"Ur-Quan fighter pilots are skilled in Gravity Whip maneuvers and use this to augment their already impressive speed." Not that I've noticed- Whenever I play they regularly crash into the planet and bounce off. It is possible that gravity accellerates them slightly (I haven't observed much of a change in speed) but they most certainly don't attempt gravity whips consciously like an Orz Space Marine. -Fadookie 22:22, 9 Oct 2004 (CEST)
I agree -- the assertion is completely false. I can't find anything to back this up in the SC2 game manual, so I'm chucking it. Nic 22:35, 9 Oct 2004 (CEST)
Been a while
I haven't played in eight years. I suppose my memory is fallible. Fair enough. Mmrnmhrm 08:13, 10 Oct 2004 (CEST)
Melnorme Trader Bolt
I've tested the rumour about the trader bolt and fusion blast. Bosth the fully charged bolt and the fusion blast are destroyed.
Weak against section
In the "Weak against" section, the Arilou Skiff is listed, but then it describes it as an easy match for the Dreadnought, even though the title clearly states that the Skiff is weak against the ships mentioned in the section. For now, I'm moving the material to the "Strong against" section, but I would like to discuss keeping it in a "weak against" section; I think a Dreadnought is in fact weak against a Skiff.
- According to one of the veterans, Shiver, the outcome of this match-up is strongly dependent on the respective tactics employed, but in general the Dreadnought should win. He says this in the Skiff section of his guide. I can see where you're coming from, the Skiff can be a serious pain (especially when AI-piloted), and actually if the Skiff plays to win or at least avoid losing, the Dreadnought won't catch it. But if there's going to be a result the Dreadnought would probably come out on top, for the reasons Shiver mentions. Cheers. --Zeracles 19:57, 11 June 2008 (CEST)