************************************************************************** -------------------------------------------------------------------------- Freespace 2 (c) 2002 DracoLord -------------------------------------------------------------------------- ************************************************************************** ------------------------------------------------ Guide Game : Freespace 2 Guide Name : DracoFS2v1.4.txt Guide Version : 1.4 Guide Size : 115 Kb's Guide Author : DracoLord Author Contact : The_RSM@Hotmail.com ------------------------------------------------ LEGAL DISCLAIMER: THIS GUIDE IS THE SOLE PROPERTY OF IT'S AUTHOR (DracoLord), AND AS SUCH CANNOT BE COPIED, EDITED, MODIFIED, CHANGED, OR WROTE TO ANY FORM OF EXTERNAL MEDIA (SUCH AS PRINTER, DVD-R, CD-R, CD-RW, FLOPPY ETC.) IT IS FOR PERSONAL USE ONLY. IF YOU WISH TO USE THIS GUIDE ON A WEBSITE ARTICLE OR ANY OTHER SAID 'EXTERNAL MEDIA' YOU MUST CONTACT THE AUTHOR (DracoLord)(E-MAIL : The_RSM@Hotmail.com) AND ASK FOR THEIR PERMISSION, AND THEN, AND ONLY THEN MAY YOU USE THIS GUIDE IN IT'S FULL AND COMPLETE FORM. THE TERM 'PERMISSION' MEANS THAT YOU MUST E-MAIL THE AUTHOR, AND WAIT FOR HIM TO E-MAIL YOU BACK WITH A NOTIFICATION THAT YOU CAN USE THIS GUIDE, IT DOES NOT MEAN THAT YOU JUST E-MAIL THE AUTHOR, AND THEN USE THE GUIDE, YOU MUST WAIT FOR THE REPLY. (1) THE TERM 'FULL AND COMPLETE FORM' MEANS WITH NO MODIFICATIONS IN EITHER WORDING, SPELLING, FONT MEDIA (SIZE, TYPEFACE, COLOUR ETC.) THE FORMAT OF THE FILE MUST ALSO REMAIN THE SAME (.TXT) AND NO CHANGES TO THE NAME WILL BE TOLERATED. THE TERM 'PERSONAL USE' MEANS THAT YOU MAY ONLY USE THE INFORMATION IN THIS GUIDE TO HELP YOUR GAMEPLAY, AND YOURS ALONE. YOU MAY PASS ON THE INFORMATION TO ANYBODY ELSE, BUT THEY TO MUST ABIDE BY THE RULES CONTAINED WITHIN THIS DISCLAIMER. IF YOU ARE FOUND TO BE USING THIS GUIDE WITHOUT PERMISSION FROM THE AUTHOR (DETAILED ABOVE), YOU WILL BE PROSECUTED TO THE FULLEST EXTENT OF THE LAW, WHICH MAY RESULT IN YOU LOSING YOUR I.S.P., A FINE, OR A MORE EXTREME PUNISHMENT. (1) THE AUTHOR RESERVES THE RIGHT TO REFUSE ANYONE'S REQUEST FOR USE OF THIS GUIDE, AND MAY AT ANY TIME INFORM ANYONE USING THIS GUIDE WITH PERMISSION TO IMMEDIATELY RETRACT THIS GUIDE FROM ANY FORM OF EXTERNAL MEDIA (LISTED ABOVE) AND TO REMOVE ANY FORM OF THIS GUIDE FROM ANY AND ALL ACTIONS WHICH ARE NOT CLASSED AS 'PERSONAL USE'. *In English* Have the decency to ask me that you want to use this guide for something other than personal use, it's just for curtsey as I will mainly grant permission so long as you aren't trying to make a profit from it, so just ASK FOR PERMISSION, to avoid any complications. (When you ask for permission, please make the subject "FS2PER") Thank you. -------------------------------------------------------------------------- Contents : 1.0 Version History 2.0 Controls 3.0 Fighters and Bombers 3.1 Fighters 3.2 Bombers 4.0 Fighter/Bomber Primary Weapons 5.0 Fighter/Bomber Secondary Weapons 6.0 Dog-fighting Strategies 7.0 Multiplayer Mode 8.0 Capital Ships *A* FRED 2 Guide *B* Squadwar 9.0 Final Notes 10.0 Credits and Acknowledgments *INSERT 1* 11.0 Links 12.0 Copyright -------------------------------------------------------------------------- 1.0 Version History (Note: Date formats are English; dd/mm/yy, and show the date of completion of each area/topic.) 0.1 (10/08/02) - Basic layout and text 0.2 (15/08/02) - Reformatted and redesigned guide for easier reading 0.3 (19/08/02) - Added 'Links' 0.4 (20/08/02) - Removed 'Walkthrough' - Added 'Quick Walkthrough' 0.5 (25/08/02) - Minor layout changes 0.6 (01/09/02) - Added 'Misc. Info.' 0.7 (02/09/02) - Added 'Version History' 0.8 (10/09/02) - Removed 'Quick Walkthrough' - Added 'Multiplayer Mode' 0.9 (11/09/02) - Various tweaks 1.0 (11/09/02) - The first release 1.1 (04/11/02) - Added '*A* FRED 2 Guide' - Updated various other areas 1.2 - Added '*B* Squadwar' 1.3 - Added BEWD 'Shameless Plug' - Revised the TvT Stratagies - Added the 'Common terms and phrases section' 1.4 - Updated various sections - Revised Fighter, Bomber and Weapon Descriptions - Added *INSERT 1* - Added Info and Suggestions from Carlos Miranda -------------------------------------------------------------------------- 2.0 Controls ------------ ÝTargeting:Ý ------------ T - Target next ship Shift-T - Target previous ship Alt-T - Turn off auto-target H - Target nearest hostile ship Shift-H - Target previous hostile ship Alt-H - Toggle auto-targeting F - Target nearest friendly ship Shift-F - Target previous friendly ship Y - Target ship in reticule G - Target nearest attacker Alt-Y - Target last ship to send a transmission U - Target next un-inspected cargo Shift-U - Target previous un-inspected cargo N - Target newest ship in area B - Target nearest hostile bomb/bomber Shift-B - Target previous hostile bomb/bomber K - Target next live turret V - Target subsystem in reticule S - Target next subsystem Shift-S - Target previous subsystem Alt-S - Turn off auto-targeting of subsystems R - Target closest attacking ship J - Target target's target E - Target next ship in the escort list Alt-R - Target nearest support ship ------- ÝShip:Ý ------- A - Increase forward thrust Z - Decrease forward thrust (reverse thrust) Pad 7 - Bank left (rotate left) Pad 9 - Bank right (rotate right) Pad 8 - Pitch forward Pad 2 - Pitch backward Pad 4 - Turn left Pad 6 - Turn right Backspace - Set throttle to zero \ - Set throttle to max [ - Set throttle to one third ] - Set throttle to two thirds = - Increase throttle by 5% - - Decrease throttle by 5% Tab - Engage afterburner Weapons: Left CTRL - Fire primary weapons (cannons) Space Bar - Fire secondary weapons (missiles) . - Cycle forward through primary weapons, and single and dual fire modes , - Cycle backwards through primary weapons, and single and dual fire modes / - Cycle through secondary weapon banks Shift-/ - Cycle secondary weapon fire rate (single and double fire modes) X - Launch countermeasure ------- ÝMisc:Ý ------- M - Match target's speed Alt-M - Toggle auto-speed matching Shift-A - Order: Attack my target Shift-Z - Order: Disarm my target Shift-D - Order: Disable my target Shift-V - Order: Attack my targeted subsystem Shift-X - Order: Capture my target Shift-E - Order: Engage enemy Shift-W - Order: Form on my wing Shift-I - Order: Ignore my target Shift-P - Order: Protect my target Shift-C - Order: Cover me Shift-J - Order: Return to base Shift-R - Order: Rearm me Pad * - Chase view Pad . - External view Pad Enter - Toggle external camera lock Pad 0 - Free look view Pad / - Current target view Pad + - Increase view distance Pad - - Decrease view distance Pad 5 - Centre view ' - Cycle radar ranges C - Open communications window Alt-J - Engage jump drive Insert - Increase weapon energy Delete - Decrease weapon energy Home - Increase shield energy End - Decrease shield energy Page Up - Increase engine energy Page Down - Decrease engine energy Alt-D - Equalise energy settings Q - Equalise shield settings (all quadrants) Up Arrow - Augment forward shield Down Arrow - Augment rearward shield Left Arrow - Augment left shield Right Arrow - Augment right shield Scroll Lock - Transfer energy (Laser -> Shield) Shift-Scroll Lock - Transfer energy (Shield -> Laser) Alt-E - Add/Remove ship from escort list Alt-Shift-E - Clear escort list Shift-. - Increase time compression Shift-, - Decrease time compression L - Toggle high HUD contrast ------------- ÝMultiplayerÝ ------------- 1 - Send a message to all ships 2 - Send a message to all friendly ships 3 - Send a message to all hostile ships 4 - Send a message to your current target Alt-X - Observer zoom-to-target Shift-N - Toggle network information Shift-End - Self Destruct Learn to use all these controls, and you will soon become an ace pilot. -------------------------------------------------------------------------- 3.0 Fighters and Bombers Fighters and bombers are small, 1-person, space fairing vessels which can mount a multitude of offensive weaponry in the form of both direct-energy and projectile. Basically, fighters and bombers blow things up. They are the single most important type of ship in the entire game as they can fly faster, and manoeuvre quicker than any capital ship, and when in large numbers, can present a major threat against any capital ship. 3.1 Fighters Fighters are fast moving, highly manoeuvrable (most of them), ships with relatively thin armour and shielding. Although they cannot carry as large a payload as Bombers, and also cannot carry Torpedoes, they can carry weapons designed to Disable sub-systems (Stiletto II), long-range anti- bomber missiles (Trebuchet), and the Advanced-Swarm missile (Tornado.) Terran Fighters Terran Fighters are probably the most balanced variety of fighter in the game. They have reasonable speed, armour (and shielding), as well as decent manoeuvrability, but they do not posses great strengths in a particular area (which is probably their biggest strength.) Hercules Hull: 250 Shield: 600 Speed: 50 AfterBurner: 120 Primary Banks: 6 Missile Banks: 2 Capacity: 120 Score: 10 The Hercules compared to the 2 other old war fighters (Loki and Ulysses), is far superior in abilities and firepower, and can even compete with some of the newer fighters. Herc II Hull: 275 Shield: 610 Speed: 55 AfterBurner: 120 Primary Banks: 4 Missile Banks: 2 Capacity: 180 Score: 12 The Herc II is the updated version of the original Hercules fighter, the ship said to have won the war. While the newer Herc II is superior in armour, shielding, speed, manoeuvrability and missile capacity, but it has 2 less primary cannons, reducing the overall firepower of this otherwise great fighter. Ares Hull: 425 Shield: 650 Speed: 50 AfterBurner: 120 Primary Banks: 6 Missile Banks: 2 Capacity: 190 Score: 15 The Ares is the second most armoured ship in the Terran arsenal, and is more available than the strongest (SF Mara (Terran)). The Ares Strategic Assault Fighter can deal out tremendous amounts of punishment to any enemy fighter, bomber, or capital ship, and can take it too. The Ares is the prime choice for any pilot wishing to engage overwhelming enemy forces and live. Erinyes Hull: 325 Shield: 500 Speed: 65 AfterBurner: 130 Primary Banks: 8 Missile Banks: 2 Capacity: 90 Score: 12 The Erinyes is the favourite of most pilots, but IMO it is too heavy on turning, and as a result leaves you open to any enemy attacks. On the good side though, the Erinyes has heavy armour, is relatively speedy, and can carry a respectful weapons loadout, a great fighter for the ace's amongst you. Loki Hull: 250 Shield: 400 Speed: 75 AfterBurner: 160 Primary Banks: 4 Missile Banks: 1 Capacity: 20 Score: 7 The Loki is just a scouting fighter, and as a result it is very lightly armoured, and lightly armed. This fighter is useless due to it's lack of weaponry, and can only take a couple of direct hits, and then...BANG! Ulysses Hull: 180 Shield: 380 Speed: 70 AfterBurner: 150 Primary Banks: 4 Missile Banks: 1 Capacity: 40 Score: 8 The Ulysses (The 'Bat') is a average fighter, and compared to the newer fighters is obsolete. It has even weaker armour than the Loki, but has more firepower, but it still can only take a few hits before it is destroyed. Pegasus Hull: 220 Shield: 330 Speed: 90 AfterBurner: 160 Primary Banks: 2 Missile Banks: 1 Capacity: 30 Score: 10 The Pegasus Stealth Fighter is the only Terran fighter which can fly around without being detected by enemy radar, and as a result, they can evade almost all enemy fire, and is practically immune to aspect-seeking missiles (as the enemy cannot acquire a lock.) (Note: I say 'practically' immune to aspect seeking missiles as an AWACs ships can allow fighters to lock onto the Pegasus. And if an enemy is very close, they can fire the Hornet, Tornado etc. and still hit your fighter, not a good idea as the Pegasus has poor armour, and can be destroyed in 1-shot at this range.) Perseus Hull: 165 Shield: 350 Speed: 80 AfterBurner: 140 Primary Banks: 2 Missile Banks: 2 Capacity: 80 Score: 14 The Perseus class Interceptor is an excellent choice for either surgical strikes against enemy capital ship's turrets, and subsystems, and is also a great bomber/bomb interceptor, ideal for protecting allied ships against enemy bombers and their torpedoes. Myrmidon Hull: 290 Shield: 390 Speed: 75 AfterBurner: 135 Primary Banks: 6 Missile Banks: 2 Capacity: 80 Score: 10 The Myrmidon class Fighter is a pretty good dog-fighter, and can also deal moderate damage against smaller enemy capital ships. This is also the only fighter that can carry torpedoes (Helios), allowing this fighter to become a light attack bomber. (Thanks to Carlos Miranda for highlighting the fact that the Myrmidon can carry only the Helios, and not the Cyclops, Thank You.) SF Mara (Terrans) Hull: 475 Shield: 700 Speed: 75 AfterBurner: 135 Primary Banks: 2 Missile Banks: 2 Capacity: 210 Score: 12 The Terran Mara Advanced Fighter is meanest fighter which you will be able to fly, and ultimately, the best. This fighter has tremendous speed, manoeuvrabilty, as well as armour, shielding, and weapon loadout. In this fighter, an ace pilot can destroy 100 enemy fighters and bombers, without even being hit once! Mad! (Remember this Fighter is hardly ever seen, except in a SOC mission, and a very small handful of multi-player missions. - Thanks Carlos.) The Top Terran Fighters: Highest 'Scored' Fighter : Ares (15) Fastest Fighter (Normal) : Perseus (90) Fastest Fighter (A/Burn) : Joint: Pegasus and Loki (160) Strongest Weaponry (Pri) : Erinyes (8 Cannons) Strongest Weaponry (Sec) : SF Mara (2 Banks, 210 Capacity) Strongest Hull : SF Mara (475) Strongest Shielding : SF Mara (700) Overall best Terran Fighter: SF Mara But as you hardly ever get to fly this, or the Ares, the best, widely available fighter is : Erinyes Vasudan Fighters Vasudan Fighters focus more on manoeuvrabilty and speed than armour and weaponry, and as a result are usually less armoured, and carry less payload than their Terran equivalent. Another Point of View: "Actually, they do focus on weaponry as well as manoeavrability, evident with the missile capacity of the Tauret. They do sacrifice some armour and shielding though." - Carlos Miranda Seth Hull: 280 Shield: 580 Speed: 55 AfterBurner: 130 Primary Banks: 4 Missile Banks: 2 Capacity: 120 Score: 12 The Seth is the Vasudan Heavy Fighter class which serves as either a bomber escort or bomber interceptor. Although this fighter cannot travel as fast as other bomber interceptors (like the Perseus), once you engage the afterburners...whoosh! This fighter suddenly becomes as fast as a medium, or even light fighter. Horus Hull: 170 Shield: 230 Speed: 90 AfterBurner: 170 Primary Banks: 4 Missile Banks: 2 Capacity: 80 Score: 10 The Horus is the Vasudan equivalent of the Perseus Interceptor, and fulfils the same role, surgical strikes against large capital ships, and bomber/bomb interception. Unlike the Perseus, the Horus relies on primary cannons to deal the damage to it's targets, and uses it's secondary weapons for long range encounters, and disabling heavily shielded subsystems. Thoth Hull: 200 Shield: 200 Speed: 65 AfterBurner: 130 Primary Banks: 4 Missile Banks: 1 Capacity: 80 Score: 10 The Thoth is one of the most manoeuvrable fighters in the game, and undoubtedly, one of the weakest. It has decent firepower through it's 4 primary cannons, but it is incredibly limited when it comes to secondary missiles and their capacity. Serapis Hull: 220 Shield: 200 Speed: 75 AfterBurner: 135 Primary Banks: 2 Missile Banks: 2 Capacity: 90 Score: 12 The Serapis is the Vasudan Advanced Interceptor, and unlike the Horus and Perseus, this fighter is best used as a bomber/bomb interceptor, rather than fulfil the other role played by the other two interceptors (surgical strikes.) This fighter cannot fulfil the other role due to it's weak shields and armour which will not offer adequate protection from enemy turret fire or flak. Tauret Hull: 300 Shield: 530 Speed: 65 AfterBurner: 135 Primary Banks: 4 Missile Banks: 2 Capacity: 200 Score: 10 The Tauret is the newest Vasudan Heavy Fighter, intent on replacing the ageing Seth class. This fighter, unlike the Seth, can be used both as a Dog-Fighting ship, and can take on enemy capital ships and come out of the ordeal with enough firepower to deal with the next wave. Ptah Hull: 220 Shield: 330 Speed: 90 AfterBurner: 160 Primary Banks: 1 Missile Banks: 2 Capacity: 30 Score: 16 The Ptah Stealth Recon Fighter is almost identical to the Pegasus (in terms of stats.), but the Ptah has 1 less primary cannon bank, and 1 more missile bank giving this fighter less overall firepower (as missiles are expendable, and primaries are infinite, so long as you keep your power level up.) The Top Vasudan Fighters: Highest 'Scored' Fighter : Joint: Seth and Serapis (12) Fastest Fighter (Normal) : Joint: Horus and Ptah (90) Fastest Fighter (A/Burn) : Horus (170) Strongest Weaponry (Pri) : All (except Serapis and Ptah) (4) Strongest Weaponry (Sec) : Tauret (2 Banks, 200 Capacity) Strongest Hull : Tauret (300) Strongest Shielding : Seth (580) Overall best Vasudan Fighter: Tauret (Not IMO) Overall best Vasudan Fighter: Thoth (IMO) Shivans Shivan Fighters are flying nightmares. They focus on ALL areas with their fighters, so they are highly manoeuvrable, relatively fast, and have very heavy shielding. The heavy shielding also gives these fighters their one weakness, wafer-thin armour. Once your weapons have penetrated their shields, the fighter is as good as dead. (Thanks to Carlos - Yes Again :) for pointing out that Shivan fighters DO NOT have a higher payload than their Terran and Vasudan equivalents, and highlighting the fact that Shivan lasers are slow firing.) Dragon Hull: 100 Shield: 700 Speed: 75 AfterBurner: 150 Primary Banks: 2 Missile Banks: 1 Capacity: 20 Score: 16 The Shivan Dragon fighter is probably the most annoying enemy fighter in the entire game. It is so manoeavrable that it can dodge and evade any missiles or direct-energy fire directed towards it, so single these fighters out, and concentrate fire on 1 at a time. Basilisk Hull: 100 Shield: 950 Speed: 65 AfterBurner: 110 Primary Banks: 2 Missile Banks: 2 Capacity: 160 Score: 12 The Basilisk is a Shivan Heavy Attack Fighter, whose role involves targeting and destroying slow moving targets, such as bombers, heavy fighters, freighters etc. So if you are assigned to protect these kind of ships, or you are flying one of these, prioritise these fighters. Manticore Hull: 100 Shield: 500 Speed: 87 AfterBurner: 155 Primary Banks: 1 Missile Banks: 2 Capacity: 80 Score: 12 The Manticore is and incredibly fast and agile fighter, and unlike most other fighters of this nature, this one carries a powerful primary weapon, and has enough missiles to take out several fighters. Although this fighters offensive is strong for this type of fighter, it does have very weak armour and shielding, and as such, can not last long against other fighters. Aeshma Hull: 125 Shield: 850 Speed: 68 AfterBurner: 110 Primary Banks: 2 Missile Banks: 1 Capacity: 80 Score: 12 The Aeshma is very similar to the Basilisk in terms of role and firepower, and should be treated in the same manner as the Basilisk. Mara Hull: 200 Shield: 620 Speed: 70 AfterBurner: 120 Primary Banks: 2 Missile Banks: 2 Capacity: 160 Score: 12 The Shivan Mara (Advanced Fighter), is the single biggest threat in terms of enemy fighters. They are fast, agile, and deadly. Do not pass infront of this ships crosshairs, or you are dead. Astaroth Hull: 100 Shield: 450 Speed: 80 AfterBurner: 155 Primary Banks: 1 Missile Banks: 2 Capacity: 80 Score: 13 The Astaroth is the Shivan light/medium fighter, which posses incredible speed, manoeuvrability, and reasonable armament, but like most other light fighters, it has weak armour and shielding, so once it's shields have been depleted, it's game over for the Shivan pilot. The Top Shivan Fighters: Highest 'Scored' Fighter : Dragon (16) Fastest Fighter (Normal) : Manticore (87) Fastest Fighter (A/Burn) : Joint: Manticore and Astaroth (155) Strongest Weaponry (Pri) : All (except Manticore and Astaroth) (2) Strongest Weaponry (Sec) : Joint: Mara and Basilisk (2 Banks, 160 Capacity) Strongest Hull : Mara (200) Strongest Shielding : Basilisk (950) Overall best Shivan Fighter: Mara The Overall Top Fighters: Highest 'Scored' Fighter : Dragon (S) (16) Fastest Fighter (Normal) : Joint: Pegasus (T) and Horus (V) (90) Fastest Fighter (A/Burn) : Horus (V) (170) Strongest Weaponry (Pri) : Erinyes (T) (8) Strongest Weaponry (Sec) : SF Mara (T) (2 Banks, 210 Capacity) Strongest Hull : SF Mara (T) (475) Strongest Shielding : Basilisk (950) Overall best Fighter: SF Mara (Terrans) (Note: As this comparison involves fighters from all three races, I will indicate which race they belong to by placing the first letter of the name of the race.) Key: (T) = Terran (V) = Vasudan (S) = Shivan 3.2 Bombers Terran Bombers Terran Bombers are sluggish and lumbering ships, with pretty heavy armour, and shielding, and can carry a reasonable payload. They say nobody is perfect, and this describes Terran Bombers, not perfect. In fact they are second rate, as they cannot evade even the slowest of missiles, and turret fire rips them apart, so if you get the choice, pick a Vasudan Bomber, they are much better. Artemis Hull: 275 Shield: 700 Speed: 65 AfterBurner: 110 Primary Banks: 2 Missile Banks: 3 Capacity: 160 Score: 10 The Artemis is a Terran Medium Bomber, and is mainly used for quick strikes against slow moving targets, and smaller enemy capital ships. For a bomber, the Artemis is lightly armoured, but makes up for this in it's shielding and pretty high speed and manoeuvrability (in relation to other bombers.) Artemis D.H. Hull: 275 Shield: 700 Speed: 65 AfterBurner: 110 Primary Banks: 2 Missile Banks: 3 Capacity: 160 Score: 10 The Artemis DH is very similar to the Artemis Bomber, but has higher manoeuvrability, and can achieve a higher speed, quicker than the normal version. In addition the Artemis D.H. has a different 'skin' to the original, giving it a darker, more menacing look. Medusa Hull: 350 Shield: 700 Speed: 50 AfterBurner: 100 Primary Banks: 2 Missile Banks: 3 Capacity: 200 Score: 10 The Medusa is the standard Heavy Bomber used by the GTVA to destroy enemy warships. It has enough shielding to survive enemy fighter and turret fire, and has enough firepower to challenge even Destroyer class enemy vessels when deployed in large numbers. Ursa Hull: 550 Shield: 850 Speed: 45 AfterBurner: 90 Primary Banks: 5 Missile Banks: 3 Capacity: 240 Score: 10 The Ursa is the heaviest armoured and armed bomber in the GTVA, as well as the slowest. It posses extremely heavy armour and shielding, a huge payload capacity, and has an AI controlled turret mounted ontop of the bomber which can take out enemy fighters whilst you deliver your ordnance to an enemy capital ship. Zeus Hull: 200 Shield: 450 Speed: 55 AfterBurner: 110 Primary Banks: 4 Missile Banks: 3 Capacity: 120 Score: 10 The Zeus is the GTVA's Strike Bomber, used primarily against smaller enemy capital ships, and other slow moving ships. Although this bomber has relatively weak armour (compared to other bombers), it is the fastest bomber available, ideal for chasing down fleeing enemy capital ships. Boanerges Hull: 325 Shield: 850 Speed: 55 AfterBurner: 85 Primary Banks: 1 Missile Banks: 3 Capacity: 240 Score: 10 The Boanerges is a next generation Heavy Bomber, with incredible armour and shield ratings, but like everything, it does have a weakness, and that is manoeuvrability. This bomber cannot challenge enemy fighters due to this weakness, so it does require a fighter escort inorder to survive, and destroy it's intended target. On the bright side though, it carries an incredible amount of secondary weapons, enough to single handily take out an enemy Cruiser, and enough to take down a Destroyer when deployed in groups of 2 or 3. Vasudan Bombers Vasudan Bombers are pretty nimble when considering other bombers, but pay the price in the form of weaker armour and shielding, as well as a slight payload decrease. But even with these seemingly big weaknesses, Vasudan Bombers are far superior overall than any Terran Bomber (IMO). Osiris Hull: 600 Shield: 600 Speed: 50 AfterBurner: 100 Primary Banks: 2 Missile Banks: 3 Capacity: 100 Score: 8 The Osiris is an ageing Reserve Bomber which has been refitted with launch racks compatible with the newer weapons used by the GTVA. In terms of it's potential as a bomber, it does fail to deliver the amount of payload of other, newer bombers, but can still take out an enemy cruiser or corvette when deployed in large numbers. Bakha Hull: 440 Shield: 620 Speed: 65 AfterBurner: 105 Primary Banks: 2 Missile Banks: 2 Capacity: 180 Score: 13 The Bakha is a stereotypical Vasudan ship, fast, agile, but lacking in terms of offensive and defensive capabilities. Unlike many other bombers, the Bakha can manoeuvre almost as well as a fighter, and can take out enemy fights should the need arise. When it comes to destroying enemy capital ships, this bomber can deliver enough firepower to take out smaller ships (cruisers and corvettes.) Sekhmet Hull: 500 Shield: 850 Speed: 65 AfterBurner: 135 Primary Banks: 4 Missile Banks: 3 Capacity: 240 Score: 10 The Sekhmet is IMO the best flyable bomber in the game. It wields enough firepower to take out enemy cruisers and destroyers, and has enough manoeuvrability to defend itself against enemy heavy fighters and bombers, a truly well-rounded bomber. Shivan Bombers Like the fighters, Shivan Bombers are a pain in the....neck. They are not very manoeuvrable, but have heavy payloads, have extreme shielding, but still have thin armour (relative to their Terran and Vasudan bomber equivalents.) (In my opinion Shivan Bombers are 'pretty manoeavrable', but it seems that this view is not widely shared, so I have changed the description accordingly. Thanks to all of you have pointed this out.) Nephilim Hull: 500 Shield: 1600 Speed: 60 AfterBurner: N/A Primary Banks: 1 Missile Banks: 4 Capacity: 160 Score: 11 The Nephilim is the slowest of the Shivan bombers, but can still pose a threat to any unsuspecting fighters and bombers, do not underestimated this bomber, as it has enough firepower to take on ships up to, and including Destroy class, when deployed in large numbers. Taurvi Hull: 600 Shield: 1000 Speed: 65 AfterBurner: N/A Primary Banks: 2 Missile Banks: 2 Capacity: 80 Score: 10 The Taurvi is the Shivan 'all-rounder' Bomber, not incredibly fast, not incredibly powerful, and not incredibly armoured, but it can still outclass many of the GTVA Bombers. With this said, this bomber does not posses enough payload to destroy larger capital ships, but can still pose a threat to smaller ones, so do not take these ships too lightly. Nahema Hull: 300 Shield: 900 Speed: 90 AfterBurner: 150 Primary Banks: 2 Missile Banks: 3 Capacity: 100 Score: 14 The Nahema is superior to all but the latest GTVA Bombers, and even they can be considered only equals. This bomber has enough speed to outrun any fighter used by the GTVA, and has enough firepower to destroy any capital ship, and enough shielding to survive fighter and turret fire. Definitely one of the most dangerous Shivan craft about. Seraphim Hull: 500 Shield: 1600 Speed: 60 AfterBurner: N/A Primary Banks: 3 Missile Banks: 4 Capacity: 240 Score: 16 The Seraphim is most dangerous Shivan Bomber in the game. Although it does not posses the speed and manoeuvrability of the Nahema, it carries enough firepower to make short work of even Destroyer class vessels. Not only does it have the firepower, it has the highest shielding of any bomber, making this an incredibly hard ship to destroy, even with allied capital ship fire-support. -------------------------------------------------------------------------- 4.0 Fighter/Bomber Primary Weapons Primary Weapons (Cannons) are mainly used either during a dogfight, or surgical strikes against a capital ship's turrets (not sub-systems as missiles are better for this purpose, but more on that later in the guide.) GTVA/NTF Weaponry Standard Weaponry GTW Subach HL-7 Damage (Overall): 15.00 Damage (Hull) : 13.50 Damage (Shields): 10.50 Energy Used : 0.20 Rate of Fire : 0.20 Velocity (Speed): 450.00 Max. Range : 900.00 Type : Standard The GTW Subach HL-7 is a great Terran dogfighting weapon, best coupled with a heavier damage weapon (like the Kayser.) It has a very high rate of fire, and uses small amounts of weapon energy, allowing you to allocate this energy to other ships systems. Also, due to the small energy usage, you can 'spray' the area, giving new pilots, or inaccurate pilots a chance to fire like mad, hit the enemy, and still have enough energy left over to finish 50 more fighters off, in a row. Rating: 9/10 GTW Mekhu HL-7 Damage (Overall): 12.00 Damage (Hull) : 10.80 Damage (Shields): 9.60 Energy Used : 0.20 Rate of Fire : 0.15 Velocity (Speed): 485.00 Max. Range : 970.00 Type : Standard The GTW Mekhu HL-7 is a great Vasudan dogfighting weapon, best coupled with a heavier damage weapon (like the Kayser.) It has a very high rate of fire, and uses small amounts of weapon energy, allowing you to allocate this energy to other ships systems. Also, due to the small energy usage, you can 'spray' the area, giving new pilots, or inaccurate pilots a chance to fire like mad, hit the enemy, and still have enough energy left over to finish 50 more fighters off, in a row. Although not as strong as the Terran version (Subach HL-7), the Mekhu fires faster, travels faster, and has a further effective range, which fits perfectly with Vasudan fighters and Bombers (they try to attack at longer ranges, so they take less damage.) Rating: 10/10 GTW Akheton SDG (Subsystem Disruption Gun) Damage (Overall): 30.00 Damage (Hull) : 15.00 Damage (Shields): 0.00 Energy Used : 1.60 Rate of Fire : 0.35 Velocity (Speed): 500.00 Max. Range : 750.00 Type : Anti-Subsystem The Akeheton SDG is a tactical weapon, and as such should only be used for missions requiring you to disable enemy subsystems. On the plus side though, this weapon does decent hull damage, so it can act as a light anti-capital ship weapon, but it is useless against enemy fighters (as it does no damage to shields.) Rating: 2/10 GTW ML-70 Morning Star Damage (Overall): 7.00 Damage (Hull) : 3.50 Damage (Shields): 9.10 Energy Used : 0.80 Rate of Fire : 0.15 Velocity (Speed): 1000.00 Max. Range : 2000.00 Type : Kinetic The Morning Star is used to 'push' enemy fighters and bombers away, which serves 2 key roles; firstly, the enemy is pushed further away from you, and the resulting 'jolt' makes it harder for an enemy to lock thier weapons on you, or any other allied craft. (A good multiplayer D/Fighting weapon, when available.) Rating: 7/10 GTW-5a Prometheus (R) (Retrofit) Damage (Overall): 18.00 Damage (Hull) : 19.80 Damage (Shields): 14.40 Energy Used : 0.60 Rate of Fire : 0.45 Velocity (Speed): 450.00 Max. Range : 900.00 Type : Retrofit The Prometheus R is a poor weapon system as it uses a fair amount of energy to do only a small amount of damage. Ontop of that, it has a very poor rate of fire which makes targeting accuracy crucial as you cannot 'spray' the area as you can with a weapon such as the Subach or Mekhu HL-7. Rating: 1/10 GTW-5 Prometheus (S) (Standard) Damage (Overall): 30.00 Damage (Hull) : 27.00 Damage (Shields): 30.00 Energy Used : 1.00 Rate of Fire : 0.35 Velocity (Speed): 750.00 Max. Range : 1500.00 Type : Standard Only slightly better than the Prometheus R, the Prometheus S offers greater firepower, a greater range, and a slightly better fire rate. IMO only good for bombers for use against capital ships. (A poor D/fighting weapon.) *Another Opinion:* "You mentioned that the Prometheus S is only "slightlty" better than the Prometheus R. In fact, it's MUCH better! It does twice the hull damage and up to three times shield damage than the R. It also fires faster and has almost twice the range and also travels faster (thus hitting the target faster.) The Promethus R is good for absolutelt nothing, even though the game advertises more hull damage for the Prometheus R, the Subach actually does much more hull damage per minute, for much less energy and twice the hull damage and fire rate." - Carlos Miranda Rating: 3/10 GTW-66 Maxim Cannon Damage (Overall): 20.00 Damage (Hull) : 26.00 Damage (Shields): 4.00 Energy Used : 1.00 Rate of Fire : 0.15 Velocity (Speed): 1800.00 Max. Range : 3600.00 Type : High Velocity The Maxim Cannon (AKA Maxim Gun) is an ideal choice for Bombers as it can shred a capital ship's subsystems and hull to pieces, very quickly. It has an incredible rate of fire (as fast as the Mekhu HL-7), which allows large amounts of damage to be dealt, very quickly (watch your weapon energy gauge closely, as it will go down very fast.) In terms of D/fighting, this weapon is practically useless (due to the shields on fighters), unless coupled with an anti-shield weapon (but due to the massive power consumptions of both these weapons, this is highly impractical.) Rating: 8/10 GTW UD-8 Kayser Damage (Overall): 28.00 Damage (Hull) : 28.80 Damage (Shields): 25.20 Energy Used : 1.20 Rate of Fire : 0.25 Velocity (Speed): 650.00 Max. Range : 975.00 Type : Special The Kayser it the single most powerful fighter/bomber mounted weapon system. A dual bank of Kaysers can take out almost any fighter or bomber in just 1-shot! And the rest in 2 or 3. Not only does it have such incredible firepower, it can fire at a very quick rate, making this the first choice of any D/fighting pilot. (Note: Keep a close eye on the weapon energy gauge, as this weapon will drain it very quickly, especially if you have 2 banks of them.) Rating: 15+/10 :) Yes 15+ out of 10! GTW-19 Circe Damage (Overall): 45.00 Damage (Hull) : 0.00 Damage (Shields): 45.00 Energy Used : 1.00 Rate of Fire : 0.40 Velocity (Speed): 450.00 Max. Range : 1350.00 Type : Anti-Shield The Circe's only role is to destroy enemy fighters and bombers shields so that a powerful 'hull-busting' weapon (like the Maxim) can be used to finish it off. In terms of a D/fight, this weapon is practically useless as it does no damage to the enemy hull, and therefore cannot destroy any ship without another type of weapon. Rating: 2/10 GTW-83 Lamprey Damage (Overall): 14.00 Damage (Hull) : 1.40 Damage (Shields): 14.60 Energy Used : 1.20 Rate of Fire : 0.30 Velocity (Speed): 450.00 Max. Range : 900.00 Type : Energy Draining Weapon The Lamprey drains the power from an enemy fighter or bombers systems which leaves them without power, and therefore, vulnerable. Due to the heavy power usage of this weapon, and the slow rate of fire, it is useless in a D/fight, unless you can evade all enemy fire, and single out 1 fighter at a time, otherwise, it is useless. Rating: 3/10 Dog Fighting Weaponry Subach HL-7 (D) (Dogfighting version) Damage (Overall): 15.00 Damage (Hull) : 15.00 Damage (Shields): 15.00 Energy Used : 0.20 Rate of Fire : 0.20 Velocity (Speed): 450.00 Max. Range : 900.00 Type : Standard Same as the Subach HL-7, but tweaked for D/Fighting purposes. Rating: 9/10 Mekhu HL-7 (D) Damage (Overall): 12.00 Damage (Hull) : 16.80 Damage (Shields): 18.00 Energy Used : 0.20 Rate of Fire : 0.15 Velocity (Speed): 485.00 Max. Range : 970.00 Type : Standard Same as the Mekhu HL-7, but tweaked for D/Fighting purposes. Rating: 20/10 :) Yep, 20 out of 10 Morning Star (D) Damage (Overall): 7.00 Damage (Hull) : 3.50 Damage (Shields): 7.00 Energy Used : 0.80 Rate of Fire : 0.17 Velocity (Speed): 1000.00 Max. Range : 2000.00 Type : Kinetic Same as the GTW ML-70 Morning Star, but tweaked for D/Fighting purposes. Rating: 8/10 Prometheus (D) Damage (Overall): 20.00 Damage (Hull) : 16.00 Damage (Shields): 20.00 Energy Used : 0.40 Rate of Fire : 0.30 Velocity (Speed): 450.00 Max. Range : 900.00 Type : Standard Same as the GTW-5 Prometheus S, but tweaked for D/Fighting purposes. Rating: 3/10 Maxim (D) Damage (Overall): 20.00 Damage (Hull) : 16.00 Damage (Shields): 4.00 Energy Used : 1.00 Rate of Fire : 0.15 Velocity (Speed): 1800.00 Max. Range : 2700.00 Type : High Velocity Same as the GTW-66 Maxim Cannon, but tweaked for D/Fighting purposes. Rating: 5/10 Kayser (D) Damage (Overall): 28.00 Damage (Hull) : 16.80 Damage (Shields): 16.80 Energy Used : 3.00 Rate of Fire : 0.30 Velocity (Speed): 650.00 Max. Range : 975.00 Type : Special Same as the GTW UD-8 Kayser, but tweaked for D/Fighting purposes. (Note: The Mekhu HL-7 D is more powerful than the Kayser D, due to it's higher rate of fire, and it's higher shield damage rating.) Rating: 10/10 :( Only 10/10 this time, due to the Mekhu HL-7 D Shivan Weaponry Although you never get to pilot a real Shivan ship (that does not include the SF Mara (Terrans), as this has been outfitted with GTVA Weaponry), it is always good to know the capabilities of the enemy. Shivan Light Laser Damage (Overall): 8.00 Damage (Hull) : 1.00 Damage (Shields): 1.00 Energy Used : 0.30 Rate of Fire : 0.30 Velocity (Speed): 450.00 Max. Range : 900.00 Shivan Heavy Laser Damage (Overall): 15.00 Damage (Hull) : 1.00 Damage (Shields): 1.00 Energy Used : 0.40 Rate of Fire : 0.50 Velocity (Speed): 475.00 Max. Range : 950.00 Shivan Mega Laser Damage (Overall): 30.00 Damage (Hull) : 1.00 Damage (Shields): 0.60 Energy Used : 0.90 Rate of Fire : 0.75 Velocity (Speed): 400.00 Max. Range : 600.00 (Note: All the damage ratings are the number of hitpoints worth of damage dealt from each shot, so a weapon with a 16.00 rating for Hull will do 16 hitpoints worth of damage to an enemies hull.) (Note: The Overall Damage is the average amount of damage done in total by that particular weapon.) -------------------------------------------------------------------------- 5.0 Fighter/Bomber Secondary Weapons Secondary Weapons (Missiles) are mainly used either during a dogfight, or surgical strikes against a capital ship's turrets and sub-systems. Missiles, unlike primary cannons, are best used from medium-to-long ranges, but in some cases require a lock-on (unlike primaries.) (Note: Cargo Space Needed refers to space required, for 1 missile.) GTM MX-64 Rockeye Damage (Overall) : 45.00 Damage (Hull) : 36.00 Damage (Shields) : 36.00 Rate of Fire : 0.50 Velocity (Speed) : 190.00 Max. Range : 1900.00 Cargo Space Needed: 4.00 Type of Lock : Heat-Seeking Special : Fire & Forget The Rockeye isn't very accurate, and does require a pretty large amount of missile bank space, but in an intense D/fight where aspect-lock is difficult or impossible to acquire, this is an ideal solution Rating: 7/10 GTM Mx-6 Tempest Damage (Overall) : 45.00 Damage (Hull) : 40.50 Damage (Shields) : 22.50 Rate of Fire : 0.30 Velocity (Speed) : 360.00 Max. Range : 648.00 Cargo Space Needed: 0.25 Type of Lock : None Special : Dumbfire Although the Tempest has no homing ability, they can be carried in huge amounts, even on fighters with relatively small weapon payloads. For an ace pilot, these are an excellent weapon to harass, and destroy enemy fighters, bombers, and capital ship turrets and subsystems. (A good secondary missile for D/Fights.) Rating: 8/10 GTM-4 Hornet Damage (Overall) : 25.00 Damage (Hull) : 50.00 Damage (Shields) : 25.00 Rate of Fire : 2.00 Velocity (Speed) : 190.00 Max. Range : 1330.00 Cargo Space Needed: 1.00 Type of Lock : Aspect-Seeking Special : Swarm Missile The Hornet is a great D/Fighting weapon as it can easily destroy any enemy fighter or bomber very quickly. The one problem with this missile is the fact that they can be evaded by good pilots, leaving you open to attack (whilst you wait for the lock, the enemy could be already launching their missiles, and firing their primaries at you.) Rating: 6/10 GTM-4a Tornado Damage (Overall) : 25.00 Damage (Hull) : 50.00 Damage (Shields) : 25.00 Rate of Fire : 2.50 Velocity (Speed) : 230.00 Max. Range : 1610.00 Cargo Space Needed: 1.25 Type of Lock : Aspect-Seeking Special : Advanced Swarm Missile The Tornado, unlike the Hornet is much more difficult to evade, but very good pilots can still pull it off (even without counter-measures.) The Tornado cannot be carried in such great numbers as the Hornet, but they have a longer effective range and have a stronger tracking system. (A great D/Fighting weapon.) Rating: 9/10 GTM-19 Harpoon Damage (Overall) : 100.00 Damage (Hull) : 100.00 Damage (Shields) : 80.00 Rate of Fire : 2.00 Velocity (Speed) : 250.00 Max. Range : 1250.00 Cargo Space Needed: 2.50 Type of Lock : Aspect-Seeking Special : Quick Lock The Harpoon is ideal for taking out both fast enemy fighters, and slower, heavier armoured targets. Although these missiles take up considerable missile bank space, their quick locking ability makes them a very useful D/Fighting weapon. Rating: 8/10 GTM-55 Trebuchet Damage (Overall) : 350.00 Damage (Hull) : 315.00 Damage (Shields) : 175.00 Rate of Fire : 6.00 Velocity (Speed) : 280.00 Max. Range : 5040.00 Cargo Space Needed: 8.00 Type of Lock : Aspect-Seeking Special : Long Range The Trebuchet is an extremely long-range anti-bomber missile, and at these long-ranges scores many successful kills. At medium-to-short ranges however, this weapon is practically useless as it takes several 1000's of metres to adjust it's course to intercept it's target, but a short range launch will not allow for this necessary course correction. (Note: As D/Fights are usually fought at short-to-medium ranges, the Trebuchet becomes useless, unless you are taking enemy fighters from long ranges.) Rating: 10/10 (3/10 for D/Fights) TAG-A (Target Acquisition and Guidance missile) Damage (Overall) : 1.00 Damage (Hull) : 0.10 Damage (Shields) : 0.10 Rate of Fire : 3.00 Velocity (Speed) : 400.00 Max. Range : 2000.00 Cargo Space Needed: 1.00 Type of Lock : None Special : Electronic (Dumbfire) The TAG-A missile is only used during the main Freespace 2 Campaign, and outside this they are useless (unless the mission you are flying requires them.) Rating: 0/10 TAG-B Damage (Overall) : 10.00 Damage (Hull) : 1.00 Damage (Shields) : 1.00 Rate of Fire : 8.00 Velocity (Speed) : 325.00 Max. Range : 1625.00 Cargo Space Needed: 2.00 Type of Lock : Aspect-Seeking Special : Electronic Same as the TAG-A. Rating: 0/10 TAG-C Damage (Overall) : 10.00 Damage (Hull) : 1.00 Damage (Shields) : 1.00 Rate of Fire : 8.00 Velocity (Speed) : 205.00 Max. Range : 2665.00 Cargo Space Needed: 4.00 Type of Lock : Aspect-Seeking Special : Electronic Same as the TAG-A. Rating: 0/10 GTM-10 Piranha Damage (Overall) : 100.00 Damage (Hull) : 100.00 Damage (Shields) : 75.00 Rate of Fire : 5.00 Velocity (Speed) : 90.00 Max. Range : 360.00 Cargo Space Needed: 12.00 Type of Lock : None (Remote Detonation) Special : Area Effect The Piranha is often found on bombers, and serves as an anti-fighter weapon. When launched, the missile travels in a straight line until it is remote detonated, or it reaches it's maximum range, at which point it explodes, releasing several heat-seeking missiles which target and track the nearest enemy fighter or bomber (the initial blast also does damage to any nearby ships.) Rating: 8/10 GTM-43a Stiletto II Damage (Overall) : 775.00 Damage (Hull) : 7.75 Damage (Shields) : 0.00 Rate of Fire : 2.00 Velocity (Speed) : 220.00 Max. Range : 5500.00 Cargo Space Needed: 8.00 Type of Lock : Aspect-Seeking Special : Anti-Subsystem Missile The Stiletto II is great at taking out enemy subsystems and turrets, but not much else. In terms of it's D/Fighting potential, it does not exist as this could not hope to destroy an enemy fighter or bomber, let alone lock onto it in the first place. Rating: 10/10 (1/10 for D/Fighting) GTM-11 Infyrno Damage (Overall) : 150.00 Damage (Hull) : 150.00 Damage (Shields) : 112.50 Rate of Fire : 5.00 Velocity (Speed) : 120.00 Max. Range : 840.00 Cargo Space Needed: 1.00 Type of Lock : None (Remote Detonation) Special : Area Effect Similar to the Piranha in terms of use and purpose, but releases more powerful heat seeking missiles, and more of them. Rating: 9/10 GTM-12 Cyclops Damage (Overall) : 2000.00 Damage (Hull) : 2000.00 Damage (Shields) : 40.00 Rate of Fire : 20.00 Velocity (Speed) : 95.00 Max. Range : 2375.00 Cargo Space Needed: 15.00 Type of Lock : Aspect-Seeking Special : Anti-Cruiser The most common type of torpedo used by the GTVA which is use to take down enemy cruisers and corvettes. Due to the Cyclops's slow speed, it is usually necessary to fly to within a few hundred metres of the target before launching them (as enemy turret, beam and flak can destroy them easily when the are launched from the weapon's maximum range, and if they don't get them, the bomber/bomb intercept fighters will.) Rating: 9/10 GTM-13 Helios Damage (Overall) : 6800.00 Damage (Hull) : 6800.00 Damage (Shields) : 136.00 Rate of Fire : 30.00 Velocity (Speed) : 65.00 Max. Range : 1950.00 Cargo Space Needed: 25.00 Type of Lock : Aspect-Seeking Special : Anti-Capital The Helios is the more powerful version of the Cyclops torpedo, and is used to take down larger warships, up to, and including Destroyer class. The same strategy as the Cyclops must be employed to actually hit the target, and with the Helios's slower speed, this becomes even more necessary to score a successful hit. Rating: 10/10 GTM-14 EMP Advanced Damage (Overall) : 45.00 Damage (Hull) : 45.00 Damage (Shields) : 36.00 Rate of Fire : 2.00 Velocity (Speed) : 275.00 Max. Range : 1375.00 Cargo Space Needed: 4.00 Type of Lock : Aspect-Seeking Special : EMP (Electro-Magnetic Pulse) The EMP Adv. scrambles enemy systems which allows you to quickly destroy the target, before they even get their systems back on-line. The one fault with this weapon is the fact that it affects ships within an certain radius, and as such can effect allied ships, or even your ship, so be careful when and where you use this weapon. Rating: 8/10 (Note: There are D/Fighting versions of these weapons, but they are so similar to the ones listed above that there is no reason to list them here.) -------------------------------------------------------------------------- 6.0 Dog-fighting Strategies Throughout the course of the main Freespace 2 campaign, and the multiplayer mode, you will be required to engage in dogfights with enemy fighters and bombers which have different abilities, strengths and weaknesses to the fighter/bomber which you are piloting (unless you are D/Fighting the exact same class of ship.) These are some tips on how to survive, and become a successful dogfighting pilot. 720 Degree Turret If you are piloting a slow, poor manoeuvrability fighter or bomber, coming to a complete stop, and aiming from this position allows you to track, target and destroy enemy ships much quicker than trying to fly after them. The one major problem with this strategy is simply that you are now a sitting duck, allowing enemy fighters, bombers, and capital ships to take you out very quickly (and as you are not moving, you cannot evade any enemy missiles.) High-Speed 'Switch' Similar to the '720 Degree Turret' method in the sense that you come to a complete stop, but different in application and execution. If you are being chased by an enemy fighter or bomber who is using afterburners to keep up with you, simply come to a complete stop, let them fly past, and then pursue (the hunter becomes the hunted.) This only works against rookie and amateur pilots, as an ace will be matching you speed, and will also come to a complete stop, so do not use this against an experienced pilot. Laser Spray If you are equipped with either a Subach or Mekhu HL-7, you can effectively 'spray' an area, making it difficult for an enemy ship to evade your primary weapon fire, and gives you a decent chance of hitting a target at the weapon's maximum range. Anti-Fighter Bomb If you have run out of anti-fighter missiles, but are carrying a Cyclops, or Helios torpedo, simply launch it at an enemy fighter (which will dodge it), and then destroy the torpedo, the resultant explosion will destroy any enemy fighters close to it. (Remember you need a lock to fire these weapons, so you need alot of time on your hands to pull this off.) Double Turns Most pilots just use the left and right controls on the keyboard or joystick, but forget about the 'rotation' controls. The 'rotation' controls make you ship rotate about it's central axis (you don't turn, you rotate.) Now, combine this with normal turns, and you have a way to evade almost all enemy primary fire, and a great way to evade enemy missiles. Not only is it a good defensive measure, it can also help you line up more agile targets. ************************************************************************** Can you think of any tips or tricks which I haven't listed above? If you have, E-Mail me your suggestions to : The_RSM@hotmail.com And I will review them, and if they are suitable, put them in this guide. Please note that you will be given FULL CREDIT for your suggestion(s). (Please mark your E-Mails with the Subject : FS2TIPS) Thank You. ************************************************************************** -------------------------------------------------------------------------- 7.0 Multiplayer Mode In this section I will highlight and answer FAQs (Frequently Asked Questions) which have been asked about the Multi-playing component of Freespace 2. How do I get promoted? To earn each promotion, you must achieve a certain amount of points, which can be earned through multi-player dogfights, co-op missions, team missions and on-line campaigns. How many points do I get? The number of points you earn depends on how many, and what targets you destroy throughout the mission. It also depends on how many mission objectives you fulfil (if any), and what difficulty level you play the mission at (Very Easy gives you the least number of points, whilst the Insane level gives you the most.) How do I get medals? Certain multi-player missions award you medals so long as you fulfil certain criteria (e.g. Complete ALL mission objectives on a certain difficulty level, or score the greatest number of kills, destroy a certain target etc.) How do I host game? When you log into PXO, you will see the main window, and in the top right is the 'games' windows (displays how many players are in the 'room' you are in, and how many games are being setup, playing, and in the final stages.) Press the 'Games' button in the bottom right of the screen, and another window will appear. Now press the 'Create Game' button, enter a name when prompted, and press 'Accept'. How do I change what wing someone is in? You can only do this when you are hosting the game, or are the leader of a team in a team-vs.-team game. Firstly DO NOT press the 'Lock' button (middle-bottom-right), as this will stop you from changing wings. Now, click and hold the left mouse button UNDER the name of the pilot you wish to transfer, and then drag them to the desired position (place the 'dragged' pilot UNDER the desired position's name), and release the mouse button, and that's it. How do I change my ship and weapons? You can only do this when you are hosting the game, or are the leader of a team in a team-vs.-team game. Then simply press the 'Lock' button (remember that as soon as you press this button, you CANNOT changed what wing each player is in.) What do people mean when they say 'Are you on LOW?'? This is asking whether your object update rate is on LOW. (This makes the computer 'predict' where all the ships, and weapons will be at any one time, rather than wait to receive the actual info.) To check/change this, simply press F2, and press the 'Multi' button. Then on the left hand side (near the middle) you will see your current object update setting. To change it, simply press the small 'notch' next to the name 'Low', and press 'Accept'. Why do the ships 'jump' around the screen? This means either that the 'ping' between you and the server is very high (over 500ms), so you get 'lag'. Or, you or someone else has set an object update rate higher than 'Low' (except the server, it needs at least a 'High' update rate.) ************************************************************************** Are you having problems with any multiplayer issue? If you have, E-Mail me your questions to : The_RSM@hotmail.com (Please mark your E-Mails with the Subject : FS2FAQs) Thank You. ************************************************************************** -------------------------------------------------------------------------- 8.0 Capital Ships After several E-Mails about capital ship abilities, strengths and weaknesses, I have decided to add this section into the guide. This section will highlight all the sections stated above. (Note: No capital ships posses shields, so anti-shield weapons are not required when attacking them.) (Note: I will only mention anti-fighter beam turrets, flak guns, and missile launchers, as these are the only weapons that pose a major threat to allied fighters and bombers IMO. (Turrets are not a major threat as they can be easily evaded.)) (Note: The following information is based on my, and my friends observations, so do NOT expect them to work in ALL situations.) ==================== Terran Capital Ships ==================== Terran Capital Ships, like their fighters are all-rounders, and do not concentrate on any 1-type of weapon system. Terran capital ships have reasonable speed, armour, and have a multitude of turret types, ranging from laser-turret to the super-powerful anti-capital ship beam turret. ------------- Cruiser Class ------------- Cruisers are the smallest kind of capital ship, and are often used for escort duty, or fire-support, they are rarely seen leading assaults against enemy ships or installations. Fenris Class Hull : 10000 Speed : 20 Turrets: 9 Score : 100 Fenris class Cruisers are not major threats, and can be destroyed relatively easily. Their one strength is their anti-fighter beams, which can shred an unsuspecting fighter or bomber within 1500m. Although these beams have a good coverage of the ship, they do not cover the front of the ship, so when attacking these ships, fly head-on and dodge the turret fire, and then fire away at the ship's fore armour plating. And watch out for the Mortar weapon mounted on the base of the ship, it is very inaccurate, but can do damage if you are not careful. Leviathan Class Hull : 35000 Speed : 20 Turrets: 9 Score : 200 Like the Fenris class, the Leviathan class do not pose any major threat to fighters or bombers. Again, the beam turrets do not cover the front of the vessel, and a head-on attack still works, but the mortar still poses a threat to unsuspecting fighters and bombers. In addition, the Leviathan class (unlike the Fenris) has an anti-capital ship beam turret at the very front, so watch out when it is about to fire (although it cannot be aimed at you, it can still destroy you if you happen to be in it's direct path. Aeolus Class Hull : 38000 Speed : 30 Turrets: 12 Score : 500 The Aeolus class is a totally different story to the Fenris and Leviathan classes. It has 2 anti-capital ship beam turrets mounted on the sides, as well as 2 anti-fighter beam turrets directly behind them. With the positioning of these anti-fighter turrets, a front-on attack does not protect you from their fire, but, an attack from directly behind offers a better chance of evading this type of fire. Also, the Aeolus class has flak turrets, which are inaccurate, but can pose a big threat when you are very close to the cruiser, so either take these turrets out, or try and take the ship out from a long-range. -------------- Corvette Class -------------- There is only one corvette in the Terran fleet, and that is the Deimos class. Unlike cruisers, this class of ship is used to lead attacks on enemy vessels, and installations, as well as to offer fire-support to other allied capital ships, fighters and bombers. Deimos Class Hull : 80000 Speed : 30 Turrets: 26 Score : 800 A real nightmare to any pilot who does not know how to approach this vessel. This ship has not real weaknesses in terms of fighter and bomber attacks, but a massed, coordinated strike can destroy this class of ship. It has Anti-Fighter beams mounted to the front, and rear, making evasion of these very hard, so take these turrets out quickly. It also has flak turrets on the top and bottom (more on the top), so attacks from the top and bottom are also incredibly dangerous. Finally, this class of ship uses wide-area fighter suppression missiles (AKA Piranhas), so be incredibly careful when attacking from the sides, as this is where these missiles are launched from. --------------- Destroyer Class --------------- Destroyers are massive vessels bristling with turrets, and shielded by huge amounts of heavy armour, and protected by large squadrons of fighters and bombers. Destroys are used primarily as flagships, bases of operations and heavy fire support vessels. Orion Class Hull : 100000 Speed : 15 Turrets: 16 Score : 1000 The ageing Orion class destroyer has adequate armour, and weaponry to take down both enemy fighter/bombers as well as other capital ships. Compared to the newer Hecate class, and the Hades class, the Orion is a relatively easy target for large numbers of bombers, and surgical strike interceptors. In terms of firepower, the Orion is equal, and even weaker than the Deimos class Corvette (in terms of anti-fighter weaponry.) To attack an Orion, a head-on attack is the best option as the ship's anti- fighter weaponry is located at the top-middle, bottom-middle and bottom- rear. (Note: This is the only capital ship to use tri-turrets; turrets that use 3 'Arms' instead of the conventional 2. This gives the ship a more direct 'punch', so do NOT get hit by this fire as it will certainly mess your fighter/bomber up.) (Note: This ship does not have flak guns, so striking this ship successfully is even easier than attacking a Deimos or Aeolus class vessel.) Hecate Class Hull : 100000 Speed : 15 Turrets: 27 Score : 1300 The newer Hecate class destroyer is designed to replace the ageing Orion class. Although this ship has no increase in armour, it's firepower, and success potential has been dramatically increased. Unlike the Orion class, the Hecate class is no easy target when it comes to destroying it with a fighter or bomber due to the large increase in the number of defensive turrets, but every ship has its weaknesses. The Hecate class uses heavy and long range flak, as opposed to the standard flak use by all the other previous ships mentioned above, so this type of fire poses an even greater threat at close range, and can even take out fighter/bombers at long range, so be very careful. In terms of anti-fighter beam coverage, the Hecate class has a near 720 degree 'sphere' of coverage, but there are a few 'blind-spots' which can be used to fly a fighter in and out, without being hit by these turrets. (These points include the bottom-rear left and bottom-rear right of the ship, just under the rear (main) engines.) Hades Class Hull : 400000 Speed : 15 Turrets: 22 Score : 1600 The Hades class is never seen in the main Freespace 2 Campaign, but for the sake of multiplayer missions, and future missions, I'll include this ship's info. The Hades class uses Shivan weaponry, giving it greater offensive and defensive capabilities as opposed to standard, all Terran, or all Vasudan ships. The hull of the Hades is 4 times stronger than that of the Orion and the Hecate class, so a much larger attack force is required to take down just one of these ships. This ships biggest weakness is the absence of both anti-fighter beam turrets, and flak guns, allowing fighters and bombers relatively easy access to major ship sub-systems and weaponry. To counter this deficiency, the Hades uses 4 missile banks to destroy any opposing fighter or bomber, so make sure to save several missile decoys when attacking this class of ship. (Note: The Hades class uses 2 banks of 'FighterKiller' missiles, and 2 banks of 'Shivan Cluster Bombs'.) ----------------------------------------- Super-Capital Ship Class (AKA Battleship) ----------------------------------------- The most powerful class of vessel in either the Terran or Vasudan fleets. The Battleship class (what I call it) posses enough firepower to take out entire enemy fleets, and still have enough power to deal with the next wave of ships. In terms of firepower, the Battleship is second to only the Shivan Juggernaut class of vessel. Colossus Class Hull : 1000000 Speed : 25 Turrets: 63 Score : 10000 The Colossus class Battleship has the greatest number of turrets in the entire game, as well as the greatest amount of armour. I am not even going attempt to tell you how to take out this class of ship, as it is almost impossible without fire-support from several Destroyer class ships. The anti-fighter weaponry on this ship is too abundant to use light fighters, and too fast for heavy fighters, and bombers and their torpedoes can hardly get close enough to damage this ship, so don't even try. Luckily, you do not have to take on a Colossus class ship, so this potential problem needs no explanation. Just to highlight the firepower of the Colossus class vessel, here are the numbers, and types of turrets on the ship: Terran Turrets : 8 Terran Huge Turrets : 20 (10 turrets, 20 'Arms') Standard Flak : 12 Anti-Fighter Beam Turrets : 20 Terran Slash Turrets : 7 Terran Anti-Capital Ship (Heavy) Turrets: 6 ===================== Vasudan Capital Ships ===================== Unlike their fighters and bombers, Vasudan capital ships are heavily armoured, and heavily armed, even more so than Terran vessels. The one fault with Vasudan capital ships is their reliance on 'set' weaponry, rather than a wide range of turrets in relatively equal numbers. (Vasudan ships either have lots of laser turrets, and a couple of beam turrets, or vice-versa.) In addition, Vasudan flak guns only use Standard Flak, they never use Heavy or Long-Range Flak. ------------- Cruiser Class ------------- Aten Class Hull : 18000 Speed : 25 Turrets: 6 Score : 90 The Aten class of Cruiser isn't that spectacular as it only has 2 forward mounted anti-fighter beam turrets, which leaves the rear of this vessel completely exposed (so attack from the rear of this ship.) The other main anti-fighter weapon carried on this ship is a Subach HL-7! Yes, the same one carried by Terran fighters and bombers, no upgraded version, the same. Although this not give the ship any heavy firepower, it does give the ship a high rate of fire, so watch out for the middle-top mounted turret. Mentu Class Hull : 60000 Speed : 35 Turrets: 16 Score : 100 The Mentu class is significantly more dangerous than the Aten class, not only because of the greater number of turrets, and the thicker armour, but the fact that it has a near 720 degree weapons coverage. This ship also carries flak guns, which are mounted in the rear, and front of the ship. The anti-fighter beams are located at the rear (so you cannot attack from there safely anymore), and the front-top of the ship, which gives way to the ships main weakness, the bottom. The base of the ship is not covered by the anti-fighter beams, or the flak guns, so it is pretty easy to attack from this angle. The one problem with this is the fact that a Subach HL-7 turret covers the base of the ship, take this out quickly, and the way is open for attack. -------------- Corvette Class -------------- Sobek Class Hull : 80000 Speed : 30 Turrets: 22 Score : 400 Luckily, the Sobek class of Corvette is nowhere near as powerful as the Terran Deimos class Corvette, but saying that, do not take this ship too lightly. The main weakness, like most other Vasudan capital ships, the base of the ship is only covered by a few Terran Turrets, which can easily be evaded. The flak guns are located at the bottom-rear (so watch out for this when you attack from the bottom), the top-middle and the top-rear. The anti-fighter beam turrets are located at the front and rear, both of which are on the top of the ship. (Note: When I say attack the bottom of the ship, I mean from the middle- bottom, because if you stray too near the rear of the ship, the flak gun can hit you, and any further and the anti-fighter beams can reach you.) --------------- Destroyer Class --------------- Typhon Class Hull : 120000 Speed : 15 Turrets: 15 Score : 1000 The Typhon class has all three types of annoyance for fighters and bombers. It has flak guns mounted on both the top and bottom in the central section of the ship, and has one to the rear. It's missile launchers are located to the rear and middle, on the bottom of the ship, as well as one on the top-middle of the ship. The anti-fighter beam turrets (all 2 of them), are located at the top-rear of the ship, and the bottom-front, giving almost complete 720 degree fighter/bomber protection. Although there is an anti-fighter beam turret covering this attack path, a head-on attack will allow you to evade most other types of fire (take out the beam turret first, before making an attack run.) Hatshepsut Class Hull : 135000 Speed : 15 Turrets: 30 Score : 1400 This class of ship has masses of flak guns (10 to be exact), so close range attacks are made harder, and long range attacks with torpedoes are almost useless (as the flak will take out the torpedoes before they hit the ship. This class also uses several fusion mortars (unguided HE projectiles), which can destroy slow moving fighters and bombers. (There are 6 Fusion mortars in all.) The anti-fighter beam turrets are scarce on this class (there are only 4 of them), which are positioned, 2 at the bottom-rear, and 2 at the front-top of the vessel (giving an almost 720 degree anti-fighter coverage.) There are no direct attack routes to this ship, and the only 'safe' route is from the bottom-middle, and even then you will have to take out the rear beam turrets first, and then deal with the flak from the guns mounted there (it is much less than you would experience if you attacked from the top.) (Note: Do NOT attack from the side of this ship as it can bring almost it's entire arsenal to bear on your ship if you try an attack run.) ==================== Shivan Capital Ships ==================== Shivan capital ships are incredibly strong with respect to overall firepower, and have pretty strong armour. Shivan weaponry with much more advanced than either Terran or Vasudan, so be incredibly careful when attacking these ships. ------------- Cruiser Class ------------- Cain Class Hull : 20000 Speed : 30 Turrets: 9 Score : 150 The Cain class cruiser isn't anything to write home about, but it can pose a threat to pilots who insist on just flying in, and blasting away at the ships hull. This ship has 1 anti-fighter beam turret, mounted on the base to the rear of the ship, so attacking from the top, towards the middle of the ship is advised. Another potential hazard, are the 2 missile launchers which are located either side of the centre of the ship, so when you attack from the top, watch out for these. Lilith Class Hull : 75000 Speed : 20 Turrets: 9 Score : 210 In terms of weaponry, the Lilth class is very similar to the Cain class, but employs the use the 'Shivan Cluster Bomb' instead of the Cain's 'Fighter Killer' missiles. The Lilith also has upgraded anti-capital ship weaponry, so if you are tasked with escorting allied ships, watch out for this class of ship. The strategy of destroying the ship remains the same as the Cain class, from the top-middle (but this time you have to deal with a hull over 3 times as strong, and Shivan Cluster Bombs instead of FighterKillers.) Rakshasa Class Hull : 40000 Speed : 20 Turrets: 14 Score : 300 The Rakshasa class has the same weakness as the other 2 Shivan cruiser class vessels, it does not have any major anti-fighter coverage on the top. (So again, attack from the top of the ship, and NOT the bottom.) Surprisingly, the Rakshasa class also has only 1 anti-fighter beam turret (located in the bottom-rear of the ship), but also has not missile launchers, making this ship an even easier target. (But the anti-capital ship potential of this vessel is increased greatly, so if you are escorting any vital ships, make sure you destroy this ships main beam turrets (at the very front.) -------------- Corvette Class -------------- Moloch Class Hull : 80000 Speed : 30 Turrets: 16 Score : 440 The Moloch class, unlike the Shivan Cruiser classes has no anti-fighter beam turrets, but instead, has 4 flak guns, 1 heavy flak gun, and 3 missile launchers. Again, this ships weakness is an attack from the top, but this is also where the heavy flak turret is located, so take this out before attempting an attack run. In addition, the missiles which this class of ship uses (2x MX-52 and 1x Piranha) are pretty accurate, so make sure you look out for these. --------------- Destroyer Class --------------- Demon Class Hull : 160000 Speed : 20 Turrets: 26 Score : 840 The Demon class has only 2 anti-fighter beam turrets, and 4 flak guns, but it also has 5 missile launchers (all using FighterKiller missiles.) The 2 anti-fighter beam turrets are located on either side of the ship, in the central section, giving a near 720 degree coverage, but it does leave the rear of the ship more vulnerable. Although the rear of the ship sounds like the weakest region, it isn't. Not only do 3 flak guns cover this region, but so do 2 missile launchers, so be incredibly careful when you attack from the rear. The very front of the ship is also not covered by the anti-fighter beam turrets, but again, it is covered by both flak and missile launchers, so there is no completely safe way to attack. Ravana Class Hull : 100000 Speed : 20 Turrets: 30 Score : 670 Probably the single greatest threat to allied capital ships next to the Shivan Juggernaut. This ship wields more firepower than any Terran or Vasudan Destroyer class ship (in terms of anti-capital ship weaponry.) It's 2 anti-fighter beam turrets are both located at the rear of the ship, one on the top, and one on the base, so attacked from the rear, and sides would result in fatal consequences. The flak guns are located all over the ships, but are concentrated to the rear of ship. In addition, it's two missile launchers are located to the front and rear. Knowing this, the only flank left vulnerable is the ship's front, so to attack a Ravana class Destroyer, simply fly head-on, but watch out for it's missile launchers (which use FighterKiller missiles.) Lucifer Class Hull : 800000 Speed : 15 Turrets: 17 Score : 1000 The Lucifer class is not seen in the main Freespace 2 campaign, but for the purpose of multiplayer and future missions, I'll include it anyway. Compared to the other Shivan Destroyer class ships, the Lucifer is a relatively easy target. It has no beam turrets, or flak guns, but does have 4 missile launchers (which use FighterKiller missiles and Shivan Cluster Bombs.) These launchers are located on the front-top, rear-top, front-bottom, and middle-bottom, which leaves the rear of the ship the easiest place to strike. So, simply take out the 1 missile launcher at the rear, and then make your attack run. ---------------- Juggernaut Class ---------------- Like the Terran/Vasudan Battleship class vessel, this is the largest, most powerful Shivan warship, and ultimately, the most powerful ship in the entire game. Although it has fewer turrets than the Colossus class, it more than makes up for that with advanced Shivan weaponry. -------------- Sathanas Class -------------- Hull : 1000000 Speed : 25 Turrets: 53 Score : 10000 Unlike the Colossus class, you do have to fight this ship in the main Freespace 2 campaign. I am not going to try and tell you how to destroy this class of ship, as it requires heavy fire support from several Destroyer class vessels (and in the main campaign it is accomplished stage-by-stage.) Just to highlight the firepower of the Sathanas class vessel, here are the numbers, and types of turrets on the ship: Shivan Turret Lasers : 25 Standard Flak : 12 Long Range Flak : 2 Anti-Fighter Beam Turrets : 9 Shivan Anti-Capital Ship (Light) Turrets : 1 Shivan Anti-Capital Ship (Ultra Heavy) Turrets: 4 -------------------------------------------------------------------------- *A* FRED 2 Guide You whould be surprised at the amount of FRED2 missions which are submitted, and what percentage of these are actually useable, about 10%! The other 90% are rejected, or not given the Volition 'Official' status (which allows it to make a player score points in a multiplayer game.) So, in this section of the guide I will highlight, and try and shead some light on how to make and successful, and stable mission. What is FRED2? FRED2 (or FReespace EDitor 2) is a program which is used to create or edit missions for use with Freespace 2. These can be either single player, multiplayer, and can also form a part of a larger campaign. Things to do: - Make the mission orginal (do NOT copy any Freespace 2 mission, or a remake of a mission from another game.) - Make the mission challenging (there is no point in having 8 allied fighters against 1 enemy one, pointless.) - Limit what weapons and fighter/bombers the player can select (some ships and weapons may make your mission too easy, while having the wrong weapons can make it too hard, balance is the key.) - Have a clearly defined mission structure and/or storyline (do not let it get overwhelming, boring, or side-tracked.) - Balance the allied/enemy numbers - Have a reward at the end of the mission (like a medal etc.) - Use the 'K' key to cycle through turrets (this will make it look more authentic when you use the 'Fire-beam' command, as a beam fired through the ship which is firing looks pretty stupid.) - Use 'Shift-O' to place a ship/wing at an exact location, it looks neater and makes it easier to figure out firing distances, waypoint distances, and other such 'eye candy'. - Look through the ships view, this way you can make sure that the battlefield looks like what you want it to look like. - Fly the mission at every major 'event' in the mission to make sure you have used the write 'event' strings (if you leave it until you have finished the mission, it is very hard to pin-point what part/parts are wrong with the mission.) - Keep it simple, yet interesting (probably the hardest thing to do.) - Change capital ship weaponry to suite your mission (as their standard selection is very poor, and not challenging IMO.) - Have fun while making it (when you are enjoying what you are doing, it shows in the final thing.) Things not to do: - Do NOT make the mission impossible (1 allied fighter against 100 enemy fighters and 20 enemy capital ships is just stupid.) - Do NOT go overboard with ship numbers as this will slow down gameplay in the multiplayer arena (hundreds of cruisers, corvettes and destroyers battleing it out may look cool, but what is the point if you can't even play the game properley due to the massive lag?) - Do NOT have 'lulls' in the action for more than a minute, or they will soon get bored of the mission. - Do NOT send a hundread-odd messages during an intense moment in the game, as the player will have more pressing matters to deal with (namely not getting killed.) Leave the 'story' messages for the 'lulls' in the action. - Do NOT issue a hundred medals, and fifty promotions for completing a mission (as this is stupid, impractical, and will never be accepted.) - Do NOT make a capital ship's weapons ridiculous (giving the Fenris class cruiser a 'BFRed' beam cannon is not only unrealistic, but it stupid. A tiny Terran cruiser with a weapon only carried by a Shivan Juggernaut?? I think there would be many people saying something about that.) - Make more than one mission at a time, concentrate on finishing one, and then move onto another if you want. (Otherwise you will forget where the mission is going, and will lose track as to what events work, don't work and which ones need changing/tweaking.) - DO NOT Leave the ending of your mission/campaign open-ended, wrap it up. If you have a new group collapse under the pressure from the GTVA, make sure you give valid reasons, (or make a mission to sort out all the loose ends.) (Cliffhangers are OK for the developers, because they can make an entire sequel to round all this up, you can't. - In the same way, anyway.) Top 10 Tips: (Not in any particular order) - Keep the mission balanced - Make the mission challenging, but not impossible - Give the player a choice of ships and weapons, but none that will make the mission too easy - Fly th mission yourself, and see how it works out, then try it again, and then get someone else to try it, then someone else, and then submit it (if you want to.) - Keep ship numbers reasonable (5 capital ships at one time is more than enough.) - Have a storyline or clear objective running throughout the mission, do not stray (unless this forms part of the story.) - Be original, there is nothing worse than flying a mission which is exactly the same as another one, but has a different name. - Changed the weapons on the capital ships to suite your mission requirements (you may need to have a cruiser take out a destroyer, so giver them more powerful beam turrets etc.) (But do not go overboard here, you still need a feel of realism.) - Make the storyline/objective believable (saying you have to capture a medical ship to help revive Aeris, to revive Sephiroth, to bring back the Colossus to bring back the victims from the Supernova is just plain stupid.) - Finally, give the mission a briefing, objectives and a proper debrief! It is so annoying when you fly a mission, destroy a ship, and come to the debrief which says 'You did not destroy the....', that is so frustrating, so make sure you are accurate. ************************************************************************** Have you got any advice/suggestions concerning FRED2? If you have, E-Mail me your suggestions to : The_RSM@hotmail.com When I recieve your suggestions, I will review them, and will then add them to this, or a future Freespace 2 FAQ/Guide. Remember, you will get FULL credit for any advice/suggestions you make. (Please mark your E-Mails with the Subject : FRED2FAQs) Thank You. ************************************************************************** -------------------------------------------------------------------------- *B* Squadwar The basis for Squad War is that organised squadrons should be able to conquer and defend regions of space. Squad War allows multiplayer squadrons to challenge other squadrons for control of territory in the universe. Squad War is an organised form of team vs. team multiplayer gameplay. PXO servers will maintain a list of registered squadrons (each has a name, a password, and a list of members) which will be managed by users through a web page. Squadrons will fight it out (via team vs. team missions) for control of sectors. The PXO database will keep track of which squadron controls each sector. - From www.Squadwar.com FAQ section So basically, Squadwar is ladder system for TvT matchs, simple. And before I forget.... ************************************************************************** *Shameless Plug* ************************************************************************** So, you've played a few TvT games, and liked it? Fancy proving your skills were it really matters, on the Squadwar ladder? Well you can! Join the BEWD (Blue Eyes White Dragons) and you will be able to fly alongside ace pilots, and eventually become an ace yourself! So, if you: - Are friendly - Have an account of PXO (or are thinking of getting one) - Are willing to be part of a team and - Are willing to give up some time to fly Then YOU are perfect for the BEWD Squadron. (Note: You DO NOT have to have any previous TvT experience, or any other form of experience. We will personally train you in how to become an ace pilot, and how to win in the TvT world.) Interested? Have further questions? Then E-Mail the Squad Leader : The_RSM@hotmail.com (Or chat to me online, just look for: BEWD-DracoLord) * BEWD Squadron Notice * We are currently looking for a co-leader, who will lead the BEWD squadron when the creator, and current squad leader (BEWD-DracoLord) is unable to make a team game. This person, unlike a normal pilot, and member of the BEWD Squadron MUST have TvT experience, and must have the skill, dedication, and understanding to make BEWD the top of the league. If you fit this criteria, then please, e-mail me your pilot filename (and just the name) to : The_RSM@hotmail.com (please make the subject: BEWDSLA), at which point I will review your pilot record on the FS2 ladder, and then e-mail you back with a date, (this will be made so it is convient for both you and me), and you will then prove your skills to me, personally (so there is no point in trying to fake who you are, because if you can't fly well enough, I'm afraid you will NOT make it as the Co-Squad Leader.) So, what do you get as being the Co-Squad Leader? - The FULL support of the current Squad Leader (BEWD-DracoLord) - The respect, and trust of the Squad (which must be earnt) - Full access to the Squad Admin, so you can challenge other squads, and communicate with the members of the squad) - Full access to the website (TBA), and full rights and privalages on the message board, and the other areas of the site - The pride and enjoyment which comes as being the leader of something greater than you alone - You can train, recruit and any other thing which YOU deem necessary, so you get almost complete freedom, and can feel in charge of something (if you aren't already) - You will be filled with pride and joy when OUR team defeats any challengers, and/or any challenges which WE make Thank You. ************************************************************************** How to join a Squadwar Squadron: Firstly, you have to get permission from the Squad Leader, or any other member of the squad who is allowed to let you join (some squads only let aces join, or people in a certain time zone etc.) Then, you create a new Multiplayer pilot (it will be the squadname-your nickname, e.g. BEWD-Rage) Finally, to actually compete as a member of the squad, you will need the password to actually join the squad (you join at www.squadwar.com.) This password will be given to you either by the squad leader, or a trusted member of the group. TvT Missions: Unlike Coop. missions, you do not all get together and battle the AI, and unlike a dogfight, you don't fly around trying to kill any fighter or bomber which you aren't in, this is the ultimate experience, flying as part of a team in which you have to worry about you, your squadmates, your enemy squad and any other obstacles in the way. These missions are won by accomplishing a set task (killing all members of opposing squad a certain number of times, destroying the enemy cruiser, or another enemy cap. ship etc. To best sum up what you do: Together we fight, united by a bond- A bond of courage, A bond of daring, A bond of friendship Without my wingman I am nothing. Without me my wingman is nothing. Only together can we achieve What our cause has called us to complete. For our beliefs we fight Against the menace that has risen. My wingman is my guardian, And I am my wingman's guardian. With my wingman by my side, I will not fear death or destruction, I will not feel the eyes of hate resting upon us. I will fly my ship strong and straight, Never doubting that my wingman is there to protect me. - From Wing Commander III - The Heart of The Tiger (manual pg. 41) Controls: If you wish to fly as part of a team, it is advisable that you use, or purchase a joystick (which are pretty cheap anyway), so that your gaming experience will be improved, and made a lot easier. 'Bind' the joystick buttions to perform certain, critical actions which you use most of the time. For Example: Button 1 : Fire Primary Weapons Button 2 : Afterburner Button 3 : Equalise Shields Button 4 : Launch Counter-measures HAT up : Look up HAT down : Look back HAT left : Look left HAT right : Look right Z-Axis : Increase/Decrease Thrust (Throttle) Weaponry: The ships which you fly are exactly the same as the ones used in any other section of the game, and the primary and secondary weapons are standard (not dogfighting as some people have thought.) Standard Rules: In the Squadwar world, most of the members are experienced players, and they already know the standard rules which are used. For those of you who don't know, or are not quite sure, these are the 'Standard Rules': - No EMPs allowed - No AI fighters/bombers allowed - No Anti-Fighter Suppresion Weaponry (Piranhas and Infyrnos) - No cheating (tables, trainers, LAG bombing, hacks etc.) Best TvT Ship and Loadout: As I have said at various occasions throughout this guide, everyone has their own opinion, and taste, so this selection may, or may not appeal to you, and your flying style(s). Best Fighters: Erinyes * Herc II Best Bomber: Sekhmet Best Primary Configurations: Morning Star and Kayser * Morning Star and Subach/Mekul Kayser and Kayser Kayser and Subach/Mekul Best Secondary Configurations: Tornado and Rockeye * Tornado and Tempest * Rockeye and Rockeye Harpoon and Harpoon (* My personal favourates.) Explanation: I say, if you say 'my favourate is...', you should always have a list of reasons as too why your choice is a good choice, so, here is my list: Erinyes: + Quite manoeavrable + Well armoured + Multiple gun mounts (great primary firepower) - Pretty small payload (compared to Herc II) Morning Star: + 'Throws' enemies off course, and into a spin + Makes it hard for your enemy to get a lock + Hard to escape from (unless you run out of weapon energy) + Great TvT weapon (a MUST have) - Pretty high energy usage - Makes your enemy stop, which makes it easier for them to target you with primary weapons, heatseekers and dumbfires Kayser: + High damage potential + High rate of fire + Good range - Pretty high power usage (and with the Morning Star, the energy is drained away very quickly, so be careful) Tornado: + Good rate of fire + Can be carried in reasonable numbers + Pretty accurate + Deadly if they strike there target - Aces can evade them easily - Run out too quickly - Takes time to lock onto the target, time which you might not have Rockeye: + Great rate of fire + Good to distract enemy + No lock time - Very easily evaded - Cannot be carried in large numbers - Only reasonable damage Tempest: + Excellent rate of fire (instant) + Good to distract enemy + Can be carried in large numbers + No lock time - No homing system, so you must aim precisely TvT Strategies (AKA Do's and Don't of TvT's): - Stick together. Don't try and take on an entire squad by yourself, you can't. You may be the best pilot in FS2, but, even you cannot match up against 3, 4, 5 or 6 enemy fighters, all aiming at your ship. - Communicate. There is no point in flying around, trying to take out any fighter, or any ship when all your squad mates are doing the same thing and are expecting you to cover them. - Assign roles/jobs to each of your pilots. You have to assign roles to each of your pilots, a role which they can fulfil, and excel at. (E.g. Give an experienced dog fighter the role of engaging the enemy aces, or another pilot the job of attacking the enemy cap. ship whilst you engage the enemy fighters etc.) - Have a game plan before you start. The worse thing to have is a dis-organised squad who fly by their own rules, and do what they want to do, it will just not work against organised teams. Decide what you do, before you begin the mission, for example. Does X attack the enemy leader, whilst A and B attack the enemy fighters, whilst Y and Z attack the enemy cap. ship? - Stick with your favourate ship and weapon loadout. As I have said before, everyone has their own style, and preference when it comes to ships and their loadout, so pick the one which is right for you, not the one which your squad leader uses, or another member of the squad does, use what you are good with, and nothing else. - Be dedicated. There is NO POINT in joining a squad if you do not intend to attend team matches, or training, you will just be extra bagage, and an upset to the team, and morale. If you have asked to join, then think to yourself, 'Do I have the time for this?', or 'Am I really intent on being a productive member of the squad?' If the answer is Yes, then good luck to you, and I hope you help your team win many matches, but if the answer is No, then don't even bother applying in the first place, because if you do apply, and then decide not to attend matches, then the squad leader will have to fighter with less people, or even forfiet the match just because of YOU, so don't do it. - Wear the right 'uniform'. When you join a team, you will have to change your squadron logo to what the squad leader has decided to make the symbol for your team, and your name (e.g. BEWD-Rage), means you are part of a team, a group, and ultimately a community, so ALWAYS play as your new team multiplayer pilot. (You may have hundreds of medals, and have achieved the rank of admiral on another pilot file, but that is just a small line of code which says 'BEWD-Rage has the....and....and.... etc. It means NOTHING in the TvT world, an Ensign can beat an Admiral.) - Set your object update rate to LOW (unless you are the host server in which case you set it to HIGH or LAN.) If you put your O.U.R. to any other setting, you will increase the LAG on the game (this can be considered as LAG Bombing, and your team can be disqualified from that match, and even SquadWar itself, so DO NOT do it.) - Never slag off other teams, team members, or any member of your squad. Be polite to everyone, even the people who have just beaten you, or you are facing in about 5 minutes, they are just normal people, who have decided that they enjoy to unwind by playing FS2, and SquadWar, so treat them as you wish to be treated (nicely.) - Humour the moment. Nobody sits at home all day playing this game (at least I hope not), so they probably have to go to work, or school, so they will probably be tired, fed up, bored, and a whole host of other emotionals states, so try and be funny (with a limit.) Lighten the mood, if one of your squad mates is doubting themselves, be a friend, and reassure them, make them feel happy, because on day you will be in that situation, and would like someone to lend a helping hand, and make you feel better. - Cut the language. There are people of all ages on the forums, and in the games, so don't swear every other word, because an eleven year old, sitting in front of a computer screen shouldn't be subjected to this kind of foul language, and I don't think his/her parents would be happy if they knew that their child was trying to play an innocent game, and was being influenced by people from all over the world. - Language. When you join a team, or the forums, there will always be people from other countries, who speak other languages, and/or have 'loose' english, so don't insult these people, and don't be rude to them. We live in a multicultural, multilingual society, so you should learn to respect, and accept them. - The three NO NO's. Politics, religion and sex, NEVER talk about these three things in the forums, games, or a TvT, these are very sensitive subjects, and can result in a whole host of problems, so please, DO NOT talk about these subjects openly. - Have fun. The whole point of this game (apart from making the company and the developers money), is for you, and me to have a good time and enjoy our online experience, and even vent stress, anger and other negative emotions by taking it out on computer generated ships, doing away with the need for actual violence (believe me, it does reduce stress, at least in my case.) Common terms and abbrieviations: We've all seen them, these three, four letters which make no sense to us. LOL, LMAO, GL, GG, HF etc. What do they all mean? Well, these are acronyms (a series of letters, each of which stand for an actual word), and are used to lessen the need to type more than you actually need to. Just so you don't misunderstand, here are some of the most commonly used terms and phrases you will undoubtly find whilst playing a game, or in the forums: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Abbreviation| Meaning(s) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ? |What? @COLL |At College @HM |At Home @SCHL |At School @WRK |At Work ^)^ ^(^ |People Talking ~~~c___ |Beach :-|:-| |Deja' vu 1DAFUL |Wonderful 2 |To, Too, Two 24/7 |Twenty Four Hours a Day, Seven Days a Week 2B |To Be 2BCTND |To Be Continued 2D4 |To Die For 2DAY |Today 2L8 |Too Late 2MORO |Tomorrow 2NITE |Tonight 4 |For, Four 4E |Forever 7K |Sick 8 |Ate, Eight A/S/L? |Age/Sex/Location ACTIV8 |Activate ADD |Address ADN |Any Day Now AFAIAA |As Far As I Am Aware AFAIAC |As Far As I Am Concerned AFAICT |As Far As I Can Tell AFAIK |As Far As I Know AFAIR |As Far As I Remember AFAIUI |As Far As I Understand It AFK |Away From Keyboard AI |Artifical Intelligence AISB |As I Said Before or As It Should Be AISI |As I See It AIUI |As I Understand It AIW |As It Were AKA |Also Known As ALIWANISU |All I Want Is You AMAP |As Much As Possible AML |All My Love ANYTNG |Anything AOB |Any Other Business ASAP |As Soon As Possible ATB |All The Best ATK |At The Keyboard ATM |At The Moment A3 |Anytime, Anywhere, Anyplace ATTN |Attention ATW |At The Weekend AU |Australia AVDB |Alles Van Die Beste AVG |Average AX |Across AYOR |At Your Own Risk AYT |Are You There? B |Be, Bee B/C |Because B2 |Back To B2B |Back To Business B4 |Before B4N |Bye For Now BBB |Busy Beyond Belief BBIAB |Be Back In A Bit BBIAF |Be Back In A Flash BBIAM |Be Back In A Minute BBIAS |Be Back In A Second BBL |Be Back Later BBS |Be Back Soon BCNU |Be Seeing You BCUM |Become BD |Big Deal BF |Boyfriend BG |Big Grin BION |Believe It Or Not BN |Been or Being BFN/B4N |Bye For Now BOL |Best Of Luck BRB |Be Right Back BRT |Be Right There BTA |But Then Again BTDT |Been There Done That BTM |Beats Mee BTR |Better BTW |By The Way BWD |Backward BYKT |But You Knew That C |See CZIN |Season C%D |Could C%L |Cool C&G; |Chuckle & Grin CUL8ER/CUL8R|See You Later C/O |Care Of CID |Crying In Disgrace or Consider It Done CIO |Cut It Out CN |Can COS/COZ |Because CR8 |Create CSG |Chuckle, Snicker, Grin CART |CAn't Remember a Thing CU |See You CU @ 7 |See You At 7 CU2MORO |See You Tomorrow CU2NITE |See You Tonight CUS |See You Soon CUZ |Because CYA |See You D |The DD |Dead DINR |Dinner DK |Don't Know DL |Download DM& |Demand DOIN |Doing D/L |Download DAMHIK |Don't Ask Me How I Know DIKU? |Do I Know You? DIM |I'll Do It Myself DIY |Do It Yourself DK |Don't Know DNA |Did Not Answer DON |Doing DQMOT |Don't Quote Me On This DUCWIC |Do You See What I See? DUR |Do You Remember? DV8 |Deviate DWB |Don't Write Back DXNRE |Dictionary EG |Evil Grin EMFBI |Excuse Me For Buttin In EMSG |E-mail MeSsaGe ESP |Especially EZI/EZY |Easy F? |Friends? F2F |Face To Face F2T |Free To Talk FAQ |Frequently Asked Question(s) FC |Fingers Crossed FIFO |First In First Out FIOFY |Figure It Out For Yourself FISH |First In Still Here FOCL |Fell Off Chair Laughing FONE |Phone FST |Fast FTAC |Fantasy BTBOMH |From The Bottom Of My Heart FTBL |Football FTL |Faster Than Light FUNE |Funny FWIW |For What It's Worth FYA |For Your Amusement FYI |For Your Information G2CU/G2SY |Glad/Good To See You G2G/GTG |Got To Go GA |Go Ahead GAFIA |Get Away From It All GAL |Get A Life GBH&K; |Great Big Hugs & Kisses GBH&KB; |Great Big Hugs & Kisses Back GD&R; |Grinning, Ducking, and Running GF |Girlfriend GFN |Gone For Now GG |Go to Go or Good Game GJ |Good Job GL |Good Luck GMAB |Give Me A Break GMT |Greenwich Mean Time GNR8 |Generate GNRLE |Generally GONNA |Going To GOWI |Get On With It GR8 |Great G9 |Genius GT |Good Try GTG |Got To Go GUDLUK |Good Luck H2 |How To H2CUS |Hope To See You Soon H8 |Hate HAGN |Have A Good Night HAGO |Have A Good One HAK |Hugs And Kisses HAMRD |Hammered HAND |Have A Nice Day HB |Hug Back HH |Holding Hands HICA |Here It Comes Again HIG |How's It Going HOAS |Hold On A Second HOPR |Hang On, Phone's Rining HOUER |Hanging On Your Every Word HOWRU? |How Are You? HP |Home Page HTH |Hope This Helps HV |Have IB |I'm Back IC |I See ICAM |I Couldn't Agree More IDGI |I Don't Get It IDTS |I Don't Think So IDTT |I'll Drink To That IIRC |If I Remember Correctly IJLS |I Just Like Saying IKWUM |I Know What You Mean AM |I Am IMBO |In My Biased Opinion IME |In My Experience IMHO |In My Honest Opinion IMI |I Mean It IMMOR |I Make My Own Rules IMNSHO |In My Not So Honest Opinion IMO |In My Opinion IMPOV |In My Point Of View IMPRS |Impress IMS |I Must Say INT |I'll Never Tell IOU |I Owe You IOW |In Other Words ISC |I Stand Corrected ISO |In Search Of ISTR |I Seem To Remember ITUFIR |I Think You yoU'll Find I'm Right ITYM |I Think You Mean IUSS |If You Say So IUTKATS |I Used To Know All That Stuff IWIK |I Wish I Knew IYDKIDKWD |If You Don't Know, I Don't Know Who Does IYD |In Your Dreams IYKWIM |If You Know What I Mean IYQ |I Like You IYSS |If You Say So IYSWIM |If You See What I Mean J/K |Just Kidding JAM |Just A Minute/Moment JAS |Just A Second J4F |Just For Fun JIC |Just In Case JIT |Just In Time KC |Keep Cool KHUF |Know How You Feel KIA |Know It All KISS |Keep It Simple Stupid KIT |Keep In Touch KOC |Kiss On Cheek KOL |Kiss On Lips KWIM |Know What I Mean KYHU |Keep Your Head Up L |Laugh L8 |Late L8R |Later LALL |Live And Let Live LAN |Local Area Network LCH |Lunch LDN |London LKIT |Like It LLTA |Lots and Lots of Thunderous Applause LMA |Leave Me Alone LMC |Lost My Connection LMK |Let Me Know LO |Hello LOL |Laugh Out Loud LTM |Laughing To Myself LYN |Lying M8 |Mate MBRSD |Embarrassed MFG |More Friendly Garbage MFI |Mad For It MHM |Members Helping Members ML |More Later MNC |Mother Nature Calls MOB |Mobile MorF |Male or Female MT |My Time MTE |My Thoughts Exactly MTF |More To Follow MYOB |Mind You Own Business N |And or No N1 |Nice One NA |No Access N/M or NM |Never Mind or No Matter NADM |Never A Dull Moment NAGI |Not A Good Idea N/A |Not Applicible NBD |No Big Deal NBTD |Nothing Better To Do NC |No Comment NCASE |In Case NDM |No Disrespect Meant NE |Any NE1 |Anyone NED |Need NITING |Anything NLT |No Later Than NMP |Not My Problem NMS |Not My Style NN |Night, Night NO1 |No-One NOOTO |Nothing Out Of The Ordinary NOYB |None Of Your Business NP |No Problem NRN |No Reply Necessary NTG |Not To Good NUFN |Nothing NYI |Not Yet Implemented NVM |Never Mind NWO |No Way Out O |Over O4U |Only For You OATUS |On A Totally Unrealated Subject OBTW |Oh, By The Way OIC |Oh I See OMG |Oh My God ON4IT |On For It ONNA |Oh No, Not Again OO |Over & Out OT |Off Topic OTT |Over The Top OTTOMH |Off The Top Of My Head OTW |On The WHole OVA |Over OW |Oh Well PEST |Please Excuse Slow Typing PLMK |Please Let Me Know PL& |Planned PLONK |Person with Little Or No Knowledge PLS/PLZ |Please PM |Pardon Me or Private Message PO$BL |Possible POAHF |Put On A Happy Face POV |Point Of View PPL |People PRT |Party PTMM |Please Tell Me More PTMY |Pleased To Meet You Q |Queue QED |Quite Easily Done QPSA? |Que Pasa? R |Are RE |REgarding or Nice Seeing You Again RUOK? |Are You OK? RSN |Real Soon Now RTM |Read The Manual RUMF? |Are You Male or Female? RU OK? |Are You OK? RUUP2IT? |Are You Up For It? SAL |Such A Laugh SAT |Sorry About That SC |Stay Cool or Shivan Cruiser SEC |Second SETE/SE2E |Smiling Ear To Ear SHTSI |Somebody Had To Say It SIT |Stay In Touch SITD |Still In The Dark sme1 |Someone SOT |Short Of Time SOVS |Someone Very Special SNERT |Snot-Nosed Egotistical Rude Teenager SO |Significant Other SOHF |Sense Of Humour Failure SOL |Sooner Or Later SOTMG |Short Of Time Must Go SPK |Speak SRY |Sorry STATS |Your Sex and Age STS |So To Speak ST2MORO |Same Time Tomorrow SUM1 |Someone SUP |What's Up SWDYT? |So What Do You Think? SWL |Screaming With Laughter SWYP |So Whats Your Problem? T+ |Think Positive TAFN |That's All For Now TANJ |There Ain't No Justice TBC |To Be Continues TBE |To Be Expected TC |Take Care TFTT |Thanks For The Thought THX |Thank You THN |Then TIME |Tears In My Eyes TMI |Too Much Information TMIKTLIU |The More I Know, The Less I Understand TMOT |Trust Me On This TNX |Thanks TNT |Till Next Time TTBE |That's To Be Expected TTBOMK |To The Best Of My Knowledge TTTT |These Things Take Time or To Tell The Truth TTUL |Type To You Later TYT |Take Your Time TYVM |Thank You Very Much U |You U2 |You Too U/L |Upload UGTBK |You've Got To Be Kidding UOK |You OK? UP4IT |Up For It UR |You Are URLCM |You Are Welcome USU |Usually UWOT |You What!? VBG |Very Big Grin VRI |Very W/ |With W4U |Waiting For You W8 |Wait W84ME |Wait For Me WAN2 |Want To WAYD |What Are You Doing? WB |Welcome Back WCKD |Wicked WEN |When WENJA? |When Do You? WERJA? |Where Do You? WERUBN? |Where Have You Been? WK |Week WL |Will WN |When WOT |What WTG |Way To Go WTM? |What Time? WU? |What's Up? WUF? |Where You From? W/O |Without Xlnt |Excellent Y |Why? or Yes YA |You YBS |You'll Be Sorry YIU |Yes I Understand YKWYCD |You Know What You Can Do? YL |Young Lady YM |Young Man YR |Your Z |Said ZZZZZ |Sleeping *Smilies* :) |Happy :( |Sad ;) |*Wink, Wink* ^_- |*Wink, Wink* ><><><;;*> |Fish!? :@ |Piggy Face :| |Sad/Dissapointed BEWD? : What do your squad initials stand for? (Replace BEWD with whatever squad you are talking about) (Note: This list is comprised of both my knowledge, and a whole group of my mates, so if some of them don't make sense, are incorrect, or just plain stupid, it wasn't me! :) No, seriously, let me know so I can change it before someone uses it in the wrong context/out of place, Thanks. ************************************************************************** Remember, these are just some of the expressions you may encounter in the forums, so if you have any more questions about this topic, please, feel free to E-Mail me at: The_RSM@hotmail.com, and I will help you if I can. (Please mark these e-mails subject as: ACFS2. Thank You.) ************************************************************************** -------------------------------------------------------------------------- 9.0 Final Notes I hope you've enjoyed reading this guide, and I also hope that you've found the answers you were looking for, even learnt something you didn't know before. If you have then this guide was worth writing, and the hours of effort was worth it. If you have any suggestions on how I could improve this guide, or general improvements for any future guide, please E-Mail me them and I will get round to doing them (Please do not send any negative comments, if you didn't like the guide then fine, you are entitled to your own opinion and I can't change your mind, so just don't send any comments.) *Contributions* I am very interested in receiving any advice or additions which you can offer to this guide. If you submit something you will be given FULL credit for your contribution, and if you want, you may also request for a link to your guide(s) so long as your advice is relevant to this guide. (Please mark your E-Mails with the subject : "FS2CON") Thank You. Look out for future guides from me and my staff! These include, but are not limited to:: - (PSX) Breath of Fire 4 - (PSX) Final Fantasy 6 - (PSX) Final Fantasy 7 - (PSX) Final Fantasy 8 - (PSX) Final Fantasy 9 - (PS2) Final Fantasy 10 - (PS2) Final Fantasy 11 - (PS2) Summoner - (PS2) Summoner 2 - (PS2) GTA 3 - (PS2) GTA 3 : Vice City - (PS2) GT 3 A-Spec - (PS2) GT 4 - (PS2) WWE : Shut Your Mouth - (PC) Freespace 2 - (PC) Red Alert 2 - (PC) Imperium Galactica 2 : Alliances - (PC) Homeworld - (PC) Homeworld : Cataclysm - (GBA) Golden Sun - (GBA) Golden Sun 2 - (GBA) Pokemon Ruby - (GBA) Pokemon Sapphire - (GBA) Yugioh Duel Monsters 5 Expert 1 - (GBA) Yugioh Duel Monsters 6 Expert 2 - (GBA) Yugioh Duel Monsters 7 ------------------------------------------------------------------------- 10.0 Credits and Acknowledgments This part of the guide is dedicated to crediting and acknowledging the people (which is giving away by the title) who have contributed their advice, knowledge and/or services to producing and supporting this guide. To these people all I can say is, thank you, and hopefully I will be able to help you in your guides, or something like that :) And now, without further ado (drum role please) I present to you the people who made this guide happen: - www.interplay.com for making the game in the first place - www.volition-inc.com for their part in making the game - www.pxo.net for running the Multiplayer element of the game - www.GameFaqs.com for hosting this guide - www.NeoSeeker.com for also hosting this guide - Carlos Miranda - *Reserved for any contributors* - And YOU for actually taking the time to read this guide -------------------------------------------------------------------------- *INSERT 1* I have decided to create this section to properley acknowledge, and pay tribute to the people who have expressed their own personal opinions on my opinions :). I feel that a quick mention in section 10 (above) is not enough, so you can find ALL the people who have contributed to this guide in this section as well :). THANKS TO: - Carlos Miranda for sending his opinions on some of the descriptions I have given, and for highlighting some mistakes which I have made. (I am only human you know :) ) -------------------------------------------------------------------------- 11.0 Links www.GameFaqs.com Huge collection of FAQs and guides for nearly every game you can think of, and even more than that! www.Gamewinners.com A site similar to Gamefaqs.com, but concentrates more on codes than FAQs (Whether Gameshark, Gamegenie, or internal passwords), this site has them all. www.neoseeker.com A wide selection of guides for a whole host of games, from the well known block-busters, to the small, and relatively obscure developments, you can find them all here. www.freespace2.com The official Freespace 2 site. -------------------------------------------------------------------------- 12.0 Copyright This guide is copyright 2002 DracoLord. (c) 2002 DracoLord All rights reserved. --------------------------------------------------------------------------