How where the Thraddash ships wasted? You should be able to clean up Kzer Za and Kor-Ah ships pretty easily with a Torch. The Thraddash should be able to take out a good many ships with well placed torch attacks.
Arilou can defeat the Thaddash very easily. Although the Arilou sphere of influence shows up in Project 6014 you cant engage then in combat or Build Arilou at the Earth Star Base. also in Project 6014 the Thaddash went extinct so even if the map included there space you would not be able to engage them in combat any ways in the Campaign mode of Project 6014. Also the thradash would not get there Sphere of influence even if the map included there space some how. Thradash are very powerful but when its campaign mode and you got those 3 arilou ships you cant build and you go to thrdash space in the first part 2 game not the second one Chmmrs secret project 6014 the quest to find Precursor worlds. also there were only 15 races in the orginal campagn mode in Star control part 1. there were 7 good ships versus 7 bad ships and mentionings of a 15th race known as the precursors, which turned out to be large mammals of some kind similar to a wholly mammoth the creature from which mammal gets its name actually one of the largest land mammals . so just 15 races, but including even the script writer races such as the xen-weyi and even the kessari quadrant races theres 50 something races in the milky way galaxy of the 22nd century .
Pkunk protip -- the Pkunk's turn rate allows it to fire & spin, doing stupid damage to anything around it. Instead of just flying by and hoping you hit with one of the side attacks, learn to spin as you do so -- you can land 2x the damage or more per run.
An effective Thraddash can completely obliterate even a Chmmr. Speaking of Chmmr - You can get ships going so fast that the screen wraps several times a second with smart tractor beaming. If you get a Chmmr to go mach infinity with this... What drones? You mean those ones over there?
Why should it? By whose reckoning? I'd say it makes sense that a fire cloud might not shield from gas, it would depend on the gas. So, in the end, its probably best going down to balance, and given the strength of the marauder I'd say they might the right call balance-wise.
@@xxxxSylphxxxx First of all, from a lore point of view it doesn't make sense, since its already been proven that it blocks everything in sc2, including lasers and plasma. Second of all, from a game balance point of view it doesn't make sense either. The Kohr-Ah flame shield uses an immense amount of energy, while the Baul gas is spammable.
@@dontghostbanmeplz8788 I think it makes a *lot* of sense from a game balance perspective, since the kohrah is pretty op and needs more counters. From lore, it's nothing to do with what it blocks, it's what it is, and we don't know exactly what the gas is so we don't know whether ignition would be possible.
@@xxxxSylphxxxx Its not about igniting the gas, its about destroying it in its entirety. If it can destroy light (laser) and ionized gas (plasma) and whatever comes out of a fusionblaster (energy equivalent to the substance of a star) you wont get away with, well, we don't know what it is so its logical it can move through it. Mindlessly spamming an attack shouldnt be rewarded. You should either lure out the Kohr-Ah flame shield with enough time between the shots or maneuver around until he wasted too much energy on the spinning disks for him to defend himself against spamming. But for this attack to go through someones well timed flameshield is bad game designing. And the Kohr ah is easy to counter. Spathi & Utwig for example.
@@dontghostbanmeplz8788 the jugger is just about the only strong counter to the kohrah. The spathi is a tie at best. It's totally appropriate to have a second ship in the game that can counter the marauder, and preventing it from doing so just because you think the ring should destroy the gas that by your own admission you don't even know what it's made from makes no sense. As for stopping light... *smog* can stop light!
Well, I just rechecked, and The pages of now and Forever have something it looks like. I found it by looking up net play star control 2 on google, it should be the third down.
How where the Thraddash ships wasted? You should be able to clean up Kzer Za and Kor-Ah ships pretty easily with a Torch. The Thraddash should be able to take out a good many ships with well placed torch attacks.
"Look out were going to crash into that planet", "Don't worry crew it will only kill some of you and we will miraculously survive..."
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the name of the captain of the the androsim ship at the end is AK47
Thanks for doing this. My understanding is that if you know how to use it, the Thraddash are almost unstoppable.
Arilou can defeat the Thaddash very easily. Although the Arilou sphere of influence shows up in Project 6014 you cant engage then in combat or Build Arilou at the Earth Star Base. also in Project 6014 the Thaddash went extinct so even if the map included there space you would not be able to engage them in combat any ways in the Campaign mode of Project 6014. Also the thradash would not get there Sphere of influence even if the map included there space some how. Thradash are very powerful but when its campaign mode and you got those 3 arilou ships you cant build and you go to thrdash space in the first part 2 game not the second one Chmmrs secret project 6014 the quest to find Precursor worlds. also there were only 15 races in the orginal campagn mode in Star control part 1. there were 7 good ships versus 7 bad ships and mentionings of a 15th race known as the precursors, which turned out to be large mammals of some kind similar to a wholly mammoth the creature from which mammal gets its name actually one of the largest land mammals . so just 15 races, but including even the script writer races such as the xen-weyi and even the kessari quadrant races theres 50 something races in the milky way galaxy of the 22nd century .
That only really works against the ai, and yes, I know this is old
Give us more! I don't play human vs. human often so studying this gives me a chance to see where we may need to tweak the 6014 ships.
Pkunk protip -- the Pkunk's turn rate allows it to fire & spin, doing stupid damage to anything around it. Instead of just flying by and hoping you hit with one of the side attacks, learn to spin as you do so -- you can land 2x the damage or more per run.
Pkunk deathblossom you mean? It won't hit for more damage than a full salvo from one direction. Test it on a stationary friend.
I loved watching this match! First time seeing somebody else handling the Baul and Foon-Foon ships.
And the Typhoon's blade really is a lightsaber: it was inspired by Grievous' swordplay. The Punisher: the chemical bomb in Die Hard 3.
An effective Thraddash can completely obliterate even a Chmmr.
Speaking of Chmmr - You can get ships going so fast that the screen wraps several times a second with smart tractor beaming. If you get a Chmmr to go mach infinity with this... What drones? You mean those ones over there?
8:15 That seems like a bug to me. That flame shield from the Kohr-Ah should block/destroy those clouds.
Why should it? By whose reckoning?
I'd say it makes sense that a fire cloud might not shield from gas, it would depend on the gas.
So, in the end, its probably best going down to balance, and given the strength of the marauder I'd say they might the right call balance-wise.
@@xxxxSylphxxxx First of all, from a lore point of view it doesn't make sense, since its already been proven that it blocks everything in sc2, including lasers and plasma.
Second of all, from a game balance point of view it doesn't make sense either. The Kohr-Ah flame shield uses an immense amount of energy, while the Baul gas is spammable.
@@dontghostbanmeplz8788 I think it makes a *lot* of sense from a game balance perspective, since the kohrah is pretty op and needs more counters.
From lore, it's nothing to do with what it blocks, it's what it is, and we don't know exactly what the gas is so we don't know whether ignition would be possible.
@@xxxxSylphxxxx Its not about igniting the gas, its about destroying it in its entirety. If it can destroy light (laser) and ionized gas (plasma) and whatever comes out of a fusionblaster (energy equivalent to the substance of a star) you wont get away with, well, we don't know what it is so its logical it can move through it.
Mindlessly spamming an attack shouldnt be rewarded. You should either lure out the Kohr-Ah flame shield with enough time between the shots or maneuver around until he wasted too much energy on the spinning disks for him to defend himself against spamming. But for this attack to go through someones well timed flameshield is bad game designing.
And the Kohr ah is easy to counter. Spathi & Utwig for example.
@@dontghostbanmeplz8788 the jugger is just about the only strong counter to the kohrah. The spathi is a tie at best.
It's totally appropriate to have a second ship in the game that can counter the marauder, and preventing it from doing so just because you think the ring should destroy the gas that by your own admission you don't even know what it's made from makes no sense.
As for stopping light... *smog* can stop light!
I think people have been working on a net play, it might be up.
Nostalgia
I was about to say, The VINDICATOR was the campaign ship, not the EXPLORER.
Typhus the Newbie this is project 6014
Well, I just rechecked, and The pages of now and Forever have something it looks like. I found it by looking up net play star control 2 on google, it should be the third down.
love it. do more.
where and how can I play this?!