Freespace 2 vs freelancer8/17/2023 ![]() On top of my head, I'd say the range varies from 500 to 1000+, with weapons having on average between 600 & 750 with varying projectile speed and energy consumption. A wide variety of weapon types (laser, plasma, particle, tachyon, photon, pulse, neutron & whatever nomad & lvl 10 gun types are supposed to be) & several subweapon types & stats (for instance Rheinland-style fast firing tachyon guns vs Outcast(?) slow firing tachyon guns). 2 types of missiles: fast & agile with poor damage value vs slow & low turn rate with high damage value. lasers do limited damage to graviton shields). 3 types of shield which work on a damage type / armor type system (ie. While this gives fightercrafts more agenda and control over the battlefield, it makes unscripted capship-to-capship combat silly at best. Anti-fighter missiles, which weren't much more effective than fighter-mounted missiles. Low powered anti-ship weapons, correct me if I'm wrong, but in the base game gunboats and Liberty cruisers were the only ship with such dedicated weapons - which tended to be all around worse than any single one of your weapons. Low powered laser turrets - as mentionned FS 'blob' turrets aren't much better. Anti-capital beam weapons, the big brothers of the above that warships use to fight each other. Anti-fighter beams that fire instantly, bypass shield entirely and whack your craft around. You've got flak guns - fast firing turrets with area of effect projectiles that even very agile craft have trouble avoiding. In the end, these are more useful to shoot down incoming bombs than fighters. You've got low powered laser turrets - which in were about as effective vs fighters as the Wing Commander laser turrets before them and the stock (unmodded) capship turrets in Freelancer after them. Stock Freespace warships boast an impressive array of diverse weapon systems: I've also included a tl dr section at the end :) Let's compare the base game first, if you want we'll get to mods later (because that's where things get tricky and potentially subjective AND my FL mod knownledge if a bit out of date). Just because something else doesn't scratch your itch doesn't mean you have to be more opinionated than a political rally.įreelancer is a great game, I really like it, it's a great open-world with trading, factions & stuff, has an active multiplayer mod scene and overall a ton of feature FS Open can only dream of (so far), but with regards to the space shooting part, Freespace fares far better in my opinion. You're out of your mind if you think everyone wants to play an MMO. It's neither multiplayer nor open, but it's far from being bad. He told me a story I'd pay money to read, and it hasn't even been finished yet. He made me feel fear, elation, and rage, just as he planned. But where there's a track, there's a meaningful destination, and a good ride designer can make every moment of it engaging. The past fifteen years have seen a lot of tales told, and the possibilities increase by the year. I've played dramatic military stories, humorous shenanigans, popcorn flicks, and psychological horror (yes, in a space sim). But I've also flown with optimistic dimension-hoppers, snarky duct-tape freaks, pilots on the run, backwater aces, countless heroes, black ops, mercs, incomprehensible aliens, and a bunch of different anime characters. Freelancer doesn't have the tools to tell much of a new story, let alone multiple masterpiece-level campaigns. What FreeSpace excels at that Freelancer can't even touch is in the singleplayer. ![]() Unlike the FreeSpace mod community, the Freelancer community is multiplayer-centric, and you'd be a fool to imply that multiplayer is the final word in good gaming. Good for you, but you might as well be comparing apples to oranges. It's good for when you like exploring and general space games, but you don't want to have to think about anything.You're a Freelancer fan. In X3 they'll drop missiles for a cheap sell, but you have to get back to an EQ dock and sell them, not as convenient.ĭS1 is a nice fun game, and it's a lot easier to get into than X3. ![]() I'm sure you can get quite some profit out of it, but you get an instant bounty for killing any pirates at all. Again, rambo-y, being the one of a kind, and arcadelike. They make every effort to make the player feel special. ![]() As if that wasn't enough, from time to time people will hog your radio channel just to say 'wow your ship's awesome, must be expensive'. Very rambo-ish, like arcade games.Īlso your ship is another exotic super-ship made from alien technology. If it's not a big enemy cruiser it's just another squadron of bloodthirsty pirates, who spend half the time yelping about their ship falling apart around them. Gazz wrote:OMFG you forgot Darkstar One!!! ĭarkstar One's pretty fun but it has a lot of arcade-y depth killing stuff in it.
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