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better than the best?

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 Feb 08, 2004 10:36 am

better than the best?

are there any better weapons than the codenamed ones and if there are then where can i find them??

Post Sun Feb 08, 2004 11:32 am

The code-named weapons do the most damage per shot of any weapon in the game. There are, however, Nomad weapons. These don't do as much damage per shot, but have a higher refire rate (meaning you can shoot more shots), and they don't drain your energy supply like coded weapons do. You can get them by killing Nomad ships (see topics about the "Unknown" jump-holes). You should have at least 1-mil credits, though, or else they don't drop weapons often (if at all). The better your level, the more likely they are to drop their weapons.

Post Sun Feb 08, 2004 12:21 pm

thanks

Post Sun Feb 08, 2004 1:37 pm

i dont think money has any effect
ive made it through with only 300 k and i got a bunch


this is my world; it goes round and round and round
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Post Sun Feb 08, 2004 2:04 pm

that much???

i had almost none, but was still in a high enough level to get them

money doesn't say something for total account off money, when you sell you ship, weaps, cargo, ammo and all that kind sort off things...

i looked 1 time off how much my ship was worth totaly (incl. weaps, ammo, nano/batts and things), a dagger and the worth was around 600k

so if i have then about 400k in money, then i can hunt nomads for their guns???

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Post Sun Feb 08, 2004 5:49 pm

I only salvage that stuff to sell it. Can't very well mount a class 10 gun on a Patriot or Stiletto.

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Proud owner and operator of a Patriot!
Proud owner and operator of a Stiletto!
Proud ally of the Bounty Hunters' Guild!
Proud hater of Nomad weapons!
Proud user of all things underestimated!
----------------------------------------
For the last time...there is no "N" in "TURRET"!

Post Mon Feb 09, 2004 2:41 am

I stand astounded that you can take a Patriot outside of Liberty and expect to survive for very long.

I take it you are neutral with everybody?

----------------------------------
"preacher, don't the bible have some pretty specific things to say about killing?"
"Very specific. But it gets fuzzy in the area of kneecaps..."

Post Mon Feb 09, 2004 5:59 am

What fun would that be? Gotta have someone to shoot at, or it gets awfully boring. Radiation does get annoying, though- puts several systems in the no-fight zone.

----------------------------------------
Proud owner and operator of a Patriot!
Proud owner and operator of a Stiletto!
Proud ally of the Bounty Hunters' Guild!
Proud hater of Nomad weapons!
Proud user of all things underestimated!
----------------------------------------
For the last time...there is no "N" in "TURRET"!

Post Mon Feb 09, 2004 6:23 am

you will be suprised off how far the patriot will go, just as the dagger...

and some with the starflier (saw 1 outside planet crete...)

patriot, must try 245k mission with it... did it with the dagger and succeeded

about the starflier, i don't know how far you can get with that thing... maybe you can do nomad bashing with it... but titan slaughter would be to high rated, deu to shield...

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Spamius Threadius

Post Mon Feb 09, 2004 6:53 am

245k missions with Patriot are VERY tedious...hunting Nomads is actually easier, since you can bug out whenever your shields get low. Same in Starflier, but even moreso(only tried that once or twice, then decided that wasn't profitable enough- I lost more in ammo relacement than I gained in payment and salvage put together. Even in a Patriot, I have to make periodic trade runs to make sure I don't run out of money for rippers and cruise disrupters).

----------------------------------------
Proud owner and operator of a Patriot!
Proud owner and operator of a Stiletto!
Proud ally of the Bounty Hunters' Guild!
Proud hater of Nomad weapons!
Proud user of all things underestimated!
----------------------------------------
For the last time...there is no "N" in "TURRET"!

Post Mon Feb 09, 2004 8:37 am

i don't have that with the dagger where i play with and do 245k missions with it... only if i gonna do pvp, then i loose an enormous ammount off money for my ammo...

i wonder what weaps you use on the patriot???

i use on my dagger the folowing;
- adv. stunpulse
- slingshot missile launcher
- sweeper missile launcher
- dragoon type 1
- pyros turret type 1
- hornet cruise disruptor
- ripper mine dropper
- adv. countermeasures

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Spamius Threadius

Post Mon Feb 09, 2004 5:04 pm

4 stunpulses and a ripper mine, usually. The guns usually total up to be almost as good as a single TDC for shield-busting. For lower level crap and Nomads, the stunpulses get replaced by faster-firing armor killing guns, like the Junker Barrager I/II's. Xeno Scorpions make good backup weapons as well. A Wasp disrupter only because the Rippers already suck enough cash that a Hornet would be excessive. IMP countermeasures and an Advanced thruster, and a class 3 graviton LF shield.

----------------------------------------
Proud owner and operator of a Patriot!
Proud owner and operator of a Stiletto!
Proud ally of the Bounty Hunters' Guild!
Proud hater of Nomad weapons!
Proud user of all things underestimated!
----------------------------------------
For the last time...there is no "N" in "TURRET"!

Post Tue Feb 10, 2004 3:23 am

The codenamed weapons are nothing special, and no ship can load more then four of them. Krakens and Wyrms, type II of course, are more then a match for them and the best refire rate for the codes is 3.33 (am I right?), meaning they dont do that much damage over a longer period of time. They fire too slow if you're fighting an LF thats jinking around the screen and they drain to much energy. Go to Crete or Malta and browse the dealers.

Attack, Engage, Destroy, Survive

Post Tue Feb 10, 2004 5:48 am

There are a couple of really good loadouts out there. Using codenames, its best to just use 2 of em. Anymore and things will get a little too complicated. Skyblast Bs are good, Kraken II are good, Nomads are the most commonly seen loadout, Tizonas are a 100% must have. etc etc.

Post Tue Feb 10, 2004 10:58 am

ok... let take a long shot...

wyrm type 2 are better then the most codenames with firerate 3.33

kraken type 2 are better then all codenames, but only cerberus and diamondbacks do more damage in a sec, but needs an enormous energy boost more... so in terms off damage by power, the kraken beats all codenames...

a sabre outfitted with only outcast weaps is better then an other ship outloaded with only codenames (no more off 2 the same codenames)

sabre;
- kraken type 2 (class 9, refire 4.00)
- kraken
- wyrm type 2 (class 9, refire 3.03)
- wyrm
- kraken
- kraken
- any torp or disruptor
- any mine
- any countermeasure

i toke the sabre, co'z the weaps are outcast also
the damage is enormous a sec, more then the normal outload off speed and with codenames;

- Salamanca Mk II (class 9, refire 4.00)
- Salamanca
- cerberus (class 10 codename, refire 2.00)
- cerberus
- diamondback (class 10 codename, refire 2.00)
- diamondback

don't get me wrong, this outload do more damage, and projectile speed is 600m/s. this would do 13296 hull dam/sec, but has energy use off 3120 a sec.

while the outcast outload with speed off 700m/s do 13327.12 hull dam/sec and 2939.78 energy/sec.

the outload off the outcast sabre can also be used with only kraken type 2, the the hull dam is 14064 a sec and 2928 energy a sec.'

so the outcast fighters will win in both fights, co'z it has more dam a sec with lower use off the powercore.

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