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Not sure if capital ship gunners improved in the 98 version... I wiped out all of the capital ships in the 2nd mission in an A wing way back when. Took forever but was never in danger of being shot down. Weave in and fire when you come into view and weave out at max speed. Recharge everything and repeat.
I always found that linked-fire wasn't worth it on the X, A and B because the guns are so far apart you're unlikely to score a hit on a small target like a TIE with all guns. On the Y, with the lasers mounted side by side in the nose, it's linked all the way
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ncasolobp: Not sure if capital ship gunners improved in the 98 version... I wiped out all of the capital ships in the 2nd mission in an A wing way back when. Took forever but was never in danger of being shot down. Weave in and fire when you come into view and weave out at max speed. Recharge everything and repeat.
Problem is that X-wing has a "Little arcade" touch in its core mechanics. Unlike successive games of the series, the first one had a time limit to complete the mission, so unlike Tie Fighter and the others, you can't stick around much longer on a mission to rack up some more kills... pitty, since a well handled rebel fighter can take on its own againts any imperial capital ship unlike standard tie fighters (if we exclude assault gunboats, Tie Advanced and Defenders... missile boat would eventually run out of ordinance and its single laser cannon recharges too slow, and its also meant for defense from small fighters and power the slam system, not to be ussed offensively).
Hmm I don't remember a time limit on the collectors CD. I have the 94 version (still have it just can't play it). Wish I still had my pilot files. That would be awesome.
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gavbloodworth: The X-Wing and Tie Fighter play like more of a (very fun) simulator than an arcade game. And needs to be approached as such. Which means you should pay attention to the mission briefings, and study the controls. I think these games have dog fighting excellence unmatched in any other game.

The best experience is with a joystick. You are handicapped with anything else. Most of the newer joysticks are quite stiff, and dont give you the same fine control needed when individual pixels matter. My excellent old joysick has the old game port connection, so is useless. Am currently using a Cyborg X, but the stiffness will take some getting used to.

M : goes to the in-flight map. Game is paused in this mode. Use it often.
I: Toggles between ID mode and targeting mode. You will want to stay in the latter mode for a bit more visual targeting help unless you need to ID craft as part of a mission goal.
ALT-C: recalibrates the joystick. Can be done at any time and is needed if you start to get joystick drift.
X: Toggles firing mode. You should always stay on single firing mode for lasers because its faster.
??: Matches speed with target. What is the key for this does anyone know? Enter only fires the lasers. I do remember using it but was that only with Tie Fighter? In the absence of this, use the 1/3, 2/3 and full throttle keys as needed to chase mobile targets better.
ALT-D: changes detail setting. Keep it on the lowest setting. Newer gamers would not understand this, but it keeps the display minimalist and allows you focus on the task at hand in destroying craft. And not having the stupid galaxies and debris flying around to distract you.
. : the "dot" on the keyboard toggles the cockpit on and off which gives you the best display for dogfighting. Can be used when you become more familiar with the game and dont need the cockpit cues as much.

Learn how the energy system works and how it relates to shields and speed. Have you lasers charging in increased or max mode (except when you might need max speed - 200, to chase down a distant target) and transfer laser energy to shields periodically. When you need to increase or recover your shields you do NOT want your shield system set to increased or max level as its inefficient. Balance your shields out with the S key when needed after taking hits.

There is much more information that can help with these games, but I wont bother typing it all out here as there are also many excellent guides online. Good luck Red Leader!
Match Target Speed: [Enter] - but I do not think X-Wing supports this option. I have looked. This option is more for TIE-Fighter & X-Wing Alliance ( &X-W v TIE-Ftr).
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vapspwi: Original X-Wing didn't have match speed - it was apparently added in TIE Fighter, and added after the fact in the 1998 revision of X-Wing.
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geminidomino: Kind of sad that they didn't add "Show target's attacker" (Default "A" in TIE Fighter) - would come in mighty handy in all those damn escort missions.

That, and the ability to view the message log. The message bar in the 98 remake is a little wonky. Likes to repeat messages long-since irrelevant.

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ReaverT: More pro tips: dual laser linking is to maximize precission without missing too many hits; quad linked is good for great tough targets such as freighters and other capital ships. Single fire is only advisable when chasing nimble fighters or when you want to finish a capital ship (lasers fire slightly faster).
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geminidomino: I've always had best results with the opposite setup: Using single fire mode for the big, slow ships lets me pump more shots into them because they're not fast enough to (or even trying to) dodge them. Mid-level ships like shuttles and transports get dual-fire mode because they are moving, but slow enough that I don't have to worry too much about losing tracking.

The X/W, Y/W, T/Fs, T/Is, and T/As, though, are what quad-linked fire was made for. My logic being that, either way, I'm only going to get to squeeze off one shot before I have to adjust course to re-acquire anyway, so I might as well get full bang for the buck and, hopefully (in the case of T/As and "pirate" rebel ships) getting hit with multiple bolts will keep their shields from fully regenerating before I get another shot off. I've always cleared them out faster one quad than using spray-n-pray tactics.
In my opinion, for X-Wings, quad fire is great for killing TIE-Ftrs quicker. I worry less about getting every single blaster to hit, when the more TIE's I can kill before my wingmen, the more points I get. The X-Wings have a big problem vs. TIE-Ftrs & -Ints - you can perfectly aim for the TIE and miss with all 4 laser shots - all shots right around left & right sides of the TIE. As far as I play it, I try to slightly offset my aim, so I can get 2 hits out of the 4. a TIE-Ftr & - Int are smaller than the laser spread.

X-Wing laser cannons shoot straight ahead. WWII fighters would have their machine guns focused at some sweet pt at medium range ahead. Not so in X-Wing or TIE-Fighter. I think X-Wing Alliance had some slight focusing.
Actually, in Xwing Alliance you had the option to have the lasers "unfocussed", it even had a hotkey acces binded to that option... It's curious since the default option was the logical one, and I didn't found myself ussing it ever.
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Kharnellius: Very much disagree on keeping lasers on single fire. I can take out a tie fighter in one shot with quad cannons linked on the x-wing. You only need one good shot and they are gone. You will start to learn how to lead your shot and suddenly you become the one shot wonder taking out TIEs in one shot.

Linked is also great if you want to solo a capital ship. You can fire a quad shot, change direction a bit to avoid oncoming fire, fire another quad shot, change direction again....so and so forth. Already have a frigate and star destroyer kill in just 7 missions in the first tour of duty (TOD).

Speed is a huge help in avoiding enemy fire. Often I keep my lasers charging at max and my shields decharging at max so I get good speed. Keep pumping laser energy into shields and it will actually fill up faster even though you are decharging your shields.
The best course of action is alternating between linked fire and single shots. I found that on longer ranges, when the hit angle is hard to determine, single fire yields more shots on target. As the range is getting close, linked fire is the best. One more advantage of the single fire mode is taking out incoming head-on missiles.
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ReaverT: Next, speed: don't turn your ship at 100% throttle; youll have increassed manuverability at 2/3 speed and the sharppest turns can only bee performed at 1/3 speed. Also, if you're chasing T/A, you should have your shield energy transferred to engines: I know, It seems suicide, but these fighters are the most agile one's in the game. You could try getting one with standard adjustments on an A-Wing but and X-Wing will have to renounce to shields in favor of speed to chase one of this tricky SOBs down.
Actually, I don't think X-wing adjusted turning radius depending on speed. That was a feature they added with TIE and kept through the rest of the series.
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Kharnellius: Very much disagree on keeping lasers on single fire. I can take out a tie fighter in one shot with quad cannons linked on the x-wing. You only need one good shot and they are gone. You will start to learn how to lead your shot and suddenly you become the one shot wonder taking out TIEs in one shot.

Linked is also great if you want to solo a capital ship. You can fire a quad shot, change direction a bit to avoid oncoming fire, fire another quad shot, change direction again....so and so forth. Already have a frigate and star destroyer kill in just 7 missions in the first tour of duty (TOD).

Speed is a huge help in avoiding enemy fire. Often I keep my lasers charging at max and my shields decharging at max so I get good speed. Keep pumping laser energy into shields and it will actually fill up faster even though you are decharging your shields.
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number33_ak: Not that I doubt you, but I'm curious how did you destroy an SD? Did you fly right up to the engines and fired until the shields went out?
How to destroy an SD in an XWing:
Go to Skirmish Mode
Set yourself up in a single xwing with 6 regular torps
Set your enemy to a single ISD. The AI level you set will determine the accuracy of the gunners.
Set the start distance to 5km
Once the sim starts, destroy the sensor globes as mentioned above. Then everything into your engines except minimal lasers and quad link them. Your targets are the gun emplacements, and it will take some practice to hit them without getting shot up on the approach. You can clear either just one side, or get them all, but once you've created a blank spot in the ISD's "fire envelope" it's just shooting until the hull gives out.
Note that this only works in TOD if you clear any fighter cover first.
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ReaverT: Next, speed: don't turn your ship at 100% throttle; youll have increassed manuverability at 2/3 speed and the sharppest turns can only bee performed at 1/3 speed. Also, if you're chasing T/A, you should have your shield energy transferred to engines: I know, It seems suicide, but these fighters are the most agile one's in the game. You could try getting one with standard adjustments on an A-Wing but and X-Wing will have to renounce to shields in favor of speed to chase one of this tricky SOBs down.
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kirghylommax: Actually, I don't think X-wing adjusted turning radius depending on speed. That was a feature they added with TIE and kept through the rest of the series.
Nah... The first game that had it was XvT. It was to make player vs player more interesting - to avoid players setting all recharge to max and becoming stationary turrets when doing 1 on 1. You see, XvT was the first multiplayer game in the series.
While I agree that you have to take out the shield domes before you can do much damage to star destroyers, there is a much simpler way to do so. This will work on any impy cap ship too. There is a dead zone directly behind a cap ship where the lasers can't hit you. When you get into this space slow down to 1/3 throttle or come to a dead stop but make sure your in laser range. Torps work better but sometimes you don't have them. Once your in postion take out the domes if the ship has them. If it doesn't have shield domes (corvettes, neb frigates) just fire way at the engines until the ship goes boom! Ofcourse this is after you clear the fighters if any are present.

When dog fighting you can fire torps when your reticle turns yellow if your head to head as the imps will fly straight at you until they get close enough to fire lasers before breaking off. This way you can get kills or severely damage enemies before getting into a pro longed dog fight.

Noobs and rookies remember hold down shift and hit f9 to dump power from your lasers to your shields. this will help keep your shields up and as long as your bump you lasers on level above even they will recharge.
MP tips are going to cost ya cookies lol......
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acehigh79: When dog fighting you can fire torps when your reticle turns yellow if your head to head as the imps will fly straight at you until they get close enough to fire lasers before breaking off. This way you can get kills or severely damage enemies before getting into a pro longed dog fight.
That works up to about "ace" AI. At "Top-" and "Super Ace" they most often pick off the warheads, and you're more or less entirely evasive during the closure phase. I sometimes get a snapshot off, but most often I don't start shooting until the maneuver phase.
Are you doing 1 on 1's or multiple bogies? I tend to do 3 on 1, so it's easy for them to establish fire superiority early.
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acehigh79: When dog fighting you can fire torps when your reticle turns yellow if your head to head as the imps will fly straight at you until they get close enough to fire lasers before breaking off. This way you can get kills or severely damage enemies before getting into a pro longed dog fight.
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Pyppon: That works up to about "ace" AI. At "Top-" and "Super Ace" they most often pick off the warheads, and you're more or less entirely evasive during the closure phase. I sometimes get a snapshot off, but most often I don't start shooting until the maneuver phase.
Are you doing 1 on 1's or multiple bogies? I tend to do 3 on 1, so it's easy for them to establish fire superiority early.
This is going in hot 3 v 1 like most scenarios in Xwing 95. They didn't really add ace, top ace, super ace ai until xwing vs tie fighter. Most of the time I can take out the leader with a missle or torp and get a couple snap shots on the second tie. With quad linked lasers it only takes one direct hit to kill a tie. Then your left 1 v1 with number 3. If your going up against guns then it's a different story as you have to allow for shields.