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About SSCU Death Star Battle This zone is based on the scene of the third (The Return of The Jedi) Star Wars movie. When you first spawn into the zone you will be in a green safezone. Around it will be green prizes that may be picked up. Normally these prizes would be used to upgrade your ship, but in this zone each ship is already fully equiped for its ship class. The prizes are meant only to raise your bounty 5 points so you'll be able to attach to other players. The main target, and sole purpose of this zone looms to your left and slightly up... the Death Star. Unlike the movie, the purpose of this zone is to penetrate into the Star (or attach to another player) and take all the flags that reside within. There are a total of 100 flags, each giving 100 points when the reward bell rings. If your team is good enough and work well together, you may even be able to completely kick the other team out of the star, at this time you defend the three entrances, sit back and rack up those points. There are two teams on this zone, team 0 which are the Imperials and team 1 which are the Rebels. Both teams have their strengths and weaknesses, the zone is very balanced when it comes to that matter. The Imperials do a lot of damage but don't have a whole lot of energy. The Rebels have more 'armor' but their ships are slightly 'weaker' when it comes to bullet speed and distance. For either team, you must work together to be able to take over the star. Your Win/Loss ratio isn't very important in this game, what matters most and the main thing squad recuriters SHOULD be looking for is how many points you have. Unfortunately lots of people care only for their ratio and 'jump teams' depending on which team is doing better to insure they don't die as often. This is the same for squads, not only do they look for points but also ratio. This zone may not be for some, as it will probably get boring doing the same thing over and over, as well as the lag problem that comes with the zone. But I've enjoyed the zone since I started playing it and can't seem to bring myself to play in another arena. Here's a map of the zone,well pretty much.. Here
are some screenshots I took of certain situations, including my record
bounties and such. Here is how the bounty situation for DSB works: Imperial Ships (freq 0)
Pros: The warbird is probably the most used ship in the game. It
turns fast and has a really fast recharge rate. The bullets it fires are
level 2 (yellow) guns and it fires them at a very fast rate of speed.
The bullets are also propeled quickly away from the ship which makes this
ship ideal for newbies and experts alike. Pros: This ship has an excellent energy value, being 1200. This ship has the second most energy in the game. It shoots blue level 3 guns at a normal rate of speed. It also lets you use your afterburners at no cost making it a very fast ship and highly manueverable. Cons: The bullets it shoots take quite a bit of energy away from this ship. Although powerful when they hit it leaves the Javlin somewhat weak after firing. It may also be a bit tough to turn with this ship at high rates of speed as well. I'm not sure but I think this ship's recharge rate is somewhat slow... Pros: The Imperial bomber can do the second most damage in the least amount of time. It fires it's bombs at a VERY high rate of speed and the bombs move very quickly. It can also lay the most mines in the game, being four mines at once. Ideal for those working at a high resolution. This ship also gets 5 rockets to use unlike all other ships that only get 3. Cons:This ship only comes with an energy value of 950 points. Although it can launch those bombs with such speed it can only launch a maximum of four bombs before the energy is spent completely and becomes a sitting duck. This ship is either the slowest or second most slowest ship in the game. Its turning rate is probably just a bit worse than the Javlin. It's guns (level 2) fire at a very slow rate and are nearly useless.
Cons: The rate of fire is so fast that sometimes people overfire. It's hard to control how much energy to use when firing which makes this ship is very vunerable after each burst. Also the acceleration/decceleration is terrible, lots of people try to slow this beast down before plowing into a minefield or tons of gunfire and just can't stop it. Also cornering and taking sharp turns in this ship is tough to do as well. The EMP bombs it fires do next to no damage when they hit.
Rebel Ships (freq 1)
A-Wing (Terrier) Cons: It has the second least amount of energy in the game, being only 900 points. The bullets it fires don't have anywhere near the distance of most of the other ships, being above the bombers but less than the fighters. Pros:This ship is also a tank in some respect. It comes with 1200 energy and shoots level 3 blue bullets. The cost of firing these bullets, I believe, is less than the Javlin. A good aim with an experianced player will result in an easy 3 wins to 1 loss ratio. This ship is mostly used by vetrans of the game. Cons: The recharge rate of this ship is pretty slow, if it gets attacked by a large number of people (which is common) it more than likely wont survive that long. The acceleration and decceleration is just a bit better than the Imperial Gunboat. I don't find this ship particularly manuverable myself though others may disagree with me.
Y-wing (Lancaster)
Pros: This is the Rebel bomber ship. It comes with a nice 1150
energy points and can fire it's level 2 guns at no cost as it's recharge
rate is fairly quick. If used correctly this ship can be a real pain in
the ass to kill and is regarded as the best ship the Rebels have to offer
by lots of people. This ship can shoot more bombs total than the Imperial
bomber but in a longer period of time. |