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Submitted by System on 09/03/2006, 09:50. Print file.
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shields.

Trebuchets are a good choice for this mission, mainly because of their range and power. But don't load them in both your missile banks. You have to make sure that you have enough missiles (you can't carry 400 trebuchets) to last this mission and the next one (you don't get time to reload or choose another ship).

Once the Bastion is safe, you are treated with a little FMV.


4.42 Mission 40 B - Incoming Transmission
__________________________________________

Objectives
----------

Primary objectives:    Protect Convoys
Secondary Objectives:  Prevent Shivan warships to enter the Vega node

Ship and loadout
----------------

Default:

Not applicable: you are flying with the same ship as in mission 34 and with the same (depleted) loadout.

Possibilities:

Not applicable: you are flying with the same ship as in mission 34 and with the same (depleted) loadout.

Mission Overview
----------------

* Destroy Sagittarius
* Destroy THANATOS
* Destroy Cancer
* Destroy Gemini
* Destroy BANE
* Destroy MELCHOM
* Destroy Scorpio
* Destroy Libra
* Destroy Virgo
* Destroy Leo

This mission is easy to say the least. If you wait for 12 minutes inside the jump node and then jump out of the system, the game is over.

However, it's more fun to do some dogfighting for 12 minutes, than just sitting there and wait. Take on every fighter wing that comes into the system, but keep a special eye out to the bombers and the heavy payload missiles they fire.

At first you'll encounter bombers - followed by a wing of Dragons - and again nothing but bombers.

Make sure that, when the 12 minute deadline is coming closer, prepare to head back for the jump node. If you don't make it on time, you'll be fried by the supernova (only a small difference in the ending movie). Once they announce the supernova you have 50 seconds to reach the node and jump out of there. The first time, I didn't expect the supernova, but was able to reach the node in time (I was 7500 m away from the node). Unfortunately I didn't have any time left to do the jump.


THE END


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=================
5.   THE WEAPONS
=================

5.1 Information
________________

This gives you a nice overview of all the weapons you can use. There isn't any extensive information though, mainly because it's not available.

I've divided the weapons into guns and missiles. Just click any weapons to view some detailed specs. I've tried to verify the range of all weapons (which is not easy on flying targets in singe player). If I'm wrong, just mail me and I'll correct the error.  If someone has information about other weapon specs like damage, refire rate, ... please contact me.


5.2 Guns
_________

Guns should be chosen carefully, since they'll be your main weapon of attack. Some weapons have incredible power, but usually have a slow recharge rate or do a specific kind of damage.


GTW-19 Circe
------------

SPECS: Tactical Weapon
Level 6 Shield Damage

RANGE: 1350 m

PROS: Extreme shield damage
CONS: No hull damage
Refire rate


GTW-5 Prometheus (S) Cannon
---------------------------

SPECS: Medium Energy Usage
Level 5 Hull Damage
Level 4 Shield Damage

RANGE: 1500 m

PROS: Good hull and shield damage
CONS: Refire rate
Power drain


GTW-5a Prometheus (R) Cannon
----------------------------

SPECS: Special Issue
Level 4 Hull Damage
Level 1 Shield Damage

RANGE: 900 m

PROS: Good hull damage
CONS: Refire Rate
Mediocre shield damage


GTW-66 Maxim Cannon
-------------------

SPECS: HiVel Weapon
Level 8 Hull Damage
Level 1 Shield Damage

RANGE: 3600 m

PROS: Extreme hull damage
High refire rate
Excellent range
CONS: Mediocre shield damage
Makes your ship shake when firing


GTW-83 Lamprey
--------------

SPECS: Tactical Weapon
Medium Energy Usage
Level 3 Shield Damage

RANGE: 850 m

PROS: Complementary to weapon that does high hull damage
Drains power from ship systems
CONS: Minor damage
High energy usage
Usefulness ???


GTW Akheton SDG
---------------

SPECS: Tactical Weapon
Subsystem Disruption

RANGE: 750 m

PROS: Disrupts subsystems
CONS: No damage
Refire rate


GTW Mekhu HL-7
--------------

SPECS: Standard Issue
Level 3 Hull Damage
Level 3 Shield Damage

RANGE: 950 m

PROS: High refire rate
CONS: Moderate damage


GTW ML-70 Morning Star
----------------------

SPECS: Long-Range Tactical
Kinetic Weapon

RANGE: 2000 m

PROS: Range
CONS: Range is only useful against warships


GTW Subach HL-7
---------------

SPECS: Standard Issue
Level 3 Hull Damage
Level 2 Shield Damage

RANGE: 900 m

PROS: High refire rate
CONS: Moderate damage


GTW UD-8 Kayser
---------------

SPECS: Special Issue
Level 6 Hull Damage
Level 5 Shield Damage

RANGE: 950 m

PROS: Very powerful
High refire rate for heavy weapon
CONS: Power drain



5.3 Missiles
_____________

With missiles you only have to check 2 things:

The type of missile (dumbfire, heat- or aspect-seeking)
The kind of damage they inflict (area, EMP, ...).

Also keep in mind that heavier missiles need longer reload times, are slow (and therefore should be dropped at max speed) and take a long
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Other files from this game:
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