Dante's Inferno

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22 years 1 month ago #894 by EricMan64
Replied by EricMan64 on topic Dante's Inferno
The best way to take out large ships is to hit them with disruptor missiles while you shoot multiple cutting beams at them. It's best to have the heavy corvette so that you can fit on your missiles, the beams, and your pbc's.

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22 years 1 month ago #906 by geoafl
Replied by geoafl on topic Dante's Inferno
Thanks for telling me you can save here that helped. What I figured out was that you, send your wingman to protect Hoffer, fly above the fight and get behind a crusier, kill it, get behind the carrier, hit it with evey thing you have (disrupters, deadshots, then energy weapons). Then get that last crusier, calling your wing-men to attack.

What's the reward? Well I survived with all my wing-men (Hoffer also has some). Then while checking out some distress calls I noted my wing-men went with me for a change. They also fallowed me through the jump points, though I had to coax them through my home jump point by having them attack my target. While under your control they will attack your targets and you will be left alone unless you also fire.

So I guess the reward is that you get some pirate budies. Unfortunately they leave, when you dock to the base. Of cource I found this out before I used my freinds efficiently... next time?

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22 years 1 month ago #911 by DR Congo
Replied by DR Congo on topic Dante's Inferno
Yes... Talking about Wingman. Did you notice the callous way Hoffer assigns them to you at the Faust point?

"here's some wingman for you...come back if you need some more...be careful with them we havent got that many"

If I was one of those 'expendable' pilots I would've switched sides and taken a pop at old Hoff himself. I can tell you.



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22 years 1 month ago #997 by StormHammer01
Replied by StormHammer01 on topic Dante's Inferno
a good tactic for killing capships is to circle around them (using A and D for strafing left and right) as you fire. also, modding your ship to have loads of AM weaponry doesn't hurt, either :D

Best. Sig. Ever.


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22 years 1 month ago #1089 by jumbo
Replied by jumbo on topic Dante's Inferno
Loadout for this mission was critical especially as I didn't know you could save. Ah well, it added to the sense of achivement.

I went for dual cutting beams, assault cannons, dual sniper cannons and a few disruptors. Sniper canons are great for cap ships so you can stay out of range, I seem to remember backing up a bit as the carrier was heading straight for me. Disruptors will stop him... if they get through the counter measures.

jumbo

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<font color="gold">[wide beam,Marain clear.tra. @4.28.891.7393+]</font id="gold">
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<b>It's all right. Goodbye and farewell.</b>

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22 years 1 month ago #1124 by Guerrilla Warfare
Replied by Guerrilla Warfare on topic Dante's Inferno
I again only had dual gatlings (I could have gotten assault cannons at that point?), a single cutting beam and my t-fighters with pulse acc. pbc's. I never went back to base to save and beat the mission with the first try. Cause I'm an uber pilot :D. Not really, at first I thought those damn gunstars at the Marauder HQ were indestructible and it took me damn nearly 20-30 mins to figure out what's going on and destory the headquarters. After that everything was pretty easy, the cutting beam took care of the cruisers and such. Overall I didn't think it was a very difficult mission, just lengthy.


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