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Torpedoes need an overhaul.

If you are stuck in a mission and do not know how to continue, this is the place to ask for help. Missing that elusive Level 10 Shield? Don''t know where to find the lost Ohtori ship? This is the only place where spoilers are allowed!

Post Fri Mar 21, 2003 4:44 pm

Torpedoes need an overhaul.

Consider this: when you buy a missile launcher, you automatically get ten missiles. When you buy a torpedo launcher, you get one torpedo. Presumably, these numbers are enough to make the weapon system useful. What's more, if you look at the phsyical model of the torpedo on your ship, you see only one - not a rack of multiple torpedoes. I spent some little time trying to figure out how you reload your torpedo launcher for refiring purposes, but could find no acceptable solution.

This brought me to one conclusion. Torpedoes should be a single-shot, massively powerful, weapon. Much like the torpedo bombers of WW2, the heavy fighters should have one strapped onto their ship that can be launched. The torpedo should have a small chance of destroying it's target (base or battleship,) and a much more likely chance to do critical damage. If it doesn't destroy the target, it's time to head back to base and reload, or have a partner that can finish the job.

As it stands now, torpedoes are a waste of a weapon slot. I was astounded to discover that I could use 5-6 torpedoes to destroy a weapons platform - waiting patiently for them to slowly reach their target, or I could simply destroy it in a fraction of that time with a short burst of gun fire. I miss the days of Wing Commander where you slowly waited for your torpedo to lock on while suffering the attacks of enemy fighters and your target's own guns.

Post Fri Mar 21, 2003 6:18 pm

I found torps a decent way to do damage even faster to battleships and shield generators in the SP game, cutting down the number of passes I had to make to get the job done; but after the story is over... not much to shoot them at except weapons platforms, which I agree are more quickly taken out with guns.

Post Fri Mar 21, 2003 10:30 pm

I liked the bombs/torpedoes in FreeSpace/Freespace2. The large ones like Harbinger/Helios took VERY LONG to lock on a target, and from the same missile bank they took 20 seconds to reload. But it was worth it 'cuz they were really powerful (except for the largest capships). And sometimes the enemy intercepted them right in front of your slow little bomber

Post Sat Mar 22, 2003 3:23 am

Yep, relative to the damage you can do with guns, torpedoes don't seem that powerful. And you're right, limiting the max torps carried would be one good way of limiting their uber-ness.

One thing that would help a little bit would be a "mid-grade" torpedo available around the later parts of the story. It would be extremely useful.

Another option would be making installations or capital ships more resistant to conventional weapons, but more vulnerable to torps (like, well, lots of other space games)

ER

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