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Thread: Naval Ops Warship Gunner and Naval Ops Commander

  1. #16
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  2. #17
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    Originally posted by Liz Not Beth
    The whole point of this game is to max-out your ship Indeed, there are points early in the game that you have to turn tail and run because several battleships vs your starting ship =

    That said, Styro cheats. He used Action Replay Max to get unlimited money and thus maximum tech. Nothing can withstand his 20knot 56cm armor plated triple 100cm cannon super-ship hunter NSS SLAYER. Most of those "superships" only take a couple broadsides... heck Dual Crater self destructed out of fear.

    Great game regardless of how you play. I just wish he'd quit naming his ships after ex-girlfrends.
    He had a girlfriend called Slayer?
    We have all your working biros and we're not afraid to use them.

    Leave a box of used postit notes and a box of paperclips inside the filling cabinet and things won't get nasty.

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    The Office Gremlins

  3. #18

    Talking

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  4. #19
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    Ohhhh.

    He just chose his petname for you huh?

    Lizzy the Styroslayer.
    We have all your working biros and we're not afraid to use them.

    Leave a box of used postit notes and a box of paperclips inside the filling cabinet and things won't get nasty.

    Yours,

    The Office Gremlins

  5. #20
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    Originally posted by Highway Hoss
    BTW a few hints and tips:[list=a][*]Replay non-escort missions for extra cash when needed; the game encourages it and the extra cash comes in handy for getting the cool tech. Also good for when you want the money to build your super-duper Killer Battleship from Hell™ [*]When you get energy weapons, SELL THEM...my experience has shown these guns to be generally useless once the enemy gets EM shielding...also these weapons tend to be relatively heavy.[*]Chainguns and other special machine guns are really useful....these guns are excellent at both killing air and surface targets.[*]Rockets are another useful weapon...they not only give your ship a good short range punch early in the game but they are excellent at shore bombardament.[*]Later on you might get lucky and score a Railgun or two as an item drop...KEEP them..railguns are EXCELLENT weapons for ship combat...high damage and generally immmune to all shielding.[/list=a]
    I think I purchased one stock ship so far in the game. The rest I built from scratch; that's much more fun.

    a. I already figured that one out. That's how I was able to build my first carrier (which I just replaced).

    d. Yeah, I'm finding out how useful those things are. I have early rocket tech now, so I'm buying the heck out of them. (As well as the few CIWS that have dropped for me.)

    As for the rest, thanks for the tips. I'll have to remember them.
    Davy Jones

    "Frightened? My dear, you are looking at a man who has laughed in the face of death, sneered at doom, and chuckled at catastrophe! I was petrified."
    -- The Wizard of Oz

  6. #21

    PURE TECHNOBABBLE

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  7. #22
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  8. #23
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  9. #24
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    Post NOTES:

    Styro's "History of Laser Weapons" article is based on the missions of the F-Level of Naval Ops: Commander....these are the first missions where conventional ships fitted with lasers are encountered.

    Both Naval Ops games have a large number of laser weapons for use by the ships in the game...this makes EM shields a neccesary Auxilary System for ship designs.
    The best way to predict the future is to create it.

  10. #25
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  11. #26
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    I have the 1st game, how good is the second?

  12. #27
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    Originally posted by Karg
    I have the 1st game, how good is the second?
    Quite good actually. The big difference can be inferred by the title; wheras Warship Gunner (WG) used a behind-the-ship view, Commander (CMDR) uses a mre strategic top down view. Graphics are pretty much the same, but unlike WG, there have been no bad weather missions so far.

    The controls are a little changed from the first; the big differences are the use of two fire buttons (air attack and ground attack) and a button to shift escorts' formation. The intercept button is no longer used; the reason is explained below.

    The game does suffer from the same lack of documentation as the first; it doesn't always explain, for example, the purposes of specialized escorts.

    CMDR does have a number of enhancements to the original WG game:[list=1][*]Escorts-CMDR enables you to have three escorts for your ship in combat; not only the usual warships like destroyers, cruisers and battleships (no carrier escorts so far) but specialized ships like EM shield ships and supply ships. The ships can either travel in formation or be sent off independently.[*]Weapons Control Panel-Unlike WG, where you could only fire one weapon at a time unless you used intercept mode, CMDR gives you a weapons control panel where weapons can be set to either be fired manually, automatically (accuracy determined by your control rating) or turned off to conserve ammunition. This makes multi-weaponed ships far more deadly in combat and makes your job much easier.[*]Damage-CMDR uses a different damage system from WG; where in WG, ships had only one damage rating, CMDR ships have five: port,starboard,bow,stern and deck. If any of the sections but the deck is totally destroyed you are destroyed; if the deck is destroyed the ship becomes more supceptible to special damage. BTW in CMDR ships now have separate Deck and Hull armor. Also in CMDR ships do NOT have repair kits, so players have to be more circumspect in combat.[*]Ship construction is basically the same as in WG; the system does have some enhancements however like a pallete system to register parts you call up often so you don't have to jump to the menu all the time. Also, the system has a better evaluation method; ships are rated on a scale of 100 points by a Warship Evaluation System the evaluates the ship in terms of speed, firepower and protection.[*]THere are now over 80 missions in the game; if your complete a mission with a high enough rating you can unlock bonus missions.[/list=1] As expected, there are a number of new goodies and enhancements for your ship designs. Among these systems are:[list=1][*]New chainguns like Rapid Fire 76mm and 127mm guns; ideal as secondary armament for larger ships.[*]Multi-Purpose Missiles now are as powerful as Anti-ship missiles making them much more useful.[*]A number of new auxilary systems are added like combined radar-sonar systems, gravitational fields (to protect the ship from shellfire), Aegis systems for multiple missile lock-ons and Optical Intensifiers for increasing the power of energy weapons.[/list=1]Overall, the designers actually made the kind of changes that WG players wanted, so it is definitely worth the money, Karg.
    The best way to predict the future is to create it.

  13. #28
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    Cool, Thanks Hoss!

  14. #29
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    Ok. So I went out and bought Naval Ops Warship Gunner last night. Got home. Put it in my PS2 and my laser failed. So I've got the game but can't play it. And I can't use my PS2 now either. Every disc comes up "Disc Read Error".



    And Commander hasn't be released in the UK yet either.

    As an aside - anyone know how to get a laser replaced on a PS2? My console is well out of warranty now.
    We have all your working biros and we're not afraid to use them.

    Leave a box of used postit notes and a box of paperclips inside the filling cabinet and things won't get nasty.

    Yours,

    The Office Gremlins

  15. #30
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