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Why misiles?

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 Thu Sep 11, 2003 10:47 pm

Why misiles?

I posted a question on this yesterday but I can't find it so here is a thread for it! Why use misiles or torps? Your energy weapons can cause the same end result (destruction of the enemy ) for free! Using to many of these will make you pay to go on missions because they cost so much. Plus, for your buck, you have no garantee that they will hit thier target. The only reason I can see to use torps is if they were VERY powerfull... more powerfull than a sunslayer. They would have to cost somthing significant, but cheap enough to be worth using on stations and capships to save time. No un-modded misile i does enough damage that I'd favor it to a (free!) burst of similarly leveld guns. So.... what am I missing?

"If the limit of a function exists, than it is unique(and therefore, doesn't exist)" - My Calculus textbook

Post Fri Sep 12, 2003 12:56 am

Torpedoes only made sense in the SP story line, where your lowly ship with level 4 weapons just doensn't have the fire power to kill anything more than a lowly ship with level 3 weapons. And when you're expected to take out a whole shipyard of battleships and their small navy of escorts, those torpedoes really help (Not a spoiler, I was too vague). After the storyline when you get real pimpin' wig splittin' weapons (especially lvl. Diamondbacks) they're pointless after that. --- RR16

Post Fri Sep 12, 2003 4:08 am

When you are level 38 and have millions of creds, the price of missiles doesn't much bother you. I played with missiles for a while, but agree that I'd rather mount another L9 or L10 gun.

Torpedoes are usually launched from a mount that won't take a gun. I don't buy torps, but I hang onto them when I tractor them in. But they aren't all that effective, from what I can see. I tried to take out a Red Hessian base just for the aitch of it. The torps didn't seem to make much impression on it though. (Compare that to the base destroying missions, where you knock down a station or base with a few shots from your guns! Something fishy going on there.)







Jose Chavez: "Trent! It's good to see my kind of scum."

Post Fri Sep 12, 2003 5:58 am

Missiles and torps are best used with practice in PvP combat. Drop someone's shields with Tizona guns and land one Sunslayer, fights over. Or in a prolonged fight, high-level missiles will often do a larger amount of damage all at once rather than less damage multiple times from guns. The time difference could mean victory or defeat.

Post Fri Sep 12, 2003 7:49 am

For missles and torps against fighters (easyer with missles because of their speeds) is to ride their tail as close as you can, then after burn and drop it on them as you pass.

Another trick with the torpedo's when doing "Chicken" attacks against the npc ships, keep going right at them, and keep your sheilds up. At the last possible moment, fire a torp and pull away. However, the sheilds will take ALL damage first, Ie, a 9,999,999,999 damage attack to shields, they will drop to 0 and hull will be fine... fire again!

Works 90% of the time... great with nomads

Post Fri Sep 12, 2003 8:58 am

put it this way -

A well fired missile or torp can make the difference between killing the opponent in one pass, or having to turn around and make another.

Post Fri Sep 12, 2003 11:44 am

I never played with missiles til I made level 38...and then one day I just thought "what the hell, lets give it a go". So I bought myself a cannonball and my whole combat strategy changed instantly. The game became a whole load more interesting again....

...I can now pull off my Elite speciality....drop their shields, wait til they turn towards you, full acceleration and drop a cannonball on their head. Beautiful.

When money is no object, missiles are priceless for reducing combat time...I managed to wipe out a team of 30+ bounty hunters in under a minute. nice

Post Fri Sep 12, 2003 12:53 pm

Barwalker:
Named bases are indestructible without a mod, so you are wasting your ammo trying to blow one up. The same goes for the stationary battleships that you can land on.

Post Fri Sep 12, 2003 3:04 pm

Well, against npc i still cant see using torps or misiles unless you don't stand a chance otherwise. But I bet its a blessing in MP. Thanks for the in-put every1

"If the limit of a function exists, than it is unique(and therefore, doesn't exist)" - My Calculus textbook

Post Fri Sep 12, 2003 9:00 pm

RheinlandRules16 & Warlord Bob, torping enemy fighters with Starkillers is a lot of fun. If you're good then you can drop two or three fighters out of an incoming enemy wing that is heading straight at you, or at least one of them if they are class 9 or higher (Centurion, Titan ...). It can be a bit tricky to pull off but that is probably one of the reasons why it is so much fun. Another reason is that it allows even ships like Defender and Crusader to own Hessian Stilettos/Sabres, and to dispatch them noticably faster than Dagger and Drake can.

You need good shield busters, of course, especially if you want to torp in a furball where you don't have much time to drop the enemy shield before the torp hits home. Anubis is perfect for this (class 6 pulse turret plus six very powerful particle guns) while lesser ships - especially the Defender - have to spend two weapon slots on shield busters for effective torping. Unless you fight mostly small fry like Stilettos and Valkyries, of course.

Starkiller torps are also a good insurance against swarms, even if you normally prefer to do most of your work with guns. If you run into a swarm, torp some of them until only five enemies or less are left, then continue with guns alone.

Starkillers are what got me to like heavy fighters, even though the HF are so much less able to survive in hostile environments than light fighters like Patriot, Dagger and Drake.

Post Fri Sep 12, 2003 11:03 pm

Nothing says you're filthy stinking rich like a loadout full of ammo-using weaponry.

----------------------------------------
"Although I do not consider myself a member of the Bounty Hunters' Guild, I find that their goals and mine often follow the same path. I will aid them when I can...if they give me a percentage of the salvage from whatever they frag along the way. Hell, they were even so kind as to sell me a ship after one of my jobs with them, and I've been flying her ever since. But god help them if someone puts a bounty on THEIR heads, for I don't care who I hunt for, as long as their live capture(or untimely death) can get me enough credits to buy a decent sized mug of my favorite drink."- A Freelance Bounty Hunter.

Post Sat Sep 13, 2003 1:22 am

Uh oh... being converted!... must... resist! JK. But it really is starting to sound like fun. NPC's never deviate from a frontal assualt on the first run, and with a long range weapon you could remover several shields in time to add a torp. I still say to be worth your while it'd best be done where yoyr getting 50k plus per mission, well maby less than that

"If the limit of a function exists, than it is unique(and therefore, doesn't exist)" - My Calculus textbook

Post Sat Sep 13, 2003 3:29 am


"If the limit of a function exists, than it is unique(and therefore, doesn't exist)" - My Calculus textbook


That...brings back haunting memories of my calculus classes.

As for the topic....

I prefer Starkiller torps cuz they are cheap and are about 80% (and in some cases 100%) as effective as sunslayers. I use them against NPC because there is nothing more satisfying than the huge explosion sound when the torp connects in a heated battle against 8 Hammerheads and then suddenly there are only 7 hammerheads left. Starkillers help in PVP, but not much. Sunslayers are great for PVP... if you are skilled enough to avoid eating your own torp. Something I did quite often in PVP duels. More often than not, I killed myself with Sunslayers, so i stick to Starkillers. As for missles, I find them far less reliable than torps, and far more expensive. I prefer guns to missles.

Post Sat Sep 13, 2003 5:14 am

at first glance, i was horrified to see no mention of missile/torp plastering techniques.
so here's how to do it:
drop the enemy's shields first. then, put some distance between him and you. most likely the npc will turn around and start firing at you. you do-not-fire. get your fingers on the torp launch button or missle launch wateva. as the npc gets real close, preferbably jsut below you, burn and drop the missile/torp. if you dropped a sunslayer, anything will go boooom. pretty much ends the dogfight. but if you drop a sunslayer, you-must-remember to burn out of range asap.
here's a technique i developed for sunslayers, not much different to the earlier one but:
burn, at the moment of launch, stop burning, launch, burn to the right (left, it doesn't matter, as long as you are getting away from the npc getting toasted) you'll hear the amazing metal crunching sound then, smile

as for those using starkillers, in price comparison, i'd rather stick with sunslayers. they are the best projectile in all of sirius - pretty much multi-purpose projectile. you can take out a range of fighters to transports to battleships to stations with them

oh and to he who asked about destroying bases, you can only destroy those things with a health bar on them. if they dont' have a health bar, you can't kill them.

Post Sun Sep 14, 2003 1:04 am

Ok, i messed around a bit with a starkiller and here is why you use them... its really really fun!

(ya, there are other reasons in MP, but they ARE fun)

"If the limit of a function exists, than it is unique(and therefore, doesn't exist)" - My Calculus textbook

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