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STAR CONTROL ][
Melee Strategy Guide
-=[HWA]=-
───────────────────────────────────
Table of Contents
I: Melee (listing of ship and descriptions)
II: Melee Strategy guide.
Author's notes: We recommend that before you go to play the Star Control II RPG
you practice in Melee. Here are helpful hints and strategies to
help you on yer way!
Melee
───────
Chenjesu Broodhome: Primary Weapon- Photon Shard, continues forward until you
release the fire button, once released
spreads out in all directions for
minimal distance. Most damaging with a
direct hit.
Secondary Weapon- DOGIs, probes that home in on the
opposing ship and when they make
contact they drain its battery.
Can be killed rather easily, but be
warned, they won't get in front if you
as a target.
Info- Large crew, large battery. Below average
maneuverability, rather slow speed.
Mmrnmhrm X-Form: Primary Weapon- A) Twin laser cannons converging on one
point, directed towards the front.
B) Two missles shot simultaneously
at long range, homing capability.
Secondary Weapon- Changing between ship "A" and ship "B".
A) Slow speed, good maneuverability.
Has weapon A.
B) Fast speed, bad maneuverability.
Has weapon B.
Info- Medium size crew, small battery.
Recharges moderately fast.
Yehat Terminator: Primary Weapon- Double rapid fire cannons,
shots are parallel.
Secondary Weapon- An impenetrable (well, mostly) shield.
Drains battery rapidly.
Info- Above average speed, good
maneuverability. Medium Crew, small
battery, recharges quickly.
Shofixti Scout: Primary Weapon- Single shot cannon.
Secondary Weapon- Hit special twice to remove safety and
arm. then once more to detonate glory
device. (note you WILL DIE when you use
this weapon). Takes off a variable amount
of crew from the opposing ship, in
proportion to distance.
Info- Very fast, very manuverable, and makes
for a small target. Small crew, small
battery. Mainly good for kamikaze
missions (nothing else).
Ariloulaleelay Skiff: Primary Weapon- Auto targeting short range laser.
Secondary Weapon- Teleportation to a random point, (usually
where you least want to be :])
Info- Very fast and manuverable. Fast
regeneration, and it is immune to
gravity and inertia. Minimal crew
and medium battery.
Earthling Cruiser: Primary Weapon- A long-range nuclear missle, doing much
damage on contact, homing capability.
Secondary Weapon- Point defense laser system. Will fire
short range lasers at any objects near
your ship.
Info- Medium crew, medium battery. Slow speed,
good maneuverability. Average battery
recharging.
Syreen Penetrator: Primary Weapon- Single shot cannon. Takes off 2 crew.
Secondary Weapon- The song of the Syreen, makes crew
from the opposing ship "jump ship" and
float in space waiting to be picked up
by you as a crew addition.
Info- Small crew, but huge crew pod. Smallish
battery, average regeneration. Fast speed
ok maneuverability.
Spathi Eluder: Primary Weapon- Semi-rapid fire forward gun, extremely
difficult to aim with.
Secondary Weapon- Rear missles with a long range and
homing capability.
Info- Large crew, smallish battery.
Very fast, and VERY maneuverable.
Ilwrath Avenger: Primary Weapon- Hell blast, a very short range engulfing
balls of fire dealing out massive damage.
Secondary Weapon- Cloaking Device, turns ship invisible.
Deactivates when primary weapon is fired.
Info- Medium crew, medium battery, fast
recharging. Medium speed, medium
maneuverability.
Mycon Podship: Primary Weapon- Homing plasmoid. It follows the opponent,
and dissipates over time. The weapon is
very powerful, but it takes a lot of enery
to use.
Secondary Weapon- Regenerates four crew (takes ALL of
the battery to do so).
Info- VERY slow. does NOT manuver very well,
Has medium crew, and a large battery (do
not be fooled, one shot takes up half).
Androsynth Guardian: Primary Weapon- Seeking acid bubbles. Not very good for
offense, effective at close range.
Secondary Weapon- Ship transforms into a blazing commet.
Speed is increased, maneuverability is
decreased. Inflicts a lot of damage.
Lasts as long as your battery does.
Info- Not very fast, below average turning.
Medium crew, medium battery.
Umgah Drone: Primary Weapon- A very short-range antimatter spread.
This is very advantageous, considering
that there is no battery use. It also
acts as a very effective shield.
Secondary Weapon- Moves the ship backwards at a high rate
of speed.
Info- No good in long range confrontations.
Medium crew, medium battery. regeneration
is all in one shot, but it is on a timer
wich resets to zero every time you shoot.
VUX Intruder: Primary Weapon- Very powerful medium range laser.
Secondary weapon- Limpets, which slow down the opposing
ship. The more that attach onto it, the
more the ship slows down.
Info- VERY slow, Large battery, medium crew.
Ur-Quan Dreadnought: Primary Weapon- Extremely powerful long range fusion
blasts.
Secondary Weapon- Launches pairs of fighters that fly after
the opposing ship and slice it to bits
with small lasers.
Info- A large, ungainly ship, very slow, and
turns like an elephant. The crew and
battery both are at maximum, and the
regeneration is about average.
Kohr-Ah Marauder: Primary Weapon- Disks of dark, dense metal, spinning
around and around, and when an opposing
ship comes near, homes in on it. The use
is similar to the Chenjesu's.
Secondary Weapon- A radiating spread of fusion flares, that
can destroy any incoming projectile. Also,
it is an effective close-range offensive
weapon.
Info- Maximum crew and battery, is a virtual
match for the Ur-Quan Dreadnought in
speed and maneuverability, as well as
battery recharge.
Utwig Jugger: Primary Weapon- 6 shot weapon that spreads out into an
arrow form. Does not use up battery.
Secondary Weapon- A shield, which depletes your battery,
and cannot be regenerated. you regain
battery power by being hit while you
have the shield on.
Info- Sort of slow, turns fairly well, average
crew, medium small battery.
Thraddash Torch: Primary Weapon- Standard single shot cannon.
Secondary Weapon- Afterburners which propel the ship
at high speed and leave a trail of
deadly fireballs in its wake.
Info- Small crew, medium battery. Average
regeneration.
Supox Blade: Primary Weapon- Semi-rapid fire cannon.
Secondary Weapon- Multi-directional movement regardless
of current thrust. Hold down special,
then press thrust to move backwards and
left or right to move in opposite
respective direction.
Info- Small/Medium crew, small/medium battery.
Speed is GOOD, manueverability is
excellent.
Pkunk Fury: Primary Weapon- 3 directional rapid fire cannons.
Secondary Weapon- Fuel regeneration by flinging jabbing
insults at your opponent.
Special Ability- Resurrection. After a battle is over,
with the Pkunk as the loser, it will
revive and re-do the battle under the
right circumstances (discussed later).
Info- Small crew, small battery. VERY fast,
VERY maneuverable.
Melnorme Trader: Primary Weapon- Single shot cannon, which if you hold
down the fire button it stays at the
tip of your ship charging up into a more
powerful shot, its intensity going from
Green-Blue-Purple-Red. When energy ball
is red you are invulnerable to most
weapons.
Secondary Weapon- Multi-colored, long range energy ball
which when it hits the opposing ship,
disables left/right/fire buttons. Thrust
is still possible but you are thrown into
a spin.
Info- Medium crew, large battery. Slow/medium
speed, medium maneuverability.
Chmmr Avatar: Primary Weapon- High intensity laser beam, medium range.
Secondary Weapon- Tractor beam, drags the opposing ship
towards the Avatar, speed of attraction
dependent on mass of enemy ship.
Special Ability- 3 defense satelites that orbit the Avatar
with short range lasers destroying any
object within distance.
Info- Large crew, large battery. Slow speed,
slow/medium maneuverability. Very fast
battery recharging.
Orz Nemesis: Primary Weapon- Long range, single shot cannon.
Secondary Weapon- Adjusting direction of cannon. Done by
holding down special and pressing
left/right.
Special Ability- Marines which are launched and baord the
enemy ship to kill its crew from the
inside. Done by holding down special,
then press fire while still holding down
fire.
Info- Small/medium crew, medium battery.
Medium/fast speed, good turning.
Druuge Mauler: Primary Weapon- Very long range cannon, good damage,
will recoil the whole Mauler
substantially.
Secondary Weapon- Throwing one of your crew into the
furnace of the ship therefore recharging
your battery to half if it were empty.
Info- Small/medium crew, Large/Medium battery.
Slow speed, average turning.
Regeneration is painfully slow.
Zoq-Fot-Pik Stinger: Primary Weapon- Single pellet, rapid fire gun. Does
minimal damage.
Secondary Weapon- At close range you lash out a tongue,
which does great damage to the enemy.
Info- Small crew, small battery. Fast speed,
good maneuverability.
Slylandro Probe: Primary Weapon- Short range, random directional
lighting bolt.
Secondary Weapon- When near an asteroid, you absorb the
asteroid and recharge your battery.
Info- Small crew, medium battery. Fast speed,
good maneuverability (difficult to learn
to use).
Melee Strategy Guide
──────────────────────
Well, as a couple of basic things, there is the Planetary Gravity whip,
which is if you wish to get increased speed beyond your engines capacity you
close in on the planet and make a flyby as close to it as possible while
thrusting, stop thrusting when you go past the planet. You will have increased
speed until you trust in any direction.
With any ship you may use the Dopler Effect, which is if you are moving in
a particular direction and you fire your guns in the opposite direction of your
movement, the range of your guns are greatly increased, however, firing in
front of you will shorten the range and shooting perpendicular to your motion
will make the shots stray towards behind you.
Using asteroids: You can use the asteroids as shield, if you close onto a
ship with an asteroid in front of you, the ship must blow up the asteroid
before it can hit you, this if course does not work well with rapid fire
opponents. Also, if you are a heavy ship and you cannot stop easily then guide
yourself right into an asteroid, you will completely exchange momentums with
the asteroid, you are now at a dead stop, assuming the asteroid was not moving.
Chenjesu: You can best utilize this ship by launching several DOGIs to drain
your opponents battery. Then continue shooting from long distance.
This ship can suffer in close range dogfights. Use it against ships
with slow battery regeneration.
Mmrnmhrm: In cases where you need speed to get away from an opponent you
transform into the streamline form. In close range combat the
primary form is advisable. Another method is while you are flying
at top speed of the faster mode, change to the laser cannon mode,
but do not thrust therefore retaining the fast speed.
Yehat: There is one basic concept to the Yehat, use the gravity whip to
attain a high speed, then shoot your opponent AFTER you pass him,
therefore using the increased range due to the Dopler Effect. You
must always make strafing flyby's, immediately after you shoot,
activate the shield to absorb the return fire.
Shofixti: There isn't much strategy to the shofixti. You must keep out-
maneuvering him and picking off his crew with your cannon, if he
has little crew but you are also in danger then active your glory
device and ram into him and detonating, this will cause a tie.
Arilou: As this ship has no inertia, a helpful strategy with larger ships is
to sit right next the planet and lure him over, he will crash into
the planet, also, maneuver behind him shooting him, and when you feel
threatened simply teleport out.
Syreen: The only strategy we can really consider is to fly by and drain the
crew out and when most of the crew is gone, shoot to kill.
Ur-Quan: A good strategy is to launch around 6 fighters to a ship with no
point defense and come in yourself with your fusion cannon. This
is basically a charge and destroy ship.
Mycon: Use the gravity whip as soon as possible to get speed, then continue
shooting BEHIND you, do not shoot in front of you at high speed,
at that speed you are faster than the shot.
Spathi: Make the opponent chase you and use your rear missles to hit him.
Do not engage in close combat since even though you are maneuverable,
there is no good weapon for close range combat, the machine-gun can't
be aimed easily.
Umgah: Activate your anti-matter spread, face away from your enemy, and use
your back jump to crash right into the ship, enveloping him in the
spread.
Earthling:Strive to keep the battle long range, fire your missles, when the
oppenent is relatively in front of you. In the case of incoming
fighters use point-defense.
VUX: The best strategy is to get the opponent to chase you and constantly
fire limpets to reduce his speed. Once he is practically imobilized,
come in and kill him with your laser. One thing, at the beginning of
the battle, you always appear right next to the opponent.
Ilwrath: With the Ilwrath ship, the best strategy is based around the cloaking
device. As soon as you appear on the battle feild look at where the
opponent is and immediately cloak, then turn in his direction and go
when you think you are near enough to hit him just hit fire, you
will uncloak with your weapon already aimed at his position. Be
careful, even though he cant see you, when the screen zooms in
for close range combat he may still hit you by shooting randomly.
Androsynth: None of us have experimented much with this ship but we will say
what we can. We suggest as the best strategy, that you fly in
towards the target and let loose several bubbles and then
change into your meteor form, and continually ram into the
enemy, this does considerable damage.
Kohr-Ah: When you first get onto the battle field, you close the distance
between you and your opponent some, and then you fire 4 or 5 metal
disks in front of you in a spread, he is going to have to go around
it, turn to the direction he is going and continue to shoot around
him. If he is a fast ship, then when he comes very close for a hit,
fire your plasma spread, they do much damage. Also, if you are
heading into a field of enemy fire, use the plasma spread as a
shield.
Utwig: When you first appear, go toward him at full speed, ALWAYS keep
chasing him. And keep constantly firing (firing does no require
battery), when he returns fire, activate the shield, and GET HIT,
it replenishes your battery. When he cannot shoot anymore, fire
at him constantly. A warning, the shield requires battery, and
you must get hit to regeneratem, if you run out of battery, you
can no longer use the shield.
Thraddash:With this ship, remember you are FAST with the afterburners. The
best thing to do first is to surround him with the fireballs, he
will have to wait until they disipate, but since he was most likely
already moving, he will crash into some of them. You may also
peck at him with your single shot cannon. I do not recommend this
ship.
Supox: With the suppox, you first task is learn how to use multi-directional
movement. Now, when you come into battle go towards your enemy, get
him to charge you, then when he is within firing range, reverse
your direction and shoot him up. Use laterall motion to dodge his
shots.
Pkunk: With the Pkunk make use of your extreme speed, fly constantly behind
the enemy matching his spin, and shooting him, when you run out
of battery, retreat and insult him to get the battery back, then
charge again.
Melnorme: When battle starts, shoot the enemy with the charm missle, once he
is charmed, you will have enough time to charge up a RED missle,
close into point blank range and shoot him, retreat and repeat the
procedure.
Chmmr: Use your tractor beam to make him drift towards you fast enough so
he doesn't thrust away, quickly recharge your battery, then when he
is near, destroy him with your laser. Do not worry about incoming
shots, your defense satelites will handle them, also, you can use
your tractor beam when he is trying to do a gravity whip so you drag
him right into the planet.
Orz: Maintain your distance, and launch off several marines, make sure the
enemy does not have effective point defense. This is about all we
can say with the Orz.
Druuge: The druuge is really an innefective ship, the only thing you can
really do is to try to aim and hit with the forward cannon, and
if you are in danger, you use the cannon's recoil to get away.
If you are high on crew, use one up if need fuel fast.
Zoq-Fot: This ship is made for only one purpose, as soon as the battle starts
you immediately charge at the enemy, and you shoot the tongue
weapon at him. It does a great deal of damage, retreat to re-charge
the weapon.
Slylandro:Just circle your enemy hitting him with the lightning weapon, then
go find an asteroid to re-charge. We recommend that you do not
use this ship.
These are our suggestions on using each ship in SC2, we suggest you
try out the ships and modify our strategies and create your own, we doubt
you will be the only one reading this. When creating a team, make it varied
according to the other team so you can match it up. This is all we have to say
about melee. Now go read the RPG Walk Thru/Strategy.