Aquanox Manual.pdf
Aquanox Manual.pdf
Aquanox Manual.pdf
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If the situation is getting too hot and you get hit too many times, then it's high<br />
time for an E s c a p e maneuver. This helps you travel away from the immediate<br />
danger zone to get yourself into a better position to attack again. The escaping<br />
ship tries to blur the lead by doubling back, making it harder to target.<br />
The length of the doublings depends on the maneuverability of the ship: the<br />
slower the ship is, the longer they should be. This maneuver is especially<br />
effective when performed at a right angle to the defender/target axis.<br />
You should always try to move in the direction of your enemy to get behind him.<br />
Using the back thrust when the enemy is behind somebody has often radically<br />
changed the situation! In this context you must however consider the following:<br />
you shouldn’t always escape, because with this maneuver you cannot target your<br />
enemies.<br />
Some of the enemies you fight against know exactly when they're in the danger<br />
zone of your primary weapon, thus they can get themselves into safety using<br />
Escape maneuvers before you even hit the first time. Here you need to be<br />
persistent.<br />
Sooner or later you’ll see yourself c o n f ronted with a whole gro u p of<br />
enemies. If you’re lucky you’ll have a wingman close at hand by then.<br />
The rules of single fights also apply to fighting in a group; only two more<br />
aspects have to be kept in mind. Firstly you should stick to the target you<br />
started off with, unless you are forced to change due to an extraordinary event.<br />
Two ships whose shields are half reduced are as dangerous as two ships that<br />
aren’t damaged at all. It is safer to completely destroy one target. Secondly you<br />
should concentrate your ship's fire and that of your allies on one target to<br />
reduce your enemy as fast as possible, because this is not about fair play, it's<br />
about surviving!!!<br />
THE REAL MASTER of the underwater fight not only knows the<br />
perfect execution of all these maneuvers, but he also knows when and how to<br />
combine them. You’ll also need to develop a certain feeling for when to use<br />
which weapons.<br />
In the early stages of a fighter’s career in AquaNox, you’ll have to gather your<br />
own experience. Nevertheless, the preceding advice may help you to survive your<br />
first encounters.<br />
S H I P S A N D W E A P O N S<br />
T E R M S<br />
LO CKIN G TIM E: The time a torpedo requires locking onto a target, i.e.<br />
to find and set course on a target.<br />
I M PA C T: Reveals the impact energy of a missile or torpedo in mega joules<br />
(MJ). See the difference between kinetic and electromagnetic energy under<br />
A rm o r.<br />
TO LO CK ON A TA R G E T: To find and set course for a target.<br />
A MM O USA GE : The weapons in AquaNox can roughly be divided into<br />
two classes: The first class fires ballistic ammunition with hard armor. The term<br />
s h e l l applies to this kind of ammo. With one shot, a hard cover missile<br />
releases 1 shell. The second class consists of the so-called "energy weapons"<br />
(such as the underwater laser), which require high amounts of energy to fire.<br />
These are calculated in e - s h e l l s.<br />
ARM OR: KI N/ EM P – There are basically two different kinds of attack<br />
weapons. The first cause direct damage to the ship on impact, whereas EMP<br />
weapons release an electromagnetic pulse on their target, which handicaps a<br />
ship's systems or even fries their components. There are special kinds of armor<br />
against both kinds of weapons.<br />
S E C O N D A R Y MOD E: The second mouse button (usually the right<br />
one) triggers a special mode. The effect and operation mode of a weapon vary in<br />
the secondary mode.<br />
SN IP ER MOD E: With some weapons, the player can zoom in on the<br />
target, aim and fire. The sniper mode is a secondary function of some weapons<br />
(right mouse button).<br />
S T R A F E : This means driving sideways during an attack ride. This way the<br />
shots may be spread, but the attacker is harder to hit at the same time.<br />
LE AD PO IN T: This is the point the shooter aims at in order to hit a<br />
moving target.<br />
M A N E U V E R A B I L I T Y: Reveals whether a torpedo has its own<br />
maneuvering devices and how well these operate.<br />
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