However, in the hands of a player who can aim, the Grendel is one of the few fighters that can be used in virtually any mission except the last one.
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This is balanced by it having poor agility and absolutely no special ability whatsoever, which means the player has to rely a lot on how well they can aim manually in order to fully exploit the Grendel's strong points. The guns it can carry can also destroy most Coalition fighters quite easily as well. Available right at the start of the first mission, it has the best gun recharge among all Alliance fighters in the game and is also one of the heaviest Alliance fighters in the entire game. Crosshair Aware: "The ion cannon's targeting us! Get out of its range!" Infuriatingly, this message from the Guy in Back can be delayed by other messages under the right circumstances, and if you are not paying attention, Moose will barely have enough time to utter this line before your ship gets one-shot.The resulting increase in difficulty is partially excused by Rule Of Gameplay (that, and not getting penalized for losing any of your carrier's ancillary support ships). The Computer Is a Cheating Bastard: In Mission 15, enemy bombers are able to drop out of warp, practically at point-blank range, and immediately launch their torpedoes.Colonel Badass: Maria Enriquez, commander of the 45th.Not that the Reliant itself doesn't qualify either. Even the interior is much sleeker, as you can see when you walk from your bunk to the briefing room.
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Cool Ship: The Yamato is a definite upgrade from your previous home carrier, the Reliant.Although any mission briefing that promises escorting capital ships or having your carrier duke it out with a Coalition capital ship is a clear signal that torpedo defense will be necessary, a few missions briefings give no warning you're going to need to intercept torpedoes. To a lesser extent, while ships with the Blind-Fire ability are always useful, they are all but mandatory when you need to protect friendly ships from incomming torpedos, which happens every other mission.Character Select Forcing: Wouldn't the medium fighter with the One-Hit Kill beam be useful in the Escort Mission part of the last mission, where you have to defeat those enemy fighters quickly? Yeah, probably, shame that without the cloaking ability of the light fighter to avoid the One-Hit Kill from the enemy Ion Cannon you won't ever get that far.Big Bad: Admiral Kulov, who orchestrates the Deimos Betrayal that starts the war.The enemy also has cruisers, which are just smaller Battlestars, since they carry fighters too.
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The Battlestar: The Carriers from both sides are the biggest warships with the most weapons in the fleet.Back from the Brink: Inversion, as the player character's efforts on behalf of the Alliance turn out to be a delaying action to allow colony ships to escape to the next game the Sirius system.(Top rank is "Squadron Commander" at 300.) Note that there are no other criteria here, Lets Player BCSBuster completely flubs Mission 4 and gets chewed out for it, whilst simultaneously getting promoted for passing the necessary kill threshold. Promotions, and thus access to new ships, are scheduled according to when you hit a certain number of kills. Asskicking Equals Authority: played straight, as these games are wont to.It's entirely possible to lose the game because the computer screws up an objective. Your wingmates start off dumb, and get worse. The closest thing to a moral compass any of them shows is a Communication Officer giving a shocked raised eyebrow when Admiral Kulov orders the mass execution of prisoners of war. Always Chaotic Evil: Everyone in the Coalition, from the Top Brass and Government to the lowliest Mook are, to a man, war criminals.The most notable allied ones are probably Klaus Steiner of the Vampires and Col. Ace Pilot: several, on both sides of the line.