HOW YOUR ENEMIES ARE ARMED

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INTRODUCTION

There are all types of pilots and factions to anger on Titan. When you do, the tables below will clue you in as to what type of opposition you can expect.

As a rule, pilots seem to get smarter and better armed as the game progresses. This is especially true of Pirates.

It is important to note that Patrols, Guards, Attacks, Police, and Enforcers do not carry pods and are therefore faster than comparable ships that are fitted with pods (like you).

PATROLS

STATS


MOTH:

Neo-Tiger
Hawk


WEAPONS:

Sprats, Laser Cannon


INTELLEGENCE:

Average



DESCRIPTION


These are the patrols you'll come across if you peeve off the Laz or Klamp factions. They rarely hunt you down, but they're right there if you enter one of the faction's craters.

They are lightly armed, but very agile. Stay on the move with these guys. If you fall in behind one, it will start to fly in fast "S" turns that are hard to keep up with. It takes some time to kill these pilots and you can bet they've got help on the way. Try to get them to follow you in a tunnel where they can't use their speed or programmed intellegence well.

Note: From time to time you'll see a faction Hawk designated as a Patrol. They seem to be outfitted the same, but the slower Hawk is much easier to handle and destroy. The Hawk may be tough, but at least you can hit it.



ATTACK
MOTHS

STATS


MOTH:

Hawk
Neo-Tiger


WEAPONS:

Swarms, Plasma Kannon, Laser Turret, Laser Cannon


INTELLEGENCE:

Average



DESCRIPTION


Attack Moths work for the Laz and Klamp factions much like the Patrols. They're less apt to follow you from crater to crater and generally seem to stand guard duty throughout most of the game. They'll attack you whenever you enter a crater held by their faction if you're on their bad side.

These Hawks are slower than the Neo-Tiger Patols, but thier pilots fly them just as well. Expect them to evade using directional thrust and quick speed reversals.

Their weapons are tough. The Turret will chip you to death if you don't kill them quick or run. Use flares liberally to counter the Swarms. I've often come out of dogfights with these guys with a lot more damage than I though I had.

The Neo-Tiger Attacks don't seem to be as well armed. They carry Sprats and a Laser much like a Patrol, but appear faster and even more manuverable than their Patrol cousins.



GUARDS

STATS


MOTH:

Hawk


WEAPONS:

Swarms, Plasma Kannon, Laser Turret, Laser Cannon


INTELLEGENCE:

Above Average



DESCRIPTION


Guards are faction ships that generally use Hawks. You get to meet these guys in the *Decoy Required* mission. They Guard faction held craters and are found around special faction facilities.

They're a little sharper and better armed than Attack Moths and Patrols. You may see a lighter armed Neo-Tiger assigned a Guard name. They're still smarter than the average pilot even though they only have Sprats and Laser.



POLICE &
POLICE ENFORCERS (Police Force)

STATS


MOTH:

Police L-2000


WEAPONS:

STANDARD - Swarms, Plasma Kannon, Laser Cannon

OPTIONAL - Laser Turret, Afterburner, Underkills and FireBurst


INTELLEGENCE:

High



DESCRIPTION


These guys are the best dogfighters on Titan and have a Moth worthy of their talent. They rarely use any of their optional weapons on you -- they don't really need to.

If you accidentally shoot a cop more than once, he'll hound you until you kill him. After you kill him the Police will send out an Enforcer called Police Force. These guys are a nightmare.

The Police Enforcers are much more aggressive and liberal with Swarms. Whenever you engage the Police it is best to do so in a tunnel or a group of buildings to limit their outstanding speed and manuvering.

If you kill an Enforcer another will be sent out after you. There are some ways you can break out of this cycle presented on my Enforcers Page.


GANG ENFORCERS

STATS


MOTH:

Death's Head


WEAPONS:

Laser Turret, Laser Cannon, FireBurst and other exotic missiles


INTELLEGENCE:

High



DESCRIPTION


These guys are about as bad as the Police, but easier to handle due to the much slower Death's Head Moth. They come after you when you've offended the Skinners or Scrubbers. They are also used as "collection agents" by money lenders like Charlie Wadsworth.

Handle them out in the open where you can manuver behind them. This way they can't shoot you with their missiles, only their Laser Turret.

Like the Police Enforcers, if you kill one they just send out another to haunt you. Check my Enforcers Page to find out the best ways to handle them.



PIRATES

STATS


MOTH:

Almost always a Hawk. A few use Neo-Tigers or Death's Heads.


WEAPONS:

Various, but always a Laser Cannon. As the game progresses, Pirates become better armed. They like FireBurst and GroundBase.


INTELLEGENCE:

Varies from butt ignorant to quite high.



DESCRIPTION


It's hard to put all pirates into one category, but one thing is clear. As the game progresses, the pirates seem to get smarter, more aggressive, and much better armed. They are the only game-generated pilot's I've seen that will use a GroundBase or a Hologram.

You have one advantage to offset your uncertainty about their arsenal -- they are unsuspecting. Unless you're carrying some valuable cargo, they won't attack you until you've fired on them first. Use this to your advantage by getting in a good position behind your prey and close to him before attacking.

Pirates will hound you if you have to run from the initial confrontation. They hold grudges until you kill them. They also seem to be the only pilots that will break and try to escape your attack when damaged. Other pilots will fight continuously to the bitter end unless they need to go a Light Well. Don't let these guys escape. They'll come back on you.



CABS

STATS


MOTH:

Moon Moth


WEAPONS:

Sprats, Laser Cannon


INTELLEGENCE:

High



DESCRIPTION


The first time I got into a dogfight with one of these guys it was a real surprise. They fight like mad dogs. And they're pissed off more easily than you might think.

All pilots in Misplaced Optimism will tolerate a single hit as an accidental misfire (except humans). Cabs are no exception. Some scavengers and traders don't react to a second hit. Cabs will. They go right for you.

The Cabs biggest advantage is the very manuverable Moon Moths they fly. They may be a little slow, but under fire they go full throttle and are very hard to hit. Add to this that they don't mind dumping twenty Sprats in you and you've got some trouble.

The Cabbies aren't a faction. If you kill one, the others won't come after you. Killing Cabs is against the law and will get you on the Police Wanted List until you pay the fine or kill a bounty.



SCAVENGERS
&
TRADERS

STATS


MOTH:

Almost always Hawks


WEAPONS:

Very Light. Usually only a Laser Cannon and maybe a Plasma Kannon. Traders may be a little better outfitted.


INTELLEGENCE:

Varies from Low to Average



DESCRIPTION


I refer to Scavengers as "Rats". They're always in the way and always trying to undercut you and grab your hard-earned booty. I'd pretty much slaughter them all except that it gets you in trouble with the Police.

Scavengers seem to be the lightest armed and dumbest pilots on Titan. If you need to kill one you shouldn't have a problem. They are great to pirate for big bucks.

There are two kinds of traders and they tend to be smarter and better armed than Scavengers. The faction transports fly Hawks and are usually found carrying ore and gems from the Mines Crater to their homebase. If you're already on the bad side of a faction, pirating their transports will fatten you're wallet. Killing pirates attacking these transports will get you clemency from the relative faction.

Another class of traders is very important to the game. They fly Hawks and have names like "Downtown Trader 02" or "Mines Trader 09". Later in the game they're just "Trader xx". These guys take goods from one crater to another and sort of keep the economy of Misplaced Optimism from getting lopsided. Attacking them is against the law and you'll need to get Police amnesty after doing so.

Other traders include various independent pilots. Dennis and Oz run around in Silver-Ys delivering ConstMat to various contractors. Sister Magpie and Nibby Silvermoon are longtime favorites. You'll always see them flying stuff around (until you pirate them, of course).




WEAPONS
PAGES :


CANNONS

MISSILES

DEFENSIVE
WEAPONS


HOW YOUR
ENEMIES
ARE
ARMED

THE BEST
WEAPONS
COMBINATIONS







Some Other Links Of Interest:

Enforcers

Factions

Amnesty

Identifying AI Pilots








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