Rule#3: Dont fire a missile or torp when one is about to hit you.
Man's Worst Invention-The Chair-Desk
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firestalker
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With missiles, there are only two things that actually matter. Why? Because any decent player will easily avoid shots fired at them from the rear, so their relative guidance is really not that important.
1. What is the size of the blast? Any sub-part of a ship's model passes blast damage to the main model, along with taking damage itself. I was the person who figured this out and fixed it in the XML Toolkit Mod- missiles aren't nearly as terribly-balanced as in stock FL.
2. How much damage does it do?
And that is... pretty much IT.
To use Missiles well in PvP... simply knock your opponant's shields down with shieldbusters in a couple of volleys, then rush them head-on and release your missile/torp at the last second. Assuming that you have a Shield and they don't... you win. And that's all there is to it, folks. You do not, generally speaking, need more than 2 Cannonball hits to destroy most stock FL ships, because of the damage being passed around like it is. And a Sunslayer is generally fatal, period.
People who're like "don't rush with torps or you'll die" do not know how to kill their opponents' Shields faster than they lose theirs, apparantly. Equip any VHF with 5 of the Level Nine shieldbusters (which you can find in O.G.) 1 Cannonball with 50 rounds, 1 Sunslayer with 50 rounds, the best mine you can buy/find (that's a bit of a spoiler, heh) and then you can kill almost anything. For your Turret, assuming that you're flying a VHF whose Turret can fire forward, get the best weapon you can fit onto it.
Because you're using almost all Shieldbusters, you're not going to run out've Energy. And you're going to knock down people's Shields faster than they will do the same, unless they are armed the same way or better- there simply isn't anything competitive for shield-damage-per-second.
1. What is the size of the blast? Any sub-part of a ship's model passes blast damage to the main model, along with taking damage itself. I was the person who figured this out and fixed it in the XML Toolkit Mod- missiles aren't nearly as terribly-balanced as in stock FL.
2. How much damage does it do?
And that is... pretty much IT.
To use Missiles well in PvP... simply knock your opponant's shields down with shieldbusters in a couple of volleys, then rush them head-on and release your missile/torp at the last second. Assuming that you have a Shield and they don't... you win. And that's all there is to it, folks. You do not, generally speaking, need more than 2 Cannonball hits to destroy most stock FL ships, because of the damage being passed around like it is. And a Sunslayer is generally fatal, period.
People who're like "don't rush with torps or you'll die" do not know how to kill their opponents' Shields faster than they lose theirs, apparantly. Equip any VHF with 5 of the Level Nine shieldbusters (which you can find in O.G.) 1 Cannonball with 50 rounds, 1 Sunslayer with 50 rounds, the best mine you can buy/find (that's a bit of a spoiler, heh) and then you can kill almost anything. For your Turret, assuming that you're flying a VHF whose Turret can fire forward, get the best weapon you can fit onto it.
Because you're using almost all Shieldbusters, you're not going to run out've Energy. And you're going to knock down people's Shields faster than they will do the same, unless they are armed the same way or better- there simply isn't anything competitive for shield-damage-per-second.
21 posts
• Page 2 of 2 • 1, 2
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