Hi,

Here's what I do.

I have the emp lazers I can't remember what they're called. I use target
lock, then shoot 2 shots. Then if I am in friendly teratory, I'll send out
an sos call for reenforcements. I don't always use missiles. If my emp takes
affect, then I'll send a missile the enemies way to give him something to
think about. Then rince and repete. 

The only thing I've not been able to find at the moment is spy sensors.

I have enough cash to go up to a cruiser, but am not going to do that yet
until I have a few more credits. 

-----Original Message-----
From: Gamers [mailto:[email protected]] On Behalf Of dark
Sent: 20 October 2012 11:42
To: [email protected]; Gamers Discussion list
Subject: Re: [Audyssey] Smugglers 5.

Hi lindsay.

well I've not explored all the professions yet but I'll give some thoughts. 
Also note though, that niels is actually writing an advanced guide to the 
game. He showed a rough draught of the first chapter of the trader guide the

other day, and I'm sure he'll show the others soon, so even if you are! 
stuck some good resources will be available in the near future.

About my own experience though, the federation is a good choice because they

have powerfull ships and because they start off in a relatively safe system 
surrounded by other systems. Back in s3 the federation were actually listed 
as the easy option, with the outer rim listed as medium and the other two 
listed as hard. While that isn't exactly true anymore it still is to an 
extent especially at the start of the game.

Smugglers 5 has basically three groups of professions with each having a 
more advanced option that starts with a corvet   class ship and  extra 
skills.

One group, the fleet officer and bounty hunter are all about combat. the 
pirate and smuggler are obviously all for looting, while the fleet trader 
and free trader are the trading jobs.

I've only played the bounty hunter so far so can't offer tips on others, 
sinse I rather enjoy missions and combat especially in s5 where the  combat 
is more difficult.

First thing to remember is that  some ships are more powerfull  than others.

The weakest fighter is the star wolf, with the star gun a little stronger, 
and the avenger, dart sabre and  orion trader ship a little stronger than 
that. Shadowcat is the weakest corvet but will still be a very tough fight 
at the start, and other corvets are again stronger. so, remember to think 
carefully about the strength of your targit, sinse unlike in s4, you can no 
longer just take on a  more powerfull ship than yours and expect an instant 
victory.

Upgrading your ship's  equipment is very important if you want to start 
fighting the more powerfull ships and earning the big bounties.  I usually 
start myself upgrading guns, ecm and missiles, but plan on upgrading 
everything, sinse all the upgrades help. Ecm and missiles  will provide you 
with defense while obviously guns nd  and targiting systems ar  offensive, 
and you'll need both.

In combat, in s5 I found ship's special abilities had a real affect (far 
more than in s4). For instance the avenger has an ability to reduce  ap 
costs for firing your guns to 1 ap, giving you more chances to shoot in 
combat.

Also, note in s5 your enemies will make far more use of special abilities 
like taunt abd ducuokub, so you'll need to make doubly sure you have the 
where   with all to hit them and avoid their shots.

For bounty hunter, i found the taunt ability usefull for saving me from 
damage, and obviously tractor beam helped when the targit was likely to run 
away. The scattergun, giving you more accurate but less damaging fire I 
didn't personally use much sinse usually I found it did more damage to try 
and occupy my enemy with missiles while I shot them up, though the ace 
ability that you start with, that gives you a super accurate shot at the 
cost of two other abilities is usefull towards the end of combat when you 
are down  to the wire and really need to get that last volley in  to win.

the basic rule of combat is always make sure you've got as much going for 
you as possible. you generally speaking always get the first turn, so use 
that advantage. the situation to avoid is hanging there in space while the 
enemy gets a free shot with nothing protecting you, particularly sinse so 
many enemies in the game use emp pulses to stun you, or to be shooting away 
at the  enemy with nothing to improve your shot (though until you get the 
diciplin or targit lock skkills you might have to at the start).

So, always make sure there is a missile in play. I myself found the exasm 
missiles most effective, sinse they have high damage and lower ap cost and 
can reload relatively quickly, plus have ecm  resistance which is a major 
plus.

also remember to use as many ap as possible. There might be times when you 
can't avoid ending a turn with a single ap left (this happens more than in 
s4 sinse in s5 special abilities last 4 turns instead of 3), but generally 
you should avoid this as much as possible, ---- so for instance my first 
turn usually involved using taunt and firing a missile at the same time.

So, make sure you get the ap count sorted and give yourself as much 
advantage as possible.

Another thing to be ware of in s5 in terms of combat are special events. 
most often these are bad for you, sometimes they will affect both you and 
your opponent, and on some rare occasions they will affect just your 
opponent and give you an advantage (though don't count on those).

The commonist ones give you some sort of bad condition with the chance to 
try and remove it at the cost of 2 ap, for  instance the  long distance 
combat event gives you a massively reduced hit chance until you close the 
distance, but closing attempts take two ap each and usually you have to try 
a few before you succeed. The nastiest by far is the computer virus or 
trater events, which lower your shield, stun you, and do all sorts of other 
nasty stuff and should be  got rid of top priority.

So, be carefull of those, but also keep up your defenses, ---- missiles are 
actually great here sinse they  can protect you from the enemy's guns while 
you try to sort the special out.

For making money, in a fighter you can make most cash by taking out single 
ships. Ambush missions give the most, that is taking out ships that are 
bigger than yours, but you shouldn't even think about this until you've got 
a good few ship upgrades and experience, especially against tough targits 
like hellcats or orcas.

that means at the start your best option are search and destroy missions 
against a single targit, sinse these pay more than patrols, and you don't 
really have the cargo space to make supply missions a good choice (as a 
combat pilot you should probably think about using your cargo space for 
something else anyway like an extra shield generator).

also keep checking your sensors. A starwolf is a very easy targit but is 
worth a flat 2000 credits, and all other fighters are worth 3. When your 
tough enough to take on shadowcats they are worth 16 thousand, and all other

corvets 20!  and this isn't counting cargo you loot from them either which 
will get you another 500 to 1000 credits ontop of the bounty.

I don't think any named pirates with big bounties show up at the start of 
the game unlike in s4, so you can't make a sudden killing and get a massive 
amount straight off, but it's still worth checking. likewise, no enemy 
traders with valuable cargo turn up either.

Obviously if your playing as a bounty hunter you won't have the ability to 
commit piracy and avoid criminal flags, so stay away from  friendly targits.

Also unlike in s4, you won't start seeing enemy traders with   valuable 
cargo either, (though even in s4 I never found this paid half as much as 
ship bounties).

As I said, i've still got a lot to learn about the game myself, especially 
the other professions, and i'm looking forward to the full guide from niels.

Hth.

all the best,

Dark. 


---
Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to
[email protected].
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].



---
Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to [email protected].
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].

Reply via email to