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Appropriate use of Countermeasures?

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Post Sun Apr 06, 2003 10:25 pm

Appropriate use of Countermeasures?

I was just curious how everyone uses countermeasures. Let's say your in close-range combat, like less than a kilometer at all times. If someone fires a missile at you, how long do you wait before dropping a countermeasure, and/or how many do you drop? Any evasive maneuvers you take at the same time to try to further screw up the missile?

I haven't used them very much yet, so I'm just wondering.

Post Sun Apr 06, 2003 10:48 pm

While dogfighting I don't use them.
I only use them so I don't get hit by cruise disruptors, because that's extremely annoying.

Post Sun Apr 06, 2003 11:31 pm

First, get the Advanced c/m Dropper. No, really?

Some of the more low-level enemies you fight use missiles that are slow and/or have slow turn rates, so shaking them off with some evasive steering is pretty easy if you're in a nimble ship. But cruise disruptors are very fast, so a c/m isn't a bad idea if you don't want to hang around.

And it's also important to remember that the c/m deploys behind you; but I have gotten missiles coming head-on to go for them by doing a turn-and-burn after dropping one.

As for the best time to drop one, well, uh, not too soon, and not too late. Seriously, though, you get a feel for it using the warning tone. I don't pay much attention to the flashing warning icon; I'm usually too focused on other stuff.

Post Mon Apr 07, 2003 2:23 am

Why bother using them. You are only avoiding Javelins. It won't even hurt your light figther. Waste of money to use it in a dogfight.

The only real use is when you are trying to cruise away. This is when you drop those things every 1 seconds or so to capture those Cruise Distruptors. But since we now have discovered the afterburner + cutoff engine + turn to your back bug, countermeasures are pretty useless.

But I'm sure it has uses in multiplayer where there people out there who buys cannonball missiles.

Post Mon Apr 07, 2003 2:48 am

um, I assure you that there is no way to dodge a cruise disruptor, so the C/M will always have some purpose. In any future 'lancer games, the missiles should be made much more accurate, so that you actualy need to use C/Ms.


-From the gates of Heaven to the depths of Hell; one, the Protecter; sees all, knows all, defends the innocent.

Post Mon Apr 07, 2003 4:12 am

He didn't say you could "dodge" the cruise disruptor (though asteroids can do the trick sometimes). The trick is to hit your afterburners and kill your engines, turn around, and start firing. The AI thinks you're engaging them and go into evasive, while you get far away enough to active your cruise engines without getting disrupted. CMs are still useful, though, as you can start your cruise engines a lot closer to the enemy if you have them then if you don't. And while you're in cruise, enemies that appear close to your flight path could still launch disruptors at you.

Other than that, the only time I use my CMs are when I'm taking on weapons platform of higher levels, but even then, I usually can dodge them pretty easily (platform's missiles are extremely slow for some reason).

Post Mon Apr 07, 2003 4:16 am

aah, I see. Sorry for the misunderstanding. either way, I still think that missiles should be much harder to dodge, so that C/Ms would actualy be necessary. Dodging missiles is just way too easy.


-From the gates of Heaven to the depths of Hell; one, the Protecter; sees all, knows all, defends the innocent.

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