' Wrote:One of the problem about freelancer is that you cannot have a weapon without shield damage. It's minimum will always be half of the hull damage.
Partially right.
' Wrote:Half is the default. You can choose a set shield damage number by adding a line to the weapon entry, but I can't recall what the line is called off the top of my head.
Think Debbies, Tizonas, Paralysers etc.
Also partially right.
Ashes, the modifier you're looking for is energy_damage. Energy_damage modifies the shield damage (and powercore drain, which is why shieldbusters drain power plant as well). Adding to energy_damage lets you increase the shield damage. I've heard rumors that energy_damage modifies shield damage from a base of half hull damage (so for an Archangel, for example, you could set energy_damage = -700, and it'd change the shield damage to 0), but I haven't confirmed that. Also could cause major bugs with power core even if it does work; as shown by the broken repair turret concept (does negative hull damage; works until the target's at max hull, at which point it instantly blows the target up, which is obviously very easy to abuse), Freelancer doesn't generally like negative numbers outside of system coordinates and ship hardpoints.
However, there's a much, much easier way to do it. You know shield types? You know, Positron, Brigantine, and Gravaton? Yeah, they have this setting that lets you modify weapon damage to them by a multiple. For instance, lasers do 0.8 times normal damage to Graviton shields, pulses do 1.2 times normal damage to Positron shields, and so on. So the easy way to solve this is to give your hull damage only gun its own weapon type (i.e., Tachyon, Particle, etc.) and set all shield types to take 0.0 times normal damage from that weapon type. Bam, problem solved.
Sorry for the short off-topic. I think fighter combat length is good how it is, though. Gives some nice variety between fighter and cap fights. And even if you double weapon damage, it won't change a thing. It's simply how Freelancer works. Space is big. Fighters aren't. Your best defense is to not be hit, and the longer you survive, the more effective you are - if only by attracting fire and letting your friends pound on your enemies. Not going to be able to change that unless we all start flying armorless Starfleas with 1,000 m/s codename-damage guns. And then, what's the point? It's just whoever gets the jump on the other person. Not much fun, and discourages roleplaying to boot. As it stands, someone who's ambushed with non-insta'ing guns has enough time to pull out a win, yet also starts at a disadvantage. It's a win-win.
Ashes, the modifier you're looking for is energy_damage. Energy_damage modifies the shield damage (and powercore drain, which is why shieldbusters drain power plant as well). Adding to energy_damage lets you increase the shield damage. I've heard rumors that energy_damage modifies shield damage from a base of half hull damage (so for an Archangel, for example, you could set energy_damage = -700, and it'd change the shield damage to 0), but I haven't confirmed that. Also could cause major bugs with power core even if it does work; as shown by the broken repair turret concept (does negative hull damage; works until the target's at max hull, at which point it instantly blows the target up, which is obviously very easy to abuse), Freelancer doesn't generally like negative numbers outside of system coordinates and ship hardpoints.
However, there's a much, much easier way to do it. You know shield types? You know, Positron, Brigantine, and Gravaton? Yeah, they have this setting that lets you modify weapon damage to them by a multiple. For instance, lasers do 0.8 times normal damage to Graviton shields, pulses do 1.2 times normal damage to Positron shields, and so on. So the easy way to solve this is to give your hull damage only gun its own weapon type (i.e., Tachyon, Particle, etc.) and set all shield types to take 0.0 times normal damage from that weapon type. Bam, problem solved.
Sorry for the short off-topic. I think fighter combat length is good how it is, though. Gives some nice variety between fighter and cap fights. And even if you double weapon damage, it won't change a thing. It's simply how Freelancer works. Space is big. Fighters aren't. Your best defense is to not be hit, and the longer you survive, the more effective you are - if only by attracting fire and letting your friends pound on your enemies. Not going to be able to change that unless we all start flying armorless Starfleas with 1,000 m/s codename-damage guns. And then, what's the point? It's just whoever gets the jump on the other person. Not much fun, and discourages roleplaying to boot. As it stands, someone who's ambushed with non-insta'ing guns has enough time to pull out a win, yet also starts at a disadvantage. It's a win-win.