[[[NOTE: Updated for siege_destroyer 2.0]]]
I'm sure most of you have by now heard of siege_destroyer, and at least some of you have had the chance to play this awesome map. To be honest, I was a little in the dark when I started playing, there are some new things to get used to. I've put together this little guide to try to help out some newer players.
There are two teams, Rebels and Imperials. Imperials start out in the launch bay of the ISD (Imperial Star Destroyer), while the Rebels start in their own launch bay, I'm presuming, in a Rebel ship.
Imperials don't have to do much to select a craft, just run into the hole above your ship of choice (currently TIE Fighter, TIE Bomber, TIE Interceptor or TIE Advanced), and drop down. Your ship will descend and away you go!
Rebels start out on foot in their launch bay and need to walk up to their ship of choice: either a Z-95 Headhunter, A-Wing Starfighter, Y-Wing fighter/bomber, or the classic Incom T-65B X-Wing Starfighter (er, got a little carried away there). Once you're inside, press and hold JUMP to have your ship rise up and shoot out of the bay, and then do the coolest thing I've seen yet in ANY siege map: enter hyperspace. Too awesome for words.
Controls are basically the same for all ships:
Orient ship (change direction of flight)
Torpedo/Missile (Does not apply to TIE fighter, TIE Interceptor, or TIE Advanced)
: Enter/Exit ship (Try hitting this in space for a laugh
Use Held Item
Switch Fire Mode
A note for Fire Modes: All ships have two fire modes. You can choose from Single Fire (fires one cannon at a time), or Dual Fire (fires two at a time). On the X-wing and TIE Interceptor, Link Fire (all four at once) replaces Dual Fire. Obviously you cannot fire as fast but you can do more damage in one hit with higher firing modes.
Large red bar:
Small vertical bar to left of blue bar:
Turbo charge indicator. When full and green, press JUMP to get a turbo boost.
(Rebel ships only apply) Shields.
Top yellow bar:
Laser cannon ammo. Regenerates.
Bottom yellow bar:
Missile ammo. Does not regenerate.
Some info on the ships:
The faster, more maneuverable Imperial craft, it has two very
fast-firing laser cannons. You can rack up a LOT of kills in this baby, but don't stay on one course too long, it's VERY easy to get shot down in one. They don't have a lot of hit points.
The slower, tougher, less maneuverable Imperial ship. It also has two laser cannons, but they fire more slowly. Alt Fire shoots a missile/bomb/torpedo. This ...projectile... can lock onto enemy ships just like the Alt Fire of the Merr-Sonn Missile Launcher. Hold your cursor over a ship and hold down Alt-Fire until the lock-on circle is full and release to fire a homing missile. Very deadly. The missiles can also be fired dumb-fire by just pressing alt-fire normally.
A real killer. Faster than the TIE Fighter, more maneuverable, and with twice as many lasers. Slightly stronger, so more survivable. The "A-wing killer" of this game.
Darth Vader's ship from A New Hope
. This thing is monstrous. Not only is it nearly as fast as the TIE Fighter, but it's much more resilient and has shields. That's right...shields. They don't regenerate, but they're darn better than nothing. A very, very deadly ship.
I don't have a lot of experience with this ship, but I wouldn't bother with it. Two laser cannons, moderate-to-slow speed, and being the largest ship out there (imagine a giant bullseye painted on those huge wings) are enough to offset the ship's high durability. A risky thing to fly in the middle of a battle; it is a shuttle after all, isn't it?
The swift, agile Rebel ship that kicks TIE butt. Twin laser cannons and dumbfire rockets are all you get, but you also get the added bonus of higher HP compared to your Imperial opponents, and shields. That's right, shields, as indicated by the small green bar on your HUD. Shields on the Z-95 will not regenerate! Apart from that, the Headhunter is of the single-player campaign fame. Not much else to be said.
Ah, yes, the famous X-Wing. I do love watching my S-Foils lock in attack position.
This craft is slower than the headhunter, and you'll get shot down in it. A lot. The Rebel ships seem to be slower than the Imperial ones, a trade-off for increased HP and shields. This ships' Astromech droid allows shields to regenerate, unless they are completely destroyed. Therefore, try and keep them up. This ship also has homing missiles to shoot ships or your objectives.
Ahhh, the A-Wing. My personal favorite. This little devil is so freaking fast, and its lasers fire so quickly...you'll get many, many kills. Its homing missiles aren't bad either.
Watch out, though---you're the weakest ship in the game. One or two hits can be enough to take you down, so swerve often and in anticipation of attacks.
Hmm, the Y-Wing. One of the most resilient ships out there, but dreadfully slow and easy to shoot down. Though a CPU-controlled laser turret helps, try to avoid combat. The missiles on this ship are also the most powerful in the map; so use this to complete objectives.
Speaking of objectives...
The Rebels' first objective
is to take out the shield generator domes. These are those two bulbs on top of the ISD's Bridge. Blow them up!
The Rebels' second objective
is to destroy the Solar Ionization Reactor (don't ask me where THAT came from). That's the large round hump on the bottom of the ISD.
The Rebels' third objective
is to blow up the Communications Array, on top of the Bridge, right between the generator domes. Go for it after you've got the domes taken out, just because it's so close.
The Rebels' fourth objective
is to shoot all the little Turbolaser installations on the ISD. Four are on each side, two at the front, and two underneath, right around the launch bay. Once those are gone:
The Rebels' fifth and final objective
is to blow up the tractor beam emitter holding the Millennuim Falcon. Fly down to the Falcon and pull up, following the path of the beam. Shoot the emitter to pieces to win! (Kamikazes accepted.)
The Imperials simply have to prevent the Rebels from doing this. Shoot any Rebel ships you see.
Fortunately, a small aiming reticle is on screen to help you aim at enemies. Now you won't be shooting blind, trying to lag shoot AND lead the target.
In conclusion? Hmm, I'll end with some tips.
-Try to co-ordinate your team's launches. If you go one or two at a time, according to when you respawn, the TIEs will pick you apart because you always come out of hyperspace in the same spot (sort of spawn camping, if you will.)
-Also, you come out of hyperspace having ZERO forward velocity. Rectify this by smashing your FORWARD key into the floor. And take evasive aciton!
-Spawn camp those Rebel scum.
-Don't fly into the ISD, you'll go bang. Same for colliding with another ship.
-I've noticed that ships turn more slowly when they are moving slower. When lining up a target (say a Turbolaser turret), stay at max speed until it's lined up, then slow down. It's difficult to maneuver at low speed.
-Not sure if this works, but it should: Try combining turns with opposite strafe to turn faster, essentially going into oversteer by sliding the back end around. Meaning if you want to make a tight right turn, move the mouse to the right and strafe left. Zoooom!
Hmm, I suppose that's all for now. Good luck and may the force be with you!