Starlancer чит-файл №1

Fighter and Weapons Guide version 1.0

Written By

Tim Wuyts (PhoenixT)
(tim.wuyts@pi.be)

© Copyright 2000




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<<< TABLE OF CONTENTS >>>
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1. INTRODUCTION
2. ALLIANCE FIGHTERS
2.1 Coyote
2.2 Crusader
2.3 Grendel
2.4 Mirage IV
2.5 Naginata
2.6 Patriot
2.7 Phoenix
2.8 Predator
2.9 Reaper
2.10 Shroud
2.11 Tempest
2.12 Wolverine
3. COALITION FIGHTERS
3.1 Azan
3.2 Basilisk
3.3 Haider
3.4 Karak
3.5 Kossac
3.6 Lagg
3.7 Saber
3.8 Salin
3.9 Saracen
4. WEAPONS
4.1 Missiles
4.2 Guns
5. VERSION INFORMATION
6. LEGAL INFORMATION
6.1 Terms of Use
6.2 Webmasters


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1. INTRODUCTION
========================================

Since I'm a die-hard space simmer, I've played almost everything available on
the market which is noteworthy (except for a few of the Star Wars games). Some
of you may remember games like Wing Commander & Privateer in the 'old' days.
Basically, they were the top-notch which the gaming industry could produce at
that time. Excellent storyline, FMV, special effects, ...

The Roberts brothers (The spiritual fathers of the WC and Priv. games) finally
made a new space sim: Starlancer. So I started playing with much anticipation.
The game itself is pretty good, but don't expect to find anything we haven't
seen before in other games. Movie sequences are excellent and in-game graphics
are als very good (but a bit dark from time to time).

Some gamers argued that the lack of some really humongous capital ships spoiled
the entire game. I have to disagree - these smaller (but still big) capital
ships add a sense of realism to me. It's very unlikely that a simple fighter
can take out a huge ship by itself - like in all the other games.

There's one downside about this game though: linearity and lack of AI. The
missions are pretty straightforward, destroy this, escort that, ... and this is
all fired at you in a specific order. If you screw up, you usually have to
replay your mission. The lack of AI is troubling though, none of your
wingmates seem to contribute anything to the war-effort. From time to time, I
was able to finish mission with a 25+ kills and I yet managed to screw up the
mission. Getting a 25+ kill ratio is pretty easy, when you kill an enemy
fighter every few seconds ... but if you are killing them at such a high rate,
what more can you do in order to get an excellent evaluation on a mission
debriefing? So, if I can kill this many fighters, what are my squadron members
doing in the meantime (nothing I guess)?

Oh yeah, one more thing - if you are a veteran flyer, make sure you start the
game at hard difficulty. I managed to finish the game in 2 days at medium
difficulty, so ...


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2. ALLIANCE FIGHTERS
========================================


2.1 Coyote
-------------

Type: Alliance Medium Fighter
Clearance: 1st Lieutenant

Crew: 2

Max. Speed: 300 km/sec (at default Power setting)
Afterburner Fuel: 100 secs

Decoys: 16

Gun Energy: 100 units
Armament: 2 Proton cannons
Rear laser cannon
Hardpoints: 7

Special: Blind Fire


Speed Rating: 6/10
Acceleration: 10/10
Agility Rating: 6/10
Gun Recharge: 5/10
Shield Strength: 5/10
Shield Recharge: 3/10
Armor: 5/10


2.2 Crusader
---------------

Type: Alliance Light Fighter
Clearance: 2nd Lieutenant

Crew: 2

Max. Speed: 260 km/sec (at default Power setting)
Afterburner Fuel: 110 secs

Decoys: 12

Gun Energy: 150 units
Armament: 2 Gattling lasers
Hardpoints: 5

Special: Spectral Shields


Speed Rating: 5/10
Acceleration: 7/10
Agility Rating: 6/10
Gun Recharge: 8/10
Shield Strength: 4/10
Shield Recharge: 3/10
Armor: 5/10


2.3 Grendel
--------------

Type: Alliance Medium Fighter
Clearance: 2nd Lieutenant

Crew: 3

Max. Speed: 260 km/sec (at default Power setting)
Afterburner Fuel: 80 secs

Decoys: 18

Gun Energy: 90 units
Armament: 2 Gattling Cannons
Twin Laser Cannon
Rear Pulse Turret
Hardpoints: 7

Speed Rating: 5/10
Acceleration: 9/10
Agility Rating: 3/10
Gun Recharge: 9/10
Shield Strength: 6/10
Shield Recharge: 3/10
Armor: 6/10


2.4 Mirage IV
----------------

Type: Alliance Medium Fighter
Clearance: Flight Lieutenant

Crew: 2

Max. Speed: 320 km/sec (at default Power setting)
Afterburner Fuel: 110 secs

Decoys: 15

Gun Energy: 220 units
Armament: Neutron Particle Gun
2 Messon Blasters
Hardpoints: 4

Speed Rating: 7/10
Acceleration: 5/10
Agility Rating: 6/10
Gun Recharge: 9/10
Shield Strength: 5/10
Shield Recharge: 3/10
Armor: 4/10

Comments:

Whatever you do, NEVER - and I really mean never - fly with this fighter. The
specs seem ok, but it's worthless in dogfights. The central gun (don't ask me
the name) is good, but the refire rate is way too slow. The guns mounted on
the wings of the fighter are fast firing, but they are placed so far apart and
this makes it very hard to hit your target.


2.5 Naginata
---------------

Type: Alliance Light Fighter
Clearance: 2nd Lieutenant

Crew: 2

Max. Speed: 340 km/sec (at default Power setting)
Afterburner Fuel: 130 secs

Decoys: 15

Gun Energy: 180 units
Armament: 2 Pulse cannons
Hardpoints: 3

Special: Spectral Shields


Speed Rating: 7/10
Acceleration: 3/10
Agility Rating: 8/10
Gun Recharge: 7/10
Shield Strength: 5/10
Shield Recharge: 3/10
Armor: 3/10


2.6 Patriot
--------------

Type: Alliance Medium Fighter
Clearance: Flight Captain

Crew: 2

Max. Speed: 340 km/sec (at default Power setting)
Afterburner Fuel: 110 secs

Decoys: 18

Gun Energy: 160 units
Armament: 2 Tachyon Cannons
2 Proton Cannons
Rear Laser Cannon
Hardpoints: 5
Special: Blind Fire

Speed Rating: 7/10
Acceleration: 10/10
Agility Rating: 4/10
Gun Recharge: 7/10
Shield Strength: 6/10
Shield Recharge: 3/10
Armor: 5/10

Comments:

Excellent fighter, don't hesitate to use it once it becomes available. Specs
are well balanced alhtough the agility should have been a bit higher to make it
'almost perfect'.


2.7 Phoenix
--------------

Type: Alliance Prototype Medium Fighter
Clearance: Flight Commander

Crew: 2

Max. Speed: 380 km/sec (at default Power setting)
Afterburner Fuel: 140 secs

Decoys: 16

Gun Energy: 180 units
Armament: 2 Gattling lasers
2 Pulse cannons
Rear laser turret
Hardpoints: 4

Special: Blind fire
Reverse thrust
Nova cannon

Speed Rating: 9/10
Acceleration: 10/10
Agility Rating: 8/10
Gun Recharge: 6/10
Shield Strength: 6/10
Shield Recharge: 3/10
Armor: 4/10

Comments:

The bigger brother of the Patriot. With it's improved agility and special
features this is one hell of a fighter. I tend to use this one if the
Wolverine is too slow in order to complete the level successfully.


2.8 Predator
---------------

Type: Alliance Light Fighter
Clearance: 2nd Lieutenant

Crew: 2

Max. Speed: 320 km/sec (at default Power setting)
Afterburner Fuel: 100 secs

Decoys: 10

Gun Energy: 90 units
Armament: 2 Proton cannons
Rear laser cannon
Hardpoints: 6

Special: Blind fire


Speed Rating: 7/10
Acceleration: 6/10
Agility Rating: 8/10
Gun Recharge: 6/10
Shield Strength: 3/10
Shield Recharge: 3/10
Armor: 4/10


2.9 Reaper
-------------

Type: Alliance Heavy Fighter
Clearance: Commander

Crew: 3

Max. Speed: 300 km/sec (at default Power setting)
Afterburner Fuel: 120 secs

Decoys: 24

Gun Energy: 100 units
Armament: 2 Gattling lasers
2 Vulcan Battery
Rear quad pulse turret
Hardpoints: 8

Special: Blind fire


Speed Rating: 6/10
Acceleration: 5/10
Agility Rating: 4/10
Gun Recharge: 7/10
Shield Strength: 6/10
Shield Recharge: 3/10
Armor: 5/10


2.10 Shroud
--------------

Type: Alliance Prototype Light Fighter
Clearance: Sqdr. Commander

Crew: 2

Max. Speed: 400 km/sec (at default Power setting)
Afterburner Fuel: 150 secs

Decoys: 10

Gun Energy: 140 units
Armament: 2 Proton cannons
Hardpoints: 4

Special: Cloaking
Spectral shields
Reverse thrust
Blind fire

Speed Rating: 10/10
Acceleration: 3/10
Agility Rating: 10/10
Gun Recharge: 6/10
Shield Strength: 7/10
Shield Recharge: 3/10
Armor: 3/10

Comments:

Excellent fighter. Although it only has very light armor and offensive
capabilities, it's speed, agility and the Blind Fire option make it up. If you
have trouble taking out torps, try using this baby. Oh yeah, before I forget
to mention it - ion cannons can't get a lock if you are cloaked (if this isn't
a good tip?!).


2.11 Tempest
---------------

Type: Alliance Heavy Fighter
Clearance: Captain

Crew: 2

Max. Speed: 300 km/sec (at default Power setting)
Afterburner Fuel: 100 secs

Decoys: 12

Gun Energy: 160 units
Armament: 2 Tachyon Cannons
2 Pulse Cannons
Rear Pulse Cannons
Hardpoints: 8

Special: Spectral shields

Speed Rating: 6/10
Acceleration: 10/10
Agility Rating: 4/10
Gun Recharge: 6/10
Shield Strength: 6/10
Shield Recharge: 3/10
Armor: 5/10


2.12 Wolverine
-----------------

Type: Alliance Heavy Fighter
Clearance: Lt. Commander

Crew: 3

Max. Speed: 280 km/sec (at default Power setting)
Afterburner Fuel: 120 secs

Decoys: 20

Gun Energy: 140 units
Armament: 2 Collapser Cannons
2 Laser Cannons
1 Tachyon Cannon
Rear Pulse Turret
Hardpoints: 8

Special: Reverse thrust


Speed Rating: 5/10
Acceleration: 10/10
Agility Rating: 4/10
Gun Recharge: 9/10
Shield Strength: 6/10
Shield Recharge: 3/10
Armor: 7/10

Comments:

The heaviest fighter of the fleet. Although it has limited agility and is
pretty slow, it has immense offensive capabilities. Any enemy fighter can be
taken out in a matter of seconds. Because of it's slow speed, it's worthless
when it comes to taking out torps.


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3. COALITION FIGHTERS
========================================

3.1 Azan
-----------

Type: Coalition Light Fighter

Crew: 1

Afterburner Fuel: 100 secs

Gun Energy: 100 units
Armament: 2 Pulse Cannons
2 Messon Blasters

Speed Rating: 6/10
Acceleration: 7/10
Agility Rating: 5/10
Gun Recharge: 10/10
Shield Strength: 6/10
Shield Recharge: 5/10
Armor: 3/10


3.2 Basilisk
---------------

Type: Coalition Prototype Medium Fighter

Crew: 2

Afterburner Fuel: 60 secs

Gun Energy: 100 units
Armament: 2 Gattling Lasers
2 Messon Blasters
2 Rear Laser Cannons

Speed Rating: 6/10
Acceleration: 5/10
Agility Rating: 10/10
Gun Recharge: 10/10
Shield Strength: 10/10
Shield Recharge: 7/10
Armor: 7/10


3.3 Haidar
-------------

Type: Coalition Medium Fighter

Crew: 2

Afterburner Fuel: 100 secs

Gun Energy: 100 units
Armament: Twin Laser Cannon
Rear Pulse Cannon

Speed Rating: 4/10
Acceleration: 7/10
Agility Rating: 5/10
Gun Recharge: 10/10
Shield Strength: 6/10
Shield Recharge: 5/10
Armor: 7/10


3.4 Karak
------------

Type: Coalition Medium Fighter

Crew: 2

Afterburner Fuel: 100 secs

Gun Energy: 100 units
Armament: 2 Tachyon Cannons
2 Proton Cannons
Rear Laser Cannons

Speed Rating: 4/10
Acceleration: 7/10
Agility Rating: 5/10
Gun Recharge: 10/10
Shield Strength: 8/10
Shield Recharge: 7/10
Armor: 6/10


3.5 Kossac
-------------

Type: Coalition Heavy Fighter

Crew: 3

Afterburner Fuel: 60 secs

Gun Energy: 100 units
Armament: 2 Collapser Cannons
2 Gattling Lasers
Rear Facing Twin Lasers

Speed Rating: 6/10
Acceleration: 9/10
Agility Rating: 7/10
Gun Recharge: 10/10
Shield Strength: 6/10
Shield Recharge: 8/10
Armor: 10/10


3.6 Lagg
-----------

Type: Coalition Medium Fighter

Crew: 2

Afterburner Fuel: 100 secs

Gun Energy: 100 units
Armament: 2 Gattling Lasers
2 Proton Cannons
2 Laser Cannons
Twin Rear Lasers

Speed Rating: 6/10
Acceleration: 7/10
Agility Rating: 5/10
Gun Recharge: 10/10
Shield Strength: 8/10
Shield Recharge: 8/10
Armor: 6/10


3.7 Saber
------------

Type: Coalition Medium Fighter

Crew: 2

Afterburner Fuel: 100 secs

Gun Energy: 100 units
Armament: 2 Pulse Cannons
2 Messon Blasters
Rear Laser Cannon

Speed Rating: 6/10
Acceleration: 7/10
Agility Rating: 3/10
Gun Recharge: 10/10
Shield Strength: 8/10
Shield Recharge: 10/10
Armor: 5/10


3.8 Salin
------------

Type: Coalition Light Fighter

Afterburner Fuel: 100 secs

Gun Energy: 100 units
Armament: 2 Pulse Cannons
2 Messon Blasters
Rear Laser Cannon

Speed Rating: 3/10
Acceleration: 7/10
Agility Rating: 5/10
Gun Recharge: 10/10
Shield Strength: 6/10
Shield Recharge: 7/10
Armor: 4/10


3.9 Saracen
--------------

Type: Coalition Medium Fighter

Crew: 2

Afterburner Fuel: 100 secs

Gun Energy: 100 units
Armament: 2 Pulse Cannons
2 Messon Blasters
2 Rear Facing Pulse Cannons

Speed Rating: 3/10
Acceleration: 10/10
Agility Rating: 3/10
Gun Recharge: 10/10
Shield Strength: 6/10
Shield Recharge: 7/10
Armor: 6/10


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4. WEAPONS
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4.1 Missiles
--------------

» Screamer (POD) «

Type: Dumb-Fire (20 per POD)

Locking Time: N/A
Speed: 8/10
Range: 6/10
Damage: 2/10

Comments:

Although they lack punch, they are one of my preferred missile types. They are
easy to use (if you have a good aim) and are excellent to finish off a crippled
fighter once your lasers are depleted. Since they don't have a lock time
(dumb-fire remember) they are an excellent choice if you're going to be
confronted with some fast paced dog fights.


» Havok «

Type: EMP-Shockwave

Locking Time: 2 sec.
Speed: 7/10
Range: 6/10
Damage: 5/10

Comments:

This missiles is rather useless if you are going one-on-one. If you could fire
it in a pack of fighters it might be usefull, since you are disabling a bunch
of fighters. This means that they can't bother you any longer. However, I
found it easier and faster to destroy all enemy units directly.


» Jackhammer «

Type: Missile lock (explosive)

Locking Time: 5 sec.
Speed: 5/10
Range: 5/10
Damage: 10/10

Comments:

In short: useless - why carry a jackhammer, which has a high locking time, is
extremely slow and does have a limited range; if you can carry a pod of 20
screamers?!


» Vagabond «

Type: Missile Lock (explosive)

Locking Time: 3 sec.
Speed: 10/10
Range: 10/10
Damage: 8/10

Comments:

Excellent missile in respect of speed, range and damage. The fact that it
keeps it's lock on cloaked fighters will be appreciated by some. But again, I
believe a pod of 20 screamers can be put to better use in dogfights.


» IMP «

Type: Shield Disabling/Destruction

Locking Time: 1 sec.
Speed: 8/10
Range: 6/10
Damage: 4/10

Comments:

Could prove to be usefull against ships with high shield ratings. The short
lock time is also an advantage.


» Bandit «

Type: Missile Lock (explosive)

Locking Time: 4 sec.
Speed: 8/10
Range: 6/10
Damage: 4/10

Comments:

Also pretty useless later on in the missions, since there are some better
options out there. Especially the slow locking time is very annoying.


» Raptor (POD) «

Type: Enemy Recognition (3 per POD)

Locking Time: 2 sec.
Speed: 8/10
Range: 5/10
Damage: 5/10

Comments:

My preferred missile to use in combination with the screamers. It has a fast
lock time and does have a devastating punch to light and medium fighters.


» Hawk (POD) «

Type: Missile Lock (4 per POD)

Locking Time: 3 sec.
Speed: 7/10
Range: 8/10
Damage: 2/10

Comments:

Extremely good range for this type of weapon and it's very agile too. Lacks
punch though, so don't expect to take out any fighters at long range.


» Solomon (POD) «

Type: Fire-and-Forget

Locking Time: N/A
Speed: 7/10
Range: 5/10
Damage: 3/10

Comments:

Classical fire and forget missile. I never use it though, somehow it always
seems to "forget" to hit the target. Just call it prejudice.


4.2 Guns
----------

» Collapser Guns «

Type: Projectile

Damage: High
Range: Medium
Fire Rate: High
Energy Drain: N/A


» Gattling Laser «

Type: Laser

Damage: Medium
Range: Medium
Fire Rate: High
Energy Drain: High


» Gattling Plasma Cannon «

Type: Projectile

Damage: High
Range: Medium
Fire Rate: High
Energy Drain: N/A


» Laser Cannon «

Type: Laser

Damage: Low
Range: Short
Fire Rate: High
Energy Drain: Low


» Messon Blaster «

Type: Laser

Damage: Medium
Range: Medium
Fire Rate: Medium
Energy Drain: Medium


» Neutron Particle Gun «

Type: Particle

Damage: High
Range: Medium
Fire Rate: Slow
Energy Drain: High


» Nova Cannon «

Type: Beam

Damage: High
Range: Short
Fire Rate: Slow
Energy Drain: High


» Proton Cannon «

Type: Laser

Damage: Medium
Range: Medium
Fire Rate: Low
Energy Drain: Medium


» Pulse Cannon «

Type: Laser

Damage: Medium
Range: Short
Fire Rate: Medium
Energy Drain: Low


» Tachyon Cannon «

Type: Particle

Damage: High
Range: Long
Fire Rate: Low
Energy Drain: High


» Vulcan Battery «

Type: Projectile

Damage: High
Range: Long
Fire Rate: Low
Energy Drain: N/A


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5. VERSION INFORMATION
========================================

Version 1.0 - 31/05/2000
First version


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6. LEGAL INFORMATION
========================================


This document is © Copyright to Tim "PhoenixT" Wuyts. If you are unsure as to
whether or not you may distribute this document, contact the author
(tim.wuyts@pi.be).


6.1 Terms of Use
------------------

It may be printed or copied for PERSONAL, PRIVATE use only, and it may NOT be
placed on a CD, typed up in a magazine, included in cheat databases or any
other medium without the express permission of the author. If any of these
rules are broken, you are in direct violation of the international copyright
laws.


6.2 Webmasters
----------------

You can put this guide on your website without explicit permission under the
following conditions:

* The guide is NOT to be altered
* No fee is to be charged for viewing this document
* Proper credit has to be given

There's one exception to this: CNET is NOT ALLOWED to post this FAQ


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