As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/

TIE Fighter - The Last Straw

1235

Posts

  • AnakinOUAnakinOU Registered User regular
    edited February 2008
    Arcelebor wrote: »

    Then with my PII "powerhouse" (at the time) I got XWA and Mechwarrior. Let me manage power between lasers/shields/engines, let me eject/disable damaged components, or let me shut down entirely to evade detection for ambushes? Yessir, I'll take that.

    Recently, the only thing that's jumped out at me in that same sense has been Jumpgate, just because I like the idea of a custom mix of components and seeing the recharge rate of my lasers affected by the output of my engine makes me drool.

    I want more of that kind of intricate detail and control. I don't want to fly around shooting lasers. You can have your Ace Combat or whatever for that. I want to have more options and be able to fight smarter than the other guy, managing my systems or my environment or the circumstances to devastating effect. My most vivid memories of X-Wing are not racking up 81 TIE kills but surviving a serious melee by smart rationing of laser and shield energy or having to make the choice of whether to double my speed and arrive with no lasers/shields or come in slower and let the frigate take a beating for a minute.

    You do have Steel Battalion, right?

    AnakinOU on
  • DartboyDartboy Registered User regular
    edited February 2008
    VoodooV wrote: »
    I'm not saying Ace Combat 5 in space would be my ideal game. It just seems like it would be a good compromise between space sim and shooter. Just something to get the foot in the door. When you think about it. The original Wing Commander is pretty simplistic when compared to TIE fighter or Freespace, but that was good enough for a lot of us to get hooked.

    I don't know if it's been mentioned in this thread yet, but Project Sylpheed for the 360 is essentially Ace Combat in space, so a game like this is already out. It's pretty good, but single player only.

    Though I would love to have a more full-blown space sim out on consoles. I had Wing Commander III and Colony Wars on the PS1, and they worked using controllers (pre-dual analog!), so a well thought out control scheme would be fine today.

    Dartboy on
  • greeblegreeble Registered User regular
    edited February 2008
    Oh man do I miss the old days... Mechwarrior, Tie Fighter, Wing Commander, Descent, Freespace, joystick -> flight sticks. Gamepads today are nice but they aren't in the same league, and in all honesty the games aren't either. I'll alway be an old school pc gamer at heart. (DOS4LIFE)

    greeble on
    PSN/steam/battle.net: greeble XBL: GreebleX

    Let me tell you about Demon's Souls....
    I’ll tell you what happens in Demon’s Souls when you die. You come back as a ghost with your health capped at half. And when you keep on dying, the alignment of the world turns black and the enemies get harder. That’s right, when you fail in this game, it gets harder. Why? Because fuck you is why.
  • GungHoGungHo Registered User regular
    edited February 2008
    I honestly don't remember TIE Fighter or Wing Commander having very difficult control schemes at all. Target selection, shield modulation, chosing weapons when firing, throttle. What else was there?

    A full stick would be nice, though. Not that I couldn't do it with a game pad with mini-sticks on it, though...

    GungHo on
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited February 2008
    GungHo wrote: »
    I honestly don't remember TIE Fighter or Wing Commander having very difficult control schemes at all. Target selection, shield modulation, chosing weapons when firing, throttle. What else was there?

    Speed matching, beam weapon (which I don't see why it couldn't just be in the weapon cycle, but it wasn't), several basic wingman commands (ie, attack my target, ignore my target, defend my target, assist me, head home iirc, although I've just started playing again and I'm trying to remember all the old commands). Then there were keys for like, different viewing angles out of the cockpit (which I never use), plus a key to hide your cockpit so you can dogfight in full screen (which I used a lot), and shortcuts to various menus such as the Damage Report screen, Map etc. which could all just be bound to one key and then allow you to flip through them I guess. Oh, and TIE Fighter also let you scroll through different targets within your target - so you have, select nearest enemy target, cycle targets clockwise, cycle targets anti clockwise and then cycle a targets strategic points (like, cycle between targeting the ships hull, engines, guns, torp launchers etc.). Also power management - adjusting recharge for shields, adjusting recharge for lasers, transferring power from lasers to shield, transferring power from shields to lasers. Hyperspace, also. And an action key (like, Incoming missile. Press space bar to target? or Press space bar to dock with mothership etc.)

    I still think you could squeeze all the essentials onto a control pad, though. All the wingman commands would just be a radial menu that pops up when you hold down a button, rather than being bound to different keys and then...

    Eh...I dunno, maybe not actually.

    Szechuanosaurus on
  • RichardTauberRichardTauber Kvlt Registered User regular
    edited February 2008
    I remember spending a whole year exploring Wing Commander 4 and all the different ways the story could go. You have been recalled to active military service.

    RichardTauber on
  • DaemonionDaemonion Mountain Man USARegistered User regular
    edited February 2008
    I've been playing Freespace 2 open source and man ...does it make me miss X-Wing, TIE Fighter, X-Wing VS TIE Fighter, etc.

    Who remembers Rebel Assault? I was so young when I played this one, I used to call it "Rebel ass a lot"

    Daemonion on
  • ElrosstElrosst Registered User regular
    edited February 2008
    I just want to thank all the gods for this thread, because i totally went out, bought a joystick, and went through a small google-fest to install Tie Fighter last night (which i still had the cd-rom for, thank god).

    An hour and a half later I was killing rebel scum. Thank you Dosbox, PA Forums, and my inability to throw away any game i've ever bought....

    Elrosst on
  • GungHoGungHo Registered User regular
    edited February 2008
    GungHo wrote: »
    I honestly don't remember TIE Fighter or Wing Commander having very difficult control schemes at all. Target selection, shield modulation, chosing weapons when firing, throttle. What else was there?

    **A bunch of stuff showing that I have CRS ***

    Eh...I dunno, maybe not actually.
    Ok, you win.

    Radial menus would suck flying balls-out in a TIE near the hull of a Nebulon-B (which was fun because the AI was stupid and would sometimes crash and/or shoot their allies)

    GungHo on
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited February 2008
    Daemonion wrote: »
    I've been playing Freespace 2 open source and man ...does it make me miss X-Wing, TIE Fighter, X-Wing VS TIE Fighter, etc.

    Who remembers Rebel Assault? I was so young when I played this one, I used to call it "Rebel ass a lot"

    I remember Rebel Assault (hell, I think I still have the CD-ROM somewhere) and I gotta tell you, 'ass a lot' just about sums it up.

    Szechuanosaurus on
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited February 2008
    Elrosst wrote: »
    I just want to thank all the gods for this thread, because i totally went out, bought a joystick, and went through a small google-fest to install Tie Fighter last night (which i still had the cd-rom for, thank god).

    An hour and a half later I was killing rebel scum. Thank you Dosbox, PA Forums, and my inability to throw away any game i've ever bought....

    Did you come across anything about making the music work? I have the Win95/98 Collectors CD and it works fine in XP except there's no music during the missions. Works fine out of missions though. But man, the battles just aren't as peppy without the soundtrack.

    Szechuanosaurus on
  • OrogogusOrogogus San DiegoRegistered User regular
    edited February 2008
    GungHo wrote: »
    GungHo wrote: »
    I honestly don't remember TIE Fighter or Wing Commander having very difficult control schemes at all. Target selection, shield modulation, chosing weapons when firing, throttle. What else was there?

    **A bunch of stuff showing that I have CRS ***

    Eh...I dunno, maybe not actually.
    Ok, you win.

    Radial menus would suck flying balls-out in a TIE near the hull of a Nebulon-B (which was fun because the AI was stupid and would sometimes crash and/or shoot their allies)
    Speaking of which, why do X-Wing and TIE Fighter make the Frigates so incredibly tough? I seem to remember they had disproportionately high damage output and shields/armor for their size.

    Orogogus on
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited February 2008
    Orogogus wrote: »
    GungHo wrote: »
    GungHo wrote: »
    I honestly don't remember TIE Fighter or Wing Commander having very difficult control schemes at all. Target selection, shield modulation, chosing weapons when firing, throttle. What else was there?

    **A bunch of stuff showing that I have CRS ***

    Eh...I dunno, maybe not actually.
    Ok, you win.

    Radial menus would suck flying balls-out in a TIE near the hull of a Nebulon-B (which was fun because the AI was stupid and would sometimes crash and/or shoot their allies)
    Speaking of which, why do X-Wing and TIE Fighter make the Frigates so incredibly tough? I seem to remember they had disproportionately high damage output and shields/armor for their size.

    Well, that is the traditional role of a frigate. They're normally escort ships that are relatively small and fast but loaded with nothing but rapecannon and layers upon layers of steel armour.

    The rebels in the movie fagged them all up and made them Medical ships whilst retooling commercial pleasure cruise ships (which traditionally in times of war in human history would be the ones being re-purposed as medical ships) as their main capital ships.

    Szechuanosaurus on
  • ElrosstElrosst Registered User regular
    edited February 2008
    Did you come across anything about making the music work? I have the Win95/98 Collectors CD and it works fine in XP except there's no music during the missions. Works fine out of missions though. But man, the battles just aren't as peppy without the soundtrack.

    Speech and what i assume is the MIDI soundtrack (which is awesome) work perfectly. I'm running it with dosbox on windows xp. I can post links on how i set it up when i get home, however i'm at work for another couple hours =/

    edit: I'm also running the collectors edition.

    Elrosst on
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited February 2008
    Elrosst wrote: »
    Did you come across anything about making the music work? I have the Win95/98 Collectors CD and it works fine in XP except there's no music during the missions. Works fine out of missions though. But man, the battles just aren't as peppy without the soundtrack.

    Speech and what i assume is the MIDI soundtrack (which is awesome) work perfectly. I'm running it with dosbox on windows xp. I can post links on how i set it up when i get home, however i'm at work for another couple hours =/

    edit: I'm also running the collectors edition.

    Mine is a version specifically for windows 95/98 so I don't think DOSBox is the way forward.

    Szechuanosaurus on
  • augustaugust where you come from is gone Registered User regular
    edited February 2008
    Uh... I think you're running the DOS version and he has the windows version. Which has cd music.

    august on
  • ElrosstElrosst Registered User regular
    edited February 2008
    Ah. Sorry, me dumb :(

    Elrosst on
  • augustaugust where you come from is gone Registered User regular
    edited February 2008
    I know there's at least a fan patch that enables 3d hardware acceleration for the 95 version in XP.

    As for audio, no idea. Didn't have that problem on my system.

    august on
  • ArceleborArcelebor Registered User regular
    edited February 2008
    Regarding Steel Battalion...no, I don't have that since I don't have an Xbox. And while it looks like the it has a commendable level of detail in system control, the review on Gamespot seems to indicate it's mostly irrelevent, redundant, and accompanied by mediocre gameplay.

    Regarding X-Wing frigates...have you ever tried taking down a Star Destroyer without first taking out its preposterously-vulnerable shield generators? It puts frigates in perspective, as those things will take a ton of punishment. On a side note, I was always convinced by X-Wing that the guy who designed the Impstar must've been a Rebel spy. "I say we put the shield generators outside the ship. In fact, outside the shielding field entirely. It looks sportier that way."

    Arcelebor on
  • subediisubedii Registered User regular
    edited February 2008
    Arcelebor wrote: »
    Regarding Steel Battalion...no, I don't have that since I don't have an Xbox. And while it looks like the it has a commendable level of detail in system control, the review on Gamespot seems to indicate it's mostly irrelevent, redundant, and accompanied by mediocre gameplay.

    Regarding X-Wing frigates...have you ever tried taking down a Star Destroyer without first taking out its preposterously-vulnerable shield generators? It puts frigates in perspective, as those things will take a ton of punishment. On a side note, I was always convinced by X-Wing that the guy who designed the Impstar must've been a Rebel spy. "I say we put the shield generators outside the ship. In fact, outside the shielding field entirely. It looks sportier that way."

    Kinda like the guy who made sure there was a port on the surface leading directly to the power core on the Death Star.

    "Seriously dudes, we need more heat dissipation. It's fine, they'll NEVER think to shoot at our ridiculously easy-to-kill core via the one tube that leads to it."

    subedii on
  • Galcian's SonGalcian's Son Registered User regular
    edited February 2008
    The domes on the Star Destroyer are actually supposed to be for communications according to all the material I've read. (Which would make sense, since they're directly above the bridge.) Some people just saw the dome blow up in RoTJ and after the shields were down in the subsequent scene interpreted that they were generators, and thusly were put into games as such.

    /starwarsnedgasm

    Galcian's Son on
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited February 2008
    The domes on the Star Destroyer are actually supposed to be for communications according to all the material I've read. (Which would make sense, since they're directly above the bridge.) Some people just saw the dome blow up in RoTJ and after the shields were down in the subsequent scene interpreted that they were generators, and thusly were put into games as such.

    /starwarsnedgasm

    I'd need to watch it again, but doesn't Admiral Ackbar or someone specifically order fire to be focused on the shield generators and then a short cut later we see the domes asploding?

    Besides which, some nerds say you're so wrong http://starwars.wikia.com/wiki/ISD-72x_shield_generator_dome
    http://starwars.wikia.com/wiki/Image:ISD_egvv.jpg

    Szechuanosaurus on
  • Galcian's SonGalcian's Son Registered User regular
    edited February 2008
    Oh, I could very well be wrong, just regurgitating what I'd heard several years ago. Plus I like the Imperials too much to believe they would overlook such a stupid thing. :p

    Galcian's Son on
  • see317see317 Registered User regular
    edited February 2008
    The domes on the Star Destroyer are actually supposed to be for communications according to all the material I've read. (Which would make sense, since they're directly above the bridge.) Some people just saw the dome blow up in RoTJ and after the shields were down in the subsequent scene interpreted that they were generators, and thusly were put into games as such.

    /starwarsnedgasm

    I'd need to watch it again, but doesn't Admiral Ackbar or someone specifically order fire to be focused on the shield generators and then a short cut later we see the domes asploding?

    Besides which, some nerds say you're so wrong http://starwars.wikia.com/wiki/ISD-72x_shield_generator_dome
    http://starwars.wikia.com/wiki/Image:ISD_egvv.jpg
    This is the internet. Nerds will argue about anything.
    The more stupid and pointless the argument, the longer it will last.

    Really though, it wouldn't suprise me either way. The imperial ships where appearently all designed by someone with their head up their ass.

    see317 on
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited February 2008
    see317 wrote: »
    The imperial ships where apparently all designed by someone with their head up their ass.

    AKA George Lucas.

    Szechuanosaurus on
  • subediisubedii Registered User regular
    edited February 2008
    Oh, I could very well be wrong, just regurgitating what I'd heard several years ago. Plus I like the Imperials too much to believe they would overlook such a stupid thing. :p

    I hate to break this to you but they've overlooked far more stupid things before. :lol:

    TIE fighter is probably one of the few games that didn't paint the Empire as routinely incompetant.

    subedii on
  • Galcian's SonGalcian's Son Registered User regular
    edited February 2008
    subedii wrote: »
    Oh, I could very well be wrong, just regurgitating what I'd heard several years ago. Plus I like the Imperials too much to believe they would overlook such a stupid thing. :p

    I hate to break this to you but they've overlooked far more stupid things before. :lol:

    TIE fighter is probably one of the few games that didn't paint the Empire as routinely incompetant.

    That's probably we all like it so much. You can sympathize with Imperials a lot more when they go from an army of moustache-twirling men in top hats and monocles ready to forclose the entire galaxy's orphanages to just regular guys doing a job.

    Some other poster said it better, but I'm just going to invoke Edgar.

    Edgar: "The Empire's evil. But not ALL of its citizens are!"

    Galcian's Son on
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited February 2008
    Anyway, enough jibbajabba, this Dimok/Ripublus civil war isn't going to resolve itself.

    Szechuanosaurus on
  • subediisubedii Registered User regular
    edited February 2008
    Anyway, enough jibbajabba, this Dimok/Ripublus civil war isn't going to resolve itself.

    I propose we commence with the shootings until they agree with our group being the most amicable to side with.

    subedii on
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited February 2008
    subedii wrote: »
    Anyway, enough jibbajabba, this Dimok/Ripublus civil war isn't going to resolve itself.

    I propose we commence with the shootings until they agree with our group being the most amicable to side with.

    Welp. Turned out that plan has backfired. They've joined forces against us.

    Szechuanosaurus on
  • scootchscootch Registered User regular
    edited February 2008
    only played this on friends comp.. my god I wish I had this game.
    Loved X-wing and X-wing vs. Tie fighter.

    scootch on
    TF2 stats
    PSN: super_emu
    Xbox360 Gamertag: Emuchop
  • EngelNULEngelNUL Registered User regular
    edited February 2008
    Two points of interest:

    1) Star Destroyer design. If anyone has studied big ship combat I recommend looking into the ISD design, just for kicks. The ISD's wedge design is wonderful. Allowing for almost 90% of its weapons to be fired at targets directly in front of it, while providing a relatively small target aspect ratio in return.

    This is especially noticeable against traditional designs with guns running the sides, primarily, where only 50% firepower at best can be brought to bear on one target. Traditional big ship tactics (space or otherwise) simply would not work against a ship like that...

    and

    2) Dimok and Ripublis. Never really made the connection before....but it seems like they've been having this same civil war every 4 years since 1776....in fact I think the latest version of the war is going on right now.

    EngelNUL on
    Pokemanz Soul Silverz: 2837 2607 9912

    "How pathetic, they must really want to die flying those Z-95 Headhunters"

    "Historians exercise great power and some of them know it. They recreate the past, changing it to fit their own interpretations. Thus, they change the future as well." - Leto II
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited February 2008
    EngelNUL wrote: »
    2) Dimok and Ripublis. Never really made the connection before....but it seems like they've been having this same civil war every 4 years since 1776....in fact I think the latest version of the war is going on right now.

    And who wins?

    The Imperials, that's who. So...I guess Britain to invade America for President 2008?

    Szechuanosaurus on
  • NoelVeigaNoelVeiga Registered User regular
    edited February 2008
    EngelNUL wrote: »
    Two points of interest:

    1) Star Destroyer design. If anyone has studied big ship combat I recommend looking into the ISD design, just for kicks. The ISD's wedge design is wonderful. Allowing for almost 90% of its weapons to be fired at targets directly in front of it, while providing a relatively small target aspect ratio in return.

    This is especially noticeable against traditional designs with guns running the sides, primarily, where only 50% firepower at best can be brought to bear on one target. Traditional big ship tactics (space or otherwise) simply would not work against a ship like that...
    .

    Unless you come at it from above, below or behind. Then it's screwed.

    Are the weapons even placed on the sides of the ship? I vaguely remember getting shot at from below when making a run for the bridge in X-Wing games.

    Which, on itself, is another design fault. The bridge being placed above and on the back is yet another weakness when attacked from the obvious blind side. Imperials seem to have a bit of a problem properly covering their one hit kill spots, anyway. They should really consider hiring new engineers.

    The design of the Star Destoryer has probably more to do with looking good in the first shot of Star Wars Ep. 4 than with actual combat efficiency, anyway :)

    NoelVeiga on
  • The WolfmanThe Wolfman Registered User regular
    edited February 2008
    NoelVeiga wrote: »
    EngelNUL wrote: »
    Two points of interest:

    1) Star Destroyer design. If anyone has studied big ship combat I recommend looking into the ISD design, just for kicks. The ISD's wedge design is wonderful. Allowing for almost 90% of its weapons to be fired at targets directly in front of it, while providing a relatively small target aspect ratio in return.

    This is especially noticeable against traditional designs with guns running the sides, primarily, where only 50% firepower at best can be brought to bear on one target. Traditional big ship tactics (space or otherwise) simply would not work against a ship like that...
    .

    Unless you come at it from above, below or behind. Then it's screwed.

    Are the weapons even placed on the sides of the ship? I vaguely remember getting shot at from below when making a run for the bridge in X-Wing games.

    Which, on itself, is another design fault. The bridge being placed above and on the back is yet another weakness when attacked from the obvious blind side. Imperials seem to have a bit of a problem properly covering their one hit kill spots, anyway. They should really consider hiring new engineers.

    The design of the Star Destoryer has probably more to do with looking good in the first shot of Star Wars Ep. 4 than with actual combat efficiency, anyway :)

    In all the games, if you came at an ISD from above, heading down towards its bridge flying at a 45 degree angle, it would never touch you. That's how you would get A-wing's taking out ISD's. Fly in that blind spot, pick off the shield generators, and slowly chip it to death. Master that downward 45 degree attack, and any ISD that ever showed up in a battle was just free bonus points for the mission.

    The Wolfman on
    "The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
  • ShadowenShadowen Snores in the morning LoserdomRegistered User regular
    edited February 2008
    NoelVeiga wrote: »
    EngelNUL wrote: »
    Two points of interest:

    1) Star Destroyer design. If anyone has studied big ship combat I recommend looking into the ISD design, just for kicks. The ISD's wedge design is wonderful. Allowing for almost 90% of its weapons to be fired at targets directly in front of it, while providing a relatively small target aspect ratio in return.

    This is especially noticeable against traditional designs with guns running the sides, primarily, where only 50% firepower at best can be brought to bear on one target. Traditional big ship tactics (space or otherwise) simply would not work against a ship like that...
    .

    Unless you come at it from above, below or behind. Then it's screwed.

    Are the weapons even placed on the sides of the ship? I vaguely remember getting shot at from below when making a run for the bridge in X-Wing games.

    Which, on itself, is another design fault. The bridge being placed above and on the back is yet another weakness when attacked from the obvious blind side. Imperials seem to have a bit of a problem properly covering their one hit kill spots, anyway. They should really consider hiring new engineers.

    The design of the Star Destoryer has probably more to do with looking good in the first shot of Star Wars Ep. 4 than with actual combat efficiency, anyway :)

    I like how, in an Expanded Universe novel, a Rebel tactician is described as calling an ISD "174,000 design flaws waiting to be exploited".

    Shadowen on
  • SzechuanosaurusSzechuanosaurus Registered User, ClubPA regular
    edited February 2008
    NoelVeiga wrote: »
    Unless you come at it from above, below or behind. Then it's screwed.
    In all the games, if you came at an ISD from above, heading down towards its bridge flying at a 45 degree angle, it would never touch you. That's how you would get A-wing's taking out ISD's. Fly in that blind spot, pick off the shield generators, and slowly chip it to death. Master that downward 45 degree attack, and any ISD that ever showed up in a battle was just free bonus points for the mission.

    You could also just take out the shield generators with a volley of concussion missiles and then park right on it's nose, where the angle is too extreme for any of it's forward facing guns to shoot you. I also seem to remember parking inside their docking bay as a very safe place to sit and kill them. Or right up behind the engines, although Alliance and I think TIE introduced engine wash (not sure if they ever had that in X-Wing) which kind of ruined that fun.

    Szechuanosaurus on
  • BubbaTBubbaT Registered User regular
    edited February 2008
    VoodooV wrote: »
    I still remember after playing X-Wing for a while, and playing and beating the Trench Run in the game. I figured that either the Rebel pilots were idiots, or the Squadron Leader was a frickin traitor or something. Because even without TIEs chasing your tail, there were so many turret guns in that trench, that if you miss even just one, it will easily blast you in the rear.

    Double front?!? That's suicide!!

    Then of course, there was one time where I got pelted with laser fire when my shields were down and knocked out my navigation so that I couldn't steer and was heading straight into the trench wall. I couldn't help but to echo the squadron leader's yell as I crashed!

    YAAAAARGGH!

    Double front protects you from the turrets.

    Your wingmen protect your back, by getting killed to buy you time. Obviously turrets and Vader can't shoot you in the back if they're too busy shooting your buddies.
    Except Wedge - he's immortal.

    BubbaT on
  • elizabexelizabex Registered User regular
    edited February 2008
    NoelVeiga wrote: »
    Unless you come at it from above, below or behind. Then it's screwed.
    In all the games, if you came at an ISD from above, heading down towards its bridge flying at a 45 degree angle, it would never touch you. That's how you would get A-wing's taking out ISD's. Fly in that blind spot, pick off the shield generators, and slowly chip it to death. Master that downward 45 degree attack, and any ISD that ever showed up in a battle was just free bonus points for the mission.

    You could also just take out the shield generators with a volley of concussion missiles and then park right on it's nose, where the angle is too extreme for any of it's forward facing guns to shoot you. I also seem to remember parking inside their docking bay as a very safe place to sit and kill them. Or right up behind the engines, although Alliance and I think TIE introduced engine wash (not sure if they ever had that in X-Wing) which kind of ruined that fun.

    heh --- I also used to park in the docking bay and plink plink plick the ISDs to death.

    elizabex on
    elizabex.png
  • ErrorError Registered User regular
    edited February 2008
    BubbaT wrote: »
    Except Wedge - he's immortal.

    There can be only one.

    Error on
Sign In or Register to comment.