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Missiles: Worthless? What''s your favorite

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

Post Sat May 14, 2005 9:27 pm

Missiles: Worthless? What''s your favorite

Someone asked about torpedoes being worthless after the story missions are over.
I've found that, with a maxed out ship and the most powerful guns in the game, missiles are pretty much worthless. Generally, by the time I lock on to the target, fire the missles, and wait for them to hit, I could have just shot the ship down.
The ships you can't wipe out with one gun pass (Hammerheads & Titans) are the hardest to hit with missiles,
I use them only for entertainment value. So I've got three questions
1) Do most of you feel the same or not?
2) If you regularly use missiles, which ones are your favorites and why?
3) What's the most effective missile tactic?

Post Sat May 14, 2005 11:25 pm

If you're going to use a missile, the ONLY one worth using is the Cannonball. The Stalker and Eraser series of missiles are just not worth it.

To use this effectively, it needs to be paired with at least one Tizona del Cid. The reason for this is that you should only EVER use missiles against an UNshielded ship. They are a complete waste otherwise.

Anyway, once you've taken an enemy's shields down, wait until they come to make a run at you head on. Launch your Cannonball and turn away. Either they are now dead, and you can move on, or they survived somehow and your pre-emptive turn now puts you in a strong position. In my experience, the AI is wholly incapable of dodging a missile launched in this way, except when there is lag on the server.

Post Sun May 15, 2005 1:20 am

I never really bothered with missles, I could never be bothered to pay for the ammo. In the storyline all I use is 1 adv stunpulse and then use heavy hull damaging weapons. Using missles is a waste. But if you REALLY want a challenge. Try using torpedoes in battle against a very heavy fighter :-D

Post Sun May 15, 2005 5:04 am

I usually use missles until I have certain guns,. because those guns coupled with an adv. debilitator turret equally pretty quick destuction. I do even use them sometimes if I'm vastly outnumbered and need to whittle them down quickly.

I very much agree that missles should only be used against ships whose shields are down, but I don't agree with using the Cannonballs. Sorry. The reason I disagree is because Cannonballs do around 5k of hull damage for 6k credits, but lancers do 2k hull damage for about 1k credits. So you can do about the same amount of damage with 2 Lancer missles, and save 4k credits. Granted, you could miss, it could get shot down, etc, but it's a chance I'd rather take. Plus, buying cannonball missles can get quite expensive very quickly, unless you're doing missions on Crete or Malta pretty much.

Just my opinion, to each their own, of course.

Trent: It's not the time, it's the sides that keep changing.

Post Sun May 15, 2005 5:10 am

The damage rating says that Cannonballs do 5,000 damage. However, they're an instant kill on any unshielded ship. Argh wrote a good thread in the Editing forum explaning why this is so.

Post Sun May 15, 2005 5:14 am

(to Darkstone) Even so, unless you're making 100k+ credits for a mission, they aren't worth the cost. You'll never make any money. When I get to the higher levels, I carry both a Lancer launcher and a Cannonball launcher. I usually use the Lancers everywhere except Malta and Crete, and maybe Tau-37 and Omega 41/Omicron Theta. They're great to have, but cost-prohibiting.

Also, as far as tactics are concerned, fly straight towards him and shoot it right before both people break away.

Trent: It's not the time, it's the sides that keep changing.

Post Sun May 15, 2005 10:19 am

I just got a Cannonball launcher a couple days ago, and, despite the wonderful payload, they are pretty friggin expensive. I prefer a pair of Catapault missiles, fired, as Darkstone said. just before both ships turn away. I've found that the best tactic againg AI ships is to launch the missiles and afterburn toward the ship and blast the sheilds down, then turn away. The missiles hit right after I turn and wipe it out.
(Of course, the idea of being able to outfly a missile launched from your ship is absurd, but what the hey, it's only a game. )
The less effective but more entertaining option is to fire guns and reduce the oncoming ship to about half strength, then launch a pair of misslies and just watch it bet blown to bits right in front of me.


'Planet Pittsburgh. What it lacks in charm and sophistication, it more than makes up for in cheap drinks.'

Post Sun May 15, 2005 12:35 pm

Note that missiles have a fixed projection speed -- but rather slow. hence, one should use thrusters to reach 200m/s and then fire the missiles, in this case the absolute velocity of missiles are nearly 300m/s, and one can fire at more feasible positions not necessarily head-to-head, as long as the target is keeping its trajectory during the flight of missiles. For torpedoes, tactics are similar, but torpedoes turn around rather cowardly sothat only head positions are favorable.

Post Mon May 16, 2005 11:29 am

My favorite missile is the paraliyzer heres its abilites : Hull Dmg 42 Sheild Dmg 7982.....HEHEHEHEHE a very nasty missle one thats hard to live through > then shoot a sun slayer right behind it....Then just say BYE BYE beyond deadly more than once i ended a trip for some one cause of it.

A 8 man team cant defeat a science research center filled with who knows what that have already killed 500 people....

If your biggest gun doesnt work first then drop it and run like heck.....

Post Mon May 16, 2005 11:42 am

Although 2 del Cids do the job just as well and don't cost you ammo money.

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