FREESPACE2 - missiles |
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The Rockeye isn't very accurate, and does require a spantty large amount of
missile bank space, but in an intense D/fight where aspect-lock is
difficult or impossible to acquire, this is an ideal solution
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GTM MX-64 Rockeye
Damage (Overall) : 45.00 Damage (Hull) : 36.00 Damage (Shields) : 36.00 Rate of Fire : 0.50 Velocity (Speed) : 190.00 Max. Range : 1900.00 Cargo Space Needed: 4.00 Type of Lock : Heat-Seeking Special : Fire & Forget
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Although the Tempest has no homing ability, they can be carried in huge
amounts, even on fighters with relatively small weapon payloads. For an
ace pilot, these are an excellent weapon to harass, and destroy enemy
fighters, bombers, and capital ship turrets and subsystems. (A good
secondary missile for D/Fights.)
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GTM Mx-6 Tempest
Damage (Overall) : 45.00 Damage (Hull) : 40.50 Damage (Shields) : 22.50 Rate of Fire : 0.30 Velocity (Speed) : 360.00 Max. Range : 648.00 Cargo Space Needed: 0.25 Type of Lock : None Special : Dumbfire
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The Hornet is a great D/Fighting weapon as it can easily destroy any
enemy fighter or bomber very quickly. The one problem with this missile
is the fact that they can be evaded by good pilots, leaving you open
to attack (whilst you wait for the lock, the enemy could be already
launching their missiles, and firing their primaries at you.)
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GTM-4 Hornet
Damage (Overall) : 25.00 Damage (Hull) : 50.00 Damage (Shields) : 25.00 Rate of Fire : 2.00 Velocity (Speed) : 190.00 Max. Range : 1330.00 Cargo Space Needed: 1.00 Type of Lock : Aspect Seeking Special : Swarm Missile
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The Tornado, unlike the Hornet is much more difficult to evade, but very
good pilots can still pull it off (even without counter-measures.) The
Tornado cannot be carried in such great numbers as the Hornet, but they
have a longer effective range and have a stronger tracking system. (A
great D/Fighting weapon.)
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GTM-4a Tornado
Damage (Overall) : 25.00 Damage (Hull) : 50.00 Damage (Shields) : 25.00 Rate of Fire : 2.50 Velocity (Speed) : 230.00 Max. Range : 1610.00 Cargo Space Needed: 1.25 Type of Lock : Aspect-Seeking Special : Advanced Swarm Missile
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The Harpoon is ideal for taking out both fast enemy fighters, and slower,
heavier armoured targets. Although these missiles take up considerable
missile bank space, their quick locking ability makes them a very useful
D/Fighting weapon.
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GTM-19 Harpoon
Damage (Overall) : 100.00 Damage (Hull) : 100.00 Damage (Shields) : 80.00 Rate of Fire : 2.00 Velocity (Speed) : 250.00 Max. Range : 1250.00 Cargo Space Needed: 2.50 Type of Lock : Aspect-Seeking Special : Quick Lock
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The Trebuchet is an extremely long-range anti-bomber missile, and at
these long-ranges scores many successful kills. At medium-to-short ranges
however, this weapon is practically useless as it takes several 1000's of
metres to adjust it's course to intercept it's target, but a short range
launch will not allow for this necessary course correction.
(Note: As D/Fights are usually fought at short-to-medium ranges, the
Trebuchet becomes useless, unless you are taking enemy fighters from long
ranges.)
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GTM-55 Trebuchet
Damage (Overall) : 350.00 Damage (Hull) : 315.00 Damage (Shields) : 175.00 Rate of Fire : 6.00 Velocity (Speed) : 280.00 Max. Range : 5040.00 Cargo Space Needed: 8.00 Type of Lock : Aspect-Seeking Special : Long Range
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The TAG-A missile is only used during the main Freespace 2 Campaign, and
outside this they are useless (unless the mission you are flying requires
them.)
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TAG-A (Target Acquisition and Guidance missile)
Damage (Overall) : 1.00 Damage (Hull) : 0.10 Damage (Shields) : 0.10 Rate of Fire : 3.00 Velocity (Speed) : 400.00 Max. Range : 2000.00 Cargo Space Needed: 1.00 Type of Lock : None Special : Electronic (Dumbfire)
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The TAG-B missile is only used during the main Freespace 2 Campaign, and
outside this they are useless (unless the mission you are flying requires
them.)
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TAG-B
Damage (Overall) : 10.00 Damage (Hull) : 1.00 Damage (Shields) : 1.00 Rate of Fire : 8.00 Velocity (Speed) : 325.00 Max. Range : 1625.00 Cargo Space Needed: 2.00 Type of Lock : Aspect-Seeking Special : Electronic
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The TAG-C missile is only used during the main Freespace 2 Campaign, and
outside this they are useless (unless the mission you are flying requires
them.)
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TAG-C
Damage (Overall) : 10.00 Damage (Hull) : 1.00 Damage (Shields) : 1.00 Rate of Fire : 8.00 Velocity (Speed) : 205.00 Max. Range : 2665.00 Cargo Space Needed: 4.00 Type of Lock : Aspect-Seeking Special : Electronic
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The Piranha is often found on bombers, and serves as an anti-fighter
weapon. When launched, the missile travels in a straight line until it
is remote detonated, or it reaches it's maximum range, at which point it
explodes, releasing several heat-seeking missiles which target and track
the nearest enemy fighter or bomber (the initial blast also does damage
to any nearby ships.)
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GTM-10 Piranha
Damage (Overall) : 100.00 Damage (Hull) : 100.00 Damage (Shields) : 75.00 Rate of Fire : 5.00 Velocity (Speed) : 90.00 Max. Range : 360.00 Cargo Space Needed: 12.00 Type of Lock : None (Remote Detonation) Special : Area Effect
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The Stiletto II is great at taking out enemy subsystems and turrets, but
not much else. In terms of it's D/Fighting potential, it does not exist
as this could not hope to destroy an enemy fighter or bomber, let alone
lock onto it in the first place
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GTM-43a Stiletto II
Damage (Overall) : 775.00 Damage (Hull) : 7.75 Damage (Shields) : 0.00 Rate of Fire : 2.00 Velocity (Speed) : 220.00 Max. Range : 5500.00 Cargo Space Needed: 8.00 Type of Lock : Aspect-Seeking Special : Anti-Subsystem Missile
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Similar to the Piranha in terms of use and purpose, but releases more
powerful heat seeking missiles, and more of them.
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GTM-11 Infyrno
Damage (Overall) : 150.00 Damage (Hull) : 150.00 Damage (Shields) : 112.50 Rate of Fire : 5.00 Velocity (Speed) : 120.00 Max. Range : 840.00 Cargo Space Needed: 1.00 Type of Lock : None (Remote Detonation) Special : Area Effect
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The most common type of torpedo used by the GTVA which is use to take
down enemy cruisers and corvettes. Due to the Cyclops's slow speed, it
is usually necessary to fly to within a few hundred metres of the target
before launching them (as enemy turret, beam and flak can destroy them
easily when the are launched from the weapon's maximum range, and if they
don't get them, the bomber/bomb intercept fighters will.)
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GTM-12 Cyclops
Damage (Overall) : 2000.00 Damage (Hull) : 2000.00 Damage (Shields) : 40.00 Rate of Fire : 20.00 Velocity (Speed) : 95.00 Max. Range : 2375.00 Cargo Space Needed: 15.00 Type of Lock : Aspect-Seeking Special : Anti-Cruiser
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The Helios is the more powerful version of the Cyclops torpedo, and is
used to take down larger warships, up to, and including Destroyer class.
The same strategy as the Cyclops must be employed to actually hit the
target, and with the Helios's slower speed, this becomes even more
necessary to score a successful hit.
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GTM-13 Helios
Damage (Overall) : 6800.00 Damage (Hull) : 6800.00 Damage (Shields) : 136.00 Rate of Fire : 30.00 Velocity (Speed) : 65.00 Max. Range : 1950.00 Cargo Space Needed: 25.00 Type of Lock : Aspect-Seeking Special : Anti-Capital
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The EMP Adv. scrambles enemy systems which allows you to quickly destroy
the target, before they even get their systems back on-line. The one
fault with this weapon is the fact that it affects ships within an certain
radius, and as such can effect allied ships, or even your ship, so be
careful when and where you use this weapon.
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GTM-14 EMP Advanced
Damage (Overall) : 45.00 Damage (Hull) : 45.00 Damage (Shields) : 36.00 Rate of Fire : 2.00 Velocity (Speed) : 275.00 Max. Range : 1375.00 Cargo Space Needed: 4.00 Type of Lock : Aspect-Seeking Special : EMP (Electro-Magnetic Pulse)
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