small capships, and shooting down bombs. Of course, this does eat energy like a pig...<br />
<br />
<br />
I don't mind flying an Erinyes... but in my opinion, it eats up too much power. That's why I would prefer the [[GTF Ares]] to this, despite the fact that the Ares is slower. I will give praise to this fighter, however, for its durability and maneuverability. However, it is an energy hog if you attempt to fire dual [[GTW UD-8 Kayser|Kaysers]]. I won't be too mad over its secondary banks though; just fill them up with [[GTM Tempest|Tempests]] and be done with it! With the kind of primary firepower this ship sports, there is almost no need to have aspect-seeking missiles.<br />
<br />
<br />
For sniping fighters, nothing beats an Erinyes with 8 Prometheus S: Comparable damage per shot to a Kayser, better range and accuracy and energy efficiency. The higher rate of fire of the Kayser is insignificant if we can't keep it up thanks to energy constraints.<br />
<br />
<br />
[[GTF Ares]] is better in most regards, except sheer one-shot close range stopping power and more importantly, maneuverability. With this, you can destroy even a [[Dragon]] if you're good - it takes just one or two hits. Weigh this against additional [[Trebuchet]]s you can load on an [[Ares]].}}<br />
<br />
[[Category:Ship]]</div>AstralStormhttps://wiki.hard-light.net/index.php?title=GTF_Erinyes&diff=17681GTF Erinyes2008-08-22T12:15:29Z<p>AstralStorm: Opinion about Erinyes vs Ares</p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[image:erinyes320X240.jpg]]|caption=The GTF Erinyes}}<br />
<br />
The '''GTF ''Erinyes''''' was a heavy fighter used mainly by elite pilots around and after the time of the [[Second Shivan Incursion]]. Special Operations Command also preferred to use the Erinyes for their dangerous missions.<br />
<br />
==Description:==<br />
<br />
===FS2 Tech Room Description===<br />
GTF Erinyes craft are fresh off the drawing boards of Triton Dynamics. Though fast and heavily armored, their main attraction is firepower. With eight primary banks and two secondary weapon bays, Erinyes are at the top of the combat craft food chain. Both sets of weapon banks have been designed to maximize compatibility with the greatest possible number of weapon system. Erinyes-class ships are being evenly distributed through the GTVA fleet, but only elite pilots are currently authorized to fly them.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name origin===<br />
In Greek mythology, Erinyes (Alternatively, Furies) were the female personifications of vengeance. Erinyes were said to be persecutors of those mortals who broke kinship, most typically murdering one member of the family.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Heavy Assault|Triton Dynamics|Average|65.0 - 70.0|130.0|Heavy|325|500|17}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 4<br />
| [[GTW Subach HL-7|Subach HL-7]]<br />
|- align="center"<br />
| 2st<br />
| 4<br />
| [[GTW Prometheus R|Prometheus R]]<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star|Morning Star]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]]<br />
|}<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 40<br />
| [[GTM Harpoon|Harpoon]]<br />
|- align="center"<br />
| 2nd<br />
| 50<br />
| [[GTM Hornet|Hornet]]<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP. Adv|Emp. Adv]], [[GTM Harpoon|Harpoon]], [[GTM Tempest|Tempest]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Infyrno|Infyrno]], [[GTM TAG-A|TAG-A]], [[GTM TAG-B|TAG-B]]<br />
|}<br />
<br />
==Veteran Comments==<br />
{{Comment|<br />
The pinnacle of GTVA technology, nothing and no one (smaller than a destroyer, anyways) is superior to the Erinyes. Pilots used to having lots of missiles in a heavy fighter will be somewhat disappointed, but the Eryines does have more missiles then the standard GTVA fighter. Those eight primary cannon, however, are truly impressive in their destructive power. Unfortunately, the Erinyes mounts a few too many guns for its capicator to handle on mid-to-high difficult levels and so should mount a mixed armament, unless one is an expert marksman.<br />
<br />
<br />
This ship is good for all purposes, whether they be attack or escort. The secondary banks are somewhat for a vessel its size, but greater than most and especially compensated by its enormous firepower. Getting hit by a full bank of Prometheus S will put anything in bad shape, especially considering how close the shots are to each other, which means that it is not likely you will be hit by a glancing shot. However repeated firing will drain your power supply quickly, which It also has lots of armour, and good maneuverability and speed for a heavy fighter, and a small target profile when viewed from the front and back, though it can be easily hit from the sides. <br />
<br />
<br />
The real advantage of the Erinyes is its versatiliy, it can mount nearly every non-Bomb weapon, sure most ships can do one or two things better than it can, but It betters every one of them in at least one useful respect. Its the only 'Everyman' Fighter in either game not to suffer from not being able to mount some of the better ordinanace, and nothing chews through entire Shivan Bomber waves quite as fast as close in Primary fire from an Erinyes. This is the fighter that rewards good piloting more than any other<br />
<br />
<br />
Fans tend to overrate the Erinyes's specifications and regard it as undefeatable and indestructible simply because it has 8 primary banks. It is doubtlessly an advantage, but every advantage has a disadvantage: The Erinyes eats more primary power than any other fighters in the game. In addition, it is slow, inmaneuverable, and easy to hit even from long range. While a skilled pilot is able to survive an attack from behind, the Erinyes still rates low on survivability due to its large size and sluggishness. Although its weapon compatibility is excellent, anti-cruiser and anti-warship bombs cannot be mounted on the Erinyes. It's pretty suitable for escort missions as long as proper fighter escort is given to take down any interceptor fighters that might attack the escorters. With its firepower, taking down bombers is easier than with any other craft, but in order to maintain a pauseless flow of laser, you must divert more power to your primaries. This usually means slower shield recharge or even less speed; or usually both. Its disadvantage in escort missions is its low speed, which is rarely compensated by its superior primary firepower. Getting from one side of a Hecate to another is time-consuming.<br />
<br />
<br />
There is little need for Prometheus or Kaysers on this. 8 Subachs can do serious damage and be fired continuously, though some additional stopping power could be supported, if that is your choice<br />
<br />
<br />
True, a simple all Subach loadout is very effective. I personally prefer to carry one Kayser and one Maxim, myself. The Kayser for normal dogfighting, the Maxim for attacking small capships, and shooting down bombs. Of course, this does eat energy like a pig...<br />
<br />
<br />
I don't mind flying an Erinyes... but in my opinion, it eats up too much power. That's why I would prefer the [[GTF Ares]] to this, despite the fact that the Ares is slower. I will give praise to this fighter, however, for its durability and maneuverability. However, it is an energy hog if you attempt to fire dual [[GTW UD-8 Kayser|Kaysers]]. I won't be too mad over its secondary banks though; just fill them up with [[GTM Tempest|Tempests]] and be done with it! With the kind of primary firepower this ship sports, there is almost no need to have aspect-seeking missiles.<br />
<br />
<br />
For sniping fighters, nothing beats an Erinyes with 8 Prometheus S: Comparable damage per shot to a Kayser, better range and accuracy and energy efficiency. The higher rate of fire of the Kayser is insignificant if we can't keep it up thanks to energy constraints.}}<br />
<br />
<br />
[[GTF Ares]] is better in most regards, except sheer one-shot close range stopping power and more importantly, maneuverability. With this, you can destroy even a [[Dragon]] if you're good - it takes just one or two hits. Weigh this against additional [[Trebuchet]]s you can load on an [[Ares]].<br />
<br />
[[Category:Ship]]</div>AstralStormhttps://wiki.hard-light.net/index.php?title=Out_of_the_Dark,_Into_the_Night&diff=17679Out of the Dark, Into the Night2008-08-22T07:31:39Z<p>AstralStorm: Add a section about the use of Valkyrie</p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[Avenging Angels|Previous Mission]]<br />
| [[Freespace 1 Campaign Walkthroughs#Main Freespace 1 Campaign|Campaign Walkthrough]]<br />
| [[Paving the Way|Next Mission]]<br />
|-<br />
|}<br />
<br />
<b>ACT 1 MISSION 5</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
:''With the Antares system nearly secure, Command has decided that the GTSC Plato will carry the prototype for the Avenger Attack Cannon through the Antares system. It will proceed to the Ribos system, where production of the Avenger will begin.''<br><br />
:''Intelligence has determined that only one Vasudan cruiser remains in this system, the Taurus. If the Vasudans decide to attack the Plato on its way to Ribos, they will certainly use the Taurus.''<br><br />
:''The number of Vasudan attack craft in this system is minimal. Intelligence estimates at most two strike squads. If something should go wrong, the Plato is equipped with an escape pod. The escape pod will attempt to make the subspace jump to Ribos.''<br><br />
:''Alpha wing will provide cover for the Plato, and, if necessary, the Plato's escape pod. The safety of the prototype is vital, and all Vasudan threats must be eliminated.''<br><br />
:''Pay special attention to any Vasudan bombers that may arrive. Bombers will be the greatest threat to the Plato during this operation.''<br><br />
:''When you've cleared the area of hostile bombers, eliminate other threats and continue escorting the Plato to the intersystem subspace node.''<br><br />
<br />
==Walkthrough==<br />
Everything is quiet for a while until 3 Anubis fighters and 1 Osiris bomber (Aries wing) jump in. Take out the Osiris bomber. Don't hesitate to use a lot of your Fury missiles on it, then aid your wingmen in taking out the rest of the fighters. After this all is quiet for quite some time until the Taurus jumps in, and with it four Anubis fighters and one Osiris bomber (Virgo wing). They will be about 9,000 units away, so stay with the Plato. After a while four Unknown ship class fighters (2 Scorpions and 2 Shaitans) will attack the Taurus. When the Vasudan fighters attack the unknowns, notice that the attacks hit an invisible shield which is visible only when it is hit. Command will order you to visually identify the ships. Ignore them, just stay with the Plato. When you receive the message, "What the hell, they took out the Taurus already," get ready for some action.<br />
<br />
The four unknowns will jump out and four more will attack the Plato. The Shaitan class ships are bombers and look kind of flat. The Scorpions are fighters and will be flying around in all directions.<br />
<br />
The Plato will be destroyed and the escape pod should make it without difficulty. The bombers will jump out and one single Scorpion will remain in the area, go after it. Attack it with Furies, the ML-16 will be useless. Expend all of your Furies at the Scorpion if need be. Eventually it will die and you will complete your bonus objective. Jump out now.<br><br><br />
<br />
==Notes==<br />
Please note that you ''can'' target the Unknowns, using a somewhat clumsy method, however. Target one of your fighters and press 'J' (target my target's target). This will allow you to target the Unknown ships. Also note that the Taurus and Osiris bombers will target only the Plato and ''not'' the Unknown fighters or bombers.<br />
<br />
The Plato's escape pod is flagged invulnerable, so it will always make it to the jump out point, regardless. However, it is quite possible to get the Plato to the node and have it sit there for awhile until enough bombs slip past you. It is unlikely at best you will successfully defend the ship against all the waves of Shivan bombers that come in; and if you do, it will break the mission. It is often best to attack a Shaitan rather than the loner remaining Scorpion anyways, however, since they make easier targets. By all means go after the Scorpion too, but it is harder to kill.<br />
<br />
You can easily reach Taurus and achieve visual confirmation if you're flying the [[Valkyrie]] interceptor, give all power to engines and engage afterburners. You should be back at Plato just after Taurus is destroyed (by a self-destruct order).<br />
<br />
==Notable ships present==<br />
*GTSC ''Plato''<br />
*PVC ''Taurus''<br />
[[Category:Main Freespace 1 Campaign]]</div>AstralStormhttps://wiki.hard-light.net/index.php?title=AAAf&diff=17103AAAf2008-08-01T01:59:14Z<p>AstralStorm: </p>
<hr />
<div>'''Anti-fighter beam (friendly)''' is the basic beam used by the [[Terrans]] and the [[Vasudans]] in the [[Portal:Freespace 2|FreeSpace 2]] to defend capital ships against fighters<br />
<br />
{{FS12_Weapons}}<br />
==Description==<br />
Basic Terran and Vasudan anti-fighter beam weapon<br />
<br />
==Performance==<br />
===Statistics===<br />
{{Beam|1 500|5.5|2.5|Anti fighter|3|77|193 (total)}}<br />
<br />
==Notes==<br />
<br />
===Veteran Comments===<br />
{{Comment|These beams can be very, very deadly, if they hit you they don't worry about your shields, they go right to your armor and subsystems. Even if the beam doesn't kill you, it can easily take out your subsystems.<br />
<br />
AAA beams are effectively impossible to conciously dodge. If it shoots at you, it WILL hit with at least one of the three pulses it fires in quick succession. If you're unlucky, more than one. There's just no way around it... save one. They do actually miss on rare occasions. You must be presenting the turret no movement across its field of view, so you may be directly closing, stopped, or directly headed away, and the firing ship needs to be stopped. Occasional in this situation, the beam will just shoot around you. But don't expect this to save you in a tight spot, because it's much more likely to just skewer you.<br />
<br />
This weapon is your worst nightmare. Even a single hit can do extreme damage to you, possibly kill you outright. Make note of AAA emplacements on NTF capital ships and stay the hell out of their firing arc.<br />
<br />
A lot of the times, a capital ship would try to finish off another capital ship using the same weapon. However, I would say it is totally useless. A good example would be the mission where the Psamtik engaged a Fenris and a Levi. The cruisers were doing quite some damage to the Psamtik before they went down. To sum up, when used against a fighter: Deadly. Used against a capital ship: Useless.<br />
<br />
These are also quite good against bombs, thanks to their long range.}}<br />
<br />
<br />
[[Category:Weapon]]</div>AstralStormhttps://wiki.hard-light.net/index.php?title=Exodus_(FS2)&diff=17102Exodus (FS2)2008-08-01T01:45:20Z<p>AstralStorm: fix typo</p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[Argonautica|Previous Mission]] or [[Into the Lion's Den|SOC Loop 2]]<br />
| [[Campaign Walkthrough]]<br />
| [[Dunkerque|Next Mission]]<br />
|-<br />
|}<br />
<br />
<b>ACT 3, MISSION 6</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
<br />
People are fleeing Cappella like mad and it's up to Alpha 1, the new leader of the 70th Blue Lions to save the day!<br />
<br />
==Walkthrough==<br />
<br />
I personally prefer the Ares for this mission for a few reasons. <br />
<br />
a) It has more firepower than a Herc II and less than an Erinyes.<br />
b) It has a massive secondary bank in which you can stash all the trebuchets you'll ever need.<br />
c) Luckily, speed really isn't an issue. (''Because'', not ''despite'' this is an intercept mission.)<br />
<br />
As for the weapon loadout I would recommend a kayser in the bigger slot and a subach in the smaller. This'll make quick work of pretty much everybody. As for the secondaries, load up on trebuchets. Yee-ha! <br />
<br />
<br />
Alrighty, first off, this can be an extremely overwhelming mission the first time around, but if you know how to fly it becomes an absolute cake run. Right as you jump in you are greeting by the Nebtuu finishing off the Abraxis, a Moloch class corvette. Don't bother with its frontal beam cannon because it only shoots at the Nebtuu, but order your wing to protect the Nebtuu anyway (against bombers). You are also greeted by a nice wing of Nahemas out next to the Abraxis about ready to launch their ordinance. Make sure you have your trebuchets on single-fire for the Nahemas, and let it go at which ever you have targetted. Move onto the next bomber '''making sure it's a different one''', and then the next. A trebuchet will finish off a Nahema on most difficulties, but if not, they'll warm it up for your lasers to blast it away. After you've shot a trebuchet at all Nahemas* there, check for bombs using your "B" key by default and eliminate any warheads and limping Nahemas inbound. <br />
<br />
Note: Sometimes the Abraxis isn't killed off by the Nebtuu for a while which really screws things up. I usually just start over. <br />
<br />
*The key to this mission is being systematic. Remember which bombers you unload your trebuchets at and don't waste more on them. You can waste a lot of intercepting time by sitting behind bombers at full health and just shooting at them. <br />
<br />
<br />
After that initial firefight, a couple more wings of Nahemas will jump in rapid succession, (and sometimes Seraphim) and due to their short distance, you may not be able to use your trebuchets effectively. Don't panic, just remind your wingmen that they are not spectators and check periodically for bombs. I recommend prioritizing Seraphim. <br />
<br />
<br />
After a little bit more of this, a Cain class cruiser will enter from the jump node you are trying to reach, and command will warn you of its fearsome Sred! Don't worry about taking out its beam immediately, because you'll probably have to adjust your angle, and More nahemas are about to jump in anyway, some close, some at a distance. Just follow your gut as what you want to prioritize, but BE SYSTEMATIC! <br />
<br />
<br />
In just a bit longer some seraphim (one wing) will jump in quite a ways off. Fire two trebuchets at each but don't pursue them; some more Nahemas are inbound close to the freighters which you should be able to neutralize fairly quickly. (Remember to check for bombs! Now would also be a good time to take down the Cain's main beam turret. Once it closes to shooting range have everyone take out the AAA.)<br />
<br />
<br />
With those pesky Nahemas history, turn your attention to the seraphim and let loose a heaping helping of your unbridled fury! <br />
<br />
<br />
Now I'm not sure if the next bit is a FRED mess-up, but if so, it's certainly welcome. You get quite a bit of down time, except for a small ways off from the node a couple Maras and a single Nahema. (Strange, no?) Kill 'em and you're done.<br />
<br />
==Notable ships present==<br />
<br />
==Comments==<br />
Unlike the author of this walkthrough, I don't find [[GTF Ares|Ares]] too useful for this mission.<br />
There are much too many enemies (esp. fighters) on higher difficulties to handle with [[GTM Trebuchet|Trebuchets]] alone.<br />
The default Erynies are actually a very nice setup, as 4x [[GTW UD-8 Kayser|Kayser]] plus a few [[GTM Tempest|Tempests]] chew up bombers good<br />
and the [[GTW Maxim|Maxim]] is great for shooting down bombs and destroying the two cruisers.<br />
The few [[GTM Trebuchet|Trebuchets]] it has are best used to remove the first wave of bombers attacking the Nebtuu.<br />
Double-fire (must on Hard difficulty and above) to put them out of their misery quickly.<br />
<br />
<br />
After Nebtuu is down, order all fighters to protect Lambda 1, as it's the target of all bomber waves.<br />
<br />
[[Category:Main Freespace 2 Campaign]]</div>AstralStormhttps://wiki.hard-light.net/index.php?title=Exodus_(FS2)&diff=17101Exodus (FS2)2008-08-01T01:44:24Z<p>AstralStorm: </p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[Argonautica|Previous Mission]] or [[Into the Lion's Den|SOC Loop 2]]<br />
| [[Campaign Walkthrough]]<br />
| [[Dunkerque|Next Mission]]<br />
|-<br />
|}<br />
<br />
<b>ACT 3, MISSION 6</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
<br />
People are fleeing Cappella like mad and it's up to Alpha 1, the new leader of the 70th Blue Lions to save the day!<br />
<br />
==Walkthrough==<br />
<br />
I personally prefer the Ares for this mission for a few reasons. <br />
<br />
a) It has more firepower than a Herc II and less than an Erinyes.<br />
b) It has a massive secondary bank in which you can stash all the trebuchets you'll ever need.<br />
c) Luckily, speed really isn't an issue. (''Because'', not ''despite'' this is an intercept mission.)<br />
<br />
As for the weapon loadout I would recommend a kayser in the bigger slot and a subach in the smaller. This'll make quick work of pretty much everybody. As for the secondaries, load up on trebuchets. Yee-ha! <br />
<br />
<br />
Alrighty, first off, this can be an extremely overwhelming mission the first time around, but if you know how to fly it becomes an absolute cake run. Right as you jump in you are greeting by the Nebtuu finishing off the Abraxis, a Moloch class corvette. Don't bother with its frontal beam cannon because it only shoots at the Nebtuu, but order your wing to protect the Nebtuu anyway (against bombers). You are also greeted by a nice wing of Nahemas out next to the Abraxis about ready to launch their ordinance. Make sure you have your trebuchets on single-fire for the Nahemas, and let it go at which ever you have targetted. Move onto the next bomber '''making sure it's a different one''', and then the next. A trebuchet will finish off a Nahema on most difficulties, but if not, they'll warm it up for your lasers to blast it away. After you've shot a trebuchet at all Nahemas* there, check for bombs using your "B" key by default and eliminate any warheads and limping Nahemas inbound. <br />
<br />
Note: Sometimes the Abraxis isn't killed off by the Nebtuu for a while which really screws things up. I usually just start over. <br />
<br />
*The key to this mission is being systematic. Remember which bombers you unload your trebuchets at and don't waste more on them. You can waste a lot of intercepting time by sitting behind bombers at full health and just shooting at them. <br />
<br />
<br />
After that initial firefight, a couple more wings of Nahemas will jump in rapid succession, (and sometimes Seraphim) and due to their short distance, you may not be able to use your trebuchets effectively. Don't panic, just remind your wingmen that they are not spectators and check periodically for bombs. I recommend prioritizing Seraphim. <br />
<br />
<br />
After a little bit more of this, a Cain class cruiser will enter from the jump node you are trying to reach, and command will warn you of its fearsome Sred! Don't worry about taking out its beam immediately, because you'll probably have to adjust your angle, and More nahemas are about to jump in anyway, some close, some at a distance. Just follow your gut as what you want to prioritize, but BE SYSTEMATIC! <br />
<br />
<br />
In just a bit longer some seraphim (one wing) will jump in quite a ways off. Fire two trebuchets at each but don't pursue them; some more Nahemas are inbound close to the freighters which you should be able to neutralize fairly quickly. (Remember to check for bombs! Now would also be a good time to take down the Cain's main beam turret. Once it closes to shooting range have everyone take out the AAA.)<br />
<br />
<br />
With those pesky Nahemas history, turn your attention to the seraphim and let loose a heaping helping of your unbridled fury! <br />
<br />
<br />
Now I'm not sure if the next bit is a FRED mess-up, but if so, it's certainly welcome. You get quite a bit of down time, except for a small ways off from the node a couple Maras and a single Nahema. (Strange, no?) Kill 'em and you're done.<br />
<br />
==Notable ships present==<br />
<br />
==Comments==<br />
Unlike the author of this walkthrough, I don't find [[GTF Ares|Ares]] too useful for this mission.<br />
There are much too many enemies (esp. fighters) on higher difficulties to handle with [[GTM Trebuchet|Trebuchets]] alone.<br />
The default Erynies are actually a very nice setup, as 4x [[GTW UD-80 Kayser|Kayser]] plus a few [[GTM Tempest|Tempests]] chew up bombers good<br />
and the [[GTW Maxim|Maxim]] is great for shooting down bombs and destroying the two cruisers.<br />
The few [[GTM Trebuchet|Trebuchets]] it has are best used to remove the first wave of bombers attacking the Nebtuu.<br />
Double-fire (must on Hard difficulty and above) to put them out of their misery quickly.<br />
<br />
<br />
After Nebtuu is down, order all fighters to protect Lambda 1, as it's the target of all bomber waves.<br />
<br />
[[Category:Main Freespace 2 Campaign]]</div>AstralStormhttps://wiki.hard-light.net/index.php?title=Exodus_(FS2)&diff=17100Exodus (FS2)2008-08-01T01:43:46Z<p>AstralStorm: Add a comment about this fairly hard mission</p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[Argonautica|Previous Mission]] or [[Into the Lion's Den|SOC Loop 2]]<br />
| [[Campaign Walkthrough]]<br />
| [[Dunkerque|Next Mission]]<br />
|-<br />
|}<br />
<br />
<b>ACT 3, MISSION 6</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
<br />
People are fleeing Cappella like mad and it's up to Alpha 1, the new leader of the 70th Blue Lions to save the day!<br />
<br />
==Walkthrough==<br />
<br />
I personally prefer the Ares for this mission for a few reasons. <br />
<br />
a) It has more firepower than a Herc II and less than an Erinyes.<br />
b) It has a massive secondary bank in which you can stash all the trebuchets you'll ever need.<br />
c) Luckily, speed really isn't an issue. (''Because'', not ''despite'' this is an intercept mission.)<br />
<br />
As for the weapon loadout I would recommend a kayser in the bigger slot and a subach in the smaller. This'll make quick work of pretty much everybody. As for the secondaries, load up on trebuchets. Yee-ha! <br />
<br />
<br />
Alrighty, first off, this can be an extremely overwhelming mission the first time around, but if you know how to fly it becomes an absolute cake run. Right as you jump in you are greeting by the Nebtuu finishing off the Abraxis, a Moloch class corvette. Don't bother with its frontal beam cannon because it only shoots at the Nebtuu, but order your wing to protect the Nebtuu anyway (against bombers). You are also greeted by a nice wing of Nahemas out next to the Abraxis about ready to launch their ordinance. Make sure you have your trebuchets on single-fire for the Nahemas, and let it go at which ever you have targetted. Move onto the next bomber '''making sure it's a different one''', and then the next. A trebuchet will finish off a Nahema on most difficulties, but if not, they'll warm it up for your lasers to blast it away. After you've shot a trebuchet at all Nahemas* there, check for bombs using your "B" key by default and eliminate any warheads and limping Nahemas inbound. <br />
<br />
Note: Sometimes the Abraxis isn't killed off by the Nebtuu for a while which really screws things up. I usually just start over. <br />
<br />
*The key to this mission is being systematic. Remember which bombers you unload your trebuchets at and don't waste more on them. You can waste a lot of intercepting time by sitting behind bombers at full health and just shooting at them. <br />
<br />
<br />
After that initial firefight, a couple more wings of Nahemas will jump in rapid succession, (and sometimes Seraphim) and due to their short distance, you may not be able to use your trebuchets effectively. Don't panic, just remind your wingmen that they are not spectators and check periodically for bombs. I recommend prioritizing Seraphim. <br />
<br />
<br />
After a little bit more of this, a Cain class cruiser will enter from the jump node you are trying to reach, and command will warn you of its fearsome Sred! Don't worry about taking out its beam immediately, because you'll probably have to adjust your angle, and More nahemas are about to jump in anyway, some close, some at a distance. Just follow your gut as what you want to prioritize, but BE SYSTEMATIC! <br />
<br />
<br />
In just a bit longer some seraphim (one wing) will jump in quite a ways off. Fire two trebuchets at each but don't pursue them; some more Nahemas are inbound close to the freighters which you should be able to neutralize fairly quickly. (Remember to check for bombs! Now would also be a good time to take down the Cain's main beam turret. Once it closes to shooting range have everyone take out the AAA.)<br />
<br />
<br />
With those pesky Nahemas history, turn your attention to the seraphim and let loose a heaping helping of your unbridled fury! <br />
<br />
<br />
Now I'm not sure if the next bit is a FRED mess-up, but if so, it's certainly welcome. You get quite a bit of down time, except for a small ways off from the node a couple Maras and a single Nahema. (Strange, no?) Kill 'em and you're done.<br />
<br />
==Notable ships present==<br />
<br />
==Comments==<br />
Unlike the author of this walkthrough, I don't find [[GTF Ares|Ares]] too useful for this mission.<br />
There are much too many enemies (esp. fighters) on higher difficulties to handle with [[GTM Trebuchet|Trebuchets]] alone.<br />
The default Erynies are actually a very nice setup, as 4x [[GTW Kayser|Kayser]] plus a few [[GTM Tempest|Tempests]] chew up bombers good<br />
and the [[GTW Maxim|Maxim]] is great for shooting down bombs and destroying the two cruisers.<br />
The few [[GTM Trebuchet|Trebuchets]] it has are best used to remove the first wave of bombers attacking the Nebtuu.<br />
Double-fire (must on Hard difficulty and above) to put them out of their misery quickly.<br />
<br />
<br />
After Nebtuu is down, order all fighters to protect Lambda 1, as it's the target of all bomber waves.<br />
<br />
[[Category:Main Freespace 2 Campaign]]</div>AstralStormhttps://wiki.hard-light.net/index.php?title=GVB_Bakha&diff=17084GVB Bakha2008-07-31T11:27:23Z<p>AstralStorm: </p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[image:bakha320x240.jpg]]|caption=The GVB Bakha}}<br />
<br />
==Description:==<br />
<br />
===FS2 Tech Room Description===<br />
Learning a lesson from the bomber losses of the Great War, Vasudan defense contractor Akheton designed the GVB Bakha, a fast, agile bomber that could still deliver a warship-shattering payload. The Bakha's dual Akh-12 engines are baffled and masked, giving it a small profile for heat-seeking missiles. The bomber's speed and maneuverability make it the craft of choice for taking out destroyers and corvettes with multiple flak, AAA, and anti-ship beam turrets. Over 6,000 Bakhas have been produced in the orbiting shipyards around Vasuda Prime.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name origin===<br />
Bakha was the manifestation of the god of power Ka and the war of god [[GVC Mentu|Menthu]]. He was said to be a wild bull.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Advanced Bomber|Akheton Corporation|Good|65.0 - 65.0|105.0|Heavy|440|620|18}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| [[GTW Mekhu HL-7|Mekhu HL-7]]<br />
|- align="center"<br />
| 2nd<br />
| 2<br />
| [[GTW Mekhu HL-7|Mekhu HL-7]]<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| [[GTW Mekhu HL-7|Mekhu HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star| Morning Star]], [[GTW Circe|Circe]], [[GTW Lamprey|Lamprey]]<br />
|}<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 80<br />
| [[GTM Piranha|Piranha]]<br />
|- align="center"<br />
| 2nd<br />
| 100<br />
| [[GTM Stiletto II|Stiletto II]]<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP. Adv|Emp. Adv]], [[GTM Harpoon|Harpoon]], [[GTM Trebuchet|Trebuchet]], [[GTM TAG-B|TAG-B]], [[GTM Infyrno|Infyrno]], [[GTM Stiletto II|Stiletto II]], [[GTM Cyclops|Cyclops]]<br />
|}<br />
<br />
<br />
==Veteran Comments==<br />
{{comment|''The Bakha is a Vasudan version of the Artemis, pretty much. Like most Vasudan equivalents it maneuvers better and is somewhat tougher. Unlike the Artemis, the Bakha has two gun banks, much better positioned for dogfighting than those of the Artemis.''<br />
<br />
''The Bakha is truly a bomber with pretensions of the wild life, and can dogfight fairly well against any heavy or space superiority fighters you may encounter. Don't let it go to your head, though, as the interceptors can still outmaneuver you easily. Also keep in mind that you have only two secondary banks (the bomber-issue third is missing) and that diverting power to your engines does not increase your speed, only the rate at which your afterburners recharge.''<br />
<br />
<br />
''Never quite understood the Bakha. The Vasudans had a superb bomber in the form of the [[GVB Sekhmet|Sekhmet]], which can do everything the Bakha can do, if not better. What I'm wondering is why they're wasting production capacity on the Bakha when they could simply run only Sekhmets through the lines. The Bakha is a good bomber but it simply doesn't hold up to the Sekhmet. Maybe it's the slightly better maneuverability and the secondary gunpoint, but those are not nearly big enough advantages in my view.''<br />
<br />
''Probably simply a cheaper version of [[GVB Sekhmet]], as that is superior to it in all regards. Simply try Bearbaiting in a [[GVB Sekhmet|Sekhmet]] with cheats. ([[FRED]]ded version with ship picker)''}}<br />
<br />
[[Category:Ship]]</div>AstralStormhttps://wiki.hard-light.net/index.php?title=GVB_Bakha&diff=17083GVB Bakha2008-07-31T11:03:13Z<p>AstralStorm: </p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[image:bakha320x240.jpg]]|caption=The GVB Bakha}}<br />
<br />
==Description:==<br />
<br />
===FS2 Tech Room Description===<br />
Learning a lesson from the bomber losses of the Great War, Vasudan defense contractor Akheton designed the GVB Bakha, a fast, agile bomber that could still deliver a warship-shattering payload. The Bakha's dual Akh-12 engines are baffled and masked, giving it a small profile for heat-seeking missiles. The bomber's speed and maneuverability make it the craft of choice for taking out destroyers and corvettes with multiple flak, AAA, and anti-ship beam turrets. Over 6,000 Bakhas have been produced in the orbiting shipyards around Vasuda Prime.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name origin===<br />
Bakha was the manifestation of the god of power Ka and the war of god [[GVC Mentu|Menthu]]. He was said to be a wild bull.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Advanced Bomber|Akheton Corporation|Good|65.0 - 65.0|105.0|Heavy|440|620|18}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| [[GTW Mekhu HL-7|Mekhu HL-7]]<br />
|- align="center"<br />
| 2nd<br />
| 2<br />
| [[GTW Mekhu HL-7|Mekhu HL-7]]<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| [[GTW Mekhu HL-7|Mekhu HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star| Morning Star]], [[GTW Circe|Circe]], [[GTW Lamprey|Lamprey]]<br />
|}<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 80<br />
| [[GTM Piranha|Piranha]]<br />
|- align="center"<br />
| 2nd<br />
| 100<br />
| [[GTM Stiletto II|Stiletto II]]<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP. Adv|Emp. Adv]], [[GTM Harpoon|Harpoon]], [[GTM Trebuchet|Trebuchet]], [[GTM TAG-B|TAG-B]], [[GTM Infyrno|Infyrno]], [[GTM Stiletto II|Stiletto II]], [[GTM Cyclops|Cyclops]]<br />
|}<br />
<br />
<br />
==Veteran Comments==<br />
{{comment|''The Bakha is a Vasudan version of the Artemis, pretty much. Like most Vasudan equivalents it maneuvers better and is somewhat tougher. Unlike the Artemis, the Bakha has two gun banks, much better positioned for dogfighting than those of the Artemis.''<br />
<br />
''The Bakha is truly a bomber with pretensions of the wild life, and can dogfight fairly well against any heavy or space superiority fighters you may encounter. Don't let it go to your head, though, as the interceptors can still outmaneuver you easily. Also keep in mind that you have only two secondary banks (the bomber-issue third is missing) and that diverting power to your engines does not increase your speed, only the rate at which your afterburners recharge.''<br />
<br />
<br />
''Never quite understood the Bakha. The Vasudans had a superb bomber in the form of the [[GVB Sekhmet|Sekhmet]], which can do everything the Bakha can do, if not better. What I'm wondering is why they're wasting production capacity on the Bakha when they could simply run only Sekhmets through the lines. The Bakha is a good bomber but it simply doesn't hold up to the Sekhmet. Maybe it's the slightly better maneuverability and the secondary gunpoint, but those are not nearly big enough advantages in my view.''<br />
<br />
''Probably simply a cheaper version of [[GVB Sekhmet]], as that is superior to it in all regards. Simply try Bearbaiting in a [[GVB Sekhmet|Sekhmet]] with cheats.''}}<br />
<br />
[[Category:Ship]]</div>AstralStormhttps://wiki.hard-light.net/index.php?title=GVB_Bakha&diff=17082GVB Bakha2008-07-31T11:01:22Z<p>AstralStorm: </p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[image:bakha320x240.jpg]]|caption=The GVB Bakha}}<br />
<br />
==Description:==<br />
<br />
===FS2 Tech Room Description===<br />
Learning a lesson from the bomber losses of the Great War, Vasudan defense contractor Akheton designed the GVB Bakha, a fast, agile bomber that could still deliver a warship-shattering payload. The Bakha's dual Akh-12 engines are baffled and masked, giving it a small profile for heat-seeking missiles. The bomber's speed and maneuverability make it the craft of choice for taking out destroyers and corvettes with multiple flak, AAA, and anti-ship beam turrets. Over 6,000 Bakhas have been produced in the orbiting shipyards around Vasuda Prime.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name origin===<br />
Bakha was the manifestation of the god of power Ka and the war of god [[GVC Mentu|Menthu]]. He was said to be a wild bull.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Advanced Bomber|Akheton Corporation|Good|65.0 - 65.0|105.0|Heavy|440|620|18}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| [[GTW Mekhu HL-7|Mekhu HL-7]]<br />
|- align="center"<br />
| 2nd<br />
| 2<br />
| [[GTW Mekhu HL-7|Mekhu HL-7]]<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| [[GTW Mekhu HL-7|Mekhu HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star| Morning Star]], [[GTW Circe|Circe]], [[GTW Lamprey|Lamprey]]<br />
|}<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 80<br />
| [[GTM Piranha|Piranha]]<br />
|- align="center"<br />
| 2nd<br />
| 100<br />
| [[GTM Stiletto II|Stiletto II]]<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP. Adv|Emp. Adv]], [[GTM Harpoon|Harpoon]], [[GTM Trebuchet|Trebuchet]], [[GTM TAG-B|TAG-B]], [[GTM Infyrno|Infyrno]], [[GTM Stiletto II|Stiletto II]], [[GTM Cyclops|Cyclops]]<br />
|}<br />
<br />
<br />
==Veteran Comments==<br />
{{comment|''The Bakha is a Vasudan version of the Artemis, pretty much. Like most Vasudan equivalents it maneuvers better and is somewhat tougher. Unlike the Artemis, the Bakha has two gun banks, much better positioned for dogfighting than those of the Artemis.''<br />
<br />
''The Bakha is truly a bomber with pretensions of the wild life, and can dogfight fairly well against any heavy or space superiority fighters you may encounter. Don't let it go to your head, though, as the interceptors can still outmaneuver you easily. Also keep in mind that you have only two secondary banks (the bomber-issue third is missing) and that diverting power to your engines does not increase your speed, only the rate at which your afterburners recharge.''<br />
<br />
<br />
''Never quite understood the Bakha. The Vasudans had a superb bomber in the form of the [[GVB Sekhmet|Sekhmet]], which can do everything the Bakha can do, if not better. What I'm wondering is why they're wasting production capacity on the Bakha when they could simply run only Sekhmets through the lines. The Bakha is a good bomber but it simply doesn't hold up to the Sekhmet. Maybe it's the slightly better maneuverability and the secondary gunpoint, but those are not nearly big enough advantages in my view.''<br />
<br />
''Probably simply a cheaper version of [[GVB Sekhmet]], as that is superior to it in all regards. Simply try Bearbaiting in a {{GVB Sekhmet|Sekhmet}} with cheats.''}}<br />
<br />
[[Category:Ship]]</div>AstralStormhttps://wiki.hard-light.net/index.php?title=The_Pursuit&diff=16874The Pursuit2008-07-09T22:20:44Z<p>AstralStorm: </p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[Silence All Voices|Previous Mission]]<br />
| [[Freespace 1 Campaign Walkthroughs#Silent Threat|Campaign Walkthrough]]<br />
| [[Ghosts|Next Mission]]<br />
|-<br />
|}<br />
<br />
<b>SILENT THREAT MISSION 2</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
:''A Vasudan ship, designated Aries 2, escaped our containment operation. GTI has tracked the vessel to a Vasudan-controlled supply zone.''<br />
:''Aries 2 has communicated our objectives to Vasudan forces in that sector. We are jamming all local transmissions, but we must achieve absolute containment.''<br />
:''Your mission will be to destroy all vessels in the supply zone. Ignore the cargo. Preliminary reconnaissance indicates a garrison of two Aten cruisers with fighter escort.''<br />
:''The loss of innocent lives is regrettable but necessary to preserve the Terran-Vasudan alliance and defeat the Shivans. You must not fail.''<br />
==Walkthrough==<br />
When you arrive at the theatre of engagement, there will be 4 Atens and a slew of fighters, freighters and sentry guns present. Lure the fighter escorts from the Atens one-by-one. Long-range Pheonix shots work well for this. Once all fighters are down, finish the cruisers. The Einstein will arrive once all Atens are down. Order one or more of your wingmen to take it out, because the shockwave from the explosion covers about three clicks.<br />
<br />
There's no particular reason to, but you can take out the Einstein yourself, wait for your objectives to become complete, and then engage your jump drive before the thing breaks up and emits a shockwave. You won't survive simply running away from the blast, however. <br />
<br />
''Actually, you can run away from blast if you destroy Einstein from maximum missile range (like, 1600 units for Phoenix V) and just before the last lob reaches it, boost engine power to max, turn around and slam afterburner like mad. The explosion has range of about 3000 units, but it takes a while for the Faustus to explode.''<br />
<br />
==Notes==<br />
None that affect gameplay.<br />
<br />
==Notable ships present==<br />
*GTSC ''Einstein''<br />
<br />
[[Category:Silent Threat Campaign]]</div>AstralStormhttps://wiki.hard-light.net/index.php?title=The_Pursuit&diff=16873The Pursuit2008-07-09T22:17:57Z<p>AstralStorm: </p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[Silence All Voices|Previous Mission]]<br />
| [[Freespace 1 Campaign Walkthroughs#Silent Threat|Campaign Walkthrough]]<br />
| [[Ghosts|Next Mission]]<br />
|-<br />
|}<br />
<br />
<b>SILENT THREAT MISSION 2</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
:''A Vasudan ship, designated Aries 2, escaped our containment operation. GTI has tracked the vessel to a Vasudan-controlled supply zone.''<br />
:''Aries 2 has communicated our objectives to Vasudan forces in that sector. We are jamming all local transmissions, but we must achieve absolute containment.''<br />
:''Your mission will be to destroy all vessels in the supply zone. Ignore the cargo. Preliminary reconnaissance indicates a garrison of two Aten cruisers with fighter escort.''<br />
:''The loss of innocent lives is regrettable but necessary to preserve the Terran-Vasudan alliance and defeat the Shivans. You must not fail.''<br />
==Walkthrough==<br />
When you arrive at the theatre of engagement, there will be 4 Atens and a slew of fighters, freighters and sentry guns present. Lure the fighter escorts from the Atens one-by-one. Long-range Pheonix shots work well for this. Once all fighters are down, finish the cruisers. The Einstein will arrive once all Atens are down. Order one or more of your wingmen to take it out, because the shockwave from the explosion covers about three clicks.<br />
<br />
There's no particular reason to, but you can take out the Einstein yourself, wait for your objectives to become complete, and then engage your jump drive before the thing breaks up and emits a shockwave. You won't survive simply running away from the blast, however. <br />
<br />
''Actually, you can run away from blast if you destroy Einstein from maximum missile range (like, 1600 clicks for Phoenix V) and just before the last lob reaches it, boost engine power to max, turn around and slam afterburner like mad. The explosion has range of about 3000 clicks, but it takes a while for the Faustus to explode.''<br />
<br />
==Notes==<br />
None that affect gameplay.<br />
<br />
==Notable ships present==<br />
*GTSC ''Einstein''<br />
<br />
[[Category:Silent Threat Campaign]]</div>AstralStormhttps://wiki.hard-light.net/index.php?title=The_Pursuit&diff=16872The Pursuit2008-07-09T22:15:32Z<p>AstralStorm: </p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[Silence All Voices|Previous Mission]]<br />
| [[Freespace 1 Campaign Walkthroughs#Silent Threat|Campaign Walkthrough]]<br />
| [[Ghosts|Next Mission]]<br />
|-<br />
|}<br />
<br />
<b>SILENT THREAT MISSION 2</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
:''A Vasudan ship, designated Aries 2, escaped our containment operation. GTI has tracked the vessel to a Vasudan-controlled supply zone.''<br />
:''Aries 2 has communicated our objectives to Vasudan forces in that sector. We are jamming all local transmissions, but we must achieve absolute containment.''<br />
:''Your mission will be to destroy all vessels in the supply zone. Ignore the cargo. Preliminary reconnaissance indicates a garrison of two Aten cruisers with fighter escort.''<br />
:''The loss of innocent lives is regrettable but necessary to preserve the Terran-Vasudan alliance and defeat the Shivans. You must not fail.''<br />
==Walkthrough==<br />
When you arrive at the theatre of engagement, there will be 4 Atens and a slew of fighters, freighters and sentry guns present. Lure the fighter escorts from the Atens one-by-one. Long-range Pheonix shots work well for this. Once all fighters are down, finish the cruisers. The Einstein will arrive once all Atens are down. Order one or more of your wingmen to take it out, because the shockwave from the explosion covers about three clicks.<br />
<br />
There's no particular reason to, but you can take out the Einstein yourself, wait for your objectives to become complete, and then engage your jump drive before the thing breaks up and emits a shockwave. You won't survive simply running away from the blast, however. <br />
<br />
''Actually, you can run away from blast if you destroy Einstein from maximum missile range (like, 1200 clicks) and just before the last lob reaches it, boost engine power to max, turn around and slam afterburner like mad. The explosion has range of about 3000 clicks, but it takes a while for the Faustus to explode.''<br />
<br />
==Notes==<br />
None that affect gameplay.<br />
<br />
==Notable ships present==<br />
*GTSC ''Einstein''<br />
<br />
[[Category:Silent Threat Campaign]]</div>AstralStorm