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Banshee

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 Mon May 10, 2004 4:06 am

These are the rules I use to decide my Banshee equips:
* If you mount a missile, the gun energy rate is irrelevant coz 3 guns just can't suck up your energy
* Judge guns on damage rate, i.e refire rate multiplied by damage per hit
* A slow refire rate is irrelevant IMO
* Don't use gun combinations where there's more than a 51 projectile speed difference between them
* All else being equal, go for a faster projectile speed because they're more accurate
* Forget about gun range, because it's not that important IMO and if I think about that too, my head will explode

Observations:
Banshee has 2 class 6 gun ports, two class 7
There are no class 6 missiles
The most damaging class 7 missile is the Lancer, which mostly damages hulls
There are no class 6 Pulse guns
There are two class 7 Pulse guns which are exactly the same except for projectile speeds:
Rapier:600
Debilitator: 750
The two best hull damaging class 6 guns are exactly the same (they're particles guns), except for projectile speed:
Pyros Type III: 600
Adv. Tarantula: 699
The most popular type of shield used by factions is damaged the most by particle guns
The second most popular type of shield used by factions is damaged the most by neutron/tachyon guns

My equip for getting rid of ships the fastest (see previous post) has:
A class 7 Pulse for their shields
Lancer for their hulls
Class 6 particle guns for polishing off the remaining bits of hull after the missiles, and also doing decent shield damage

My equip for getting rid of ships more stylishly has:
One class 7 tachyon and two class 6 particle guns for good general death-by-shooting
A Lancer for when I get scared and need to just blow things out of the sky coz I'm not a good pilot

There is an alternative equip which gives exactly the same damage where all the guns have exactly the same projectile speed, but it is 600 (not 699 to 750).
I think slow guns are rubbish.

Shame the Banshee is so goddam ugly

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Bad at flying, good at statistics.

Post Mon May 10, 2004 4:57 am

thats very nice. I would just stick with a lancer two shield busters and two lancer missiles. shield busters will bring down the shields easily, and when the NPC or players turns around to fire at you, fire the missiles at close but not too close range.

You know what?
You guys should populate
Yukanojo's Server.
I love it. Start out completely neutral and 5k credits. Also, you can e-mail me and ask to join my clan if you want. I have 2 members already. If I agree with you joining, meet me at manhatten and i will give you 100k credits. So, pay a visit to Yukanojo's server. Also, during the next week(10th to 16th), I will be donating my 7-8mil credits, and equipment to someone on the
[5thW FL:: www.5thss.com
server to some lucky player hanging out manahtten. I wil be around manhatten and only for 5 mins. I have kusari rare guns all the way to nomad guns and level 10 fighter shield. Don't miss out.

Post Mon May 10, 2004 4:37 pm

Debilitators are far superior to the Rapier because they move faster and use less energy. Debilitators can be put in the the Class 7 hard points. Debilitators do around 600, so it would be best to have 2, but you can live with one.

Range is semi-important. It's better to have a range of at least 600.

Since most players online use the Advanced Brigandine, it would be better to use photon weapons. The best photon weapons in the game are GMG weapons. So 2 sunblast A's in the class six slots. If you didn't equip the 2nd debilitator, you can put a sunblast B in the remaining Class 7 slot.

All weapons move at 750.

Post Tue May 11, 2004 5:01 am

Dr_Twitch: I agree that you get the most damage with more missiles, but the problem with the Banshee is that if you have 2 Lancers and 2 shield busters, the 'busters would have to be Borrocos. I'd feel I was missing out if I put class 5's in class 6 slots

Also, I don't like the idea of relying solely on missiles for hull damage - what happens when they run out?

Oh, and I like the pretty guns

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Bad at flying, good at statistics.

Post Tue May 11, 2004 11:10 am

50 missiles are good enough until the next time you dock, if you know how to use them.

Post Tue May 11, 2004 11:18 am

Even though 50 missiles is a lot, I don't like running the risk that I might fall foul of random NPCs spawning on the way back to my base after completing a mission or whatever

Post Tue May 11, 2004 6:11 pm

Stick with Rheinland weapons, they're some of the best in the game. Flamecurses, firekisses, and hornvipers would made a more than sufficent bang for you buck, and a nice little present for anything outside the omicrons that's riding your tail. Go with some quick hitters with one or two crowd pleasers (I like heavier damage weapons myself as opposed to refire rate). --- VH16

Whoever came up with "Mission Commision" should be lined up and shot

Post Tue May 11, 2004 9:41 pm

you dont really need to ask what loadout to have. it depends on which weapons you like and how much pwr hungry you are.

Post Wed May 12, 2004 4:08 am

Firekiss and Hornviper are class 8, no good for the Banshee. Flamecurse is a plasma gun, speed 500, which I find a bit rubbish.

I think that in general, missile (or predominantly missile) equips are more damaging in the right hands. It's just that the Banshee has 2 class 6 ports which means you'd have to use class 5 missiles there. Never done it myself. I guess it would be pretty devastating to come up against, expensive to use.

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Bad at flying, good at statistics.

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