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nomad weapons

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!

LXP

Post Fri Feb 11, 2005 7:18 am

Good point.

Which clearly rises the question about an MP mod that does not include nomad weapons at all. Does such a thing exist?

Post Fri Feb 11, 2005 10:32 am

I have no idea (if so, then it's probably in the gigantinormous megalithic mod database on this site). If it did, I would almost certainly need to wait for my old had drive to work again before getting it, since that's where all my game data is. I'd be very tempted to run a server off my desktop if I could get my hands on a mod like that (I wouldn't know the first thing about making one). That plus one of the gate unlocking mods (because the SP-only systems, sans enemies, would make spectacular dueling and practice areas).

Edited Sig. Once per thread please.

Edited by - Finalday on 2/19/2005 6:44:30 AM

Post Mon Feb 14, 2005 1:55 am

I totally agree with Nukelt, it seems to me that MP is all about getting top level as quickly as possible, buying a VHF, then grabbing Nomad weapons. If the weapons take no energy to fire, then I think that any ship should be able to use them.

They are unbalanced though, making your choice of weapons fairly obvious. I feel that for the sake of game balance, the power drain on weapons should be relative to the amount of damage/second you can inflict with them. Having to plan your attacks is more fun than just placing your coffee mug on the mouse button and waiting for an enemy to die, in my opinion.

Throwing some light fighters into the mix, and having the classic speed vs. power/resislience battles would be more interesting.

Post Fri Feb 18, 2005 1:06 pm

My character is totally neutral with all known corps/crims/house (well, except for the Mollies and Nomads). I have little over 200 hours on that character. Did only 6 (yes, that's right, 6 ) missions. Explored 44 systems. Visited 127 bases, found and jumped through 100 jumpholes and i'm lvl 33 with standard Corsair weapons. I have almost all the Codenames in my cargo. And I fly a Falcon.

Not everyone wants the best with the best.

Post Sat Feb 19, 2005 6:10 am

A new mod just came out let all ships carry Level 10 weapons. That or it's being advertised again.

To make things even when I play SP I use an Phisics Changer Mod and one of the favorite things I like to do is make the speeds realistic. Thus making it so that the LF have a speed advantage and the HF have a gun advantage.

How ever I agree with NukeIt, the game is incomplete. More input could have being put in the weapons. Like there could have being the absolt powerful weapon like a Flamecurse MKIII, but would be slow and dificult to use.

And anyway with the weapon set I use I don't use Leval 10 Weapons. When it comes to weapons, you need to think about what each weapon will do. Like a Stunpulse will wear down sheilds while a Laser weapon will fire very fast. Codenames and Nomad weapons are good but take the fun out of the game.

Post Sat Feb 19, 2005 6:44 am

Nukeit, can you uncheck the add sig box, so it is only once per thread. Thanks

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