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Battleship kills that do get counted

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 Sun Aug 10, 2003 9:06 pm

Battleship kills that do get counted

The player info screen has an item for battleship kills; battleships and cruisers are counted in this category. But it can be difficult to actually get credit for a battleship kill, even if you did 99.9% of the work: if friendly NPCs are also firing on the cap ship then your chance is slim in any case, especially if they are using fast-firing weapons. However, most of the battleships in the campaign will never register as a kill because they are spawned as mission solars and not as ships.

To make a long story short: cruisers and destroyers are always ships and thus safe. All other battleships are solars, with the following exceptions:
- mission 4: Battleship Unity near Manhattan (see below)
- mission 10: the four battleships in Sigma-13 (Fenrir, Jormungand, Geri, Loki)
- mission 11: Battleship Texas and Arizona in Alaska (but they are invulnerable)
- mission 11: Battleship Omaha in Zone 21

The following provisos apply: Battleship Unity stops taking damage when hitpoints are down to 1%, until the 'code red' sound file has finished playing. Chances of bagging this kill are slim but it is doable - if you have nothing else to do then start firing on the ship when you hear the 'code red' comm. The Texas and the Arizona stop taking damage when hitpoints are down to 10%, and they do not become fully vulnerable until Walker is within 1000 m and the cutscene kicks in. No chance here.

That leaves only the Sigma-13 ships and the Omaha ...

Here is a list with all possible battleship kills, including cruisers. In most cases there are timeouts of various sorts and so it is impossible to get all of them; exceptions are noted.

Mission 4
- Manhattan: 2 cruisers, BS Unity
- Benford: 3 cruisers
Mission 7
- Leeds: 1 cruiser (no timeout, but Tobias & friends interfere)
- Tau-29: 3 cruisers (no timeout, but do work quickly - cruisers are fragile)
Mission 9
- Tohoku: Destroyer KNF Hissatsu
Mission 10
- Sigma-13: four battleships, up to five? cruisers (4 main + 2 reserve)
- experimental shipyard: 3 cruisers (apparently no timeout until you destroy an experimental ship)
Mission 11
- Zone 21: Battleship Omaha, 3 cruisers (they like to do a Molly, so work quickly)

Post Sun Aug 10, 2003 10:35 pm

nice work...

but now i will do campaign totaly in a defender (lowest rank hf)

Post Mon Aug 11, 2003 6:24 am

Sherlog

Agree with comment made in a different thread, you need to write a manual .... either that or you are one of the game's creators .... always good info, written so newbies and older players understand ... Freelancer god..............

If you throw enough mud ..some's gonna stick.

Post Tue Aug 12, 2003 11:06 am

and call the manual rookies guide or something...

Post Tue Aug 12, 2003 3:49 pm

No offence, Sherlog, but i think one of the cruisers after Benford is indestructible - the LNS Freedom. Its health will only go down to 60, nothing more. I tried killing it with a Sabre outfitted with 4 Nomad connons & a Sunslayer

Good tip on the Unity, though. I had given up on trying to kill it as I didn't know about the Code Red trigger. Ta.

Post Thu Aug 14, 2003 12:38 am

Yes, I just found that out myself the hard way and I retrieved this thread in order to correct the information ...

OK, here comes. The three cruisers at Benford Station are invulnerable - that is, they stop taking damage when their hitpoints are down to 60% - until Benford blows up. Cruiser LNS Freedom remains invulnerable but the other two (LNS Justice and LNS Victory) become vulnerable. I have toasted one of them - I think it must have been the LNS Justice which is one of the flanking ships, i.e. not the middle one that fires the big beam at the station (that would be the LNS Victory).

It could be that the removal of the invulnerability does not exactly coincide with the explosion of Benford, but this as close as I could find out.

There is enough time before the cutscene to kill one cruiser and get another at least half done, but the invulnerability thing prevents that completely. And after the cutscene there is a lot of heat around the three cruisers and the cruisers draw together until they touch (so that mines can hit the wrong target). I do not think that it is possible to get more than one, although the jumpgate nag could probably be reset by getting within 5000 m of the jumpgate before returning to work on the cruisers ... But I was out of nanos/batts and I was flying a bleeping Defender, and so I had no desire to hop into the frying pan again.

Post Tue Dec 30, 2003 3:47 am


but now i will do campaign totaly in a defender (lowest rank hf)


Welcome aboard DB, this is how i always play the campaign

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