Posts by FANTA5M1C

    I like the suggestion to swap the cursors, but is there any way to do this without deactivating and activating the mod, because my computer fights me on those actions and I'd like to avoid it if possible.

    If you've played any significant amount of the original, there should be plenty of signs that you're in crossfire. The fastest one would be to hit your cruse engine and take a look at your top speed. Crossfire maxes out at about 450 (kph?) whereas I'm pretty sure the vanilla freelancer peaks at 300. furthermore, when you defeat an enemy in crossfire and tractor in the remains, you should collect an escape pod from most enemies. That feature was not a part of freelancer.


    hope this helps =]

    oh yeah. those actually hav a purpose now. cool. i couldnt hear the mssage when i faled to dock over someone who shall not be nameds music, so i wasnt sure what i was doing. thanks.

    ok, so I've been goofing around in the single player with the liberty gunboat and I've come up with one last question about the battleships and their kin... is it normal to be unable to dock with planets? I can stop at any space station just fine, but I can't land on planets at all.

    yeah, but unless you're maxed out, watch out for ungrateful little snot new players. i learned that the hard way. thought i would go out of my way to provide a gratis escort to a group of basic ships who let me get halfway to kusari before everyone opened fire on me while docking with a trade lane. i don't care so much that i died, but that was a damn underhanded way to cheat me out of 20 escape pods. they could have just as easily told me to go away at the beginning. there. got that rant out.


    :EDIT: to be clear I'm still happy to give anyone a hand if they ask, but I probably wont be inclined to jump in and help on my own anymore unless I know you.

    well now that brings up something ive been meaning to ask. ive never playd a mod that included ships bigger than the docking ring before and i have some questions about them. how do they handle. are they more balanced then the where in the origional game or can a single heavy fighter still kick the snot out of them. and lastly, does their size prohibit them from certain systems and areas because i cant see how they wouldnt struggle to stay alive in places like omega 5 where there isnt room between asteroids to even fit a ship that big.

    Ok, so here's a tip and a little known tidbit that people fail to take into account all too often. Projectile speed is important. It's not so much important that you have a high projectile speed as it is that the projectile speeds of your weapons are all similar, this is especially true with evasive enemies like you find all over crossfire. Shooting projectiles that travel at different speeds means you have to lead your target by different amounts for each weapon if you want to hit them, and that is an impossibility as all your guns are slaved to the single point your mouse is designating.


    What happens if you pick a nice fast lazer cannon (like the justice from the beginning of the game) and pair it with a slow heavy hitter (like the lava blade or magma hammer from early game) is that your pipper (the handy little box that tells you where to aim) will guide your fastest projectiles into your enemy and you will meanwhile under compensate with your heavy hitter which will fly harmlessly behind them. My example weapons have a 250m/s difference between their respective velocities of 750m/s and 500m/s (don't confuse projectile speed with fire rate. different fire rates make no difference in accuracy, only in the weapons DPS). I'd recommend no more than a 100 m/s difference between your fastest and your slowest weapons and that's pushing it a little for weapons you really like. Remember, the closer the muzzle velocities of your cannons, the more of them you will get on a passing or swerving target at one time.


    It's not impossible to do well with weapons operating at different speeds, but keep in mind that you will only get the full effect of all your guns when you are either right behind your target or when the two of you are going head on.

    ok thanks for the info. I saw something from a while ago talking about a missile lock bug with "vanilla" ships, does that mean that the original ships in this game will fare better or is that a resolved issue from a previous version?


    I've already begun carrying more guns and reserving my missiles until the enemy is dumb enough to charge (at which point they are pummeled by missiles and mines), and I'll look for an opportunity to test the missile fire at longer ranges. it would be nice to figure out how to get them functional for me as my favorite thing to see is a full salvo of missiles roar away from me (although it costed wayyy too much to run a missile heavy build in the original freelancer. hopefully this one will have some higher profit margins that can support costly methods of fighting like that)


    As for the multiplayer, I'm thinking about trying to drag several of my gaming buddies back into freelancer with this. If they get into it we might assemble our own pseudo-clan anyway 8).

    i just picked freelancer back up a couple days ago to try out crossfire. so far its been a blast but im curious about he missile lock situation. nothing seems to track my targeted enemies and they just take a strait path like a rocket. is this normal for your mod or is thre an issue i need to work out here. i havent been able to try any multiplayer to see if its an issue there but on a related note should i even bother trying to log onto the multiplayer servers in he future. it looks like most clans ask for some kind of regular attendance, but i cant guarantee that around my school ad work schedules. thanks in advance for your help and sorry th text is so bad here, my phone is refusing to let me use capitals spaces and most punctuation.