PC Descent 3 G2, 2P system link Co-op, chpt1: Missing Persons on PTMC Data Retention Center.
We post our first PC system link vid! Featured OST: Con Air (1997). Difficulty: Trainee. Mission timeline:
(0:00) Briefing: In this mission we have to access the main terminal in an attempt to find Dr. Sweitzer's whereabouts. He is the only surviving scientist of those hired by the PTMC to study the virus after things went out of control. As we play each mission, we intend to gradually increase the difficulty.
Need to find out if it's OK to use my OST collection while playing, an old habit I developed during the good old Quake days. Or, if am violating some YouTube regulation. I intend to showcase my collection soon. π
(6:54) Mission begins with us blasting our way thru Gyros and Orbots security baddies.
(13:00) Door containment force field deactivated. Access to outside areas enabled. Tubbs bots and turrets make their first appearance.
(18:50) Data Retention Center found.
(30:20) Restricted access passkey found. Access to red door room containing the main terminal enabled.
(38:15) We enter the main terminal room. Location of Dr. Sweitzer found. Squid bots then attempt to cut us from reaching our extraction point.
New ship:
Name: Pyro-GL.
Speed: 2,000 knots.
Maneuverability: 4.62 ZG-units.
Shield: 1.0.
Ordinance: 100 warheads.
Description: The jack-of-all-trades, sister of the Black Pyro and sitting between the slicker Phoenix and the Magnum-AHT, a.k.a. The Tank. The recommended ship for beginners.
New weapons and equipment:
Laser: Reliable and always there. It doesn't do much damage, but it's the only one that can be beefed up in power and number of cannons. Low taxing on energy.
Super Laser: Better that the standard item. Like it's weaker cousin, it has a faster bullet time than other energy weapons.
Concussion Missile: Average damage, but good bullet time and rate of fire. Very much so on the Magnum-AHT ship thanks to it's quad launchers! Twin linked on the Black Pyro.
Homing Missile: Homing capabilities come at the expense of punching power. But, good for taking out annoying foes since they tend to be faster but have weaker armor. Twin linked on the Black Pyro.
Afterburner Cooler. Faster thruster cool down. Awesome on the Phoenix fighter.
Energy and shield pick ups: The higher the difficulty setting, the smaller the rewards.
New robots:
0-2 'Orbot': The smallest robot in Descent 3. More of a nuisance than anything else, no matter on what difficulty the game is set at! It's armed with a pathetic laser and Microwave gun. Therefore, on higher difficulties, it's diminutive size and speed become it's best assets. It tends to make a panicked-like sound when someone bumps into it.
Ras-1 'Gyro'
A competent adversary at higher difficulties, this bot employs some teamwork tactics like falling back and regrouping when the going gets though. Armed with an average laser with good rate of fire. His tagline is 'Freeze'.
Ras-2 'Tubbs'
This one emits a very piss off sound when someone steps in it's field of vision! At higher difficulties they can torpedo themselves at breakneck speeds. A melee combatant, it uses it's fists to either smack and punch, or do the 'Hulk Smash' move, producing a damaging shock wave. They don't however, tend to take evasive maneuvers.
SQ-90 'Squid'
The rate of fire of it's average Plasma guns is this bot's greatest asset, plus they are pretty good at dodging in open spaces at higher difficulties. On the down side, it's armor is weak and appears to be equipped with outdated sensors. Makes a weird sea creature-like sound when disturbed.
Laser Turret:
Turrets come in all shape and sizes in Descent 3. This once fires a salvo on laser shots and has heavy armor.
Enjoy!
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