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View Full Version : Tips of SW3 - no spoilers


Losobal
03-04-2010, 05:21 PM
I'd figure it'd be useful to start a spoiler free tips thread, as there doesn't appear to be a manual, and as far as I can tell, there's no help system.

1. Unlike SW 1 and SW 2, you no longer freebie-repair your mothership when jumping through a gate. Without an auto-repair system you need to find Maintenance Stations, which will repair you for a price.

2. You also buy firmware updates at Maintenance Stations, kinda like autopilot upgrades. For piloting, gunnery and systems, as far as I can tell.

3. You can no longer train pilots in space, or even when docked at their mothership. They can only train skills (perks) while docked at the mothership AND docked at a station.

4. You can no longer pilot any ship just because you have the money to afford it. You now have to invest points into Pilot grade ratings to fit into higher level ships.
---this one really sucks, in my opinion.

5. Because of number 4, ALWAYS save before docking and going on a buying spree, because the game doesn't let you know you can't actually use something until you try and load it up. I bought 2 Tiger ships cause I could afford them, only to realize my 2 pilots are still 30+ points away from being able to afford the skill to fly the damn things. That would have been a waste of 180k. Sure I could have saved the ships for later, but better to buff the things you CAN use.

6. Early game, you suck. Unfortunately its better to adopt a sneaky approach, or give into extortion threats and payup, cause your paperthin shields and armor, compounded by you being outnumbered most of the time, often results in quick death.
---Exceptions: If you have purchased mercenary wingmen, you might be able to better handle groups, since your numbers will be closer. When you can start fitting better guns on your MS things also get a bit easier, at least for random jumpings, as its more likely your MS will be responsible for the bulk of your kills (especially once you start loading higher accuracy guns like particle beams).



Some tips courtesy of VistarnH:

- Crewman can pilot the Mothership
- Without a Pilot, the mothership uses its Firmware ratings as 'autopilot, gunner, system'
-Job board has been replaced by scripted optional missions and pirate hunting, apparently, no more back to back 500k cargo runs like in SW2.

Anticept
03-04-2010, 07:05 PM
Right click your person in the 6 crew boxes. It will open the crew menu where you check the pilot skills.

Losobal
03-04-2010, 11:19 PM
-Inventory of trade stations appears to be randomized by docking, which seems to also change even if you just docked there a few seconds ago.

-General trade station goods still appear 'story progress linked' as in SW2. You won't find higher end goods at early stages of the game.

-Haven't unlocked the FTU Cargo Stores yet, but I imagine its similar to the 'black market' option of SW 1 and SW 2. Likely contains higher tiered gear, probably at higher prices.

-Mercenary wingmen (you select them when docked at a station) require payment at each new jump system equal to their initial amount, or they leave. Bear that in mind when you're thinking it'll be worthwhile to have a wing with you while you system hop. Multiple systems can get expensive very quickly. Even if you encounter no resistance in that new system, you'll have already paid them, and don't get a discount.

vistarnh
03-05-2010, 12:09 AM
-FTU Warehouse perk is like the black market, higher tier goods except at LOWER prices, totally worth it.

-Mercs are especially great for tough missions, even a cheap 5k wing can create enough distraction to turn the tides of a rough battle.

-it can be tedius travelling across systems but the random pirate battles really rack up the exp and credits. Don't take the quick jumps if you can help it.

-Definitely do the optional missions when you can, I just made 800k escorting Alex and bought 2 Wyvern Mk2 fighters.

Losobal
03-05-2010, 03:24 AM
-I'll second the idea of taking the slow route vs quickjump. Skillpoints are lifeblood here, so getting as many as possible, as quick as possible, makes a difference. Some of the story segments require you to jump 10+ sectors, which means many opportunities for random pirate encounters, which also means more loot, which means more cash. If you quickjump, you'll miss that chance.

-It appears firmpoint upgrades transfer between motherships when you get new ones. I just moved from the Pirate one, and it has the same upgrades.

-It can be useful to invest in Berserk weaponskill. In previous games I found it kinda iffy, usually going for alien gear, this time around, especially via things like FTU store, you can buy modified berserk weapons which have pretty nice stats (for light weapons), expensive tho, even with discounts.

Losobal
03-05-2010, 03:49 AM
Friendly AI is kinda stupid. And ships will often make the worst choices. Keeping a close leash on ships, especially your 'hero' is important as sometimes they decide the best thing to do is go jump a group by itself.

Tip for use at later game, when you attack a station, like a pirate station, defenders magically warp in, which can and often does include enemy motherships. I'm keeping this handy for hopefully later in the game when I have beefier abilities.

Losobal
03-05-2010, 08:12 PM
Update on attacking a base:

My experiment so far attacking a pirate base resulted in the following:

3 Pirate Motherships jumped in, plus a few wings of fighters. Destroyed them all. Minimal loot from the motherships, standard from the wings. Destroyed the base, no loot. Also, no 'xp'. Killing a base doesn't grant you any more skill points or such, and as such, I cannot at this time recommend nuking bases. However, it can be worth it to 'ping' a base, wipe out its defenders, though expecting decent loot from defending motherships isn't good at the moment.

Anticept
03-06-2010, 12:07 AM
Friendly AI is kinda stupid. And ships will often make the worst choices. Keeping a close leash on ships, especially your 'hero' is important as sometimes they decide the best thing to do is go jump a group by itself.

Tip for use at later game, when you attack a station, like a pirate station, defenders magically warp in, which can and often does include enemy motherships. I'm keeping this handy for hopefully later in the game when I have beefier abilities.

This isn't entirely true. Note that piloting ability is CRITICAL in this game. It's one of the first trees I spend a few points on after learning (except my snipers, they get gunnery first). Otherwise they just get in turnfights trying to get each other into the crosshairs.

Also, it helps to get tangled up in a fight with your fighters and tow the mothership right into the thick of it while they are all busy. The mothership's turrets keep the fire on, preventing effective attack runs by the enemy (fire suppression DOES work).

vistarnh
03-06-2010, 07:54 AM
This isn't entirely true. Note that piloting ability is CRITICAL in this game. It's one of the first trees I spend a few points on after learning (except my snipers, they get gunnery first). Otherwise they just get in turnfights trying to get each other into the crosshairs.

Also, it helps to get tangled up in a fight with your fighters and tow the mothership right into the thick of it while they are all busy. The mothership's turrets keep the fire on, preventing effective attack runs by the enemy (fire suppression DOES work).

I think he was talking about your ai ships' incredibly stupid habit of flying off and attacking groups of fighters alone. But yes piloting skills are very important as is ship manuverability.

Afoxi
03-06-2010, 08:42 AM
Aye, I noticed that pilots became less ♥♥♥♥♥♥♥♥ when they have piloting and gunnery skills, and even moreso if the wing leader has Tactician Skills.

Losobal
03-08-2010, 04:53 AM
Yeah I was referring more to the AI's choice process rather than its actual piloting abils (ala perks). Things like "Oh you mean when you ordered the wing to move behind our mothership, you meant me too?" kinda stuff.

Puchi Kitsune
03-20-2010, 01:43 AM
I wanted to contribute to this thread :)

I'd figure it'd be useful to start a spoiler free tips thread, as there doesn't appear to be a manual, and as far as I can tell, there's no help system.

Manual could be found off Steam's Store page:
http://store.steampowered.com/manual/46260/

For more additional information, you can visit Developer's (Elite Games Team) Official website for SW3

http://www.elite-games.ru/starwolfs/sw2gv/index.shtml

NOTE: It is in Russian, bring Russian speaking friend with you. ;)
NOTE 2: In Russia, Star Wolves 2 went pretty badly. Therefore, to correct "past mistakes", Star Wolves 3: Civil War is actually called "Star Wolves 2: Civil War" on Russian market. From my research and reading their website, it seems to be developer's (Elite Games Team) decision. However, for Western Market, C1 published the game as SW3:CW, not SW2:CW, so as not to confuse the players, and not create perception that SW3 is an expansion pack for SW2.

-General trade station goods still appear 'story progress linked' as in SW2. You won't find higher end goods at early stages of the game.

I tend to disagree. After you get Mastiff, and on the way back to Alex, you can go back via NESF space. You will pass Hephaestus system (the one with deadly ring of automatic defense turrets.) In that system is the Black Market station, with which you can dock. Although, every time I approached it, a lone pirate ship (of generation 1) warped in to attack me .:confused:

That black market station had some pretty high level loot in it, which I couldn't buy at that point of the game. They were offering gen 3 and 4 fighters there.


Aye, I noticed that pilots became less ♥♥♥♥♥♥♥♥ when they have piloting and gunnery skills, and even moreso if the wing leader has Tactician Skills.

Well, unless you have "Basic" skills, the very first skill that starts the tree (either piloting, gunnery, or missiles), you will suffer -20% penalty for that ability. (i.e. a pilot without basic piloting, will suffer -20% penalty to his piloting.)

Therefore, it is very important to get that up ASAP!