![]() In the other games the outcome of the combat is more linked with the equipment you’ve bought more than anything. Very well armed but also very vulnerable. Parts of its hull plating and cargo hold were removed to make way for more extensive weapons systems. Modified Terran fighter in the Hawk class. In Freelancer a really good player can fly out with a crappy ship with crappy equipment and actually win over far superior enemies. The Phantom is a Ship in Galaxy on Fire 3D and Galaxy on Fire 2. ![]() In the other games it doesn’t matter because it’s all auto-aiming turrets and the strategic of the combat is to correctly distribute the power from your reactor. Choosing a powerful long-range weapon with slow-firing interval compared to a superfast-paced laser weapon with limited range forces you to employ completely different playing styles. If the scanner is locked onto a target, Thermo weapons will automatically track that target until it is destroyed or out of weapon. Without a lock, the projectiles fly wildly in the general direction of the target, most of them missing it completely. The thing with Freelancer and GoF2 is that you CAN actually outfly your enemies and since their is no auto-aim (apart from homing missiles and the likes) your skill at calculating where the (often slow) projectiles of your primary weapon (be it thermal energy, particles, laser, projectiles etc) will intercept your enemy makes all the difference. In Galaxy on Fire 2, all Thermal Fusion weapons need a lock on their target to take full effect. GoF2 has the same “hands-on” “freeform” combat that sets it apart from X3, EVE and Evochron. I actually think that the feel of the combat is the closest to Freelancer that anyone has ever achieved.
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