SUBSPACE TRENCH WARS GUIDE By Aeroshark24 E-Mail- Aeroshark2000@yahoo.com Subspace S/N- Aeroshark24 Version 1.0 (Incomplete) Last Updated- April 1, 2001 CONTENTS 0.0 News and Specials! 1.1 News 1.2 April Fools Day Special! 1. Subspace 1.1 What is Subspace? 1.2 What is Trench Wars? 1.3 How do you play? 2. FAQ 2.1 How do I attach? 2.2 How do I switch ships? 2.3 How do I switch arenas? 2.4 How can I make a private arena? 2.5 Why can't I cloak? 2.6 How do I make an account? 2.7 What happens if I have high latency? 2.8 How do I buy items? 2.9 I'm a levi and why can't I attach? 2.10 How come my bounty goes up automatically? 3. Briefing 3.1 Ship Strategies 3.2 Warbird 3.3 Javelin 3.4 Spider 3.5 Leviathen 3.6 Terrier 3.7 Weasel 3.8 Lancester 3.9 Shark 3.10 Spectator Mode 3.11 Dog-Fighting 3.12 Base Defending 3.13 Base Attacking 3.14 Legend 4. Basics 4.1 Attacking 4.2 Chatting 4.3 Attaching 4.4 Dodging 4.5 Items 4.6 Glossery 4.7 Index 5. Junk 5.1 Helpful Sites 5.2 Legal Junk 5.3 Contact 5.4 Future 5.5 Guide History 5.6 Submitted Reviews and Hints that dont fit Anywhere Else 5.7 Thanks 5.8 Happy Playin ------------------------------------------------------------------------------ ----------------- 0.0 News and Specials ------------------------------------------------------------------------------ ----------------- 0.1 News and Recent Updates 4-01-01 I FINISHED VERSION 1.0!!!! 4-01-01 Happy April Fool's Day. Trench Wars had a new map today, as an April Fool's Day Joke! 0.2 April Fools Special 4-01-01 On April Fool's Day, the owners of Subspace uploaded a new map! In this map, all landmarks are reversed. Up becomes Down and Left becomes Right. The settings of all the ships have also changes: THEY HAVE BEEN REVERSED! Old Ship New Ship Warbird=Leviathen Javelin=Lancester Spider=Weasel Leviathen=Warbird Terrier=Shark Weasel=Spider Lancester=Javelin Shark=Terrier Hopefully, this map and setting is temporary ------------------------------------------------------------------------------ ----------------- 1.0 SUBSPACE ------------------------------------------------------------------------------ ----------------- 1.1 What is Subspace? Subspace is a online, 2-dimensional game played mostly on the internet. There are multiple enviroments to choose from and each enviroment has it's own properties. The enviroments are called arenas and each arena has specific ships and strategies needed. Some arenas are shoot-it-out arenas, while others are capture-the-flag arenas. Subspace is a free downloable game and after an about one hour learning curve, depending on your adaptedness to complicated controls, it becomes quite addictive. 1.2 What is Trench Wars? Trench Wars, also known as Trench, is one of the many arenas avaliable in Subspace. Trench Wars is one of the few arenas you can select after immediately downloading the game. This is my faveorite arena, but unfortunately, this is the only arena I have ever played in. In this arena, many of the options you would see in the official Subspace manuel, are disabled. For instance, ur guns cannot get stronger and antiwarp is disabled. Trench Wars is a capture-the-flag based game. There is one base, fortified very well, but also has numerous weaknesses. A team tries to hold the base as long as they can and they recieve points for their efforts. The team objective is to hold the base as long as you can but the individual objective is to kill the enemy. 1.3 How do you play? In Trench Wars, you pilot a ship, each ship with it's own characteristics, and try and shoot other ships down. Sounds simple? It is simple. The keys you need to know are up, down, left, right and crtl. Crtl fires your guns, and the arrow keys are there for obvious reasons. In the main menu, where you select the ship, I recommend the Spider, because most beginners tend to me trigger- happy and the Spider has just what they need: lots of bullets. After you select Trench Wars and press enter arena, you reach the main battle screen. All dots on the radar mean either enemy ships, mines, greens, and/or friendly ships. Yellows mean allies, greens mean powerups, purps mean bad-guys and blinkin white things mean mines. Another word of advice: Don't touch the mines. ------------------------------------------------------------------------------ ----------------- 2.0 FAQ ------------------------------------------------------------------------------ ----------------- 2.1 How do I attach? Ahhh, attaching is one of the most useful things to learn in Subspace. It lets you hook on to a Terrier ship. That means you automatically teleport to the location of the Terrier. Attaching takes roughly two-thirds of your energy. Deattaching is free. To attach you must attach to a Terrier. How? First you must get to the screen which shows all the team members. It might be already there. If it's not there press F2 once or twice. That should show you the people in the arena. Then use pgup and pgdn to scroll to a terrier. Once there press F7 to attach. Leviathens usually cannot attach to a Terrier. You must have full enegy to attach. 2.2 How do I switch ships? Switching ships is quite easy. You must not be attached and must be at full energy. Press Esc and then a menu will pop up press a number to switch ships Press 1- Warbird Press 2- Javelin Press 3- Spider Press 4- Leviathen Press 5- Terrier Press 6- Weasel Press 7- Lancester Press 8- Shark Press 9- Spectator Mode 2.3 How do I switch arenas? To switch from a public arena to another public arena follow the next few instructions. 1. Open Subspace and go to the main menu. Login, select Trench Wars and Enter Zone 2. You should be on the battlefield now. Type ?arena or press Esc and then a. 3. That should give you a small popup screen at the top. Scroll with pgup and pgdn. 4. Select the arena you wanna go to and press enter. 5. Sometimes, Subspace is not very responsive and will not take u there. Redo the steps and it should work.Schematics. 2.4 How can I make a private arena? 1. Login and get to the main Trench Wars fighting zone 2. Type ?go ___arena or just ?go ____. In the blank spaces, you type the name of the private arena. I have never tried the second way, so it might not work. 3. That should take u to a private arena. 2.5 It says in the Subspace manuel that the Spider can cloak. Why can't I cloak? You can't cloak because of the way Trench Wars works. Only the Weasel can cloak. To cloak with the Weasel, I think you press shift+home or shift+end. That should cloak you. You cannot fire while cloaked. 2.6 How can I create an account? This problem baffles many people and therefore, turns away many potential players. To create an account, first download the game from a site with the game on it. I recommend www.subspace.net or www.download.com. Download V.1.4 to V.2.0 Any one of those are fine. Then install the game. Open the game and go to the menu in which you pick the arena (I think it's the main menu). Then in the space where it says to type in your s/n and password, type in the screenname u want and the password u want. Then a screen should popup asking if u want to create an account. That's all there is to it. 2.7 What happens if I have high latency? If you have high latency, during a game, ur ship will be put into Spectator Mode. Avoid this at all costs, cuz this is a hellish piece of rubbish. If your forced into Spectator Mode, it is almost impossible to get out of it, save for restarting the game. Remember: AVOID SPECTATOR MODE!!! 2.8 How do I "buy" items? Buying items are mainly used by Leviathens and Terriers. To buy an item, head to a safe point (green meshy area at the edges), and type ?buy _____ followed by whatever you wish to buy. As far as I know, you can buy rockets and portals. Javelins can use rockets and Terriers can use portals. Buying items cost points and quite a lot. Buying each item costs from 1000-2000 points. I have had 180,000 points once and as a Leviathen, used up all my points and had a paltry 346 points left. Terriers often use portals for a quick warp. Javelins use rockets to move faster, but most people don't buy rockets. Why do levis go to safe points? Most levis just buy portals at safe points- even though they can't use them, their bounty goes up. 2.9 I am a levi and why can't I still attach? A leviathen and a terrier needs a bounty of 20 to attach to another terrier. To get a bounty of 20, simply get greens (1 bounty point each), kill ships, which is sort of hard to do, but very possible (6 points each) or buy items (1 point each). A levi's bounty will automatically rise up to 15 if you can find a safe point of place to wait it out. Then I will advise firing randomly into the direction of the base, hoping that you will get a kill, or buy items. 2.10 How come my bounty goes up automatically?* If you are a leviathen or a terrier, your bounty will go up automatically. A terriers bounty will keep going up no matter what, and a leviathen's bounty will go up to 15. Why? Because every time a ship gets a green, a terrier get it too. This makes the terrier have a very high surviability rate because it constantly gets full charges. Every time a person gets a full charge or a repeller (not sure about this), a levi will also get the same effects. *Thanks to Fatchocobo for this section ------------------------------------------------------------------------------ ----------------- 3.0 Briefing (Under Construction) ------------------------------------------------------------------------------ ----------------- 3.1 Ship Strategies (Under Construction) Each ship has it's own strategies. In the next few lines, I will list what I think are the primary and secondary objectives of ships Warbird (All-Around Fighter) Primary: Heavy Attack and Defense Fighter (Kill People) Secondary: Escorting Javelin (Good at protecting and defending bases) Primary: Medium Bomber (Try and get bases) Secondary: None Spider (Good in groups) Primary: Light Strafter (Fires shots to get opponents hurt and then another fighter finishes it off) Secondary: Escort Leviathen (Slow and Strong) Primary: Heavy Bomber (Kill Lots of people) Secondary: Staying Alive Terrier (Faster than a Speeding Bullet) Primary: Acting as a attach and detach point Secondary: Stay Alive No Matter What Weasel (Stealthy Unknown) Primary: Cloaking Fighter (Covert Killing) Secondary: Infiltrating Bases Lancester (Long Range Kill) Primary: Heavy Fighter Secondary: Escort Shark (Slow Miner) Primary: Mine Mines Secondary: Repel Mines Concise Description of Ships Warbird- An all-around figher built for fighting Javelin- A bomber with good speed and bouncing bombs Spider- A fighter with weak but plentiful shots Leviathen- A slow bomber thats very strong Terrier- A super fast ship, used for attaching Weasel- A slow ship that can cloak Lancester- Another all-around fighter, but this with a bigger range of fire Shark- A mine layer and a mine unminer Controls Burst- Shift+Delete (Terrier) Gun- Crtl (All but Shark) Turbo- Shift (All) Bomb- Tab (Shark, Leviathen, Javelin) Repel- Shift+Crtl (Shark, Leviathen, Weasel) Warp- Insert (All) Portal- Shift+Home/Delete (Forgot Which [Terrier]) 3.2 Warbird A very popular choice for beginners and experts alike. It has several advantages that make it favorable over other ships. First and forthemost, it has lots of energy. It's huge amount of energy allow it to fire a single, but devastatingly powerful, 1-hit KO shot. The ship's generators, are quite fast and recovers extremely quickly, if you turbo away, you can last for as much as ten seconds. The generators allow the Warbird to get off two shots in under seven seconds, which is quite good by some standards. It's speed is above normal, as only two ships have a faster cruising speed. Unfortunately, it's single bullet has terrible accuracy. Only if you become an expert, can you expect to hit a ship, one screen length away, with constitency. And because of that critical fault, you can expect to have some trouble killing enemy ship. Pros ? Good Generator ? Good Turbo Time ? Good Cruising Speed ? Powerful Bullet ? Cons ? Bad Accuracy *Reveiw- Out of 10 ? Handling- 8 ? Accuracy- 3 ? Power- 10 ? Turbo- 9 ? Recharge Time- 9 ? Total (not average)- 9 This is a good ship for people with good targeting and tracking skills. Otherwise this ship should be avoided. It is one of the most common ships you will see, and even thought I think they suck, they prove to be formidable fighters, especially when the hands of experts are playin with em. * I personally dont like the ship and dont play with it very often. Ocassionally, I play with it just to experience the way it plays and to write my experiences in my strategy guide. You might find some/many of the topics and facts I had listed above to be incorrect because of this fact, so feel free to e-mail me your opinons and corrections of this strategy guide. ? Schematics ? Weapon- High Powered Fast Bullet ? Bombs- None ? Speed- Standard ? Generator- Above Normal ? Turn Rate- Standard ? Energy- 1400 Submitted Strategies, Comments & Reviews for the Warbird "Warbirds are fast and good and they recharge fast" -Gee Golly, I Suck 3.3 Javelin This ship is one of the most commenly used bombers in Trench Wars. Due to it's speed and bombs, it makes this a very formidable base penetrator. In Trench Wars, there are several special positions only a Javelin can use to penetrate and/or defend the base. This bomber is used to destroy the hoards of fighters invading the base by firing a single one-bounce bomb. This bomb has the blase radius of three ships and can easily damage anything within five ship lengths. It's normal gun is terrible and is only well used when a enemy ship is close by and low on energy. The normal single bullet costs too much energy and is too weak to be used with good efficiency. The bullet is only too be used in a last chance situation. The Javelin has a normal speed and it's generator and turbo is not the best. It is at most, above normal and usually standard. The Javelin is a risky ship to be using while dogfighting because it's generator and slow moving bomb is not fit for that kind of work. However, attacking a base is a great idea. It's high powered bomb usually destroys two to three ships and two to a front (defense and offense), is a definate necessity. Don't expect this ship to get into many dogfights and win and dont expect a good win-lose ratio. Pros ? Bombs ? Mass Destruction ? Fastest Maneuvering Ship with a Bomb Cons ? Slow speed ? Bad Generator ? Bad Bullet ? Bad Dogfighting Review- Out of 10 ? Handling- 7 ? Accuracy- 4 ? Power- 7 ? Turbo- 10 ? Recharge Time- 4 ? Total (not average)- 8 Good ship for people who dont care about there win-lose record and only wanna help the team. The ship, however, is prone to quick deaths, so attaching is a must, no matter how much pride you may have. This ship is critical to all fleets and is a must for it is the fastest maneuvering ship with a bomb. Another button you must know for this ship is TAB, for bomb. Schematics ? Weapon- Sluggish Bullet ? Bomb- Low Powered Bouncing Bomb ? Speed- Standard ? Generator- Sub-standard ? Turn Rate- Standard ? Energy- 1500 Submitted Strategies, Comments & Reviews for the Javelin "Javelin's are fast and strong, but recharges not fast. It's good cuz it has rockets too!" -Gee Golly, I Suck 3.3 Spider Ahhh, finally, the Spider, the ship for beginners and experts. This is my favorite ship and expect me to be a bit biased toward this ship. This ship is the ship I have started with. It has a rapid fire rate and is good for trigger happy people, usually newbies (no offense). It is also good for cover fire. When a Leviathen slowly treads through space, two Spiders and a Lancester provide excellant cover fire. The Spiders keep the enemy ships away and the Lancester uses the killing shot when necessary. This remarkable ship is also great for experts. My friend, was on my team once. A Leviathen finished off all of the six people, guarding the base, with a bomb, except for my friend. He used the Spider and his great aiming skill to target down all the enemy fighters storming the base. When reinforcements finally reached him, he had killed the enemy. How? Because most ships guns require a lot of energy, the a Spider's single shot finished each ship of after the enemy fired theirs. The enemy drained their energy, and were finished off by a single well-aimed shot. Meanwhile, back to the info. The Spider contains lots of shots because each shot does not do much damage. Because of this the Spider can spray much energy into the air. It's turbo sucks and generator is standard. So because of this, the Spider is prey to Levi's, if the Leviathens could fire the shot off quick enough. It has bad accuracy, but it's multiple shots make up for the inconveinience. Pros ? Lots of shots ? Cons ? Weak Shots ? Bad Turbo ? Ok Generator ? No Special Things- "Just Shoot" Motto Review- Out of 10 ? Handling- 6 ? Accuracy- 3 ? Power- 3 ? Turbo- 7 ? Recharge Time- 7 ? Total (not average)- 7 Good for people who like to shoot and know when to shoot and aim. This is clearly a "just shoot ship". You only need to know how to fire (crtl). And did I mention the fact that it's great in packs? If you got 4 or more Spiders together they are great. Almost undefeatable. Because of the constant spray of shots your group will be doing, it is almost unpenetrable. Schematics. ? Weapon- Medium Powered, Repeating Bullet ? Bombs- none ? Speed- Standard ? Generator- Standard ? Turn Rate- Substandard ? Energy- Forgot Submitted Strategies, Comments & Reviews for the Spider (none) 3.5 Leviathen The Leviathen, otherwise known as the Levi, is the strongest bomber in Trench Wars. This ship, however, is slow and either requires a Levi Terrier to transport it or a good escort, consisiting of at least three fighters (Spider, Lancester and Warbird) to sucessfully guard it and transport it to the base. The main armarent of the Levi is a very powerful bomb. The bomb has the potential to kill a person three-fourths of the screen away and the potential to damage a person a full screen away. This takes up all of the energy. It has a second weapon. A slow firing but another powerful gun, good for close range attacks. It has four bullets and kills with one hit. The Levi also has a repeller, an item used to repel bullets and bombs, very critical to it's survival. It's generator is the worst out of all the ships. It is incredible slow. The turbo boost is also terrible, it's speed is slow and it runs out of enerdy in less than three seconds. So, if you do choose this ship, be wary of the cost it takes and the impact it does to your win-lose record. Pros ? Super Strong Bomb ? Big Blast Radius ? Strong Gun ? Cons ? Slow Bullets ? Terrible Turbo ? Terrible Generator ? Snail-Like Turn Speed ? Snail Like Speed and Acceleration Review- Out of 10 ? Handling- 2 ? Accuracy- 7 ? Power- 10 ? Turbo- 1 ? Recharge Time- 1 ? Total (not average)- 4 This ship is not critical to anything but is always helpful to have around. If you have a levi on your side, be sure to stay far away from the bomb. Levis usually are easy prey and if you find one alone, you can usually kill it. If you are a levi, learning to warp is also useful. Warping rite before ur hit is good. You need to know how to fire a bomb (tab), fire a gun (crtl), repel (shift+crtl), turbo (shift), and warp (insert). Usually levis hang out behind the base, in open space or in the base. Schematics. Weapon- Slow, but Heavy Bullets Bombs- Heavy Fast Bomb Speed- Snailish Generator- Poor Turn Rate- Poor Energy- 1500 Submitted Strategies, Comments & Reviews for the Leviathen "Going to safe points and waiting for your bounty to go up and then buying portals is my ideal strategy." -Aeroshark24 3.5 Terrier This fasty little devil is mainly used as an attach/detach point. Using this ship gets you the most bounty points out of any other ship. I got a 266, 143 and 88 with this ship. Remember, if you have people attaching to you STAY ALIVE! Usually, u should find a safe place to hide, whether in lower base or the flag room, find a place to hide and stay there. When there, watch out for bombers outside of the base as well as inside. The Terrier can also fight, but you should only fight when you have to. Its bullets do about 500 energy damage, so 2-3 hits can finish a opponent off. The Terrier can also kill enemy units indirectly. It's burst has bouncing bullets and is usually a one-hit KO, so it's good for defending and attacking bases. The Terrier's most useful weapons is it's speed, but it can also be one of the worst. The Terrier, combined with a turbo boost, can out run a Warbird's bullet. But be wary, usually, after you die and try to reenter lover base, a Shark will be there, with plenty of mines. So after you enter the main entrance, slow down and watch for mines in the corridor. The Terrier's generator is normal and it's turbo is extremely good. Pros ? Incredibly Fast Speed and Accerleration ? Bouncing Burst ? Large Bounty ? Fast Turn Speed Cons ? Weak Bullets ? Boring Objective ? Too Fast Sometimes ? Review- Out of 10 Handling- 10 Accuracy- 4 Power- 8 Turbo- 10 Recharge Time- 7 Total (not average)- 7 The Terrier is an absolute necessity to every team. Usually, two or three are enough to support a base force. To be a Terrier, you must be able to dodge very well, and you must expect boredom many times. When using a Terrier, burst is it's most important weapon. It's very good for inclosed areas. To use burst, press Shift+Del. Other buttons u need to noe for the Terrier are crtl and shift (gun and turbo, respectively). When using burst, u should either be in the flag room, one of the side enrtances or one of those circle things, at the corner. Schematics. Weapon- Slow Weak Bullets & Bouncing Strong Burst Bombs- None Speed- Excellent Generator- Excellent Turn Rate- Excellent Energy- 1500 Submitted Strategies, Comments & Reviews for the Terrier (none) 3.7 Weasel I dont know much about the Weasel except for that is can cloak. I dont even know how to cloak, I just know it cloaks. Pros ? Strong Bullets ? Cloak Capiblility ? Stealth Capibility ? Cons ? Slow ? Bad Generator ? Bad Turn Rate ? Review (Out of 10) Handling- 10 Accuracy- 6 Power- 2 Turbo- 2 Recharge Time- 2 Total (not average)- 4 Someone can write this section for me if they want. Schematics. Weapon- Single Strong Bullet Bombs- None Speed- Sluggish Generator- Poor Turn Rate- Poor Energy- Forgot Submitted Strategies, Comments & Reviews for the Weasel (none) 4.8 Lancester The Lancester is similar to the Warbird- All-around fighter, except for some minor differences. The Warbird has a faster turn speed (even though they are close), a better generator, better turbo, faster gun, and slimmar body (not that it really matters in Subspace). How does the Lancester make up for this, it really doesn't, except for one minor thing, it has better accuracy, which means more kills, which means it all really evens out. The Lancester has a wider range of fire. It's bullets, tho a little bit slower, has a wider range of fire. It's multi-fire spreads out from one point, like a fan, and therefore makes it harder for the enemy target to escape. It's single fire, makes it fire like three normal Warbird bullets, and also makes it harder for opponents to escape. Tho it's bullets are somewhat weaker than a Warbird's bullet, it usually is a one-hit KO. To use this ship, basically use it same way as the Warbird, except for the fact that you can usually fire quicker than with a Warbird and that it takes longer to recharge from a turbo boost or a hit. If you get used to those things, the Lancester becomes as effective as the Warbird. Pros ? Multifire ? All-Around ? Nice Accuracy Cons ? Slow Generator ? Bad Turn Speed Review- Out of 10 Handling- 7 Accuracy- 9 Power- 7 Turbo- 8 Recharge Time- 7 Total (not average)- 8.5 The Lancester has more accuracy than a Warbird, so therefore it is wiser to use it if u plan to attack from long range. But because of it's bulky guns, it cannot snipe very well and so it is not very good for protecting bases and invading bases. To be a Lancester, all you need to know is the fire button (crtl) and turbo (shift). The Lancester is one of my favorite ships cuz it gets a high win-loss ratio because of it's high accuracy. The Lancester is best used for spraying fire up the corridor leading to the base. When using the Lancester, it is possible to get multiple kills unlike the Warbird Schematics. Weapon- Stong Multi-Gun Bombs- None Speed- Sub-Standard Generator- Sub-Standard Turn Rate- Slow Energy- 1400 Submitted Strategies, Comments & Reviews for the Lancester (None) 3.9 Shark The Shark lays mines for a team. The mines affect all enemies and has some splash damage, so it is possible, by running over a mine, to kill ur own teammate or an enemy ship. Mines and Sharks are some of the most annoying things a ship can see. Usually, a smart Shark would lay the mines in places where ppl go past very often. Sharks lay their mines usually in the corridor leading to lower base, or at the entrance of the flag room. They do this to help secure the team's position and maximize their kills. However, Sharks are very easy to kill, as they are slow, so their win-lose ratio is always pretty bad. Their repeller, as well as all repellers, will repel enemy mines. They are the main deminer, though, because they move the fastest of any de-miner. When they de-mine mines, the mines turn into small and weak bombs, but yet have the potential to kill people and deal splash damage. When you de-mine, you should do it so that to de-mine all the mines, you would need only one repeller. Their bombs are terrible. They are slow and weak, is u accelerate forward however and reach even half of the Shark's max speed, then they will fire at a acceptable rate, but even then, they take a lot of energy. The bombs, though, are the only one's that cause EMP damage, so thats good. The Shark, remarkably, despite it's weaknesses has an pretty good generator, but a terrible turbo. The Shark is highly recommended to every invasion and defending force but is not a necessity. Pros ? Lays Mines ? Has Repeller ? EMP Bombs ? Nice Generator ? Cons ? Bad Turn Speed ? No Guns ? Slow Bombs ? Weak Bombs ? Bad Turbo ? Limited to 4 mines ? Easily Dies ? Doesnt Get Lots of Kills Review- Out of 10 Handling- 9 Accuracy- 2 Power- 1 Turbo- 2 Recharge Time- 8 Total (not average)- 6 The Shark does not get lots of kills, because it takes a while for a Shark to get to a mining place, and also because not many people are stupid enough to get killed. The Shark is slow, and also has a bad turn speed, so it is killed very often. To play the Shark, you must be patient. If you are a Shark, you need to know how to lay a mine (Shift+Tab), fire a bomb (Tab), repel (shift+crtl), and turbo (shift). Schematics. Weapon- None Bombs- Slow EMP Bomb Speed- Sub-Standard Generator- Sub-Standard Turn Rate- Slow Energy- 1300 Submitted Strategies, Comments & Reviews for the Shark (None) 3.10 Spectator Mode What the hell is this? One reminder: Dont get into this mode, no matter what. The only plausible reason for going into Spectator Mode is because: You have high latency, You are banned, or because you have to go away for a while. Spectator Mode, takes you into a view of a ship, on or off your team. It views all they do and fight. If you are forced into Spectator Mode, close Subspace and reload it several times. If you are forced into Spectator Mode because you are banned, then look in the chat area. It will tell you when you are unbanned and can play again. Submitted Strategies, Comments & Reviews for Spectator Mode (None) 3.11 Dog-Fighting Dog fighting is the most crucial part of the game. It is hard to write a guide to fighting other fighers because of all the variables. I consider bombers (Shark, Javelin, and Leviathen) easy pickings. You gotta watch out for Javelins becuz they have bombs that move fast. But otherwise, just shoot em down. Sharks are even easier. Just don't follow directly behind them becuz they will lay mines and otherwise their extremely easy. Leviathens are the easiest. Just don't get in front of them and then shoot it down. When killing other fighters (Lancester, Warbird and Spiders) dodging is the most important thing. Try to always keep a half screen distance, as you will have plenty of time for your reflexes to kick in and turbo away. If you are a Warbird, keep two fingers on the turbo button and only one on the gun. Fire only when you have a clear shot, and then turbo away if you miss. If the enemy is a Spider, just try to not get hit. Lancesters are a little bit harder to dodge, try to go around the multi-fire and go in for the kill. Fighting against Warbirds are easiest, just dodge and kill. If you are a Spider, just keep firing until you kill it. Remember: Every bullet counts. If you are a Lancester, it's even easier, just try to and shoot it in the general vicinity of the enemy ship. You should hit. For all fighters: If the enemy is not a Terrier or Spider, and fires and misses at you, turbo and chase it and kill it, for it does not have any energy for retalliation. I personally dont think bombers, Terriers or Weasels can dog fight. Submitted Strategies, Comments & Reviews for Dog Fighting (None) 3.12 Base Defending Defending the base is one of the key points and one of the funnest things to do in Subspace. To defend a base adaquately, your defending side should have two Javelins, two Terriers, four of five Lancesters, Warbirds, or Spiders, and a Shark. The two Javelins are there for obvious reasons- to fire bombs at the entrance. Several good positions for the Javelin are at the front of the base, where you can fire downwards and at the L position, where you can fire it through the hole near the flag. Remember, when you use the Javelin, do not forget about it's bouncing bombs. Two Terriers are needed so it is possible to bring reinfrocements, one way or another, is the main Terrier is dead. It is alwats crucial that at leaste one Terrier remains in the base, no matter what. Warbirds and Spiders are best positioned inside the flag room, by the L and J shaped structures. Shooting straight over the entrance is great at maximizing ur kills and minimizing ur deaths. Spiders, Warbirds and this time Lancesters, are also great at fighting at lower base. Lancesters are especially good at firing with multi-fire down the entrance corridor, from the top dome because it kills almost everyone that tresspasses. I got bounties as high as 72 doing that. Sharks are good for repelling enemy laid mines and laying their own mines. They should lay there own at either the central corridor, the red dome, or the entrance to the flag room. Submitted Strategies, Comments & Reviews for Base Defense (None) 3.13 Base Attacking Attacking a base is one of the most annoying things you can do. But once you take a base over, the rewards you reap are plentiful. For a sucessful base take over, each element of the game has to be carefully checked and weighed. You must not overlook any aspect of the game. It is impossible to accurately make a strategy for attacking a base because it depends on the ships, defensive positions and skill the enemy and your side has. Lets start with the most common base defense I have seen: three Javelins, one Shark, one Terrier, and three or four Warbirds. To beat that defense, it is crucial to have a Terrier on your side. Make you sure you definately have a Terrier, a Shark, and four or five fighters (Warbird, Lancester or Spider). It would be helpful to have one or two experitenced Javelins. This is how the battle should go. The Terrier should be in the back of the attacking force, in a safe place, but not too far from the action. The shark will go first and repel all the mines. The shark may or may not die from this. Next the Javelins fire their bombs at the entrance. Immediately after, they should rocket (F3) inside and draw fire from the defenders of the base. Immediately behind the Javelins should be the fighters, using the Javelins as cover. The Terrier should move outside of the entrance of the flag room, always staying safe. Do not enter the flag room until there are only three or four of the enemy left. Submitted Strategies, Comments, & Reviews For Base Attacking (None) 3.14 Legend Below This Line is the Key I use to grade all the ships- Review, etc.... Review Key Handling (Depends on Pilot too) 1-3 Sucks at maneuvering, one little mistake might cost your life. Very Slow Turn Speed 4-6 Ok turn speed. A little bit slow, and sometimes hard to get inside base 7-10 Very Fast Turn Speed. Can easily dodge bullets. Easy for it to go inside base Normal Accuracy (Depends on Pilot too) 1-3 Misses over 50% of the time from long range (one screen or more). Misses over 25% of the time from short range 4-6 A little easier to use. Misses over 50% from long range, but less than 25% of the time in close range 7-9 Hits from long range less than 50% of the time. Misses less than 10% of the time in close range Power (Amount needed to use stuff) 1-3 Agonizingly Bad. Takes forever to use stuff 4-6 Ok power levels. Doesn't need much energy to use guns 7-10 Wow! Lots of power to be spared Turbo (Duration and Speed of Turbo) 1-3 Doesnt seem to go anywhere or make any difference. Very Short 4-6 Normal Duration- 3-7 Seconds. Could be as much as twice the speed. 7-10 Long Duration- 7-12 Seconds. Faster than a speeding bullet. (Usually) Recharge Time (Time needed to recharge) 1-3 Very Slow- 8-12 Seconds between full charges 4-6 Ok time, might take up to 6 seconds to recharge fully 7-10 Great recharge time. Takes less than 4 seconds. Other Key Above Normal- Better than most ships Standard- Normal Stuff (A Warbird is the ship I compare to) Sub-Standard- Worse than a Warbird Slow- Used For Describing Speed/Recharge/Turbo- Slow Poor- Worse than a Lancester's Speed, or a Terriers guns Snailish- As bad as a Weasel. Sluggish- Levi Like Submitted Strategies, Comments, & Reviews For the Key (None) ------------------------------------------------------------------------------ ----------------- 4.0 More Basics ------------------------------------------------------------------------------ ----------------- Too Lasy to do it Right Now ------------------------------------------------------------------------------ ----------------- 5.0 Junk ------------------------------------------------------------------------------ ----------------- 5.1 Helpful Sites Here are some helpful Trenchwars and Subspace Sites www.trenchwars.com- Official Site of Trench Wars Most Useful Thing on Site: Scores of Players www.subspace.net- Official Site of Subspace Most Useful Thing on Site: Subspace Download 5.2 Legal Junk This guide is protected by the copyright law and is owned by Roger Cheng. If you wish to edit this guide or distribute it, you must send a copy of the newly edited guide or the location in which you are to distribute it, to me!!! If there are any other circumstances, please e-mail it to me and I will review your idea. If you do not notify me of any modification/description etc... I have every right to sue you for every penny. This guide may not be sold without permission, but is available for personal use. Subspace, Trecnh Wars and etc..., are all property of the owners of Subspace and are copyrighted etc... 5.3 Contact You can contact me (the writer of this guide) at Aeroshark2000@yahoo.com I check this like once every two weeks, so dont expect responses very fast. You can also contact me at Aeroshark24@aol.com. I check this like once every month, so don't send important, urgent stuff here. You can contact Subspace at www.subspace.net or www.subspacehq.com I believe they have a contact section. When contacting me, please include if you want me to type up your comments, questions, etc... If you do not put anything, I will automatically assume that I have your permission. When you contact me, please also include your Subspace s/n. 5.4 Future I will of course add reader reviews, new sections and whatever else I'm thinking of. At the time of this statement, I am only 80% of the way done with this guide, so don't expect much. 5.5 Guide History Hmmmm, since this is Version 1.0, I will write my progress reports here and after the next version, I will not write Progress Reports. 1st Version- Finished With Version 1.0- Sunday, April 01, 2001 Done with section 0.0, 1.0, 2.0, 3.0, and 5.0 Pages- 22 pages Size- 82 K FAQ PROGRESS REPORT- Sunday, April 01 2001 Didn't Do as Much as hoped, cuz I spent too much time playing FF8 Added 2.8-2.10 Finished 3.1, 3.12, 3.13, and updated several things in section 5.0 Size- 73 K Content- 20 pages Estimate- 95% of Version 1.0 (Incomplete Guide) Complete 70% of Version 2.0 (Complete Guide) Complete Predictions Submit Guide- April 7, 2001 Final Version 1.0 (Incomplete) Size- 75K Pages- 22 pages Date- April 7, 2001 Version 2.0 (Complete[Formerly 1.1]) Size- 90K Pages- 30 Pages Date- April 21, 2001 FAQ PROGRESS REPORT- Wednesday, March 14 2001 Didn't do much Last Progress Report, cuz I am planning to submit this patially finished Started Mini-Section 3.10-3.11 Finished section 5.0 Size- 65 k Content- 18 pages Estimate- 95% of Version 1.0 (Incomplete) 80% of Version 1.1 (Complete Guide) Predictions Submit Guide- Saturday, March 18, 2001 Version 1.0 (Incomplete) Size- 70K Pages- 19 pages Date- March 18, 2001 Version 1.1 (Complete Guide) Size- 85K Pages- 25 pages Date- March 25, 2001 FAQ PROGRESS REPORT- Wenesday, March 07, 2001 Done with Section 2.0 Done with Mini-Section 3.6-3.9 Added Stuff in Mini-section 3.1 Size- 52 K Content- 15 Pages Estimate- 70% Predictions End Size- 80k Content- 22 Pages Date- March 12, 2001 FAQ PROGRESS REPORT- Saturday, March 03, 2001 Done with Section 1.0 Done with Contents Started Section 2.0 Done with Mini-Section 3.2-3.5 Started Mini-Section 3.1 Size- 30.5 k Content- 8 pages Estimate- 30% Predictions End Size- 90k Content- 25 pages Date- March 20, 2001 5.6 Submitted Comments and Reviews that dont fit Anywhere Else "Subspace is fun and good" -Gee Golly, I Suck 5.7 Thanks I would like to thank the software designers of Subspace for making it. I would like to thank the current owners of Subspace, for keeping the game playable I would like to thank the creators of Trench Wars cuz it RULES. I would like to thank Cantonezboi, cuz he introduced it to me. I would like to thank Fatchocobo for Section 2.10 5.8 Happy Playin HAPPY PLAYIN!!!HAPPY PLAYIN!!!HAPPY PLAYIN!!!HAPPY PLAYIN!!!HAPPY PLAYIN!!!HAPPY PLAYIN!!!HAPPY PLAYIN!!!HAPPY PLAYIN!!!HAPPY PLAYIN!!!HAPPY PLAYIN!!!HAPPY PLAYIN!!!HAPPY PLAYIN!!!HAPPY PLAYIN