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The content may be outdated and links may not be functional.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

Using Turrets

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

Post Wed Dec 17, 2003 11:27 pm

Using Turrets

If I buy and equip turrets, then arm them; when I fire my primary weapons, do the turrets fire then, too? Or do they fire of their own accord? Or do I fire them some other way? And are they auto aimed, or do I have to go to turret mode to shoot them? I am sorry for asking such basic questions, but the manual is pretty vague on this.

Thanks in advance, Tom.

Post Wed Dec 17, 2003 11:44 pm

most ships turrets dont fire forward, cant tell u which do and dont, it might be a spoiler

** uk server **
www.ko krull.com (without the space, dont u love swear filters )

Post Wed Dec 17, 2003 11:59 pm

Piece of **** good fur nuthin manual...

Yeah, it is pretty vague, but turrets fire just like other weapons. Just be careful because they might have different speeds or range than your other weapons. All weapons still fire in turret mode (provided that they can point in that direction) and, of course, some turrets only fire backwards so if you have different types of turrets be careful where you put them
______________________________


there is apparently a widespread myth among users that "spamming" is what happens when you dump cans of Spam into a revolving fan.

Post Thu Dec 18, 2003 12:09 am

So, if I am using a backward firing turret, and I am shooting at a ship in front of me with my other weapons, what exactly is my turret doing? Shooting at any ship that comes up behind me?

Tom.

Post Thu Dec 18, 2003 1:04 am

nope. unless it shoots forward, its doing nothing

Post Thu Dec 18, 2003 1:17 am

turrents are worthless except when you're about to enter a tradelane/jumpgate. Then they keep a nice bit of cover over your tailpipe. Also, in forward firing fighters (hint, Liberty, Order, and Outcast) they can be effective mining guns, provided your other weapons are offline. Otherwise, invest your credits in your other guns. --- VH16

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

Post Thu Dec 18, 2003 4:42 am

There have been several threads on rear firing turrets. I, for one, think they should be automatic. How can you possibly fly a ship and fire a gun behind you otherwise? The bad guys can -- and do shoot at you while running away Tell me if they don't have computerised tail guns!

p.s. Had the same thing in both Privateer and RF. If the bad guys can do something, then we should be able to too!!!









Jose Chavez: "Trent! It's good to see my kind of scum."

Post Thu Dec 18, 2003 10:36 am

I use the backward turrent on my titan like this:

I press Rear(behind press "V" ) View check if someone behinde me,just press one time take short look of what is behind me.

if does, I try to use the turrent to crush his shield (using Rapier turrent ) usual if he got hit he will change his direction.

also if he is so close behind me I just drop mines

the turrent and backward view is most useful when you are facing 2 or more players at once, using the turrent and mines will make them confused for few seconds and its your chance to rocket/torp one of them to hell

of course with players that are better from you nothing will work




" Does killing PKs makes me any better! ? "

Edited by - DOOM on 18-12-2003 10:56:03

Post Thu Dec 18, 2003 10:55 am

@[ZN-Viper:

how the + and the the circle works, for what weapens, I see that my Aim is locked?

I use in my sabre (forward turrent) this combanation of weapen:

2* TDC 4.00
2* Diamondback 2.00 (if it does not fit do to the 2.00 you asume they are Blasters 4.00)
2* nomad Blasters 4.00 (nomad canon 3.03 does not fit!)
Turrent: SkyBlast B 8.33 (if it does not fit you can asume its slamanka or any other 4.00 turrent)

the difference here is with the Turrent range and project speed is 700 700
(most turrents are 700 700) and the TDC is 600 600, and the others are the same 699 range and 600 speed.

so the + and the Circle when they are togather that mean my weapens are locked on target, what weapens who are realy locked and hitting? and if I mount missles does missles also affect the Aim lock status?







" Does killing PKs makes me any better! ? "

Post Thu Dec 18, 2003 3:47 pm

When the + and the Circle are aligned, it is the average of all the leads needed for your weapons to hit. Because you have a SkyBlast B Turret (Class 9, fits fine), it is faster than the rest of your weapons, so your weapons may come up a bit short. Use extra lead (shoot farther ahead of the cross) if necessary. If all your weapons had the same projectile speed, then the + would be perfect for all your weapons, and unless the enemy changes direction, you will hit them.

As for missiles, I'm not exactly sure HOW they work. I assume that they have instantaneous lock-on and follow the target as best they can.

Post Thu Dec 18, 2003 10:06 pm

go into your data/equipment folder, and open up weapons_equip. poke around for the turret you're using, and then look for a line in it that says auto turret.

auto turret = true/false
it only says one, not both. anyway, i noticed that some are true and some are false. i have'nt goofed around with it, but i'm guessing that the turret will fire at whatever is targeted (if the value in auto turret is true).

Front, bow! Back, stern! Better get it right squirt, cuz' if ya don't I'll throw yer a$$ out the little round window in the side!

Post Mon Dec 22, 2003 4:09 pm

It sounds like turrets are more trouble than they are worth. Unless, of course, someone made a mod that would make them auto-aim and fire against enemies on your tail!

Tom.

Post Mon Dec 22, 2003 11:45 pm

Forward ones act as another gun, but you're right Tom. You're credits are better spent on primary weapons and sheilds. --- VH16

Budgets, one thing from the real world that carried over into FL

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

Post Tue Dec 23, 2003 6:39 am


Budgets, one thing from the real world that carried over into FL
Heh, yeah. Too bad common sense wasn't brought with it. Planets are only minutes away, yet they appear to have no gravitational effect on each other.

Post Wed Dec 24, 2003 1:30 am

The planets have no gravity because the ships can't generate enough lift to fly in the planets atmospheres. Everyone must wear magnetic boots or something to keep them bolted down. --- VH16

"We can lick gravity, but sometimes the paperwork is overwhelming" - von Braun


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

Return to Freelancer Discussion