Just discovered Wingmen :)

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Greyhawk1
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Just discovered Wingmen :)

Post by Greyhawk1 » Wed, 18. Aug 04, 03:28

Something I never used in all the months I've played X2. Well, now I've found out how hot they are! I'm no great shakes as a combat pilot at the best of times so the thought of taking on the harder assassination missions wasn't very appealing...

So I thought I'd give the wingman a try for the hell of it and see how good they are. First off, they jump with you - woohoo! Discovered that thanks to people on this board. Anyway me and my Wingman jumped in to be confronted by four fully loaded Falcons and an Osprey (Commodore level).

Well I concentrated on the escorts first off, we carved them up easily. Mainly cos Falcons are very poor M3's. Then we jumped after the Osprey. I was suprised how easy it was to rip the Osprey to shreds...

Oh, did I mention my Wingman was a fully loaded Khaak M3 :twisted: My ship was a Nova. Wingmen are now going to feature prominently in my game. Esp for plot missions.

InCoMpLeTe
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Post by InCoMpLeTe » Wed, 18. Aug 04, 03:41

in all the time ive had the game i aint used wingmen yet,doesnt it jus do the same job as seting them to protect,no major difrence is there?
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Rathgar
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Post by Rathgar » Wed, 18. Aug 04, 03:50

Useful for one button calling of your wingmen however. I use them every once in a while. It's nice to have a fast fighter squadron you can call in for help if the excrement hits the rotary impeller, so to speak (hmmm, would that be the one on the Xenon fighters? :gruebel: ).

Then just send them all to a ship/base/factory when you want them out of the way to do capturing or just so they stop buzzing around you as you sit in space.

pjknibbs
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Post by pjknibbs » Wed, 18. Aug 04, 08:40

InCoMpLeTe wrote:in all the time ive had the game i aint used wingmen yet,doesnt it jus do the same job as seting them to protect,no major difrence is there?
There are single-key shortcuts to issue the commands "Attack Target" and "Protect Me" to all your wingmen, so you can sic 'em all onto an enemy in about 1/10 second.

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Post by tass_bur » Wed, 18. Aug 04, 09:12

OOoh km3 as wingmen!....I got 4 km3s........dont use them as wingmen much though...too worried that they might.......get blown up..... :cry: that would be...bad

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Post by Snokid » Wed, 18. Aug 04, 09:50

I found out in a similar way to you, Greyhawk1, that wingmen are worthwhile.

I was piloting a centaur and was taking assasination missions, I got some teladi ships- falcons(4) and ospreys(2). falcons= no sweat but the ospreys were troublesome as its really hard to dogfight in m6s- I guess you can say that they aren't meant to fight each other- submarines rarely fight each other.

so i called in a nova with ions and beta-hepts, was marvelous.

Anyway, Im back solo, haven't done any assasination missions since my new game start and have no use for wingmen, I don't really dogfight that much for some reason, hmm :?

Greyhawk1
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Post by Greyhawk1 » Wed, 18. Aug 04, 11:13

I flew the Khaak M3 myself for a while but its about as much fun as sawing your legs off with a rusty spoon. Because of the funky mouse controls and the generally poor precision of controls the Kyons would fire all over the place when I was flying it. Couldnt wait to jump into my Nova again. Joy! Now I can actually see where I'm going again :D . However, for once, the Khaak M3 actually is better in AI hands in my game. Perfect for wingmen.

As for getting them blown up - just choose your targets carefully. It took two of us a couple of minutes to chew up an Osprey. I was using an Ion D and a Beta HEPT. My mate had full Beta Kyons. Poor Osprey didnt stand a chance, and I'm a poor combat pilot.

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Brianetta
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Post by Brianetta » Wed, 18. Aug 04, 11:19

I have wingmen which are set with my TL as home base. If I want support, I hit / and they all launch. If I pop out for a fight, they launch to protect the TL in my absence. If I need them, I whistle.

Other advantage is that you can call them to protect your TL, and it'll slow down to allow them into formation. This is good for avoiding unwanted collisions in faster ships.
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Greyhawk1
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Post by Greyhawk1 » Wed, 18. Aug 04, 11:22

It might be one of the most under-utilized features of X2...basically you can actually command a fleet that acts as one entity using the wingman option.

Dont know why I never thought of it when I was punting about in my Dolphin. Couldv'e had an M4 and an M3 as wingmen with me and jumped into them if I saw a juicy BBS mission!

*slaps forehead*

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Brianetta
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Post by Brianetta » Wed, 18. Aug 04, 11:28

Annoyingly, jumping into a wingman removes its wingman status. Its home base, too, if it has one. This is a complete mis-feature in my opinion.
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Gazzareth
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Post by Gazzareth » Wed, 18. Aug 04, 11:33

Brianetta wrote:Annoyingly, jumping into a wingman removes its wingman status. Its home base, too, if it has one. This is a complete mis-feature in my opinion.
Quite right - such a pain when you "borrow" a transport ship ..... Grrrr

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Post by The Iron Duke » Wed, 18. Aug 04, 11:37

pjknibbs wrote:-
There are single-key shortcuts to issue the commands "Attack Target" and "Protect Me" to all your wingmen, so you can sic 'em all onto an enemy in about 1/10 second.


What are the keys. I can't find em'.

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Post by Pumpkin10 » Wed, 18. Aug 04, 12:05

Shift+1 = wingmen attack target.

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Post by kmiller1610 » Wed, 18. Aug 04, 12:26

Snokid wrote:its really hard to dogfight in m6s-
I do my assassin missions in an M2. You just have to use the old boom and zoom tatic (It's how Chenault beat superior zeroes in those crappy P40s during pre-WW2) . Hit them in passing, extend (don't turn early ), seek altitude then make another pass. When their shields are low you can turn and burn if your shields are superior.

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euclid
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Post by euclid » Wed, 18. Aug 04, 12:30

I agree, the 'Wingman' feature is handy. Hoewever when I jump my wingmen won't follow. Did I miss something?

Cheers Euclid

Brent Rivienne
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Post by Brent Rivienne » Wed, 18. Aug 04, 13:05

You need to use the command console jump, not the Shift-J jump, yet another silly bug like seta-jumping working with Shift-J when it's supposed to work like the command console jump.

Obviously all wingmen require jumpdrives and the required energy cells.

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euclid
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Post by euclid » Wed, 18. Aug 04, 13:09

Thanks Brent, I'll try that.

My Nova has full equippment (also ecells) but unfortunately my 8 wingmen can only load 105 ecells - good for 21 gates.Also too bad that Khaak fighters can only hold M cargo.

Cheers Euclid

Miklatov
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Post by Miklatov » Wed, 18. Aug 04, 13:15

Speaking of wingmen, has anyone tried the MK3 Fight command software? It's on the scripting forum and it looks fantastic.

Just wondered if anyone had given it a go...
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Tigernuts
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Post by Tigernuts » Wed, 18. Aug 04, 14:20

Did an assasination mission last night, me and a couple of wingmen versus five Nemisis, long battle but we prevailed. Much, much better combat in 1.4.
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Post by Spark » Wed, 18. Aug 04, 15:58

So who gets the kill when the wingman hits it?
IOW, who'll get the reward and the rank bonus?

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