TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Tachyon - The Fringe » Tachyon - The Fringe FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09

Sponsors:

Energy: 5.5
Hull: 5
Shields: 5
Buy for: 49000 cr.
Sell for: 29400 cr.


You are given this ship when you complete the "Withdraw from Independence"
mission in the hub. It's an O.K. ship, but it's totally average. This ship
is extremely welcome after flying the Mako, though.

Ship Name: Battleaxe
Class: Multirole Fighter
Speed: 550 SLU
Accel: 6
Perform: 6
Energy: 7
Hull: 8
Shields: 6
Buy for: 81250 cr.
Sell for: 48750 cr.

Personally, I think this ship is way underpriced. Comparing the stats to
the Warhammer, the defense works out about the same (Adding the Hull,
Shield, and Energy stats) and the speed and handling are all better. In
fact, if it had more weapon mounts, I would fly it to the end of the game.
Note that it's an upgraded Cutlass, so there's NO reason to keep the
Cutlass once you've bought this one.


Ship Name: Mace
Class: Intercept Fighter
Speed: 607 SLU
Accel: 7
Perform: 6.5
Energy: 5
Hull: 6
Shields: 6
Buy for: 64000 cr.
Sell for: 38400 cr.

The fast and the furious. This ship gets you where you're going in the
shortest time possible. It also carries an insane number of weapon mounts.
However, if an enemy starts tailing you, it's a bit weak. (I think the
Hull and Shield stats given are wrong.)


Ship Name: Claymore
Class: Heavy Bomber
Speed: 485 SLU
Accel: 5
Perform: 4
Energy: 4.5
Hull: 11
Shields: 5
Buy for: 110000 cr.
Sell for: 66000 cr.

This ship can carry just about all the rockets you want. However, the bad
news: You get precisely one slot for lasers. The only spot to mount an EMP
projector is the aforementioned one laser slot, IE you can't have both.
It has the comparative speed and maneuverability that an 18-wheeler truck
would have on the German Autobahn. And, the shields and energy replenishment
is the lowest of all the Bora ships. Granted, the hull strength is
incredible, but these four downers together mean that this ship doesn't last
long in extended dogfights, and the only missions where you could really USE
100 rockets, there's so many fighters, it's not worth it.

Ship Name: Warhammer
Class: Heavy Assault Fighter
Speed: 515 SLU
Accel: 5
Perform: 5.5
Energy: 6
Hull: 10
Shields: 5
Buy for: 130000 cr.
Sell for: 78000 cr.

Overall, not bad. In my opinion, the only thing it's got that makes it
better than the Battleaxe is greater flexibility and amounts of armaments.

____________________
*** Weapon Guide ***

îîîîîîîîîîîîîîîîîîîî

When choosing weapons, keep in mind that the designers used a exponential
scale. Each segment between two lines is an equal amount of power, no
matter what the size difference between them may be. I think it's silly,
but who asked me. I have made numerical estimates based on the charts, but
it's at best an estimate. There are 6 segments in the power meters. I got
"Range" numbers by locking on to a mine, then flying backwards until the
"in range" pip grayed out. PLEASE NOTE: All guided weapons lock on at a
range of 10 KM. The range below is the distance they will go before
detonating. Don't know if this will be useful to anyone, but, hey....
I'm also arrogantly assuming that the distance is given in kilometers.
If anyone knows for sure what they're in, let me know....

GALSPAN WEAPONS

Glint Lt. Laser (1000 cr.)

Basic, but functional. It's fast and cheap.

Hull: 0.8
Shields: 1.8
System: 0
R.O.F.: 2
Range: 8.7

Flare Med. Laser (2200 cr.)

In my opinion, this is the best GalSpan laser. It's efficient and cheap.

Hull: 1.7
Shields: 2
System: 0
R.O.F.: 2
Range: 8.7

Deimos Hvy. Laser (2650 cr.)

This does the same amount of damage in the same amount of time as the
Flare Med. Laser. However, the fire rate is about 1/2 that of the Flare,
and it uses a lot more energy. The only way I find this useful is by using
the "Instant Recharge" trick (see cheats) when mounted with 3+ emitters.

Hull: 2.6
Shields: 3
System: 0
R.O.F.: 1.1
Range: 9.4

Spire Rockets (600 cr/40 ; 15 cr/each)

Technically, this isn't a GalSpan weapon, but since you can buy it in the
Hub before choosing GalSpan, I've included it. Slightly more powerful than
the Flare Med, but weaker than the Deimos Hvy. Laser. I don't see any point
to buying these for use after signing GalSpan, but that's just me. You can
if you want.

Hull: 2.2
Shields: 2.3
System: 0
R.O.F.: 1.6
Range: 24.8

Helios Rockets (6000 cr/2; 3000 cr/each)

You smack a fighter with one of these, it's instantly vaporised. This is a
thermo-nuke. It is best saved for Capital ships, because it's so
expensive, slow moving, and overpowering.

Hull: 6
Shields: 6
System: 0
R.O.F.: 1.6
Range: 14.3

Tiger Missiles (1000 cr/12; 83.33 cr/each)

Decent against hulls, does the same shield damage as Flare Med. Laser.
I've never liked them, but they are cheap.

Hull: 3.0
Shields: 2.1
System: 0
R.O.F.: 1.7
Range: 43.3

Sunspot Missiles (2250 cr/8; 281.25 cr/each)

My favorite missiles. Powerful, fast reload. Fairly expensive, though.

Hull: 3.5
Shields: 3.2
System: 0
R.O.F.: 1.7
Range: 43.3

Tesla EMP Missiles (4250 cr/6; 708.33 cr/each)

Does nothing to ships hulls. Mainly for frying systems. I suggest getting
very close to your target before firing, because they're slow, and easy
to shake.

Hull: 0
Shields: 3
System: 6
R.O.F.: 0.6
Range: 30

Swarm Missiles (3900 cr/8; 487.5 cr/each)

I've never liked these, because they seem to miss more often than not.
Each firing is actually a salvo of four micro-missiles.

Hull: 3.9
Shields: 3.1
System: 0
R.O.F.: 1.6
Range: 32.8

Hunter Torpedo (1700 cr.)

I've always liked this one. After it's fired, it locks on to the nearest
target, without waiting for lock-on before firing. Fast recharge rate.
Biggest disadvantages: Low damage for a rack-mount weapon. Sometimes goes
for a different target than what you'd like. It works best from a range of
2.0 to 8.0 KM.

Hull: 2.5
Shields: 2.8
System: 0
R.O.F.: 0.6
Range: 10.6

Solaris Torpedo (3000 cr.)

This does almost as much damage as a Helios Rocket, when fully charged.
Like all torpedoes, it is powered by the Laser Reserves, and has unlimited
firings. It is, however, unguided.

Hull: 5
Shields: 5.5
System: 0
R.O.F.: 1.5
Range: 17

Disruptor Torpedo (4500 cr.)

For shields only. It usually drops shields, when it connects. Takes
forever to recharge, though, and often misses. Guided.

Hull: 0
Shields: 5
System: 0
R.O.F.: 0.1
Range: 16

Blast Torpedo (3300 cr.)

Releases insane amounts of radiation in a limited radius. It's powerful,
but it's unguided. Note that there's a half-second delay between contact
and detonation, so it's most useful when firing on a ship heading
towards you, and a ship afterburning away from you will take little,
if any, damage. Don't fire it too close to yourself, either!

Hull: 3.5
Shields: 3.5
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09

Sponsors:

Other files from this game:
  1. Tachyon - The Fringe trainer by System on 14/03/2006, 06:30
    Mega trainer'
  2. Tachyon - The Fringe FAQ by System on 09/03/2006, 09:50
  3. Tachyon - The Fringe FAQ by System on 09/03/2006, 09:50