Actually, for Zosha Advance, I just dump all four proton torpedoes first (command bridge and three of the four shield generators), then the missiles work fine (I've never had problems with missiles not firing on anything the proton torpedoes won't lock onto). With the other mission like Zosha advance, by the time you get proton torpedoes, your blasters will be upgraded to the point that they'll kill the shield generators faster than the proton torpedoes will lock on. Still not as fast as popping two missiles and a little blaster fire, but at that point, you outgear that mission by so much it doesn't really matter.
I strongly disagree with putting off the purchase of the EMP module and proton torpedoes. I usually have the tokens to get them well before I'm high enough level to buy them, and used properly, they can be insanely good for the "hard target" bonus quests. In fact, I've never managed to take out the bridge of a destroyer that isn't the primary target of a mission without one. As for the EMP module, taking out all the turrets on a destroyer in one shot seriously defangs them, and is a decent burst of XP.
The command bridge of the Overlord, the bridge of the ship in Zosha Advance, and the communications arrays on both starbases can all be done with regular missiles (about 20 each), the rest of the destroyer bridges just aren't targettable long enough for you to kill them with missiles, for the most part. And if you're not killing them, you're missing out on credits (since the torpedoes aren't available until 50, XP isn't a factor until an expansion comes out).
As for the original question, I think the first mission that I didn't complete on the first or second try was the Savris Evacuation, and it took some practice before I'd consistently get it on the first try. The Drexel Sweep was the next one that felt hard. If you haven't picked up the ECM module, it's darn close to impossible in my experience. The Kalee Fortification was the last one that felt hard, though it's quite a bit easier now that they've nerfed the firing rate of Ion Cannons. Prior to that, I found that I had to use ECM and EMP at specific key points, or I wouldn't even come close to surviving. Post-nerf, you still need to use them, but the choice of where isn't quite as important. Use ECM first, though, as it has a shorter cooldown and you'll be able to pop it a second time. EMP's cooldown means it's one use for most missions.
They're fairly easy as long as your ship is up to par with at least what each mission recommends.
EMP and torpedo's are great fun .... you can actually get all the bonus credits objectives with ease once you have em and EMP is fun on the last mission: an instant 96 mines
---------- Post added 2012-03-03 at 01:23 PM ----------
There a good source of credits and exp as well and they get better the higher lvl you get and at 50 the last 3 net you just under 50k credit for 15 min work
Science has made us gods even before we are worthy of being men: Jean Rostand. Yeah, Atheism is a religion like bald is a hair colour!.
Classic: "The tank is the driver, the healer is the fuel, and the DPS are the kids sitting in the back seat screaming and asking if they're there yet."
Irony >> "do they even realize that having a state religion IS THE REASON WE LEFT BRITTEN? god these people are idiots"
Majority of missions are quite easy once you do them second or third time, the ones slightly harder are the last few, with minelayers as you dont have much time to blast them and they are looong (8 min i think) and you have to utilize the "stance dancing" well. TBH, the hardest is Taspan Ambush, the second escort, especially if you dont have up to date weapon upgrades, because if the protected ship doesnt get into the passage between giant asteroids with almost full health, it gets blown to bits during those 30 or so seconds before it gets through. I hate that mission...
As soon as you get your ship, go buy all the tier 1 upgrades from the vendor. They're only a couple hundred credits each, and they make the early missions a cakewalk.
You'll get a full level from doing the early missions on the first day.
All space combat is fairly easy provided you keep your ship upgraded, that is until you hit Drexel Sweep / Sullust Interception! I still haven't beaten those yet with the best upgrades I can get at level 44 (although I'm saving for the Electronic Warfare Pod which I think will make a big difference - blew lots of my commendations on pilot gear)
Yeah, this is the mission that I had the most trouble with, the shuttle you are escorting takes an absolute pounding later on. The best strategy I found for that was to hammer the crap out of the republic fleet ships at the start - they re-appear later and the more damage you've done to them the less they do to the ship. Spend as little time on the fighter ships as you can and spend as much time as you can firing missiles at them. It does give you the Pilot title though, which is nice.
Missiles you can use by just right clicking, to use the torpedo you must hold the right mouse button untill the target is locked, and then release to fire.
Also, its good to memorise where the turrets of the capital ships are, so you can missile them to take them out while taking off fighters so you dont take damage from them.
The Imperial ships have easyer turret location (especially the bigger ones, wich are in tight groups of 4 and really easy to take out with blaster and missile fire)
The republic ships are just hell! On my first empire alt i was astonished how harder it was to take the same amount of turrets as when i was a rep.
Also, there are hidden bonus objectives, like on the makem te type of missions to destroy the bridge of the enemy destroyer or the balosar outpost type of missions to destroy the antennae (or whatever it is) wich is below the station itself, it takes 1 proton torpedo and a lot of rockets to do it tough.
Last edited by mmocd3750dc86d; 2012-03-03 at 05:59 PM.
They're good the first time but they rapidly become boring. Especially because later ones and just copies of earlier ones with more ships/harder difficulty.
If you wait to pop EMP on the second cluster of mines, you'll get even more (125-175, depending on timing). Particularly nice since you spend more time in the second cluster (some of the later clusters are actually that one again), and the second mine field is just bigger, so they chew through your shields faster.
Yeah, one of the best gamers in my guild couldn't finish that one until he picked up that module. The hardest missions seem to be all about the best timing of your long-cooldown modules.
Last edited by Geekzilla; 2012-03-05 at 06:56 PM.
Proton Missiles don't lock out your other missiles except on shielded targets: communications array on the bottom of stations, the command bridges on capital ships, or the shield generators on capital ships. Basically, if blaster fire can't damage them (since it does more damage fired up than missiles anyway starting at grade 3 upgrades) then the proton torpedoes lock on because of the shielded nature of the targets.