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| You can find us on the Top Free Lancer server, usually in the evenings. | ||||||||
| The Ships of War | ||||||||
| A-wing - Scout Craft : 555K, Cali Minor, 4g,1t, 10khull, 150 cargo, 50sb/50nb
Jedi Starfighter - Patrol / Scout : 555K, Junyo, 6g,1t, 10khull, 175 cargo, 55sb/55nb Sith Infiltrator - Patrol / Scout : 555K, Kurile, 6g,1t, 10khull, 225 cargo, 65sb/65nb Y-Wing - Utility-Escort :555K, Baden Baden, and Battleship Nagumo 6g,2t, 10khull, 325 cargo, 75sb/75nb Cylon Raider - Interceptor /Escort** : 555K, Baden Baden, 6g,1t, 10khull, 300 cargo, 60sb/60nb Colonial Viper - Interceptor : 550K, Battleship Nagumo, 6g,1t, 10khull, 275 cargo, 60sb/60nb B-wing - Fighter-Bomber : 700K, Gammu, 6g,2t,2tt, 10khull, ? cargo, ?sb/?nb Corillian Corvette - Cargo Hauler : 555K, Harris, 2g,6t, 12khull, 600 cargo, 75sb/75nb, twin thrusters Millenium Falcon - Gunboat / Cargo Hauler : 700k Denver, 6g,2t, 10k hull, 525 cargo, 50sb/50nb Enterprise - Cruiser/ Cargo Hauler : 755k, Pittsburg, 6g,1t, 10khull, 500 cargo, 90sb/90nb. Enterprise NX01 - Heavy Cruiser/ Cargo Hauler : 755k, Cali Minor, 6g,2tt, 15khull, 500 cargo, 100sb/100nb, dual thrusters. *The B-wing is deemed broken due to it's improbable speed, it was known to be both slow and not very maneuverable since it was meant to attack capitol class vessels. The version in game does not even remotely match that, as more often then not it can out maneuver y and A wings and sith infiltrators denoting that until the vessel is appropriately slowed down it is similar to the redtail albeit signifigantly less offencive. **Barred from use by admins due to a major bug in it's design. |
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| The Bombing Run | ||||||||
| This is a greatly misunderstood art, most players either have no idea how this operation can be done or have strange ideas of how to go about it. There are two types of bombing missions you can undertake in freelancer, the first one which is the bombing raid which is a short foray into enemy territory to take on enemy 'Fleet' NPC units at a slelect destination, mosre specifically capitol ships. Firstly one should take a screen shot of their player stats before they lift off, and then head on to the target destination. Forsintace say the target was the National Capitol of the rhineland, New Berlin. As anyone can tell you since it's a capitol sector it will be crawling with NPC capitol ships, escpecially around the planet of new Berlin Making it an idea target to have effect. Inevitably the goal of a bombing raid is not to be caught, so in transit yous hould be checking your radar constantly*. Knowing the locations of and the numbers of the possible inteceptors in and around your target area is key because if there are too many a bombing raid could turn out to be to costly. You want to make this run on your target with player-characters, who might interfere as far away as is possible. In doing so, you get free reign to attack the Navy of your choice since it is them who will spearhead any attacks on other sectors. National fleets consist on average of four battleships, eight cruisers and twelve gun boats, and tend to appear in tactical groups consisting of one battleship, two cruisers and three gunboats with their respective accompanying fighter patrols which vary from three to six or more fighters. These will be your targets in a bombing raid. To put it simply, your goal is to destroy any and all hostile targets in the vacinity of the planet your raiding, with a preference to attacking navy targets. after all capitol ships are destroyed and all their fighter escorts are shot down you've completed your run successfully. With luck you'll have destroyed a quarter of a given fleet or more. It is beleived that any given nation operates up to eight full fleets, which inturn means that your actions on the soleplay side can change the outcome of a war. Bombing Raid Mission Points - Screenshot player stats before takeoff. - Head to target destination and avoid all combat with AI units. - Constantly check the Radar for Possible interceptors. - Arrive at destination and begin your attack starting with capitol ships. - Attempt to wipe out any and all NPC resistance. - If zone is clear, you have raided successfully and can pull out. *Using radar means monitoring the Player chat window. A Bombing Run is the same operation, but the interceptors in the area are your prime target and then afterwards you mop up the NPC units as an afterthought. Chain Bombing Raids This tactic has to the best of my knowledge only been used once, it entails a series of bombing raids in a given nation hitting one planetary region per sector and then making a run for it. The goal is to hit as many areas as is possible and preferably avoid contact with any player-character interceptors along the way. Of course as I said before, you should take a screenshot of your stats before and after the run. |
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| Combat Classifications | ||||||||
| In space no two ships are created equal, every player wants to beleive he can fly anythng and do well however not all ships are the same their unique handling and loadouts make their performance greatly variable. The Utility-Escort Only one ship belongs to this class and thatis the Y-wing, ships of this class can take a lot of punishment, aren't the fastest things in space, and tend to have a less then attractive appearance. However, these same ships bear the unique ability to fufill almost any mission profile except that of a absolute interceptor. The advantage to using the sole ship in this class is easy, it's tough as nails, and has a killer shot formation that makes it hard to miss on targets directly facing you. Add a generous caro capacity, good sheilding good space for nanobots and sheild batteries and that armamment ahd this ship is the nastiest of the nasty inthe right hands. Ironically very few are good with this ship. Patrol/Scouts Patrol-scout ships are small maneuverable and often lightly armed they don't exist to engage in battles they are there to cover ground and spot problems for their forces, they can be used to fight delaying actions however. Normally against Interceptors these craft have a hard time since the speeds are matched. Interceptors These ships posess an equal amount of speed guns and protection and usually are best on the attack not the defence. normally in fights in volving such fighters the battle is decided inthe first 15 seconds, as that is often how long it takes to put their target in flight. Gunboats and Cruisers A few select ships define this, mostly the NX01 desfines cruisers while the Millenium flacon defines a gunboat, the difference is all in the targeting profile, and the sheer amound of guns availible to apply against targets. Typically a cruiser is slower, wont dock in some places and is better for engaging hard targets. While gun boats are better off attacking targets with tough hulls. |
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