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Dromedary combat tactics

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 Wed Feb 18, 2004 3:12 am

Dromedary combat tactics

I read the Guide to Freighter Outfitting thread by T-hawk. He suggested this weapon configuration on a Dromedary:

GUN: Catapult Missile (Class 5)
GUN: Catapult Missile (Class 5)
GUN: Adv. Devastator (Class 6)
TURRET: Angelito Mk I (Class 5)
TURRET: Angelito Mk I (Class 5)
TURRET: Debilitator (Class 6)
TURRET: Debilitator (Class 6)
TURRET: Sunblast (Class 6)

This seems like a very effective combination. Much of the time, I manage to kill heavy fighters (e.g. Centurion) in just one pass, by firing my guns at them (the Debilitator turrets drain their shields quickly) and then both catapult missiles hit their unshielded hull and they explode. T-hawk suggested the following tactic:


Fly at a target ship head-on, your shieldbusters will take off the shields, you'll launch a pair of Catapults, and clean up as necessary with the rest of the guns. With practice, you should be able to take out AI ships of up to class-8 (basically anything you'll meet in the campaign) in one head-on pass. Then fire the thruster, kill the engine, drift out of danger while turning around and lining up another target and replenishing the powerplant, and repeat.


I have trouble getting one-pass kills consistently, though. Sometimes I can't get the enemy lined up with me correctly, and I might end up firing 8 missiles without scoring a single hit. Any suggestions on how to ensure that my missiles hit?

What about mines - is there a way to add a mine to my attack when fighting against fighters? (I guess if I'm taking down a Weapons Platform, I can drop a mine just as I pass.)

If I'm in open space and I've been hit by a cruise disruptor, how can I run? I try to re-engage my cruise engines and I keep pressing "C" over and over again, but despite having Advanced Countermeasures, their followup cruise disruptors keep hitting me over and over while I'm trying to charge my cruise engines, and they also score a lot of hits with their guns especially since I can't use thrusters while charging cruise engines.

Is there a way to fight 9 Centurions with a Dromedary and win? I can kill 4 and maybe 6, but when there's 9 of them, I can't even see the lead indicator of my target due to all the incoming fire, and they toast my shields and hull quickly.

Post Wed Feb 18, 2004 3:21 am

You just have to get lined up well with the missiles and hope they dont jink out of the way. You may want to try firing one then the other, that way you increase the chance of one of them hitting but it may delay you long enough for them to jink for hte second and therefore only take one hit.
Mines aren't the most effective thing in the game, I only use them when hightailing it on thrusters. To startup my cruise engines in a fight I floor it on thrusters until they drain engage cruise, jink a bit and drop CMs. A few mines while you're running could help.
To fight a bunch of them it might be best to go in with normal tactics and when you're in a scratch of trouble hit the thrusters, drop mines and go turret view and lay down the fire. When all has replenished cut engine, spin and go again. You'll never win if you try to dogfight them.

Attack, Engage, Destroy, Survive

Post Wed Feb 18, 2004 6:56 am

Use your engine kill and thruster to escape NPC's with cruise disrupters. If your timing is impeccable, you can use countermeasures, but it's easier to slip away at 2/3 the speed until you safely exit the disrupter missile's range(about 2-3k away).

----------------------------------------
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 Thu Feb 19, 2004 4:37 am

I wonder, what if I mounted missiles on all my gun hardpoints (perhaps 2 Catapult and 1 Slingshot), and shield busting Debilitator Turrets on all my turret hardpoints (5 of them)? This might make me a lot more deadly---as long as I don't run out of missiles.

Post Thu Feb 19, 2004 12:58 pm

When in a freighter, one thing to keep in mind is they have far more hardpoints
then the battery could ever power. Turret Mode is the main reason for this.
However, with the buggy and seldom used Weapon Groups option you can turn this
into a devastating advantage!

Weapon Groups: I assigned two keys to weapon groups in setup. To set up the group,
just activate the desired guns and hit the key. Saved. When loading the character
or launching from a base, the feature is a bit buggy. It sometimes only remembers
the group you docked with. So sometime soon I re-configure the other group, either
while docking with a tradelane or in the tradelane. Minor inconvenience I put up with.

Here is a very simple Drom loadout:

Group 1

G6: Borroco ( Pulse Class 5 )
G5: Borroco ( Pulse Class 5 )
G6: Borroco ( Pulse Class 5 )

Group 2

T5: Angelito Turret Mk I ( Class 5 shoots rear only )
T5: Angelito Turret Mk I ( Class 5 )
T6: Angelito Turret Mk I ( Class 5 )
T6: Angelito Turret Mk I ( Class 5 )
T6: Angelito Turret Mk I ( Class 5 )

I start shooting the 3 fixed Borrocos. These hit shields with about the
D.P.S. of three Nomad Energy Blasters, when hitting Molecular shields.
(MORE against Positron, less against Graviton)

When shields are down, I switch weapon group to the turrets.
Now I have four guns which are very powerful for their class,
while still being fairly efficient.

Here's a slightly more complex loadout:

Group 2

G6: Adv. Tarantula ( Class 6 )
G5: Catapult Missile ( Class 5 )
G6: Adv. Tarantula ( Class 6 )

T5: Angelito Turret Mk I (Class 5 )
T5: Angelito Turret Mk I (Class 5 )

Group 1

T6: Debilitator Turret ( Pulse Class 6 )
T6: Debilitator Turret ( Pulse Class 6 )
T6: Debilitator Turret ( Pulse Class 6 )

Now, as to your multiple missiles... Repost from post I made a while ago:

------snip-------
I have run extensive experiments on my LAN server with two missile launchers.

Results: Not Good News

What I have observed is what I call missile-missile interference.
Yes, shooting two Catapults at a stationary target gets good results.
However, if that target is moving, ONE missile will likely hit first.
What then happens is that if the 2nd missile is within the blast radius,
it gets destroyed BEFORE hitting target. I tried to fix this problem by
using one Homing (@99m/s)and one non-Homing (@90m/s)to get a 9m/s difference.

At long ranges the problem was fixed, but made it even worse at short ranges!

End result seems to indicate only fire ONE missile at time. Therefore that
one should be the largest non-homimg the ship will carry. A second missile
launcher that has a different function (like EMP) can be mounted too tho.

I have even seen (unconfirmed)the two missiles run into each other and
mutually destroy each other! I assume that the ship hardpoints have a
factor here, and two launchers on the same wing would exibit this more
than launchers at maximum separation from each other. Could not reproduce.
------snip-------



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

Post Thu Feb 19, 2004 2:11 pm

As Frobozz says, sometimes a double-missile attack does fizzle and deal little damage. I find this happens maybe 10% of the time. When it does, there's nothing you can do except turn around and try again.

I've never gotten the hang of mine combat either. Mines are useful against the big stationary targets in the campaign, not Centurions (no, not Titans either.)

One addition to the original combat advice I gave is this: start your attack runs from FAR away, like 2000m-plus. The extra distance gives the enemy ship time to notice you and come directly at you. You WANT this, as keeping the target in a straight line is the key to making darn sure the missiles hit. Also, you can fire TWO sets of missiles if you start that far away. Fire once around 1500m distance, and you'll be able to fire again at around 500m distance. If you're lucky and good, your shieldbusters will take down the target's shields *while* the first set of missiles is in flight, then the second set will follow up. Two Catapults won't kill a Centurion in one pass, but four often will.

--

Post Thu Feb 19, 2004 2:53 pm


Group 1

G6: Borroco ( Pulse Class 5 )
G5: Borroco ( Pulse Class 5 )
G6: Borroco ( Pulse Class 5 )

Group 2

T5: Angelito Turret Mk I ( Class 5 shoots rear only )
T5: Angelito Turret Mk I ( Class 5 )
T6: Angelito Turret Mk I ( Class 5 )
T6: Angelito Turret Mk I ( Class 5 )
T6: Angelito Turret Mk I ( Class 5 )


Hmm, the nice thing about that configuration is that it won't run out of ammunition. I've tried taking $100-200k reward missions in my Dromedary before, but was always running out of Catapult missiles.

How quickly can you kill a VHF with the Angelito turrets, after downing its shields? And why don't you use any class 6 turrets---the powerplant can't support it?


What I have observed is what I call missile-missile interference.
Yes, shooting two Catapults at a stationary target gets good results.
However, if that target is moving, ONE missile will likely hit first.
What then happens is that if the 2nd missile is within the blast radius,
it gets destroyed BEFORE hitting target.


Yeah, I've noticed sometimes that my dual Catapults do less damage than they should. It seems to work most of the time, though...


I've never gotten the hang of mine combat either. Mines are useful against the big stationary targets in the campaign, not Centurions (no, not Titans either.)


Ahh, a pity... I had my friend with an Eagle sit stationary behind me, while I shot down her shields and dropped a mine. The mine by itself did about 70% hull damage!

Post Thu Feb 19, 2004 6:10 pm

hmmm


I have trouble getting one-pass kills consistently, though. Sometimes I can't get the enemy lined up with me correctly, and I might end up firing 8 missiles without scoring a single hit. Any suggestions on how to ensure that my missiles hit?


fire the missiles when u are at near point blank range in a head on pass. if they dont die, launch a mine or 2 the second they pass over (or under or on the side of u). the mine will be close enuff and they will be headed in a straight direction. if u mine them just BEFORE they are about to pass u (in head on attack), then they will fly rigfht into the mine. mines will finish off that little sliver of armor they will have left.

Orillion: So trent, will you help us with the mission?

Trent: Sure, as long as I'm not shot at, knocked out, held at gunpoint, electrocuted, skewered alive by giant alien shapeshifters, have to dive out windows, or fight off spindly nomad incubi.

Post Fri Feb 20, 2004 7:37 am


Group 1

G6: Borroco ( Pulse Class 5 )
G5: Borroco ( Pulse Class 5 )
G6: Borroco ( Pulse Class 5 )

Group 2

T5: Angelito Turret Mk I ( Class 5 shoots rear only )
T5: Angelito Turret Mk I ( Class 5 )
T6: Angelito Turret Mk I ( Class 5 )
T6: Angelito Turret Mk I ( Class 5 )
T6: Angelito Turret Mk I ( Class 5 )


I've tried out this build, but I found it to be significantly lacking in stopping power.

I can shoot down the target's shields easily enough. But once their shields are down, the Angelito turrets take a long time to destroy the hull. With 4 Angelito turrets, I would be doing 484 hull damage per shot, so I'd need more than 10 shots (at 4.00 firing rate) to destroy most fighters.

Why use class 5 weapons in class 6 slots? That seems to be sacrificing a lot of potential firepower. What about this instead:

GUN (Class 5): Tarantula
GUN (Class 6): Adv. Tarantula
GUN (Class 6): Adv. Tarantula
TURRET (Class 5, Rear): Angelito Turret Mk I
TURRET (Class 5): Angelito Turret Mk I
TURRET (Class 6): Pyros Type 2
TURRET (Class 6): Debiliator Turret
TURRET (Class 6): Debiliator Turret

That gives 833 hull damage per shot when firing forward, which is 70% better. I'm not sure if it can support that power consumption, though.

Post Fri Feb 20, 2004 9:54 am

Well, I did call the Angelito loadout simple. It's not the loadout I use, it's a 'safe' one.
I've hunted Xeno Hawks in Kepler a lot with it, so I know it works.

This is my current loadout:

Group 1

G6: Borroco ( Pulse Class 5 )
G5: Borroco ( Pulse Class 5 )
G6: Borroco ( Pulse Class 5 )

Group 2

T5: Angelito Turret Mk I ( Class 5 shoots rear only )
T5: Angelito Turret Mk I ( Class 5 )
T6: Pyros Turret Type 2 ( Class 6 )
T6: Pyros Turret Type 2 ( Class 6 )
T6: Pyros Turret Type 2 ( Class 6 )

This one is very power hungry, and must be used with caution.
It's not for swarms of AI, it's for PvP in MP.

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