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BIG gun vs. little shield + thin armour

The general place to discuss MOD''ing Freelancer!

CW

Post Mon Mar 24, 2003 4:15 pm

BIG gun vs. little shield + thin armour

I modded in an expensive, slow firing, slow reacting, but ultra powerful cap ship-type gun for my Domesdary cardamine runner, just to give it some "shock and awe" power against the Liberty police and military. :-) The problem I see is that no matter how powerful my super-gun is, the first shot will only take out an enemy fighter's shield and the left-over damage points are not spilled over to the armour, which means that I always need 2 shots to kill a fighter. Is there a way around that?

War does not decide who is right, only who is left.

Post Mon Mar 24, 2003 4:29 pm

What if you put two guns on the ship - one will have the shield damage of your power beam and 0 hull damage, and the other will have hull damage but 0 shield damage. Both should hit the target at the same time and destroy it. Maybe you should make the hull damage beam's projectile about 5% slower so you'll be sure the shield is gone before the hull damage is calculated.

Post Mon Mar 24, 2003 8:02 pm

the shield absorbs ALL damage if it is still up.

a weapon dealing any amount of damage to the hull always can deal half of it to the shield.

if you look at the wepon data... all the "hull" guns/turrets have shield damage of 0... but in the game they all do exactly half the hull damage.

however, I don't know if you can set the shield damage to 1... and maybe it'll only do 1 point, regardless of the hull damage.

if you want to mess with a guy... look for the shield generator... blow IT off the ship.

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