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Argh.... Torpedos?

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

Post Tue Mar 11, 2003 10:05 pm

Argh.... Torpedos?

Just yesterday I had a bit of money to spare, so i decided to spring i the 7k or so on a starkiller (is that right?) torpedo launcher. I also bought 5 torpedos and got a base killing mission @ the bar.

I found the torpedos WEREN'T that strong I thought 2k damage was a lot, but i guess not. It was a level 20 something mission. Was I just firing wrong or are those bases really that tough?

Post Tue Mar 11, 2003 10:12 pm

Ive heard theyre real tuff stuff. Dont die too quickly from what ive heard on the forum. My game hasnt come in yet (ordered from the crappiest company in the US) so i dont know for sure

*If you have a cat and a dog in the same house, will that be a problem? Of course not, you might just have solved world hunger*

Post Wed Mar 12, 2003 12:20 am

I noticed this too, I sprung for a starkiller and bases ARE a lot tougher than they seem. Personally I use them to blow away base defense weapons platforms first ... I line them up, fire off a torpedo per platform, then mop up the fighters... the base should be easy pickings after that.

Post Wed Mar 12, 2003 1:08 am

What base were you killing?

I've only gotten one base killing mission, and it was in Liberty against a Rogue base (and I'm not talkin about the first mission). It was cake killing the thing, and I only used guns.

Post Wed Mar 12, 2003 1:18 am

2k dmg, are 2k dmg, which simply is not much, a weapon with a refire rate of 8, and 50 dmg, does per second about 400 dmg, add 5 of them, and you are at 2k dmg per second just from guns, sure one torp every 2 seconds or so is a nice boosts, but it is not the super dupper killer ... but sunslayer ... those are nasty, after the shilds are down, about everything dies from a single shot

but well, if you get a sunslayer. you have aswell guns that do about the same dmg per second as the sunslayer torp does. back to start again I guess

still a nice little extra dmg.

Post Wed Mar 12, 2003 1:26 am

That makes sense to me, Apocalypse. I guess chalk up the underpowered torps as another balance gripe - but nothing a quick mod couldn't fix.

Post Wed Mar 12, 2003 1:36 am

what gripes me about projectiles is their lack of relative speed. Missiles alone should be doing @ least 160.. no 90 or 99. Basically, they are just fast mines..

Post Wed Mar 12, 2003 2:34 am

Fast mines that home a lot better than mines... some of those missiles can be nasty.

Post Wed Mar 12, 2003 3:31 am

Common gripe here in the forums...The missiles are way too slow, and really only effective for dropping in the face of an oncoming baddie.

Post Wed Mar 12, 2003 7:43 am

i found a new use for my starkiller torps

relatively CHEAP missiles
since i only use missiles when battling an oncoming enemy, i thought... hey what if i used the torpedos?

another plus is that the enemies are grouped together (most the time) when coming at you initially

it works pretty well usually killing the target and taking down the shields of all the ships in its group. a good ice breaker splash damage is great

now if i could get my hands on a sunslayer and do that...

Post Wed Mar 12, 2003 8:05 am

Starkiller torpedos are good for when you're supposed to be using them, which is first 2/3 of the campaign. Odds are you won't be able to afford sunslayers until after the campaign, so you'll think starkillers are crap...which they are once you've leveled past their use =T Sunslayers definitely won't let you down.

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