Foresight

Foresight

Otillräckligt med betyg
Mission 5 Walkthrough
Av jeremylee
Having difficulty getting through mission 5? Here's a guide to help you clear the mission!
   
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Overview
Obviously, since this is a walkthrough, it'll contain spoilers and MAY spoil your fun of discovery. However, if you've been frustrated by this mission, here're a few starting points you may want to pick up:

1) Obey the mission objectives - don't do more or less
2) Use scouts and dormant mode wisely
3) Understand the mechanics of see-first-fire
4) Strategizing your stationary force and collection force
5) Understand your enemies' objectives

We'll explore each of the parts in details in the next few sections.

Objectives
Primary Objectives

As stated in the game, your primary objective is to protect the Merdeka. As it's being damaged by a surprise Voiceless pirate attack, it's impossible to expect the Merdeka to be of any use.

However, you do have 2 officers and several gunships with you. This means you're able to create at least 2 fleets - an option available to you based on your preferences.

Secondary Objectives

It's also stated that you should go around getting reinforcements to help protect the Merdeka. Without reinforcements, it's almost certainly impossible for your gunships to withstand the next enemy onslaught.

So, the question on your mind should be:
Who should go with you to collect the reinforcements?

Remember that Lock must be there to turn the reinforcements to your side. Therefore Lock cannot be the one guarding the Merdeka.

The second question therefore is:
How many gunships to go (and how many to stay)?

You may not know when the next wave will come and if they do come, how big a wave will it be. A quick guide will be at least 3. However, you'll need some fire power to engage enemies in between (if you wish) and therefore may not be enough.

You could take all the gunships with you and risk exposing Merdeka for a limited amount of time. That might still work - depending on how much time she's left alone.

Lastly,
How many fleets should I create?

Our recommendation is - at least 1 fleet. Since you can't create more ships, a fleet with Jun as the commander and Ken as the advisor will go a long way. Besides, Ken can't do much when he's with Lock.

Lock will ask Ken to prove her allegiance. But remember your mission objectives. There's no point for him to prove his allegiance when the Merdeka gets destroyed in the end.
Scouts and Dormant mode
When do I get scouts?

You'll encounter 4 scouts in Sector Tango-2. Obviously, you won't need that many scouts to follow you and thus they can be assigned to the fleet guarding Merdeka back home or you can send them back manually.

Scouts doesn't just look out for enemies; they also extend the firing range of your gunships. Without them, your defending gunships will have a shorter range, and thus, a slower initial response time.

You'll also need some scouts or at least one scout to scout the path ahead. This is important because with your limited force, it's imperative to choose your battles. Do not engage the enemy unnecessarily for the sake of chalking up experience points; they're not worth it now.

Dormant mode

Basically, dormant mode allows your ship to have 2X the sight radius at the expense of mobility and firepower.

Using dormant mode with scouts maximizes your sight radius in the sector easily. Having 2 scouts is enough to cover almost 1/3 of the map.

The down side is that scouts, if misplaced in the path of the enemy, will most likely be destroyed. Thus, it's important to place them at strategic locations before going into dormant mode.
Understand the mechanics of see-first-fire
Every ship in Foresight will only pick enemies within their sight radius. Their sight radius however, is always smaller than their maximum targeting range.

What this means is that your ships have the potential to fire further than it appears.

In order to fire first, your ships must be able to see its enemy first. Having a scout or another ship set in Dormant mode helpes massively to that effect.

Since the enemy can be seen more easily now, other ships can also respond quickly since their weapons can now hit enemies further way (due to the scout exposing the enemy from far).

Having the first hit is crucial towards victory; allow the enemy to slip past and he'll have an extra shot at the Merdeka, your primary mission objective.

Therefore, it's important to place your gunships and even more importantly, respond to the enemy's angle of approach as well.
Strategizing your stationary force and collection force
Stationary (Defending) Force
This has been mentioned all over this guide in small portions.

It's important to know where to place your stationary force; a formation that will allow focus fire as well as maximum sight coverage so that no enemies can escape your defensive web.

It's also important to note that you shouldn't place your gunships too close to the wormholes! Why?

When enemy ships come out from the wormholes, they're usually travelling quite fast and if you park your stationary force too near, you'll end up having turn around to fire at them. That - will waste a few precious seconds in which your ships won't be able to fire its full power (or not even fire at all) at the enemy.

Collection Force

For your forces going around collecting ships, you'll definitely be weak at first and will be strengthened over time by responding correctly to distress signals.

Remember those potentially controllable ships are in neutral IFF - this means, while you won't fire at them automatically, your weapons may still hit them (ie, stray fire). And they'll react accordingly.

Therefore, it's best to help these folks by approaching the enemy from their flanks - at least they were be a crossfire situation.

Once these ships are under your control, you have to choose between keeping them as part of the collection force OR sending them back to boost the stationary force.

Do not send too many ships back or else you'll not have enough firepower to push forward.

Do not send ships back from an awkward positions. You might inadvertently cause the ship to take a route that leads through fortified enemy positions.

Your collection force will eventually return to join up with your stationary force if you are able to follow through.

Understand your enemies' objectives
It's imperative that you understand what your enemy is thinking in order to know what he'll do next.

They've already shown you once that they've ignored your escorts and focused their firepower solely on the Merdeka. Why?

They believe that Ken Umara is onboard as a prisoner on the Merdeka. As Ken has pointed out, they've lost their leader and is desperate to either rescue him or destroy him to prevent leaks of sensitive information.

Besides, it's not unknown that there're various factions within the Voiceless pirates itself. There could be a group who might be taking the opportunity to assassinate Ken Umara so as to usurp his position as the Voiceless Commander.

But one thing's for sure - the Merdeka IS their one and only target. Contrary to some claims; the AI does have target prioritization.

P.S. If a gunship is firing at a capital ship - that's only because you've told it to do so as an orchestrated focused attack on an enemy ship. Gunships by nature, fires at fighters and bombers FIRST.

Since that's the case, they'll not be firing at any red they see. Instead, they'll ignore your defending gunships and head straight for the Merdeka. With the Merdeka so low on hit points, every shot is counts.

What really kills the Merdeka is that 2 Phoenix Missiles fired by the Voiceless Gunships as well as the Unicorn Torpedoes fired from Voiceless Bombers later on for they deal a lot of damage and is unavoidable and unstoppable (ie, warheads cannot be intercepted).

Which is why I've emphasized on placing your defensive force in a formation that will allow maximum targeting range coupled with scouts on dormant mode.
Conclusion
The Merdeka must survive in order for you to win. If the engineers say they need 30 minutes, then they'll need 30 minutes. The game will not speed up even if you had played extremely well, ie, collect all forces and reach your defending force by 20 minutes.

Do not engage the enemy base if you can. This is not your objective and might jeopardize your mission should you take too long to destroy it.

Of course, you might at least need to take down their power before being able to penetrate their defenses at the last wormhole. Otherwise, they might destroy you before you can reach the Merdeka.

Going back around is also another way but it'll take a lot more time and might not be feasible if the defending forces aren't doing too well.

You can choose not to collect ALL reinforcements if you think you're comfortable with the amount of forces you have.

Remember to choose your battles wisely. Survival is foremost when it comes to missions like these. Be assured that there're not many - these are missions to break in between open missions where you can build large armadas to fight your enemy.

TIP: Destroying the enemy base will prevent the last 2 waves from appearing. These last 2 waves deal the most damage and is very lethal to a weakened ship like Merdeka.

Good Luck!
7 kommentarer
jeremylee  [skapare] 10 okt, 2015 @ 8:09 
continued...

5) Creating fleets is good but it's more for sending a fleet back to help the Merdeka rather than to search and destroy.
6) Neutral ships CAN BE SHOT. If you witness a battle, don't attack the enemy from the front; your bullets will end up hitting your potential reinforcements. Instead, approach the Voiceless forces from the side.
7) There's no need to destroy everything in this mission. The main objective is to protect the Merdeka. Hint: The enemies only come from 1 wormhole. You should choke that wormhole to gain the upper hand.

Hope that helps man. Don't be frustrated. Just take it easy, go play other games, take a break before trying again.

Thanks,
Jeremy
jeremylee  [skapare] 10 okt, 2015 @ 8:09 
hey tander,

let's check a few things:
1) did u leave some gunships behind?
2) did u send some scouts back to the Merdeka? scouts are important because when they go into dormant mode, their sight radius is doubled. What it means here is 2 things:
a) u can see ur enemies coming way before they see u
b) ur gunships can shoot at their maximum range beyond what they can see.
3) did u engage every single enemy ship out there? it's not necessary and u should choose ur battles wisely.
4) Lock is supposed to be the one rallying the forces. This means he SHOULD be out there, not the fleets. If he isn't then those neutral ships won't join u. That's a pre-condition mentioned at the beginning of the mission.
ltanderl 10 okt, 2015 @ 5:54 
This mission really sucks and kills the game for me.... Now tried it multiple time but no success... Why the hell people think its fun to start a mission over and over again - I dont get it really....
jeremylee  [skapare] 24 jun, 2015 @ 21:17 
Hi Bansh,

Try to position ur gunships nearer to the wormhole but do not attack the enemy head on. You'll need scouts to expose those positions so that your gunships can have maximum firing range. Otherwise it'll be limited by its own sight radius.

Regards,
Jeremy
Bansh 24 jun, 2015 @ 21:10 
This mission is pissing me off to the point I'm tempted to uninstall and never touch again. Even sending every frigate back I can get in time by the 3rd wave I just don't have the firepower to defend the ship before they blast it away.

Even worse is trying to reload to a quicksave those same 3 ships in the wave come out of the wormhole and instantly warp right on top of the frigate. :nonplussed_creep:
jeremylee  [skapare] 26 jan, 2015 @ 4:25 
There'll be more of such missions along the way. The difficulty can vary depending on the decisions u make. :)
jeremylee  [skapare] 26 jan, 2015 @ 4:03 
hi Forest, this is not an easy mission - it's the 1st mission where u hav to think very carefully ... haha that's y i wrote a walkthrough specifically for this mission alone ... after seeing a wide range of results .... :P