Difference between revisions of "User:Jzyehoshua/Final Mission"

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For the Final Mission, 6 [[Ur-Quan]] ships will stand between you and the [[Sa-Matra]], 3 [[Ur-Quan Kzer-Za]] [[Dreadnought]] ships, and 3 [[Ur-Quan Kohr-Ah]] [[Marauder]] ships.  After defeating them, you will be supplied with as many [[Pkunk]] [[Fury]] and [[Yehat]] [[Terminator]] ships as you can carry (up to 4 of each).
 
  
==Preparation==
 
 
* You ought to have at least 2 or 3 [[Spathi]] [[Eluder]] ships with you.  Aside from [[Fwiffo]], who you find early in the game, you can also purchase [[Eluder]]s once allying with the [[Spathi]].
 
 
* If you don't have [[Eluder]]s available, make sure you bring enough ships to defeat the [[Ur-Quan]] fleet you will face.  You should bring at least 6 ships to make sure you can get through the [[Ur-Quan]] fleet without needing to use your [[Flagship]].
 
 
* Make sure your [[Flagship]] is equipped with all possible crew, [[Fuel]] (or at least enough to reach [[Delta Crateris]]), [[Antimatter Thruster]]s, and [[Turning Jets]].
 
 
* Because the final challenge will involve simply keeping your [[Flagship]] alive, you should use most of your 6 [[Flagship Module]] slots on [[Crew Pod]]s and [[Point-Defense Laser]] systems.  There really is no excuse for using slots on anything else, except maybe a [[High-Efficiency Fuel Tank]] (or [[Fuel Tank]] if you don't have one) or a weapon ([[Ion-Bolt Gun]], [[Fusion Blaster]], or [[Hellbore Cannon]] so as to shoot at the small green fighters which will often annoyingly block your path to the asteroid entrance in the last scenario.
 
 
* Technically, you don't even need to waste a slot on a [[Fuel Tank]].  Although a bit risky, it is possible to make it from the [[Earth Starbase]] to [[Delta Crateris]] without using a [[Fuel Tank]] on the minimum 10 [[Fuel]] storage, and without battling [[Ur-Quan]] along the way.  To do this, simply exit [[Sol]], use your [[Portal Spawner]] to enter [[QuasiSpace]], and choose the exit leading near [[Delta Crateris]] (on [http://starcontrol.classicgaming.gamespy.com/sc2/maps6.shtml this map] it is the 13th exit).  Though you will then be out of [[Fuel]], you can then use a [[HyperWave Broadcaster]] to quickly summon a [[Melnorme]] trader, and if you have any credit remaining (which you should at this point in the game) or items to sell, you should be able to buy the 6/7 [[Fuel]] units needed to reach Delta Crateris.  Although there is a risk of being attacked by [[Ur-Quan]] before the [[Melnorme]] can reach you, the [[Melnorme]] moves much quicker than the [[Ur-Quan]], so the odds are in your favor, making this a perfectly feasible alternative which will save you a [[Flagship Module]] slot for the Final Mission.
 
 
==Ur-Quan Battle Strategy== 
 
 
Against the [[Ur-Quan]] ships, your best bet is to use a [[Spathi]] [[Eluder]] if you still have one.  It is recommended that you have saved at least 2 for this battle (note that you will not be able to build them after a certain point in the game).  [[Fwiffo]] and his [[Eluder]] are capable of taking down all 6 ships single-handedly.  While theoretically one could use their [[Flagship]] for the battles, it is not advisable, as you will need it in top shape at the end.
 
 
When fighting the [[Dreadnought]]s with the [[Eluder]], simply keep ahead of their intended course, firing backwards with your B.U.T.T. missiles while staying just out of range of their cannon fire.  If the small, green fighter ships get to close to you, just take a different direction off the screen and come at the [[Dreadnought]] from a different angle.
 
 
The real trick will be fighting the [[Ur-Quan Kohr-Ah]] [[Marauder]]s and their numerous spinning blades.  While the [[Eluder]] can still defeat them, you will be hard pressed to avoid the numerous blades.  Again, it is key to stay ahead of the [[Marauder]]s so that your B.U.T.T. missiles, when fired backwards, will travel quicker to their target, thus allowing you to stay further out of danger. 
 
 
Furthermore, the [[Eluder]] can swerve quickly enough side-to-side (a zig-zagging motion while staying in front) that the [[Marauder]] will often stop its blades short as you mis-align/dodge out of the way of each one.  While it is quite possible to take down all 6 ships using a single [[Eluder]], it will require good awareness to consistently dodge/avoid the [[Marauder]] blades lying around, not to mention those sneaky little objects which hide just where you're not looking...  oh yeah, I think they're called 'planets'.
 
 
 
 
''Other ships that may do well against the 6 [[Ur-Quan]]-ship fleet:'' 
 
 
* [[Thraddash]] [[Torch]]:  While its low crew numbers make it easily eliminated, its powerful [[Reeunk]] afterburner attack allows you to leave a line of fiery ionized plasma directly in front of a hapless [[Dreadnought]] or [[Marauder]].  Should either one be chasing you, they will likely run straight into the trap (although if you were too far away, the plasma will dissipate before they reach it).  Another tactic against the [[Marauder]] is to stay somewhat ahead of, and just out of the line of fire of a [[Marauder]], and, with a slight swerving action, use the afterburner to drop a string of plasma which it will inevitably blunder through while chasing you.
 
 
* [[Chmmr]] [[Avatar]]:  The Avatar is a deadly close-range adversary, and its tractor beam allows it the option of pulling the slow-moving [[Dreadnought]]s and [[Marauder]]s not only towards it, but also towards planets as well.  It stands a fair chance of taking down a [[Marauder]] if it is at full strength, but may have more trouble against the [[Dreadnought]]s. 
 
 
* [[Orz]] [[Nemesis]]:  The quick-moving [[Nemesis]] has the option of using its Orz Marines to destroy the [[Dreadnought]]s and [[Marauder]]s from the inside.  Since both ships are relatively slow-moving, well-aimed Marines shot in front of an enemy's path can stand a chance of quickly destroying the powerful [[Ur-Quan]] ships.  The long shooting range of a [[Nemesis]], though a bit tough to aim, can give it at least some kind of chance if it comes down to a shooting match.
 
 
* [[Yehat]] [[Terminator]]:  The [[Terminator]], of course, has the advantage of being able to shield through the [[Marauder]]'s blades, before unleashing its devastating, up-close ion pulse cannon fire.  Its bullets can also destroy the [[Marauder]]'s blades relatively well, leaving one the option of staying just ahead and out of range of a [[Marauder]], firing backward at both the on-coming blades and [[Marauder]].  Against a [[Dreadnought]], the [[Terminator]] will be more disadvantaged, and may want to trick the somewhat slow-turning [[Dreadnought]] into turning around, before using the [[Terminator]]'s quick turning radius and speed to try a strafing attack.
 
 
==Sa-Matra Battle Strategy==
 
 
Once defeating the Ur-Quan, you will have to perform 2 daunting tasks - the first, eliminating 8 shields that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids.  While trying to eliminate these shields, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green fighter ships that, rather than shoot at you, simply bump into you causing a small amount of damage before disintegrating.  Your second task will be to rush your bomb-laden [[Flagship]] into the Asteroid(s) for the final blow against the Ur-Quan empire. 
 
 
For the first, all you really need is a single [[Pkunk]] [[Fury]] to eliminate all 8 shields.  The [[Fury]] is well capable of flying around and eluding its slower adversaries, and while it may take a while, you should easily be able to eliminate all the shields without too much issue.  You may want to fly around first so all the fireballs and green fighters come out of the asteroid first, so you don't have to worry about them coming out right next to you. 
 
 
However, while trying to escape, the [[Fury]] will inevitably and regretfully be destroyed by the fireballs.  Since you were supplied with as many [[Fury]] and [[Terminator]] ships as you needed before this battle, there is no excuse for not having a [[Fury]] available.  If you didn't have one coming in, and had a full fleet, simply make sure two of your ships are destroyed while fighting the 6 [[Ur-Quan]] to get a [[Pkunk]] [[Fury]].
 
 
The real challenge will be getting your [[Flagship]] into the asteroid entrance without getting destroyed by the fireballs.  Unfortunately, this is largely a matter of luck, and unless placed very near the entrance, there's a good chance you won't make it.  For this reason, it is best to have equipped your [[Flagship]] with not only (obviously) the maximum amount of [[Antimatter Thruster]]s and [[Turning Jets]] but also [[Point-Defense Laser]] systems, as all your [[Flagship]] really needs to do for this final mission is survive as long as possible.
 

Latest revision as of 07:44, 8 January 2015