By meaning “a modders guide”, it means a guide to all things Freelancer from somebody who has been looking through the game files and has played the game to a great extent. It isn’t about cheating, hacking or cloaking, you won’t find anything on these matters on this website at all.

This guide is for Original Freelancer, not for any which are modded and changed in any way.

Shield Types

Shield Bias Ship Type Class Capacity Regeneration
Graviton Light Fighter 8 5404 120
Molecular Light Fighter 8 4050 90
Positron Light Fighter 8 4050 90
Graviton Light Fighter 9 7398 164
Molecular Light Fighter 9 5550 123
Positron Light Fighter 9 5550 123
Graviton Light Fighter 10 10127 225
Molecular Light Fighter 10 7600 168
Positron Light Fighter 10 7600 168
Graviton Heavy Fighter 8 5890 130
Molecular Heavy Fighter 8 4420 98
Positron Heavy Fighter 8 4420 98
Graviton Heavy Fighter 9 8063 179
Molecular Heavy Fighter 9 6050 134
Positron Heavy Fighter 9 6050 134
Graviton Heavy Fighter 10 11038 245
Molecular Heavy Fighter 10 8280 184
Positron Heavy Fighter 10 8280 184
Graviton Freighter 8 6891 153
Molecular Freighter 8 5170 114
Positron Freighter 8 5170 114
Graviton Freighter 9 9434 209
Molecular Freighter 9 7080 157
Positron Freighter 9 7080 157
Graviton Freighter 10 12914 287
Molecular Freighter 10 9690 215
Positron Freighter 10 9690 215

One of the problems with classic unmodded Freelancer, is that the shield types are broken. The Graviton shields are so much better than the others that they the best choice regardless of the enemies weapons. The class 9 and 10 graviton based shields are not buyable in original freelancer, though some server-side mods have them being dropped from set locations

To compare the highest buyable shield types:

Shield Bias Ship Type Class Capacity Regeneration
Graviton Heavy Fighter 9 8063 179
Molecular Heavy Fighter 10 8280 184
Positron Heavy Fighter 10 8280 184

Just because the shield is a class 10 positron based shield does not mean it is better than the graviton class 8 one. Against the likes of the GMG with their high level photon weapons, a class 8 graviton is more effective.

Weapon modifiers

You may see mention of how a weapon is more or less effective against different types of shield. What this means in game terms is that the right weapon will do 120% damage, the wrong weapon 80% and the neutral weapon (or no bias) 100%. This can be shown below:

Weapon Type Attacking shield Damage modifier
Positron/Laser Positron 120%
Positron/Laser Molecular 100%
Positron/Laser Graviton 80%
Particle/Plasma Positron 100%
Particle/Plasma Molecular 80%
Particle/Plasma Graviton 120%
Neutron/Tachyon Positron 80%
Neutron/Tachyon Molecular 120%
Neutron/Tachyon Graviton 100%

Effective weapon configurations

There are a couple of different styles that players use when arming their ships. Some choose a guns only approach, with a max level pulse weapon supported by the highest weapons available. This works well as the cost of the missiles isn’t removed from the profit from whatever job you are doing. This is also the best choice against enemies that don’t have shields, as long as you remove the pulse weapon and add an additional weapon to do the damage.

Others prefer using a similar configuration with a high level solid slug (non-homing) missile to do the main amount of damage. I’ve used this one myself and get very good results with it. You can load up on catapult or lancer missiles and attack ships up to the lower level sabre classed ships. You use a max class pulse weapon to strip their shields, then hit them with the highest level missile you can. Its enough to get either a straight kill or to blow a few weapons off to reduce their ability to fight back. This configuration works well with light fighters where their lack of weapon hardpoints means that the all guns approach wouldn’t work well enough.

As a rule, pirate weapons are far superior to all other weapons. GMG are the exception as they can actually make weapons that are worth using. Corsair and Outcast weapons are the best of their type, with Kraken 2′s being the highest damage for any other the counter gun based weapon.

You should try to get into the unknown systems to get the alien weapons that they drop. But make sure that you are ready to go there and have a maxed out ship, otherwise it might get a bit frustrating. The alien weapons have abilities superior to all other weapons and use no energy at all.

Missiles

Missiles in Freelancer are also a bit broken. The homing missiles aren’t good enough to be worth the extra cost of buying them and their damage is around half of a sold slug non-homing missile. You’d be better off sticking with the normal missiles and to practice using them effectively. Pulse missiles too are a bit rubbish, I can’t think of any situation where they would be worth using. They really don’t compare well to a decent pulse weapon/turret.