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Missiles: No Bang for the Buck?

The general place to discuss MOD''ing Freelancer!

Post Fri Mar 14, 2003 6:45 am

Hitting the enemy in a head-on attack is a cannon's job. I'm happy with the current missiles, they work well for fire-and-forget attacks on transports.

Last time I saw a player vs. player dogfight, the missiles were always shot out of space interchanging cannon fire before they could get anywhere near the target ship. Maybe they weren't skilled enough, but I think human pilots would change missile effectiveness quite a bit.

Post Fri Mar 14, 2003 1:10 pm

I too think torpedo's/missiles are useless when compared to main cannons. Increasing missile speed to 200 would help a load & increasing the ammo capacity beyond 50. Torpedos should have a slower speed just not zimmer speed I think between 100 & 150 should be ample.

Now that I have mastered the basic stuff, I think that I will try to implement some of these ideas as well as some of my own.

Another useful missile trick is launching them whilst using thrusters, lethal & fast.

Post Fri Mar 14, 2003 1:47 pm

I don't see the pint of missiles when a single blast of my guns does more damage than a missile.

Post Fri Mar 14, 2003 6:18 pm

Nagorak, (Nice friendly post btw)

The issue isn't that they're useless... but that they cost too much for how useful they are.

Firestalkers are the best "fire and forget" super-tracking missiles in the game.

To buy just the launcher is $156,620.
Each missile costs $7,831 and does 2445 in damage.

Your standard Kusari fig has more hitpoints than that (hull only - I'm not even talking about shields)... and the ships only get tougher from there. If you're fighting with a Titan or Sabre - it's not unrealistic to want to fire at least 2 missiles at it. Even with its shields down, a Titan can take 4-5 of these guys before he's gone.

2 missiles: $15,662.
4 missiles: $31,324.

That's a hell of a lot of money to use PER SHIP... and that's if they all hit their targets, which they don't.

If I'm fighting 4 ships, and I use 1.5 missiles per ship during the fight, that's 6 missiles at a cost of $46,986.

Say it with me - FORTY SIX THOUSAND, NINE HUNDRED AND EIGHTY SIX credits.

Do you really think that you'll get your money back in salvage? LOL No.

So the answer is, you don't use missiles. You rely on your guns more. Hell, 2 shots from some lvl 10 weapons do almost as much damage, faster, and for free. Even lower class 3/4/5 weapons do more damage per second than these uber-expensive missiles.

So why use Missiles?

They're just too expensive to make it worth your while - unless you've got REALLY GOOD missiles and REALLY CRAPPY guns. (But then again, if you had really crappy guns, you'd sell the really good missiles and buy some really good guns with the money)

This doesn't even take into account the fact that mounting a missile launcher uses up a gun slot... so just CARRYING a missile launcher reduces the offensive payload of your guns. And once you're out of ammo - it's a dead hardpoint - since you can't switch mounts during flight.

Another drawback (I believe mentioned elsewhere) is that no matter how many launchers you have, you're limited to fixed amount of missiles. (Personally I believe it's a bug - it makes no sense). If I have 1 launcher, I get 50 missiles. If I have 6 launchers - I get 50 missiles?

Post Fri Mar 14, 2003 7:47 pm

Pook, I agree with you, I used to carry a missile launcher - but I replaced it and put a gun there and never looked back. They really aren't worth the effort, however I don't agree with an increacing amount of missiles, 1 launcher having 50 missiles dosen't necacarily mean two launchers should have 100 missiles.

You just wouldn't have room in your ship to store them, what I think should happen is that 1 cargo space should be able to store a 'unit' off missiles, possibly 10. But this is all irrelevant as it would be next to impossible to mod somehting like that.

Post Fri Mar 14, 2003 8:50 pm

Nemonack, that argument doesn't make much sense either. I can only carry 50, oh, say, Firestalkers, but I can still carry another 50 windstalkers, and another 50 sunstalkers, etc., etc.

The ships-having-limited-capacity argument doesn't really hold up in the face of that.

RaK

Post Fri Mar 14, 2003 8:50 pm

i only just recently got rid of mine..... every time i was launching a missile i was thinking........ "was that worth 7 thousand"

sold my missiles (which btw made me 300k better off)

and bought myself a nice big gun


and tbh i dont really use torps

------------------
You just washed up here or something?

Post Fri Mar 14, 2003 9:50 pm

Totally agree with this thread. I used missles when they cost about 200 shot and was thinking the same "was that worth it" thought that many of you. Although in early game it was nice to drop their shields REALLY quickly with them but in the later game they just aren't worth the cost.

If they were much cheaper I'd consider using missles in a headon strafing attack in conjunction with my guns but still a couple of rounds of cannons making contact do more damage for less cost.

Now, if energy DIDN'T regenerate or at least not so quickly...missles might have a use but still not at such an insanely high cost.


-V
The Nets Edge
Freelancer .INI File Parser

Post Fri Mar 14, 2003 10:32 pm

If you re-read my post, I never once said that the current system made sense.

Post Fri Mar 14, 2003 10:47 pm

Nemonack,

Don't think anyone disagrees with that!

-V
The Nets Edge
Freelancer .INI File Parser

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