Furious Angels

Furious Angels

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Quick Briefing
By tzar
Read the ♥♥♥♥♥♥♥ manual here
   
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Briefing
Welcome to the squadron, rookie! Here's your... Heh-heh, just kidding - we're all about to die here, the enemy is inbound hot with multiple enemy carriers on intercept, the fighter is the last thing with weapons between them and the carrier, now would you get out and kindly clean up the airspace--
Ships
Here's what you're going to fly. Shooting down enemy aircraft adds to the timer that counts down your next upgrade - you get four tiers with six weapons, all needing progressively larger combos to reach. All aircraft can survive multiple hits, but only the fighters can be repaired.

MkI fighter

Armed with an autocannon, it is moderately maneuverable and can shoot down even the toughest hostiles with sustained fire. Progressing through upgrades unlocks a twin autocannon that is apparently twice as powerful and can chew through corvettes really fast at a great distance.

MkII fighter


This fighter is larger than the predecessor, is still as fragile, but has missile weaponry that can take down jets in 1-2 hits. Missiles have limited guidance and can "see" further than the camera, or their own range. An upgrade has twin missile launchers - it's quite powerful and can take out multiple hostiles in one shot.

MkIII Corvette

This thing is a real tank - it fires a 3-barrel chaincannon, is a pretty cool guy and isn't afraid of anything, especially jets. The only reason to worry is fully-connected cannon bursts and its limited endurance - unlike the fighters, it cannot be fully repaired at the mothership. It's quite "steady" and turns frustratingly slowly, especially for ~5m.
But fret not - if you are ever shot down, a fighter will emerge from your burning hull!



MkIV Laser Corvette

An upgrade only affects the corvette's weaponry and doesn't repair the hull, but boy does it affect it. Twin missile launchers, good ole' ram and a laser cannon can obliterate whole squadrons in moments, and it apparently self-repairs to an extent.
Like the MkIII, it's actually a whole lot of hardware bolted onto your fighter, and will be decoupled if shot down, leaving you with the smaller ship as soon as you disengage from what shot you down.

Enemies
In your quest to defend the mothership, you will be beset by numerous types of enemies from all sides - luckily, an indicator is there to point you in the right direction.

Fighter Jets



Quick, fragile and numerous, they can be quite a threat when massed and lined up for a gun run.

Bombers



These VTOLs shoot four guided missiles that can blow up a fighter in a single salvo. Missiles are targetable and can be destroyed.

Scorpions



Has four engine sections that require multiple hits to destroy and a 4-burst cannon. Sees far and can survive one blown engine.

Minelayers



Otherwise unarmed, miner has three sections, launching mines from the middle. Destroying any two sections sends this guy up (down?) in flames, but if the front section is destroyed, it provides cover for the other sections. Destroying the middle section disables his weaponry, but why do that when you may as well shoot the bastard down.
P.S. What? Destroying the central section doesn't even preclude them from launching mines - don't bother and just shoot its flanks wherever - front, center, back, just get two section destroyed and his turkey is cooked.

Impostors

This guy looks familiar! It has multiple sections and a heavy autocannon. A single burst can mess you up if you get caught.

Carriers



Carriers launch fighters and are hard but necessary to destroy. Their runway houses a huge laser cannon that can destroy your mothership in mere few hits. Each section requires numerous hits to destroy, and you need to blow up 2 engines or 3 sections to kill the carrier so it takes quite a while to destroy. There are 4 engine sections, a hangar, a runway and an engine. These huge ships spawn quite close to the mothership and will reach it in seconds, and although you can disrupt them by destroying the runway, they can launch jets and fire the cannon anyway.
Combos and upgrades
Getting upgrades requires points, and to have enough to keep up with the enemy reinforcements you need to be sustaining combos, which requires racking up kills very quickly. As you get upgraded, you lose the ability to fire weapons, but do not become invulnerable!
7 Comments
$ADDICTED 26 Jan, 2020 @ 5:25pm 
Good job on doing all this work buddy!
Caravan of the Souls 1 Jan, 2020 @ 6:46pm 
Edits: Carriers actually have 7 parts. The rear structure has no effect when destroyed.
Destroying a carrier's hanger will only slow down the rate at which it launches Raptors.
Raptors are a type of advanced fighter jet. A Raptor kill is worth more than a fighter kill, but is also harder. Raptors have a decent amount of armor, are fast and maneuverable, and fire longer, more accurate bursts with correspondingly more killpower. Raptors will rarely spawn as part of a wave, and are rapidly launched by carriers to shoot you down
The gun fighter cannot ram anything. The missile fighter can ram fighters and bombers. The tanks can ram anything except carriers.
After ejecting from either tank variant, you will receive an airframe upgrade, increasing the damage of all weapons. This is signified by the popup MK insert roman numerals here on the left side of the screen.
Caravan of the Souls 1 Jan, 2020 @ 6:34pm 
"Getting upgrades requires points, and to have enough to keep up with the enemy reinforcements you need to be sustaining combos, which requires racking up kills very quickly" As previously stated, combo multipliers DO NOT give additional progress towards upgrades.
"As you get upgraded, you lose the ability to fire weapons, but do not become invulnerable!" Wrong. During the upgrade process (ie when you see the timer pop up) you are in fact invulnerable. Feel free to fly through as much fire as you like. However, as soon as the upgrade completes, you will lose invulnerability, which is signified by your ability to fire again.
"Read the ♥♥♥♥ing manual here" If you put this in the description, the least you can do is present correct information.
5/5
Caravan of the Souls 1 Jan, 2020 @ 6:34pm 
"you need to blow up 2 engines or 3 sections to kill the carrier" Again, not entirely correct. A carrier always needs 3 sections to be destroyed. Each engine is 1 section. You will need to take out 3 engines or 2 engines and another segment to destroy the carrier.
"although you can disrupt them by destroying the runway, they can launch jets and fire the cannon anyway" This is not completely true. A carrier has 6 sections: 4 engines, a hanger, and the cannon. Destroying the cannon (the front part that looks like a runway) will dramatically slow the carrier's fire rate. Destroying the hanger (the center section with the bay doors) will prevent the carrier from launching fighters. Destroying the engines (the fans) has no effect, but each engine counts as one section for the purpose of taking down the carrier.
4/5
Caravan of the Souls 1 Jan, 2020 @ 6:34pm 
"Missiles are targetable and can be destroyed" While missiles will not add to your combo multiplier, they will keep it from going away. Use this to gain more points.
"Sees far" Again, partially correct. At first, you must fly within visual (for you) range of a Scorpion in order to activate it. Once it's activated, though, it'll fire at you from well offscreen, so take it out sooner rather than later.
"Destroying any two sections sends this guy up (down?) in flames" No. The front and rear must be destroyed in order to destroy a miner. Destruction of the middle will not count as part destruction when attempting to down a miner.
"Destroying the middle section disables his weaponry, but why do that when you may as well shoot the bastard down" No. Destroying the middle simply makes the other sections much, much weaker.
3/5
Caravan of the Souls 1 Jan, 2020 @ 6:33pm 
"unlike the fighters, it cannot be fully repaired at the mothership" Nothing is repaired at the mothership. All craft carry out in flight repairs as long as you hold your fire. Repairs for the cannon and missile fighters restore all health. The tank is a little more complicated. You start with an intact tank. Repairs to this restore the tank's health normally. Once you take enough damage (which you can avoid by repairing), you lose one engine. This greatly decreases your speed, and any further repairs will be unable to restore the engine. However, you still get all the health from repairing.
"An upgrade only affects the corvette's weaponry and doesn't repair the hull" This is partially correct. Upgrading to the laser tank will not restore the engine if it's destroyed, but it will refill your health pool, which will keep you shooting under heavy fire.
2/5
Caravan of the Souls 1 Jan, 2020 @ 6:33pm 
"Shooting down enemy aircraft adds to the timer that counts down your next upgrade" No. Upgrades are based solely on points. Each enemy is worth a certain amount of base points, and a kill gives you that much progress towards the next upgrade.
"all needing progressively larger combos to reach" No combos are needed to get upgrades. In fact, combo multipliers don't even count towards upgrade progress.
"only the fighters can be repaired" Holding fire with any craft, tank or plane, will initiate self repair.
"An upgrade has twin missile launchers - it's quite powerful and can take out multiple hostiles in one shot" While the missiles are decently powerful, each pair of missiles will only track a single target.
1/5