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Freelancer Rebalance 1.0b features and feedback
Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer
Flak Turrets - how are they supposed to be used?
I bought a couple of them when they were first introduced. According to the info card, they have stats similar to a missile; ie., 200 speed, and a turn radius. Once I saw that it had a turn radius, I got the impression that they were homing. When I tried using them in combat, however, I didn't see any indication of this. They just fired off into nowhere at a casual pace.
Also, what makes them rate the term "flak?" Do they have an area of effect when they explode like a torpedo, perhaps?
I bought a couple of them when they were first introduced. According to the info card, they have stats similar to a missile; ie., 200 speed, and a turn radius. Once I saw that it had a turn radius, I got the impression that they were homing. When I tried using them in combat, however, I didn't see any indication of this. They just fired off into nowhere at a casual pace.
Also, what makes them rate the term "flak?" Do they have an area of effect when they explode like a torpedo, perhaps?
Don't know if I got you right, but the mod is now in a self-extracting exe in the file you dl. Just open it with winzip, unzip the file and run it.
I can't wait until I find a really good mod where I can fly the Liberty Cruiser... Ah... Sweet dreams Buffalo Base, 'cause here comes the almighty Projectile in the Dorsetshire (yeah, I'll call her that...) to blast your puny base to even punier pieces! WAHAHAHAHAHAAA!
I can't wait until I find a really good mod where I can fly the Liberty Cruiser... Ah... Sweet dreams Buffalo Base, 'cause here comes the almighty Projectile in the Dorsetshire (yeah, I'll call her that...) to blast your puny base to even punier pieces! WAHAHAHAHAHAAA!
Hi guys, great mod here!
Just wanted to say something about the TIE Ships. Being a great SW fan owning almost all the SW book series, I think i have something to say. =) I can't remember all the details but with a quick search frm the net, here's what I came up with:
TIE FIGHTERS
Shields : No
Hyperdrive : No
Speed Rating: 100MGLT
Gun Mounts: 2 Laser Cannons
Note: versatile fighter that performs all operations including fleet escort, reconnaissance, space patrol and planetary guard. The TIE Fighter lacks shields and a hyperdrive as most of the Imperial Starfighters do
TIE INTERCEPTOR
Shields : No
Hyperdrive : No
Speed Rating: 110MGLT
Gun Mounts: 4 Laser Cannons
Note: based on the custom bent wing design created by Lord Vader. Designed as an answer to Incom's T-65 X-wing starfighter.
TIE ADVANCED x1 STARFIGHTER
Shields : Yes
Hyperdrive : Yes
Speed Rating: 145MGLT
Gun Mounts: 4 Laser Cannons
Missile : 2
Note: Darth Vader's personal fighter. Too expensive to be mass produced. Also boast extra armor.
TIE DEFENDERS
Shields : Yes
Hyperdrive : Yes
Speed Rating: 180MGLT
Gun Mounts: 3 Laser Cannons + 2 Ion Cannons
Missile : 2
You really wouldn't believe the variations of TIEs out there. Check out http://www.theforce.net/swtc/tie.html#tiea
Just wanted to say something about the TIE Ships. Being a great SW fan owning almost all the SW book series, I think i have something to say. =) I can't remember all the details but with a quick search frm the net, here's what I came up with:
TIE FIGHTERS
Shields : No
Hyperdrive : No
Speed Rating: 100MGLT
Gun Mounts: 2 Laser Cannons
Note: versatile fighter that performs all operations including fleet escort, reconnaissance, space patrol and planetary guard. The TIE Fighter lacks shields and a hyperdrive as most of the Imperial Starfighters do
TIE INTERCEPTOR
Shields : No
Hyperdrive : No
Speed Rating: 110MGLT
Gun Mounts: 4 Laser Cannons
Note: based on the custom bent wing design created by Lord Vader. Designed as an answer to Incom's T-65 X-wing starfighter.
TIE ADVANCED x1 STARFIGHTER
Shields : Yes
Hyperdrive : Yes
Speed Rating: 145MGLT
Gun Mounts: 4 Laser Cannons
Missile : 2
Note: Darth Vader's personal fighter. Too expensive to be mass produced. Also boast extra armor.
TIE DEFENDERS
Shields : Yes
Hyperdrive : Yes
Speed Rating: 180MGLT
Gun Mounts: 3 Laser Cannons + 2 Ion Cannons
Missile : 2
You really wouldn't believe the variations of TIEs out there. Check out http://www.theforce.net/swtc/tie.html#tiea
Michael,
Many thanks for your feedback, no problems with Ver. 11B. Smooth as silk.
However, I could find no adv. Tarantula's in Dublin when you play Open SP, Maybe the Molly's have some, but I am on the top of their hit list. Perhaps Graves could add them to their list as they have Tarantula (L5) and debilitator turrets. I went looking in my Cylon - killed lots of molly's, then some Corsairs showed up in Titans and put a stop to that....... 1 Cylon (L/6 Shields) + 4 Titans (with L/10 shields), = You are dead - better luck next time.
Couple of questions:
1. Is there already or is it possible to add a LOW profile (Killer) light fighter, (say Level 15 -16?) with level 8 - 10 shields, level 5 - 8 weapons - 4 Guns, and either 2 gun mountable missile slots, or 1 - 2 turrets - that will accept say a heavy Corsair p/plant. Cargo is unimportant. Say 50 units. There or two reasons I ask this;
A. Some of the best weapons in the game are freely available around this rating and you don't have to get into bed with the uglies to get 'em.
B. In the "story line" game you seem to be at about this level when all the 'heavy" action starts and many of the "Foe's" outgun you. Just a thought...
Perhaps just "upgrade" the Cylon or the Viper a fraction!!!
2. Why put the $10 credit L/10 shields at Primus if nothing I've taken there can use 'em? You get some time off at the Dragons base during SP to go looking and I went to Primus and got some Nomad stuff... Some of it makes your ship look really strange------- Careful selection is the order of the day!!!
3. Have you changed the game so Nomads don't drop weapons as loot? Do you have to reach a certain level now?
Tried the Phoenix, works well but had to got to Cambridge to buy it as same as others, game locks up if you buy it at Houston.
Keep up the good work
Regards,
Harrier,
Retreat[
Yeah, a Cylon MKII with 4 class 8 weapons or even a Starfury MkII will be a good idea(just had no time top implement it in the new v 1.4b wich will came out tomorow, it was already sent to my support site for testing)
I know about texas lockups, still dunno why are they occuring. MAybe I'll just remove the phoenix from Texas and put it on MActan for ex...so u'll have to get in bed with Lane hackers to get it.
Team Projectile, backup all FL directoey in a zip(or ace, rar) file on other drive, than when u wanna rmoeve the mod, just uninstal it and copy all that archived dir back to FL.
Slap, the Sith Infiltrator will be in verision 1.4b, which is also an integral version, no more separate downloads/manual install.
ok cool.
except i cant get onto 1.1b, i uninstalled 1.0, deleted the slave 1, awing etc etc from the data/ships file, cos i am guessing they are included in the 1.1b
and installed the 1.1b, and my game wont start =/
any help will be appreciated.
p.s might be me, but ur going thru mods rather fast i think.
maby its cos i been gone for 5 days, but as i see you only jus released the 1.1b and the 1.4b is cuming out 2mo =/
If What I Can't See Can't Hurt Me...
I'll Run Into Batle Backwards
except i cant get onto 1.1b, i uninstalled 1.0, deleted the slave 1, awing etc etc from the data/ships file, cos i am guessing they are included in the 1.1b
and installed the 1.1b, and my game wont start =/
any help will be appreciated.
p.s might be me, but ur going thru mods rather fast i think.
maby its cos i been gone for 5 days, but as i see you only jus released the 1.1b and the 1.4b is cuming out 2mo =/
If What I Can't See Can't Hurt Me...
I'll Run Into Batle Backwards