I decided to post a little (!) thread about the Lucky Dip feature of Dogfight mode. I was actually writing this for the EP user-manual, so if things don't transfer quite right thats why. I
have omitted information about the various easter eggs and ground-based weapons, so rest assured there is more content than listed here. Just felt liked a little preview...
From the manual:
Dogfight also incorporates a new powerup system, known as 'Lucky Dip'. With lucky dip switched on, all powerup crates on the map are randomised. Although they remain in the same place, the weapon/powerup inside it will be different everytime. Some crates however may only randomise ammo or health, while others will only randomise power weapons, the majority of crates however will randomly select any powerup. If you are particularly unlucky, a 'Lucky Dip' crate will kill you!
Lucky Dip WeaponsThere are a total of 31 randomised crates, ranging from flares to charging matter cannons. Read below for the full list of weapons, powerups and utilities. Note that there are additional weapons that cannot be found in Lucky Dip crates, and come instead on some of the ground-based craft, or on Easter Egg craft.
Super Chain GunA general-purpose high rate of fire machine gun. This weapon comes stock on all ISDF fighters. This weapon fires at twice the speed of the regular chain gun, and deals higher damage. Its short aerial range and wide spread however make it hard to hit with.
Super Ion GunThe Scion alternative to the super chain gun, slower rate of fire, but increased power and shot variance. The super ion gun also has a longer range than the super chain gun, and the same shot velocity, enabling you to out-range any ISDF craft.
A2A FAF MissileThe ISDF all-purpose fire-and-forget heat seeking missile. The A2A FAF has an increased shot velocity and an extensive range. Its rocket motor also enables it to perform much more violent turns, and a wider cone angle really makes it live up to its name. Its only downside is that it is easily distracted by countermeasures, and its improved turning characteristics have induced a heavy 'waver'.
A2A Stinger MissileThe Scion Stinger missile has been adapted for aerial combat, with an improved range, damage and reduced waver. The stinger fires in salvos of three-per-hp. Although this weapon suffers from little waver and benefits from the same turning characteristics as an ISDF A2A FAF missile, its speed is much slower, and most ships will be able to outrun these missiles.
CountermeasureUnless you were unlucky enough to land yourself in an outdated fighter, you will usually find these stock on your craft. You only have a limited amount, but these protect you from almost any heat-seeking missile. Use them as decoys to protect yourself from becoming a locked target too. Countermeasures will expire as soon as they hit the ground or another object, so use them wisely.
Laser GunVery similar in design to the super-ion gun, but this weapon is an improvement all-around, with flawless accuracy and longer range. Its downside are much heavier ammunition requirements and low damage. This weapon is the alternative to the Laser Cannon.
Laser CannonA powerful long-range cannon with a moderate fire-rate and high accuracy. This weapon is usually the most desirable gun weapon, as its characteristics make it perfect for aerial combat. If you want to penetrate scion shields, look no further than this.
Fusion BlastA rapid-fire cannon with good damage to ammunition ratios. Its range is fairly limited, but its instant-hit capability makes it a favourite among laser fans. This weapon is at its best at close-range, where every shot counts.
Charge BlastA slightly more difficult-to-use version of the fusion blast, but worth every bit of hardship if you know how to use it. The weapon can be fired like a semi-automatic laser, or it can be charged to unleash a powerful burst of instant-hit energy. The most noteable feature of this weapon is that no matter how long you hold down the charge button, the ammunition will not continue to drain.
Dud CrateUnfortunately for any player, either computer or human-controlled, every possible gain carries with it a risk. Hitting this crate will cause you to explode instantly, along with anyone unfortunate enough to be caught in its blast radius.
Flare BurstThis weapon is a much more rapid-firing version of the countermeasure dispenser, but this also means you expel your ammunition much quicker. Use the flare burst against swarms of enemy missiles, and you may just make it out of the pack alive.
Proton MissileThis Scion concoction is usually found on the Legion, but can also be picked up from Lucky Dip crates. The proton missile is a much more adept fire-and-forget heat seeker, with low waver, and a powerful blast. Proton missiles fire in a two-per-hardpoint salvo manner, giving you extra chance of hitting that target. Even the fastest ships will have difficulty outrunning these, and a front on attack against these usually means certain death. Fortunately for the victim however, these heat-seekers are just as susceptible to countermeasures as any other missile.
Proton SeekerThe proton seeker is easily identifiable from its counterpart by the blood-orange trail it leaves behind. These missiles fire in the same manner as a proton heat-seeker, but must first be locked to the target's image. Once locked, these missiles are nearly impossible to shake with countermeasures or flares, so the only answer is speed and highly aggresive evasive manouvers.
SidewinderA lock-on with these ISDF missiles means you may as well give up running. The sidewinder is a locking image missile, with a 2.5 kilometre range. This missile has exceptional avoidance capabilities and turning rates, and its definately not stupid enough to be fooled by evasive manouvers. Your only hope is to get as close to the ground as possible and hope theres a conveniently placed enemy to take the blast. Sidewinders can be carried in pairs-per-hp at any one time, and use separate ammunition to the rest of your weapons.
Seeker BarrageThese rockets launch in five-per-hardpoint salvos, and do tremendous damage against any foe individually. The seekers are not locking missiles like their name suggests, but instead aquire a target based on its heat signature. Unfortunately, their extreme power means they lack responsiveness, and a good evasive manouver can keep any target out of harms way. Gunships and ground units however, will rarely be so lucky, and the large splash damage means any low-flying unit can be taken down relatively quickly with these. The seeker barrage may only be fired once before its ammunition has to be refreshed.
Matter CannonA purely evil scion concoction. This charging energy weapon has seven states, and each state releases its own level of concentrated anti-matter which deals increased damage as it is charged. The anti-matter also acts as a repellent against craft and ordnance, and as such nearly any ordnance can be repelled with rapid semi-automatic firing of this weapon, even other anti-matter particles. This weapon drains ammunition the longer its held, and therefore its important to aquire a target quickly.
KamikaziWhat aerial fleet would be complete without a kamikazi craft? This weapon fits charges accross your hull which can be detonated at anytime to make you explode. You are gaurunteed a kill if you get in close with this weapon, but a true master of the weapon can kill off an entire enemy squadron.
Mini-WormdriveThis marvel of engineering is now available on a much smaller level. When collected, it fits a miniture worm-drive to your vehicles engine, allowing you to propel yourself accross a combat zone at incredible speed. You can also use this offensively, because anything caught within your distortion radius will also be propelled accross the map along with you, usually to their imminent doom. The wormdrive has enough power for three bursts, and you can turn it on or off at any time.
Popper MinesUnlike their name suggests, the popper mine buries itself in the ground an waits for a target to enter its scan range. If anything comes within range, a salvo of five splinter-like mines spray heat-seekers into the sky, which home in on the unsuspecting enemy. Popper mines are un-available in space, and fire in salvo's of three.
Pulse OrbThis weapon is very odd indeed. Upon firing, a large ball of volatile black plasma plummets towards the ground. If it makes it there before exploding on an enemy craft, it will start to rise slowly upwards, ejecting its plasma energy in a laser-like form in all directions. It is strongly advised you stay away from one of these orbs, as not only is it invulnerable to harm, its lasers and explosion upon expiration are enough to kill even the toughest craft. It can be used both as a bomb and to protect an area from enemies while you wait for that all-important powerup, but watch out because any shots will damage you too.
Stealth FieldThis weapon is very simple, and hides you from all but visual view. This weapon is most effective against ground units and popper mines, where a radar signature is usually essential to get a lock on. This weapon drains ammunition reserves when in use, so make sure to switch it off when its not being useful.
Space BombA favourite old-time weapon that enables a veteran user to get multiple kills at once. A vehicle can house three space bombs at once, and upon firing, a huge red sphere of pulsing unstable energy is released from the back of your craft. A few seconds later, it detonates with enough force to kill any fighter in its radius. Release it into a swarm of units for maximum effect, but be careful, unless you blast away at speed you too will be caught in the blast.
Sonic BlastA one-time use weapon, that when fired forces a sonic blast from the craft, propelling all ordnance and craft away from you breifly. This weapon is highly effective when being chased by missiles at low altitude, as they will often be forced into the ground, or knocked off target by the force.
Sky-Eye StrikeSometimes air support needs its own air-support, and in this form its just as devastating to any flying unit. This rare weapon enables you you send a distress call to the isdf Sky-Eye carrier, which is armed with a powerful blast weapon. When fired, this weapon will be made to kill whatever unfortunate foe sits in your targetting window. Unfortunately, Scion's can also pick up this device and use it, so the ISDF are not totally safe.
Gravity VortexThe gravity vortex is a one-shot weapon, and can be devastating to groups of enemies. Once deployed, the weapon projects a gravity field. If anything enters its radius, it becomes hopelessly sucked in, no matter how hard it tries to escape. Other enemies can also be pulled into the vortex, and if they don't kill each other off with the crashing into each other, then the collapse of the vortex will kill them off instead.
Mini-NukeThe Mini-Nuke missile is a one-shot per HP weapon, and essentially launches a small nuclear missile at a locked-on target. The Mini-Nuke is extremely dangerous, and even after firing it its important to get away as soon as possible. With a 160 meter blast radius and a slightly higher kick radius, you will want to stay away. The good news is, it doesn't leave behind any radioactive spew, so you can flyby your downed foes wreck and mock him some more by dropping a space bomb or two...
Ion TeslaThe Ion-Tesla is an electrical-based weapon that fires like a cannon, designed to slow down enemy ships and prevent them from getting away to fast. The Ion Tesla has a high shot velocity, so slower craft can chase faster craft with it must easier, and if slowed down enough the missiles should be able to catch up nicely...
Mini-HealthThe mini-health powerup typically restores about 30-50% of a ships hull capacity.
Maxi-HealthThe maxi-health powerup will restore most craft to 100% hull capacity.
Mini-AmmoThe mini-ammo powerup will restore about 50% of a ships ammunition capacity, but not weapons that have their own ammunition reserves.
Maxi-AmmoThe maxi-health powerup will restore a ship to full ammunition, and will also restore weapons with their own ammunition capacity.