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Missiles: No Bang for the Buck?

The general place to discuss MOD''ing Freelancer!

Post Thu Mar 13, 2003 8:19 pm

Missiles: No Bang for the Buck?

Is it just me, or are missiles waaay too expensive for the amount of damage they do?

I'm thinking that I'd rather pay a higher price for the launcher, then have unlimited missiles.

Opinions?

Post Thu Mar 13, 2003 8:33 pm

or at least get more damage out of the missles...and a torpedo should rip a cruiser to shreds...not do that measly little bit that it does...

Post Thu Mar 13, 2003 8:42 pm

Try a sunslayer against a cruiser, see how long he lasts.

The only reason I don't use missiles is beacuse you only get 50 no matter how many launchers you have. Personally I'd like to see 50 per launcher

Post Thu Mar 13, 2003 8:46 pm

Do you have an interdimensional portal in your ship like the Tardis, or just Mary Popins' carpet bag?

Post Thu Mar 13, 2003 9:06 pm

Nice obscure Dr. Who reference...

Post Thu Mar 13, 2003 9:59 pm

Theres not much use for a torpedo! they are not worth the money to buy one! nor not even worth the damage it does.. to take out a base i'd need to shoot off 3 torpedo just to kill the base.. or if I'd just used my guns it does the same amount of damage but alot quicker then the torpedo going towards it! it's way too slow!! and this is space! theres the friction what to ever! so shouldn't the missle be flying faster and fast?? cuz theres nothing to stop it??


Admin For Macross Saga Server.

Post Fri Mar 14, 2003 2:46 am

Well, on my server, I plan on modding quite a few things. Ammunition weapons have definately come up, though, and here's what I plan to do to make them more useful:

Mines: About half their current cost per mine. They don't track real well, but they should be inexpensive, justifying heavy usage. They currently don't get used hardly at all, and I think that needs to change. Maybe an increase in live time is justified, as well.

Missiles: Better tracking. They do quite a bit of damage, but the tracking simply isn't good enough for the price you pay. It is so easy to throw off a missile it's not even funny. They need to A) move faster and turn faster. Low-sophistication/high-payload missiles simply need to move FAST. What's the point, otherwise? Maybe a price reduction will be implemented if the new missiles aren't deemed worth the price paid per.

Torpedos: This is an issue I'm not quite sure on yet. I would like to add PC capital ships, but as it stands, the FL universe simply is not made for capital ships to be used as PC ships. I would most definately like to have NPC patrols with capital ships in heavily populated sectors, though. If PCs don't end up getting capital ships, I'm thinking of doubling their speed, or maybe even increasing it to triple. The simply aren't useful in their current state, and without capships in multiplay, I See no point to them until they're changed.

As a side note, I'm also thinking about making all the "Misc. Equipment" slots (except the thruster, for obvious reasons) interchangable, allowing for your choice of CM, Mine, or Torpedo in any of the three slots.

Anyone think any of these changes are bad? If so, lay off on the flames and simply explain why.

Post Fri Mar 14, 2003 3:27 am

I like using mines to disable the tradelinks... I lower the tradelink shield/power 3/4's ... Just before I warp out.. I place a couple mines.. and it disables, great for when ya getting whomped... Also good for chasing ships.. hehe..

But anyways, I think it would be cool to see that .. Id lower the price for missles. And try to increase speed and such.. I think damage is fine.. Or else everyone would be running around with mega missles and just killing everything in site.... I actully want a challange ... Blowing up a Battleship in a couple hits is boring. Makes the game boring. Just ripping **** up is fun the first hour, but it gets lame...


I wanted to know if theres a way to make a really really quick gun... Lets say, like a VULCAN gun... one that almost instant hits, but low damage... Get me?

Post Fri Mar 14, 2003 3:33 am

My plan right now is:

- increase missile launcher cost but missiles don't require ammo.
- increase base and capital ship hull by A LOT.
- increase torpedo damage by A LOT.

This means that you will have a hard time trying to take out capships without torpedos... and bases it'll be damn near impossible.

Post Fri Mar 14, 2003 4:26 am

Well, your not the only one who felt missles were a little weak for the ammount of money you pay for the launcher and the missles. Should be more effective at tracking and better speed.

I dont know what other ppl think but i changed all mine, so they are more like WC missles, fast, accurate, and devastating. I think ill make some dumbfire torpedos that are quick and do alot of damage, and maybe make the sunslayer torpedos into more of a anti-capship dumbfire torpedo, real slow but good for bases and slower moving battleships.

Then i think ill just spread the weapons between some navy and borderworld factions, make ammo not as widely available and only found on some depots here and there throughout the sector.

On with the modding

Post Fri Mar 14, 2003 4:34 am

I really Kick Ass whilst useing missles .... I kill the enemies shields using my guns, then I launch 2 missles when they are headed for me BOOM dead enemy

Post Fri Mar 14, 2003 5:09 am

I'll just say this...a torpedo should be able to destroy a personal craft with one hit once the shields are down...

Post Fri Mar 14, 2003 5:26 am

..except a torpedo only moves at about 50m/s. Anyone running into a projectile that slow deserves to be deleted ;d

I had never even tried missiles until today. I equipped my dagger with a slingshot launcher at great expense and went on a base destruction mission. It took something like four missiles to destroy each weapons platform. I'm sure my cannons could have made shorter work of the emplacements.

Afterwards I sped my pirate ship towards the nearest jump gate and ambushed some transports. This was where the missiles were more effective. I would make a thrusted cannon strafing run and drop a missile directly at the transport right before breaking off. Two missiles could nearly destroy a transport completely.

After this experience, I decided that missiles are most useful against slow-moving transport ships, marginally useful against stationary objects (they're nice for "fire and forget" attacks if you're being swarmed by defensive ships), and useless against most mobile spacecraft, including freighters. From this I conclude that a missile launcher serves a pirate best, as a missile attack on a neutral, unsuspecting target is almost guaranteed to hit, and even the clumsiest missile can score a hit on a vulnerable transport.

My request for a new missile would be sort of an "armor-piercing" type. It would be fast (160 m/s maybe, I haven't compared to other missiles), have a very low turn rate (2.0), do virtually no damage against shields (20) and do heavy damage against hulls (800-2000+). This would replace a torpedo as the best anti-station secondary weapon. Class 6+.

Maybe this anti-hull weapon could even replace the torpedo instead of being a new missile type? That would make sense, because only a heavy fighter should have the capability of unleashing that kind of offensive power.

Rant off.

Post Fri Mar 14, 2003 5:34 am

Well, I meant if you are good enough to hit a ship with a torp...incidently, I can..it's easy...just wait till they come head on, then fire right before you pass them

Post Fri Mar 14, 2003 6:38 am

Anyone who believes missiles are currently useless is totally clueless. They are VERY effective... Don't expect to have a super missile track someone nonstop. If you fire at someone who is trying, they will evade it. But when they come at you head-on to fire, they'll eat it for sure. Unless you're fighting a freighter player who fights with nothing but turrets, you're going to get them coming at you head on sooner or later.

Missiles are expensive, but that's because if you use them right they are devastating. Making missiles track better, sounds like a really lame way to dumb the game down for people who basically suck. If you want totally AI controlled attacks that are guaranteed to hit go play a game like EQ. *rolls eyes*

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