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Rhino Campaign

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 Aug 01, 2003 6:30 pm

About other ships...

If I can do it in the Starflier, I can do it with any other ship that has true LF maneuverability, since every other ship has equal or better firepower.

If I can do it in the Rhino, I can do it with any other ship with equal or greater firepower, since every other ship (except the unavailable Humpback) has agility equal or better to the Rhino.

There is one ship, however, that has both markedly less agility than a Starflier (despite being rated as a LF) and somewhat less firepower (far fewer hardpoints although a better powerplant) than the Rhino... and yes, it will likely be my next challenge.


Oh, and I have - once - gotten the "ahead after the first quarter" in the Hovis race. I think it was in a Crusader; what happened was we bumped into each other (and he said "Watch it!" very early and I ended up in front as we both hit cruise speed.

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Edited by - T-hawk on 01-08-2003 19:38:57

Post Fri Aug 01, 2003 6:52 pm

If I may take a guess....

is it the Bloodhound?

"On this ship you are to refer to me as Idiot, not you Captain. I mean... you know what I mean."

Post Fri Aug 01, 2003 7:00 pm

Nope. You are correct that the Bloodhound has less maneuverability than the Starflier and less firepower than the Rhino, but there is another ship yet that has both less firepower and less agility than the Bloodhound.

EDIT: topher got it, below. The Startracker is inferior to the Bloodhound in both maneuverability and firepower, so if one can win the campaign in that, one surely can in the Bloodhound. The combination of the Starflier, Rhino, and Startracker covers all possible weaknesses of the ships in the game (excepting only the Humpback's agility.)

Edited by - T-hawk on 02-08-2003 06:52:49

Post Fri Aug 01, 2003 7:22 pm

Startracker?

it is considerably less manuverable. And only 3 hard points.

Post Fri Aug 01, 2003 8:34 pm

i say also the civilian startracker

3 hardpoints and maneuvrability with speed of 0 is around 65 degredes a sec.



Post Sat Aug 02, 2003 5:47 am

A Star Tracker? I'm not believing this =) Go Get 'em, Although, the Startracker DOES have one thing going for it, in my opinion.

It looks cool. I dont think that's going to do much good when dealing with the RNS Schiller and it's Horde of Cruisers and Gunboats =)

Post Mon Aug 04, 2003 9:07 pm


(except the unavailable Humpback)


I'd love to do it with a Humpy, it's right at Planet Harris in Tau-31,
and only the level requirement stands in my way. Any mods around fix that?
First time I finished SP, I traded in my Anubis for a Humpy and kept it til Eagle.

"Got anything for me?" - Trent, A.K.A. 'Mr. Eloquent'

Post Tue Aug 05, 2003 5:18 am

Frobozz - sure. Decompress and edit market_ships.ini and you can change the level requirement to buy the Humpback on Harris. Planet Harris is Bw10_01_base , so just change the line:

marketgood = rfr_package, 20, -1, 1, 1, 0, 1, 1

in that section, making the 20 something lower.

Do note that you can't buy class-7 gear during the campaign, so you'll have to make do with class-6, or go looting from ships and wrecks...

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Post Tue Aug 05, 2003 4:50 pm

Thanks, T-hawk! I can't wait to try Hovis race with Humpy!

"Got anything for me?" - Trent, A.K.A. 'Mr. Eloquent'

Post Tue Aug 05, 2003 6:24 pm

I am about to beat it with the Dagger. I missed my chance at getting the Drake so I am stuck with the Dagger. I am cutting it close so far... the escape from Alaska had me down to only 1 or 2 bats and bots left but I made it. I feel like I should be doing much better than that though.

Anyway, it has been a lot of fun!!!

"On this ship you are to refer to me as Idiot, not you Captain. I mean... you know what I mean."

Post Tue Aug 05, 2003 6:27 pm

Hmm...doing the campaign in a mule could be interesting. It's higher level than the Rhino is, but it would be interesting to see how the 4-4 combo of turrets and guns would work...and it would certainly be the ugliest ship to ever beat the campaign.

----------------------------------------
Reaper: $200,000,000.
Rockets: $100,000
The look on that pilot's face when you launch a full pod of screamers up his tailpipe: priceless
-->In 60 years, I wanna be one of those cranky guys sitting on his porch with a shotgun, yelling at the fools to get off my lawn...

Post Tue Aug 05, 2003 9:55 pm

Mule Campaign is my current project, it's a good starter ship in MP too.
Dagger for fighter jock/escort jobs, Mule for lane hacking/pirating. Loot! Arrr....
A Fighter-Freighter. However, I may pause that one for Humpback Campaign.

"Got anything for me?" - Trent, A.K.A. 'Mr. Eloquent'

Post Wed Aug 06, 2003 8:56 pm

I started on the mule last night...using engine kill for the whole battle, it didn't do too badly in combat...the extra few batts/bots and the weapon positions(4 guns and 3 turrets firing forward) made it rather lethal. However, it burned through energy fast, even with the class 2 Barragers I loaded it with, so I spent a lot of time running away to recharge.

I found that it almost always results in a post-mission repair bill; the tail fins fall off if something so much as brushes you. It also seems a little bit more sluggish than the rhino, but I'm not sure- it could just be the odd look of the ship that makes it seem less maneuverable.



----------------------------------------
Reaper: $200,000,000.
Rockets: $100,000
The look on that pilot's face when you launch a full pod of screamers up his tailpipe: priceless
-->In 60 years, I wanna be one of those cranky guys sitting on his porch with a shotgun, yelling at the fools to get off my lawn...

Post Wed Aug 06, 2003 9:59 pm

One simple Mule loadout:

4 Scorpion 699m/s (best class 2, high damage & good efficiency)
4 Badariel Turret 700m/s (3 FF)

This loadout packs a punch, but will drain battery fast, so plan accordingly!

Seven guns means you can also dedicate two slots to Adv. Stunpulse and fix all
energy problems by switching weapon groups between Shield (2 guns) and Hull (5 guns)

2 Adv. Stunpulse 750m/s (1512 shield dam/sec Vs 926 of above loadout)

2 Adv. Scorpion 699m/s (best class 3, highest damage & efficiency)
4 Badariel Turret 700m/s (free from Flint, fair guns but Justice T. good too)

You don't have to repair the fins I never flew a Rhino, so don't know.

"Got anything for me?" - Trent, A.K.A. 'Mr. Eloquent'


Edited by - Frobozz on 06-08-2003 23:09:59

Post Thu Aug 07, 2003 6:51 pm

All the freighters spend lots of time running away to recharge. They all have hardpoints that can dish out far more energy than the powerplant can supply.

For the Mule, I suggest using Stunpulse turrets instead of guns. For some unknown reason, the guns have 750 m/s velocity while the turrets have 700 which matches the Scorpions. That's why I used them for the Rhino. Rowlett's Revenge is also good of course. And I strongly recomment putting one Slingshot launcher on the ship, as it can easily spare the hardpoint and the extra blast of damage helps greatly in shooting down fighters.

Finally, make sure you have Driller mines for any mission involving a shield generator; they dish out damage faster than anything else a Rhino or Mule can equip.

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