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Old 02-25-2004, 01:28 AM   #1
Cataphract_40
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Lightbulb Guide to Siege_destroyer

[[[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:

Mouse: Orient ship (change direction of flight)
Forward: Accelerate
Backward: Decelerate
JUMP: Turbo boost
Crouch: Brake
Primary Fire: Laser Cannons
Alt Fire: Torpedo/Missile (Does not apply to TIE fighter, TIE Interceptor, or TIE Advanced)
Use: 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.

HUD info:

Large red bar: Ship health.
Blue Bar: Speed.
Small vertical bar to left of blue bar: Turbo charge indicator. When full and green, press JUMP to get a turbo boost.
Green bar: (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:

IMPERIAL SHIPS

TIE Fighter 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.

TIE Bomber 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.

TIE Interceptor 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.

TIE Advanced 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.

Lambda Shuttle 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?

REBEL SHIPS

Z-95 Headhunter 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.

T-65B X-Wing 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.

A-Wing 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.

Y-Wing 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.

As Rebels:

-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!

As Imperials:
-Spawn camp those Rebel scum.
-Don't fly into the ISD, you'll go bang. Same for colliding with another ship.

In General:
-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!


"To be a hero is about the shortest lived profession on Earth."
-Will Rogers

Last edited by Cataphract_40; 03-17-2004 at 10:59 PM.
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Old 02-25-2004, 01:51 AM   #2
ChangKhan[RAVEN]
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Hehe, great guide, couldn't have written it better, myself! (only misinfo there is that the cannon linking is only a toggle, so you can't fire 2 X-Wing lasers at a time, only 1 at a time or all 4).

Nice job!


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Old 02-25-2004, 01:53 AM   #3
Cataphract_40
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Duly noted and fixed


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Old 02-25-2004, 10:20 AM   #4
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Nice stuff, care for a mirror of this on Map-Review?


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Old 02-25-2004, 12:32 PM   #5
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Oh, by all means


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Old 02-25-2004, 02:33 PM   #6
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The z-95 does have missiles (they seem to be pretty pwerful to).


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Old 02-25-2004, 03:09 PM   #7
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Yeah, the Z-95 has Concussion missles. The Z-95 is actually a pretty effective ship for destroying turbolaser emplacements because it can avoid their shots better than the X-Wing.

One thing I've noticed is that most Imperial players don't defend the turbolasers on the far side of the Star Destroyer. I usually sneak over there and start my strafing runs on them. Imperials really should defend those guns; one time when I was an Imp flier, we won simply by preventing the Rebels from ever getting close to the guns on the far side.


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Old 02-25-2004, 06:36 PM   #8
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Quote:
Originally posted by mergatroid
The z-95 does have missiles (they seem to be pretty pwerful to).
Fixed


EDIT: I just had a thought. Why not make this thread also a place to post siege_destroyer tactics and tips? I'm sure it'd be a great help for everyone.


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Old 02-25-2004, 06:53 PM   #9
WadeV1589
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My advice for this map? Just shoot shoot and shoot...either team. No thought involved, just shoot anything with a red box around it.

...talk about a big letdown for something that was so hyped about.

A little more would've been so good, like having to do the objectives in order to make it hard and not just fly around randomly shooting whatever you want. Or how about having to land in the ship...
....but no, just fly, shoot, kotor anyone?


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Old 02-25-2004, 09:53 PM   #10
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Quote:
Originally posted by WadeV1589
My advice for this map? Just shoot shoot and shoot...either team. No thought involved, just shoot anything with a red box around it.
"just shoot"? well you can say that about every FPS and even you know that's just stupid. i've seen some people "just shoot" in this map and they where "just dieing" all the time.

Quote:
Originally posted by WadeV1589
Or how about having to land in the ship...
....but no, just fly, shoot, kotor anyone?
The just flieing and just shooting is just the thing that i like about this map. can we help it you don't like these kind of space battle maps?
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Old 02-25-2004, 11:04 PM   #11
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Well, the Imperials just shoot and shoot, but the rebels should go straight for the objectives. I've found that on most servers, the rebels just dog-fight with the Imperials, and they lose simply because they've gone off their objective. When I play on the rebel's side, I forget the Imperial distractions and head straight for the communication tower things with lasers blasing.
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Old 02-25-2004, 11:43 PM   #12
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To me it seemed very hard for the Imperials to win, I think they have to be quite organised to keep the rebels back from the SD a little. You get a far better score as the Rebels as you get points for taking out targets on the SD, and their ships seem a fair deal stronger than the Imperials. I think the Imperials have the advantage of speed though? Hmmm, needs more play

Cool Cataphract, as soon as I get my coursework handed in (tommorow) I'll get it up on the site Nice Byzantine name BTW...


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Old 02-25-2004, 11:58 PM   #13
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Quote:
Originally posted by TK-8252
Well, the Imperials just shoot and shoot, but the rebels should go straight for the objectives. I've found that on most servers, the rebels just dog-fight with the Imperials, and they lose simply because they've gone off their objective. When I play on the rebel's side, I forget the Imperial distractions and head straight for the communication tower things with lasers blasing.
Agreed, but it's mighty tricky stuff. TIES usually blow you apart when you try for that stuff. Of course, you know all about that, having blown me up at least twenty times


Quote:
Originally posted by Kengo Cool Cataphract, as soon as I get my coursework handed in (tommorow) I'll get it up on the site Nice Byzantine name BTW...
Heh, thanks


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Last edited by Cataphract_40; 02-26-2004 at 12:34 AM.
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Old 02-26-2004, 12:09 AM   #14
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Quote:
Originally posted by Cataphract_40
Of course, you know all about that, having blown me up at least twenty times
Indeed, you rebel scum!



It seems to me that the rebel ships are tougher than TIEs, but the TIEs shoot much faster and with more power and fly faster as well. Taking off in an X-Wing in the rebel hanger really gives you the "cheap piece of junk" feeling. And this is true, the X-Wings were pretty cheap and junky in the movies (The Rebel Alliance isn't exactly wealthy. ) while the TIEs were pretty well made but with little protection (The Empire may have the money and the man-power, but they're some cheap scallywags! ) so it's pretty accurate.
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Old 02-26-2004, 12:16 AM   #15
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Strange, I just shot all the objectives without much effort, flying around fast (all learned from flying in kotor) and finish it practically every time, even 4 on 2 against.

I've heard people say it's cool because you have to strategise...lol you can strategise but you really don't have to. Just fly fast like we all have been doing for ages and this siege map is a breeze.

Siege should be objective based, this is purely attack and defend like the siege equivalent of CTF.

As for my just shoot comment.. I mean shoot without much effort, just get a red beacon in your site and shoot, doesn't matter what it is, just shoot and to be safe, strafe the ship a little.

This could've been so much better:
1) escape the ship
2) get to your base for re-inforcements
3) go back to destroy ship

See? Just add those 2 first things and all of a sudden you have a complex siege involving ships and running around. It's not just dog fighting.


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Old 02-26-2004, 08:17 AM   #16
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You know, there is probably a reason why there is a big gapping hollow area between the hangar and the tractor beam. But was probably removed due to the idea that people would want to just fly around and such and not want to just land and do MORE objectives. Just a thought, because I know I've been able to land an A-wing in there after taking down the shield generator, so there had to be more to this level, but was probably scrapped and then when this idea came to be for release, the mappers forgot about the final objectives, or left them out so that it would be strictly vehicle siege combat.


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Old 02-26-2004, 06:07 PM   #17
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You know Andy, I think that's probably not far from the truth...

Maybe someday we'll see this idea elaborated on in a future mod?

Who knows. ; )


Incidentally the value and strategy of Siege Destroyer will increase greatly once 'Asteroids' is released. Trust me.


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Old 02-27-2004, 04:44 PM   #18
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I was in a server where people were saying it is possible to obtain locks on a target. Can someone tell me how please?

thanks!
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Old 02-28-2004, 01:00 AM   #19
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Hold secondary fire and move your crosshair over a target, pitfall.
Hey TK, saw you on a server a few nights ago when i was testing the map out - you're friendliest guy evaaar[/sarcam] heh, j/k (mm sorta kidding )
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Old 02-28-2004, 01:08 PM   #20
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Re: Guide to Siege_destroyer

Quote:
Originally posted by Cataphract_40
-Spawn camp those Rebel scum.
Spawn camping aint good to do. Didnt you read the last few pages of the manual?

Anywho, what is the red circle near those enemy ships?





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Old 02-29-2004, 05:40 AM   #21
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Re: Re: Guide to Siege_destroyer

Quote:
Originally posted by |GG|Crow_Nest
Anywho, what is the red circle near those enemy ships?

That's the lead indicator. It indicates where the ship will likely be by the time your missiles reach it. It's not 100% (especially under laggy conditions), but it works pretty well. Of course, sometimes you just have to trust your instincts and... use the Force...


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