Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

No continuous fire with FIRE WEAPON GROUP X ?

This is a free discussion forum on Freelancer. This is the place to discuss Freelancer issues NOT covered by the other boards!

Post Wed Jun 11, 2003 12:46 am

No continuous fire with FIRE WEAPON GROUP X ?

After I binding a button to FIRE WEAPON GROUP X I only get a single volley when I press that button, instead of continuous fire as long as the button is pressed. When I bind the same button to FIRE WEAPON X then I get continuous fire with an initial stutter if the button is a keyboard key, or a single volley if it is a mouse button. Yet when I bind the same button to FIRE WEAPONS then I get perfect continuous fire in all cases.

Is it my computer that is b0rken or is this a program 'feature'?

I wanted to try Todd D. Degani's trick for having countermeasures fire automatically when needed (see TODD D. DEGANI ON COUNTERMEASURES in the Combat Fundamentals section of the Sybex Strategy Guide, and also Auto mode for the countermeasure droppers here in these holy halls), because I thought it might just give me the little edge I need to beat the mission I am currently stuck at. It is one of the later missions, the one where you fetch something to read for Quintaine and a fat man gets in the way.

The problem I am having is that there are a lot of missiles flying about, and these missiles are powerful enough to punch through the armour of my ship in a single hit (it is a rather small ship and the hull has only 1100 hit pts). So, if my shield is down when there is an incoming missile and I cannot foil the missile with a countermeasure then I am toast. And since the shield is not very powerful (c3 graviton) it can go down rather quickly on occasion.

The first time I bit the dust while docking (was almost into the bay before the fatal hit), so I know it must be possible. The missiles got me a bit earlier the second time because I was a bit slow with the countermeasures (missile hit the flare but the flare was not far enough away and so I was in the blast radius of the explosion), that is when I remembered the flares-on-automatic trick.

Edited by - Sherlog on 11-06-2003 02:05:53

Post Wed Jun 11, 2003 2:40 pm

Just press and hold the C button (the default for launching flares)
It works for me... Although you will run out of flares pretty quick. My suggestion is that every 1 - 2 seconds you just drop one... You won't run out as quickly and unless they're right on your tail when they launch the missile you shoud be fine.
Or you could just get a better ship.

If I go back and time and kill my grandparents, what will happen?

Post Wed Jun 11, 2003 11:40 pm

The trick is not about firing flares continuously, it is about having flares launched automatically when there is an incoming missile. It works like this: you activate a weapon group that contains the countermeasure dropper but you don't fire it (because that would fire flares, too). What you actually fire is a different weapon group, one that contains only the guns you want to fire.

The problem is that there seems to be a glitch with firing weapon groups, as I mentioned in my earlier post.

And no, I can't get a bigger ship since the whole point of the exercise is to beat the mission in this particular ship. I've done the easy ones (Drake, Dagger, Patriot etc.) already.

Post Thu Jun 12, 2003 4:56 pm

it's simply not possible.

"This setup will allow your ship to fire countermeasures automatically but does have the drawback of your having to press a key every time you wish to fire your main weapons."

Post Thu Jun 12, 2003 8:01 pm

Pity, though. Thanks for pointing this out, IP.Nomad. I had completely overlooked it.

So it is definitely a program bug, and DA definitely knows about it already ... Perhaps it'll be fixed in the upcoming client patch.

Return to Freelancer Discussion