Difference between revisions of "The King's Gambit"

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(Confirmed Glitches: Corrected FS2_open versions)
(Re-write; you get the D.H. if you complete Loop 1.)
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'''ACT 2, MISSION 4'''
 
'''ACT 2, MISSION 4'''
  
'''Fighter squadron: [[64th Raptors]]'''
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'''Fighter squadron:''' [[64th Raptors]]
  
'''Description: The 64th attempts to cripple the [[NTF]] as they come through the node.'''
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'''Description:''' The GTVA 3rd Fleet and 11th Vasudan Battle Group blockade the [[Gamma Draconis]] jump node, destroying any NTF warship that enters.
  
 
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==Background==
 
==Background==
[[Admiral Bosch]] sends his forces on a banzai charge to the [[Knossos]] subspace portal. The 3rd Terran fleet and 11th Vasudan Battle Group attempt to hold him off.
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[[Aken Bosch|Admiral Bosch]] sends his forces on a charge to the [[Knossos]] subspace portal. The 3rd Terran fleet and 11th Vasudan Battle Group attempt to hold him off with the help of Alpha, Beta and Gamma wings from the 64th, as well as the combined firepower of four [[GTSG Mjolnir|Mjolnir remote beam cannons (RBCs)]].
  
 
==Walkthrough==
 
==Walkthrough==
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This is a bombing run mission. Your objective is to destroy at least half of all hostile ships that jump in. The [[GTB Artemis]], armed with the [[GTW Prometheus S]] and three banks of [[GTM Cyclops]] is ideal for this mission. The Artemis is the most maneuverable [[GTVA]] bomber you can use. A Vasudan [[GVD Typhon]]-class destroyer and several Mjolnir RBCs are assisting you with their firepower.
  
This is also a bombing run mission. You have to destroy as many hostile capital ships as you can. The [[GTB Artemis]] with the primary bank of [[GTW Prometheus S]], and all three banks of [[GTM Cyclops]] is the most ideal for this mission. The Artemis is the most maneuverable [[GTVA]] bomber you can use. It is also the lightest, but you have chance to survive only in the Artemis. A Vasudan [[GVD Typhon]]-class destroyer and several [[GTSG Mjolnir]] cannons are assisting you with their firepower.
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Alternately, you can choose a fighter from another wing and let your wingmen do the bombing runs. With good instructions, the RBCs, the Typhon and your wingmen can destroy the [[Neo-Terran Front|NTF]] ships without much difficulty. Hunt down fighters if you choose this path, and be sure to loadout with a bank of [[GTM Harpoon|Harpoons]].
  
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The first NTF ship that arrives on the scene is the [[GTD Orion|Orion-class destroyer]] NTD Uhuru. You have to fire a few Cyclops at it to ensure its destruction. The Uhuru jumps in with a complement of [[GTF Hercules|Hercules fighters]] will head after the Mjolnir sentry guns. Your fighter assistance can handle them most of the time, but you should engage the NTF fighters after you have delivered a few bombs at the Uhuru. Losing the Mjolnir cannons or the Vasudan destroyer can mean as serious loss of firepower as you won't have the firepower to neutralize other enemy warships that jump in. If the Hedetet is destroyed, it will be replaced by other warships with inferior firepower.
  
Alternately, you can choose a fighter from another wing and let your allies run the bombing missions. With good instructions, the beam turrets, the Typhon and your allied wings can destroy the [[NTF]] ships without difficulty. Hunt down fighters if you choose this path, and be sure to bring [[GTM Harpoon]]s with you.
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Order your bomber wings to attack the next series of warships that jump in. The messaging system in FreeSpace 2 is a little rudimentary, so you will need to order them to destroy a warship every time one jumps in.
The first [[NTF]] ship that arrives in the NTD Uhuru ([[GTD Orion]]-class). You have to fire a few Cyclops at it to ensure its destruction. With the Uhuru, [[GTF Hercules]] fighters jump in and they head after the Mjolnir sentry guns. Your fighter assistance can handle them most of the times, but I suggest you move against the fighters after you delivered a few bombs at the Uhuru. Losing the Mjolnir cannons or the Vasudan destroyer can mean as serious loss of firepower as you won't have the firepower to neutralize enemy warships which jump in. So head against the fighters, as well.
 
  
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Damaging the engines of the warships immediately gains you more time before they jump out. If you manage to disable one of the warships, it will not be able to escape at all. Acquiring quick lock on a moving target with Cyclops requires time. If you practice more, and understand the targeting engine of FreeSpace, you will have the advantage.
  
Order your squadron to attack the next series of warships which jump in. Since the AI in Freespace are quite forgetting, you would better remind them they are not only there as spectators. Target one of the warships you consider the most serious threats, and hit C, 2, 1, 1. This orders your squadron to attack your target. You have to take down at least 50% of the incoming warships.
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It is noted that when the Uhuru jumps in, it does so at a speed of over 150m/s, reaching its waypoint faster than the other ships. One way to take down this destroyer is to target its engines as soon as it jumps in, launch a salvo of Cyclops torpedoes and follow it. Alternatively, you can order your wingmen to destroy it for you.
  
 
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==Notes==
Damaging the engines of the warships immediately gains you more time before they jump out. If you manage to disable one of the warships, it won't be able to escape at all. Acquiring quick lock on a moving target with Cyclops requires time, if you practice more, and understand the targeting engine of Freespace, you can gain advantage. Shoot, shoot, shoot, kill, kill, kill. These are the rules.
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* If you completed SOC Loop 1, you will also be given a choice to fly the [[GTB Artemis D.H.]] in this mission, on top of the other ships available for choice by default.
 
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* This mission has the following glitches caused by using a pilot, created in FS2_Open 3.6.7 or older, in this mission on FS2_Open 3.6.9. You will need to downgrade your copy of FS2_Open, create a new pilot on FS2_Open 3.6.9, or make do with whatever you have, in order to rectify these problems. Keep in mind that creating a new pilot will cause you to lose all your progress.
''KR's Notes :'' Most people can't even kill the Uhuru before it jumps out... Because when it jumps in, it slides at a speed of over 150m/s, reaching its waypoint faster than the other ships. The best way to take down this guy is to target its engines as soon as it jumps in, lob a few cyclops and follow it. The Uhuru's jump in speed is so great that it actually reaches your start point.
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** At times, the weapon selection screen may not offer bombs of any type, although missiles are still available;
 
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** Odd readouts for secondary weapons;
"MrMitten's" Notes :" Never have I once had to throw a single glance at the Uhuru; even on insane. Just order everyone to kill it a couple times while command is giving its Uhuru speech. The bombs of your wingmen combined with the Cap-ship-raping power of the Mjolnirs should shoot it out of the sky quite handily. Save your bombs for the other ships.
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** No simulated voice in the tech room.
  
 
==Notable ships present==
 
==Notable ships present==
*GVD Hedetet
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* [[FreeSpace_2_Terran_Ship_Database#GTC_Warwick|GTC Warwick]]
*NTD Uhuru
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* [[FreeSpace_2_Terran_Ship_Database#GTCv_York|GTCv York]]
*GTCv York
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* [[FreeSpace_2_Rebel_Ship_Database#NTC_Liberty|NTC Liberty]]
*NTCv Pax
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* [[FreeSpace_2_Rebel_Ship_Database#NTC_Undaunted|NTC Undaunted]]
*NTCv Perseverance
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* [[FreeSpace_2_Rebel_Ship_Database#NTCv_Pax|NTCv Pax]]
*GTC Warwick
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* [[FreeSpace_2_Rebel_Ship_Database#NTCv_Perseverance|NTCv Perseverance]]
*NTC Liberty
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* [[FreeSpace_2_Rebel_Ship_Database#NTD_Uhuru|NTD Uhuru]]
*NTC Undaunted
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* [[FreeSpace_2_Rebel_Ship_Database#NTT_Inspiration|NTT Inspiration]]
*GVC Unut
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* [[FreeSpace_2_Vasudan_Ship_Database#GVC_Unut|GVC Unut]]
*NTT Inspiration
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* [[FreeSpace_2_Vasudan_Ship_Database#GVD_Hedetet|GVD Hedetet]]
  
 
==New equipment==
 
==New equipment==
*[[GTB Artemis]]
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* [[GTB Artemis]]
*[[GTW Prometheus S]]
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* [[GTB Artemis D.H.]] if you complete SOC Loop 1
 
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* [[GTW Prometheus S]]
==Confirmed Glitches==
 
At times, the ship selection will offer the Artemis D.H. Although this seems like a potential advantage, the weapon selection screen also does '''not''' offer bombs of any type. This will be the first major problem you will encounter, other minor problems you should have noticed by now: odd readouts for secondary weapons, no simulated voice in techroom. These problems are caused by having a player file which was used with FS2_Open 3.6.7 or older, and having upgraded to FS2_Open 3.6.9 or newer. Unfortunately, the only known fix is to either downgrade your FS_Open version or create a new pilot (yes, sadly, losing all progress). Of course, you could also attempt to complete the missions using the Rockeyes which replace the unavailable Cyclopses. Or you could switch to available Hornets and EMPs. Otherwise, you are pretty much sunk.
 
 
 
Please also note that retail has no reproducable problems of this kind.
 
  
 
[[Category:Main Freespace 2 Campaign]]
 
[[Category:Main Freespace 2 Campaign]]

Revision as of 07:21, 16 August 2008

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ACT 2, MISSION 4

Fighter squadron: 64th Raptors

Description: The GTVA 3rd Fleet and 11th Vasudan Battle Group blockade the Gamma Draconis jump node, destroying any NTF warship that enters.


Background

Admiral Bosch sends his forces on a charge to the Knossos subspace portal. The 3rd Terran fleet and 11th Vasudan Battle Group attempt to hold him off with the help of Alpha, Beta and Gamma wings from the 64th, as well as the combined firepower of four Mjolnir remote beam cannons (RBCs).

Walkthrough

This is a bombing run mission. Your objective is to destroy at least half of all hostile ships that jump in. The GTB Artemis, armed with the GTW Prometheus S and three banks of GTM Cyclops is ideal for this mission. The Artemis is the most maneuverable GTVA bomber you can use. A Vasudan GVD Typhon-class destroyer and several Mjolnir RBCs are assisting you with their firepower.

Alternately, you can choose a fighter from another wing and let your wingmen do the bombing runs. With good instructions, the RBCs, the Typhon and your wingmen can destroy the NTF ships without much difficulty. Hunt down fighters if you choose this path, and be sure to loadout with a bank of Harpoons.

The first NTF ship that arrives on the scene is the Orion-class destroyer NTD Uhuru. You have to fire a few Cyclops at it to ensure its destruction. The Uhuru jumps in with a complement of Hercules fighters will head after the Mjolnir sentry guns. Your fighter assistance can handle them most of the time, but you should engage the NTF fighters after you have delivered a few bombs at the Uhuru. Losing the Mjolnir cannons or the Vasudan destroyer can mean as serious loss of firepower as you won't have the firepower to neutralize other enemy warships that jump in. If the Hedetet is destroyed, it will be replaced by other warships with inferior firepower.

Order your bomber wings to attack the next series of warships that jump in. The messaging system in FreeSpace 2 is a little rudimentary, so you will need to order them to destroy a warship every time one jumps in.

Damaging the engines of the warships immediately gains you more time before they jump out. If you manage to disable one of the warships, it will not be able to escape at all. Acquiring quick lock on a moving target with Cyclops requires time. If you practice more, and understand the targeting engine of FreeSpace, you will have the advantage.

It is noted that when the Uhuru jumps in, it does so at a speed of over 150m/s, reaching its waypoint faster than the other ships. One way to take down this destroyer is to target its engines as soon as it jumps in, launch a salvo of Cyclops torpedoes and follow it. Alternatively, you can order your wingmen to destroy it for you.

Notes

  • If you completed SOC Loop 1, you will also be given a choice to fly the GTB Artemis D.H. in this mission, on top of the other ships available for choice by default.
  • This mission has the following glitches caused by using a pilot, created in FS2_Open 3.6.7 or older, in this mission on FS2_Open 3.6.9. You will need to downgrade your copy of FS2_Open, create a new pilot on FS2_Open 3.6.9, or make do with whatever you have, in order to rectify these problems. Keep in mind that creating a new pilot will cause you to lose all your progress.
    • At times, the weapon selection screen may not offer bombs of any type, although missiles are still available;
    • Odd readouts for secondary weapons;
    • No simulated voice in the tech room.

Notable ships present

New equipment