https://wiki.uqm.stack.nl/api.php?action=feedcontributions&user=202.156.6.75&feedformat=atomUltronomicon - User contributions [en]2024-03-28T20:11:57ZUser contributionsMediaWiki 1.35.7https://wiki.uqm.stack.nl/index.php?title=Talk:Main_Page&diff=11984Talk:Main Page2006-03-03T21:55:03Z<p>202.156.6.75: /* Spam */</p>
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<div>This warning isn't really the "first", "last", nor "only" spoiler warning. -- [[User:Svdb|SvdB]] 13:24, 27 Oct 2004 (CEST)<br />
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Then call it The Spoiler Warning of Now and Forever. If you really think it's over the top, you can tone it down, but I think it gets the point accross well. [[User:Mmrnmhrm|Mmrnmhrm]] 17:30, 27 Oct 2004 (CEST)<br />
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What is the status of the data on this page? Can it all be copied over the main wikipedia due to being free license or is it different to normal wikipedia?<br />
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Online Gambling Casino. The most recognized information resource for reliable strategy guides and detailed rules for casino games.<br />
[http://online-gambling.viprape.com/ Online Gambling]<br />
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==Suggestions==<br />
I suggest putting links to the other SC2-related websites on the mainpage, e.g.<br />
Forum http://uqm.stack.nl/forum, sf.net, bug-report-page, etc.<br />
-[[User:HaJo|HaJo]] 22 February 2006 (CET)<br />
:Well, there is already a wikilink to the [[Links]] page down in the lower left. --[[User:Fyzixfighter|Fyzixfighter]] 01:47, 23 February 2006 (CET)<br />
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Perhaps this page should be protected since it sees a lot of vandalism?<br />
--[[User:Luminar|Luminar]] 21:53, 24 February 2006 (CET)<br />
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:That wouldn't help. They'd just pick another page. This way at least it's easy to see, and it's better that this page is spammed than some article page.<br />
:&mdash; [[User:Svdb|SvdB]] 05:43, 25 February 2006 (CET)</div>202.156.6.75https://wiki.uqm.stack.nl/index.php?title=Nemesis&diff=10577Nemesis2005-12-29T11:56:59Z<p>202.156.6.75: /* Tactical Overview */</p>
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<div>__NOTOC__<br />
[[Image:Orz_Nemesis_Icon.png|right]]<br />
Underestimating the [[Orz]] [[Nemesis]] would likely be the last mistake anyone can ever make. Like its name suggests, this ship is a goddess of revenge, coming to inflict pain and vengeance on the galaxy. Never, under any circumstances, chase after the Nemesis!<br />
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==Navigation==<br />
The Nemesis is fairly quick, has a fair turn-rate and good acceleration. Its relatively large footprint makes dodging incoming fire difficult, although not impossible.<br />
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==Armament==<br />
===Primary===<br />
The Nemesis is armed with a moderately powerful howitzer cannon which is remarkable in that it can be rotated to different firing positions during combat by holding the secondary weapon button while using the turning controls. The rotational turret allows usage as a strafing weapon or as a backwards utilized attacker-repellent. The energy costs of this weapon are rather large, however, and it can only fire volleys of two or three shots at a time.<br />
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===Secondary===<br />
Aboard each Nemesis vessel is a squad of Space Marines, which are launched by holding down the secondary weapon button while pressing the fire button. Encased in vacuum-fitted exo-skeletons, these relentless soldiers use their jet packs to chase down enemy ships, and then burn entry holes through their hulls. Once inside the enemy ship, the Space Marines employ basic search-and-destroy tactics, wreaking havoc on the soft targets within. When an enemy ship is destroyed, any Marines onboard will jet out of the exploding hulk, and return to the Nemesis for more fuel and ammunition. Opponents would be wise to remember that Space Marines receive training in using the [[Leyland Gravity Whip]] maneuver, and are exceptionally adept using a planet's gravity to speed them toward their target.<br />
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== Tactical Overview ==<br />
A very effective ship that rarely fails, although prolonged combat against multiple opponents can take a heavy toll. <br />
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Strong against: [[Kzer-Za|Ur-Quan]] [[Dreadnought]] and to some degree [[Kohr-Ah]] [[Marauder]] are both in danger. The [[Chenjesu]] [[Broodhome]] is virtually helpless against the marines as is the [[VUX]] [[Intruder]] and the [[Mycon]] [[Podship]]. The marines bounce off the [[Yehat]] [[Terminator]] and [[Utwig]] [[Jugger]]'s shields, but in the latter case, no energy is fed to their batteries by the impact, so they can be used to take down the Jugger’s shields quite easily. Showing the [[Chmmr]] [[Avatar]] your aft and blasting her with the howitzer is a tricky thing but the Nemesis can break through the tractor beam and as soon as the Zap-sats are down, the [[Avatar]] is marine-meat. The [[Ilwrath]] [[Avenger]]'s cloak allows it to hide from the space marines, making it immune to space marine attacks while cloaked. However, due to the [[Avenger]]'s slow speed, turning, and short firing range, the [[Orz]] Nemesis can fire at various places through trial-and-error using its rotating cannon to fire from behind, damaging the [[Avenger]] bit-by-bit.<br />
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Weak against: The [[Pkunk]] [[Fury]], [[Slylandro]] [[Probe]] and [[Arilou]] [[Skiff]] can effortlessly pull out of marine’s grasp and use hit-n-run attacks to whack the unready Nemesis. The [[Androsynth]] [[Guardian]]'s Blazer form destroys marines on impact, and the bubbles provide an excellent defensive screen, and the Nemesis’s aft section appears to have been designed exactly to be wedged by a wicked blazer. So long as they manage to evade the marines, The [[X-form]] and the [[Spathi]] [[Eluder]] can pose a pain in the butt to any Nemesis captain. A very hot [[Shofixti]] [[Scout]] pilot can evade the marines long enough to use a wrap-around slingshot maneuver to catch the Nemesis unaware. The [[Thraddash]] [[Torch]], with its Afterburner, makes short work of the Nemesis as well, being able to outrun the Marines with ease, while simultaneously roasting any that get in the way.<br />
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[[Category:Ships]]<br />
[[Category:Orz]]</div>202.156.6.75https://wiki.uqm.stack.nl/index.php?title=Penetrator&diff=10576Penetrator2005-12-29T11:27:28Z<p>202.156.6.75: /* Tactical Overview */</p>
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<div>__NOTOC__<br />
[[Image:Star_control_i_syreen_penetrator_databank.png|thumb|Starship Databank Entry]] <br />
The [[Syreen]] '''Penetrator''' is lightly crewed and not terribly powerful in terms of offensive weaponry, but it is able to use "wiles" strengthen itself while weakening enemy ships. It is unique in its ability to come out of battle stronger than when it went in.<br />
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==Navigation==<br />
The Penetrator has a good turn-rate and a fair speed but suffers from a somewhat lacking acceleration. Its shape, center of gravity and turn-rate can be masterfully combined into a Wrap-Around thrust maneuver, during which the Penetrator circles a planet until it found the direction it wants to use a Gravity-whip maneuver.<br />
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==Armament==<br />
===Primary===<br />
The Penetrator's primary weapon is a weak, forward-firing weapon with a fair range and acceptable firing rate. Normally used for nothing but finishing off a Psi-resistant captain.<br />
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===Secondary===<br />
To compensate for its lack of offensive power, the Penetrator captain employs the "Syreen Song", a short-range hypnosis field designed to lure enemy crew from their ships via the airlocks. If the Penetrator picks up the crew, they will willingly serve alongside the Syreen as members of the Penetrator's crew; if the enemy ship reclaims their crew, they are able to counteract the effects of the hypnosis field -- at least for a while. During the war, crews on board Syreen ships became a surreal pastiche of alien races, with [[Ilwrath]], [[VUX]], [[Spathi]] and others working dutifully side by side with human volunteers under the command of beautiful Syreen officers.<br />
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The "Syreen Song" has no effect on non-sentient beings like the [[Slylandro]] [[Probe]].<br />
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==Tactical Overview==<br />
Against most ships, the tactic is pretty straightforward -- close in quickly, evade incoming fire, and use the "Syreen Song" to bolster your ranks and weaken the enemy's. Once you have made the enemy's crew your own, finish them off with a few quick shots. Slow ships are the preffereable targets for Penetrator captains. Ships with good turn rates and/or good firing rates are what Syreen captains fear most.<br />
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Strong Against: [[Mycon]] [[Podship]] - The Penetrator can outrun a plasmoid but only if already at its best speed. If the Mycon try to regenerate lost crew, the Penetrator should hold patiently and let the Mycon send more crewmen - or Crew-Fungi - prey for the Syreen Song. The [[Ilwrath]] [[Avenger]] is also easy prey for the Penetrator, as the Syreen Song is effective even when the Avenger is cloaked, and the Penetrator's engines can easily keep the ship out of the Avenger's attack range. [[Chenjesu]] [[Broodhome]] ships are quite pained, trying to keep the Penetrator off their back. [[Earthling]] [[Cruiser]]s may have a good turning rate but once the initial Dual missile barrage is off, the dismal recharge-rate usually forces the Cruiser captain into a "Scorched Earth" tactic - Point-defense Lasering his own crew rather than seeing them onboard the penetrator. The slick penetrator easily dodges the cumbersome nukes. After mastering the art of evading the [[Kohr-Ah]] spinning blades, Penetrators can launch a nasty surprise for the over-confident [[Marauder]] captain.<br />
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Weak Against: Ships like the [[Shofixti]] [[Scout]] with its glory device or fast-turning, quick firing ships such as the [[X-form]] in Laser mode, the [[Utwig]] [[Jugger]] and the [[Yehat]] [[Terminator]] It is also easy prey for the [[Slylandro]] [[Probe]], with the Probe's superior manoeuvrability and invulnerability to the Song.<br />
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[[Category:Ships]]<br />
[[Category:Syreen]]</div>202.156.6.75https://wiki.uqm.stack.nl/index.php?title=Avatar&diff=10575Avatar2005-12-29T11:01:30Z<p>202.156.6.75: /* Interesting Matchups */</p>
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<div>__NOTOC__<br />
[[Image:Chmmr_Avatar_Icon.png|right]]<br />
The [[Chmmr]] [[Avatar]] is a state of the art ship with few real foes, combining the technological prowess of the [[Mmrnmhrm]] and the [[Chenjesu]]. With medium speed and a fairly good turn-rate the Avatar shouldn't be taken lightly. Its main weapon is a strong and deadly Terawatt laser and its tractor beam would make even the bravest enemy captain sweat. It is orbited by three Zap-satellites for point defense.<br />
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==Navigation==<br />
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Built specifically for the purpose of defeating [[Ur-Quan Kzer-Za|Ur-Quan]] vessels, the Avatar is faster and has a better turn rate than both the [[Dreadnought]] and [[Marauder]]. It is, however, quite large, and appropriate care should be taken near gravity wells.<br />
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==Armament==<br />
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===Primary===<br />
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Improving the X-Form's deadly lasers with crystalline technology, Chmmr Designers bring in the most devastating laser in the galaxy. Capable of rending '''anything''' to pieces in a few seconds, this laser turns a face-to-face battle with the Avatar into a suicide run.<br />
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===Secondary===<br />
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The Avatar is also outfitted with a powerful Tractor Beam, capable of tractoring ships towards the Avatar's laser-jaws. Only fast-and-heavy ships can hope to evade this awsome beam. Slow ships or fast but light weighted ships (Such as the [[Shofixti]] [[Scout]] and especially the [[Yehat]] [[Terminator]]) cannot evade this powerful tractoring. Light weight ships can actually be thrown into immense "hyperspacing" speeds. It is quite funny to see a Terminator passing through the galaxy in speeds three and four times higher than those of a [[Slylandro]] [[Probe]]. The [[Arilou]] [[Skiff]], being unaffected by gravity, is not affected by the Tractor beam.<br />
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===Additional===<br />
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In addition to its already formidable arsenal, three AI-Controlled laser-turrets orbit around the Avatar, providing it with point-defense against most types of attacks. Each zap-sat has 12 hit-points, and when all three are functional, the Avatar is nearly immune to weapons with 3 or less hit-points.<br />
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== Tactical Overview ==<br />
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Don't mess with an Avatar. There are clearly few ships that can actually match it.<br />
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===Strengths===<br />
So long as its zap-sats remain in place, the Avatar will have little trouble defeating most ships. Several ships do not have any weaponry that will penetrate the zap-sats.<br />
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===Weaknesses===<br />
The [[Shofixti]] [[Scout]]'s glory device and the [[Androsynth]] [[Guardian]] in comet form prove very nasty against the Avatar. Another tactic for the [[Guardian]] is to launch small groups of bubbles and comet away to safety. This is slower than ramming with the comet, but much safer. A highly skilled [[Pkunk]] [[Fury]] or [[Supox]] [[Blade]] pilot can achieve some measure of success, but this is quite difficult. A [[Yehat]] [[Terminator]], if hurled into "hyperspacing speed" can rain fire on the Avatar but this is also not an easy thing to do. An [[Orz]] [[Nemesis]] can evade the tractor beam while patiently firing at the zap-sats. All of these ships are capable of defeating the Avatar, but will be destroyed if their captain makes a single mistake.<br />
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Few ships can truly fight the Avatar with impunity. The [[Druuge]] [[Mauler]] can recoil out of laser range while pummeling the Avatar with its cannon, giving the Mauler an easy victory. The [[Utwig]] [[Jugger]] can use its shields to defend against zap-sats while firing at the Avatar when out of range, quickly draining the Avatar - unless the zap-sats happen to die first. The [[Thraddash]] [[Torch]] is surely the Avatar's greatest weakness, as its plasma afterburner acts as both a means for evading the Avatar's attacks, and destroying its satellites.<br />
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===Interesting Matchups===<br />
The [[Kohr-Ah]] [[Marauder]]'s F.R.I.E.D Emitters rip the Zap-sats into pieces. Its shuriken mines are also a force to be reckoned with, since each takes 8 shots to destroy(while being fired), less if stationary. All in all, the Marauder has the best chance of any race at destroying the Avatar with minimal losses. While the [[Kzer-Za]] [[Dreadnought]]'s fighters are pointless versus the zap-sats, the Dreadnought has a better range and its fusion blasts can tear down the Avatar extremely quickly. The [[Chenjesu]] [[Broodhome]], with its range, can prove a worthy adversary as well. The Chmmr has significantly more firepower than these ships, however, and once the tractor beam pulls them into range of the laser they will quickly be destroyed, leaving the Chmmr without zap-sats for its next fight.<br />
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[[Category:Ships]]<br />
[[Category:Chmmr]]</div>202.156.6.75