https://wiki.hard-light.net/api.php?action=feedcontributions&user=216.107.197.77&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-19T09:14:08ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=GTW_Maxim&diff=853GTW Maxim2005-11-15T12:47:46Z<p>216.107.197.77: </p>
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<div>The Maxim is a brand new design; a long-range, high velocity particle accelerator cannon that functions more or less like a mass driver. The weapon has the best range of any primary gun, at 3.5km, and also inflicts the highest degree of hull damage.<br />
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A tactically invaluable weapon since it outranges any existing anti-fighter defenses, the Maxim's primary disadvantages are first that it draws an amazingly amount of power to operate; and second that it causes a substantial amount of recoil. It's also somewhat difficult to score long-range hits on small targets simply due to the limitations of fighter maneuvering thrusters<br />
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If you're expecting to see some warships jump into your operations area, and you have access to this weapon, it's definetely worth a look. Using a Maxim cannon, you may be able to disable at least some of a warship's armaments before it gets anywhere close.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=Weapons_Database_(FS2)&diff=979Weapons Database (FS2)2005-11-15T12:36:28Z<p>216.107.197.77: /* Primaries */</p>
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<div>==Primaries==<br />
[[GTW Subach HL-7]]<br />
<br>[[GTW Mekhu HL-7]]<br />
<br>[[GTW Akheton SDG]]<br />
<br>[[GTW Prometheus R]]<br />
<br>[[GTW Prometheus S]]<br />
<br>[[GTW Morning Star]] <br />
<br>[[GTW UD-8 Kayser]]<br />
<br>[[GTW Circe]]<br />
<br>[[GTW Lamprey]]<br />
<br>[[GTW Maxim]]<br />
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==Secondaries==<br />
[[GTM MX-64]]<br />
<br>[[GTM EMP. Adv]]<br />
<br>[[GTM Tempest]]<br />
<br>[[GTM Hornet]]<br />
<br>[[GTM Tornado]]<br />
<br>[[GTM Harpoon]] <br />
<br>[[GTM Trebuchet]]<br />
<br>[[GTM Piranha]]<br />
<br>[[GTM Stiletto II]]<br />
<br>[[GTM Infyrno]]<br />
<br>[[GTM Cyclops]]<br />
<br>[[GTM Helios]]</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTM_Helios&diff=854GTM Helios2005-11-15T12:34:34Z<p>216.107.197.77: </p>
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<div>This is the most powerful, most devestating, most awe-inspiring weapon that can be crammed on a bomber. A single Helios antimatter torpedo has several times the destructive payload of the [[GTM Cyclops]]. The large weapon is so expensive and dangerous, that its issue is limited only to those who have been given special authorization by the GTVA Security Council.<br />
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A Helios torpedo is even slower than a Cyclops, making its effective deployment difficult. As with the more common torpedo, range is everything: you don't want any. Get in close and make your shot count. Due to the Helios' slow speed, it is advised to engage your burners BEFORE you release the weapon and being your evasive maneuver. This will give the torpedo some badly needed speed as it crosses the (hopefully short) distance to the target.<br />
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Puzzlingly, the GTF Myrmidon space-superiority fighter has the ability to mount a Helios torpedo in one of its bays. It is unknown whether this was a very quiet design feature, or an interesting quirk of fate.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTM_Cyclops&diff=1534GTM Cyclops2005-11-15T12:25:17Z<p>216.107.197.77: </p>
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<div>This was among the first weapons developed specifically to engage and destroy enemy warships. With this weapon, a single bomber wing possesses firepower that can easily neutrialize a cruiser, possibly even a corvette. The Cyclops is unsurprisingly heavy and large. The only thing that manages to pack more sheer destructive energy in a fighter-deployed tactical weapon is the special issue [[GTM Helios]] torpedo.<br />
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Moving slowly, with an extensive aspect lock sequence and long reloading cycle, there's more to deploying a Cyclops than simply getting into range and pushing the button. The gunners of anti-fighter defenses like light beam cannons and flak guns are trained to shoot down incoming torpedoes, and the bombers that launch them. One must be very cautious in choosing the optimum approach angle, to avoid as many anti-fighter defenses as possible. While the Cyclops has maximum range of about 2.5km, its '''effective''' range should be considered to be about 500 meters or less. By releasing your weapon this close to the target, the enemy flak has a much smaller chance of disabling your torpedo in flight. If possible you should get even closer, launch the weapon at the last second, then pull up sharply and use your burners to escape the blast radius.<br />
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Guarding vessels are advised to intercept bombers as far away as possible from their intended target. This gives you time to neutralize the bombers and, if necessary, the torpedoes in flight. The [[GTW Morning Star]] is a highly recommended anti-bomber/anti-torpedo tool.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTM_Infyrno&diff=1540GTM Infyrno2005-11-15T12:04:41Z<p>216.107.197.77: </p>
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<div>Like the [[GTM Piranha]], the Infyrno is an anti-fighter weapon carried by bombers to clear a path through defenders as they close with their primary objective. The Infyro is a much different device than the Piranha however. It is, again, a manually detonated dumbire missile. But intead of using seeking submunitions, it depends solely on high-energy explosives released within a very tight detonation pattern. It does enormously higher damage, but to a small area.<br />
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The missile moves fast and has a fair range, making it safer to deploy. But ultimately this is a very difficult weapon to use in its intended role since one must gauge by eye the necessary lead factor on its unguided path. Enemy fighters also have the annoying habit of seeing the massive chunk of ordnance come sailing their way, and break formation evade it. When it works, it works amazingly well, and entire wings go out with a single brilliant detonation; but it doesn't often work.<br />
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However the Infyrno is not entirely useless, since it can dish up absolutely catastrophic damage to light warships, freighters, transports, etc. Against these targets, the Infyrno can be considered a sort of quick-loading, dumbire antiship torpedo. Be cautious however, not to release too near the target, since you will almost certainly be vaporized by your own weapon if you're caught in the blast radius.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTM_Stiletto_II&diff=1532GTM Stiletto II2005-11-15T11:46:44Z<p>216.107.197.77: </p>
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<div>The Stilleto is an advanced subsystem disruption missile, used to target tactically important features on large ships from long range. It does negligable hull damage, making it ideal for disarm and disable operations. It has excellent range and high speed, along with a self-seeking guidance system that allows it to be launched without an aspect lock.<br />
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This weapon is arguably even more dangerous than a [[GTM Cyclops]] to the target ship. While it does no damage to structure or hull integrity, it can render the target easy prey to virtually every other ship and weapon: with a single coordinated volley of missiles, a wing of tactical units can clear virtually every anti-fighter weapon off the side of an enemy warship from long range.<br />
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The high speed of incoming Stilletoes makes them difficult to intercept. And the fact that they do not require an aspect lock means that enemy fighters will be launching these at allied warships pretty much the instant they exit hyperspace. They are a dire threat to the defenders and a powerful tool for the aggressors.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTM_Piranha&diff=1539GTM Piranha2005-11-15T11:28:53Z<p>216.107.197.77: </p>
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<div>This warhead is an upgrade of the Great War-era Synaptic Bomb. A powerful anti-fighter defensive weapon used by both warships and bombers, the Piranha is a manually detonated missile that damages numerous targets through two means. The separating charge of the device is, in its own right a powerful explosive that can deal substantial blast damage within a large radius; but the real killer is the cloud of heat-seeking submunitions which erupt and target all hostile targets within range. Entire waves of enemy fighters have been known to disappear in a single rolling explosion in front of incoming heavy bomber wings.<br />
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Disadvantages of the weapon are as significant as its advantages. The weapon is enormously heavy, and its thruster only has enough power to push it out to a few hundred meters before it detonates. This puts the launching bomber dangerously close to the edge of the resulting carnage. Its size and mass also force the weapon to occupy a bomb bay, displacing precious anit-warship torpedoes. Finally, while the seeking submunitions are IFF-keyed, the separating charge is indiscriminate and will damage allied fighters just as much as the enemy if they're caught within the weapon's blast.<br />
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This weapon is not suitable for mixed formations. Either the bombers should defend themselves with barrages of Piranhas, or they should leave these missiles at home and trust their safety to fighter escorts. If both escorts and Piranhas are employed, the escorting fighters are virtually guaranteed to take needless damage.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTM_Trebuchet&diff=1531GTM Trebuchet2005-11-15T11:12:25Z<p>216.107.197.77: </p>
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<div>This weapon is a specialized tool developed to assist guarding vessels in the interception of bombers at maximum range before they can deploy their torpedoes. With a range of 5km, this missile has the longest reach of any fighter-mounted system, and can inflict devestating damage even to heavily shielded bombers.<br />
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The primary disadvantages of this weapon are that it lacks agility, and that it's a bulky peice of equipment. While few bombers are nimble enough to even think about evading an incoming Trebuchet, the missile doesn't stand a very good chance of hitting any type of fighter. This wouldn't normally be a large problem for such a specialized system as this, but it is amplified because of each missile's size, making each fighter able to carry only a few rounds.<br />
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Some pilots have reported a high degree of success using this weapon as a sort of light tactical torpedo. While the missile doesn't have anywhere near the effective payload of a [[GTM Cyclops]], it does have the advantages of being longer-ranged, compatible with many fighters and interceptors, and that anti-torpedo defense systems cannot target and destroy an incoming Trebuchet. Pilots disable a target ship's anti-fighter beams and flak from a safe distance, then move in for the kill with heavier ordnance. GTVA Command is considering an analysis program to explore this tactic from both an offensive and defensive standpoint.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTM_Harpoon&diff=1530GTM Harpoon2005-11-15T10:54:33Z<p>216.107.197.77: </p>
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<div>This is one of the newest missiles in the GTVA tactical arsenal. It boasts a fast-locking "fuzzy logic" guidance computer, a powerful thruster, and high agility. The end result is a missile that space superiority squadrons will most certainly be seeing a lot of during their career.<br />
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In addition to the obvious advantage of intercept ability, the Harpoon is also a quite compact weapon. The Myrmidon fighter, for example, can carry 32 of these warheads. With its powerful explosive, two simultaneous missiles hits is generally considered a kill on anything but the heaviest assault fighters, or bombers.<br />
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The Harpoon is tough to beat in terms of payoff per time invested and payload space. Unless your mission goals require you to fill your banks with other ordnance, a launcher full of these can almost always be put to good use.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTM_Tornado&diff=1033GTM Tornado2005-11-15T10:42:17Z<p>216.107.197.77: </p>
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<div>The Tornado is the direct descendant of the [[GTM Hornet]] swarming missiles. Like that earlier design, the Tornado launcher fires 4 warheads per salvo. This newer weapon is much improved though in terms of speed and agility, and stands a good chance of intercepting any craft. Its range is also enhanced, and will now reach out to about 1.5km.<br />
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Though the updated swarming missiles are a better weapon for dogfighting, this design does have two considerations to keep in mind. First, the Tornado is slightly larger than the Hornet, meaning fewer missiles can be loaded into an equivalent secondary bay. And second, due to the way the Tornado's guidance systems have been programmed, it will not arm its explosive if launched without a target; so you can't shoot from the hip like you can with the Hornet.<br />
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Even given these two considerations, this is an excellent choice in a fast-moving fighter melee.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTM_Hornet&diff=1527GTM Hornet2005-11-15T10:29:14Z<p>216.107.197.77: </p>
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<div>The Hornet is a Great War-era early swarming missile. This missile rack launches four warheads per volley that each follow individual, slightly erratic paths to the target. This gives them a better chance of intercepting the target and increases their resistence to countermeasures. Though the Hornet has since been eclipsed by other missiles, most especially its direct descendant the [[GTM Tornado]], vast quantities of Hornets remain available due to overzealous production.<br />
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While the Hornet will lock and track a figher-sized target, in general it lacks the speed and agility to succesfully engage anything except bombers or the slower assault fighters. Modern superiority fighters and interceptors are simply too maneuverable to be caught by this aging design. <br />
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Where the Hornet still performs well is in the role of heavy assault. In dual fire mode, 8 missiles are launched in each rapidly-loaded volley. Light warships and slow ships with minimal armor are quickly shredded by the blizzard of incoming warheads. Unlike the Tornado, the Hornet arms its explosives immediately upon exiting its launch tube, so if a target is big enough you can even launch a salvo without gaining lock on it. Assault fighters such as the Hercules Mark II can carry large numbers of these missiles, and a wing of Hornet-equipped assault fighters spell certain doom for any light ship that crosses their path.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTW_UD-8_Kayser&diff=1520GTW UD-8 Kayser2005-11-15T10:15:33Z<p>216.107.197.77: </p>
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<div>The Kayser is an advanced primary weapon that is now in its late OpEval period. It has high marks for both shield and armor penetration, beyond even the formidable [[GTW Prometheus S]]. Its shots move fast, reach a decent range, and pack a heck of a punch.<br />
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That's the good news. The bad news is that, as expected for a prototype weapon, its compatability with existing fighters and bombers is poor. Few craft can mount this cannon. The weapon's energy requirements are also very high.<br />
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Still, when you see one of these on the battlefield, you should immediately be very cautious. It's a powerful device, given only to veteran and elite squadrons. Special Operations Command, especially, seems to have priority selection.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTW_Morning_Star&diff=1521GTW Morning Star2005-11-15T10:04:48Z<p>216.107.197.77: </p>
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<div>The GTW Morning Star is an unusual weapon, described as a long-range tactical weapon. The long-range aspect is undeniable: at 2km, it outranges ever other gun except the Maxim cannon, and even most missiles. Its high projectile speed and blistering rate of fire allow hits even at its maximum range.<br />
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The most interesting part of the Morning Star however, is its kinetic properties. When a target ship is hit by the weapon, it is shaken slightly; with repeated hits, the target can be driven completely off course and will tumble out of control. This can make them easy prey for a follow-up volley of [[GTM Harpoon]] or [[GTM Tornado]] missiles.<br />
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It also has other excelllent properties. Given its range and accuracy, it makes an ideal weapon to intercept bombers and their warheads. The weapon does high shield damage, but minimal hull damage, making it relatively "safe" to fire at outbound torpedoes even if your shots are being backstopped by a friendly target. It also works well as the opening weapon in a dogfight: if you start hitting your target at the weapon's maximum range, their shields should be badly drained by the time you close to range with other guns or missiles and chew up their armor.<br />
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Because the Morning Star does extremely minimal hull damage, it is not a good choice if your craft has only one weapon mount. Pilots should also be aware that this gun has fairly high energy requirements. If your ship has more than two firing cannons for one its mounts, the Morning Star should be mounted on the mount that has fewer firing points. Its already substantial advantages are not increased by firing more than two at once. In theory the Morning Star and Maxim gun perfectly complement eachother, but in practice the energy demand is simply too high to make this a viable tactic.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTW_Prometheus_S&diff=1518GTW Prometheus S2005-11-15T09:48:38Z<p>216.107.197.77: </p>
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<div>The GTW-5 Prometheus "S" cannon is one of the best-known weapons of the GTVA. Originally developed during the first Great War, it was temporarily retired due to shortages of critical materials. With the development of gas-mining vessels to extract these materials from nebular clouds, this popular design has been recommissioned.<br />
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The Prometheus S is an excellent weapon, boasting high hull damage, high shield damage, and very good range. Almost every fighter and bomber in the Terran and Vasudan catalogs mount this gun. Disadvantages include a moderate-to-high energy usage, and a relatively slow rate of fire that requires patience and marksmanship to line up shots.<br />
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Still, the pros outweight the cons. If you're not sure what to take, and this weapon is available, it's a solid choice and proven performer.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTW_Prometheus_R&diff=1517GTW Prometheus R2005-11-15T09:41:38Z<p>216.107.197.77: </p>
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<div>The GTW-5a Prometheus "R" is a retrofitted version of the Great War-era Prometheus cannon (now designated [[GTW Prometheus S]]). It maintains the original weapon's high hull damage, but has lost the shield-destroying punch. It is best used in conjunction with another weapon that does high shield damage.<br />
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Overall the Prometheus R is a difficult weapon to recommend. It has a lethargic rate of fire, and consumes a lot more power than other basic weapons like the [[GTW Subach HL-7]]. The Subach seems to make up for its lower damage with greater rate of fire and better energy efficiency. Even the Prometheus R's high compatability isn't an advantage, since the S variant also has compatability with most ships.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTW_Akheton_SDG&diff=1438GTW Akheton SDG2005-11-15T09:34:03Z<p>216.107.197.77: </p>
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<div>The SDG, or Subsystem Disruption Gun, is a tactical weapon developed by the Vasudans. Unlike other guns, the SDG does no hull damage at all: rather, it only destroys subsystems and turrets of the target. This has obvious utility in disarming or disabling operations. The SDG also does a moderate amount of shield damage to small craft. Howerver, the weapon's high energy requirements make it an undesirable choice for dogfighting.<br />
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If you're a pilot who likes to disable the turrets of enemy warships whenever the oppourtunity arises, even if it's not one of your assigned mission goals, you might wish to take the Akheton. In general however, there are plenty of other weapons that do the job just as well and have the additional advantage of causing some hull damage. Unless the mission specifically calls for a target to be disabled with minimal damage, one should leave the SDG at home.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTM_Tempest&diff=1526GTM Tempest2005-11-15T09:26:15Z<p>216.107.197.77: </p>
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<div>The GTM Tempest is a small, fast-moving rocket; an upgrade of the Great War-era [[GTM Fury]] rocket. It has excellent compatability and will fit into the secondary bays of most ships. While it does little damage compared to most other missiles, and has no guidance system, the Tempest has two powerful features.<br />
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Firstly, the munition itself is very small, allowing most fighters to load at least one hundred of these rockets. Heavier craft can carry '''several''' hundred. Secondly, the recycle speed on the Tempest launcher is extreme. While other missile racks require a second or two to load a new volley, the Tempest can launch in a veritable hail.<br />
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Tactically, the Tempest fills two main roles. One, it is a good short-range tool to use against slower enemies like assault fighters, and bombers. These ships have thick armor and powerful shielding, but a hail of Tempest rockets can quickly shred even the heaviest protections. The weapon's second role is the use of surgical strikes against warships or lightly armored vessels like freighters.<br />
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Using the Tempest against agile targets, it is best to save your ordnance until you're right on their tail. The Tempest is fast, but not instant, and without a visual indicator you would have to depend mostly on luck to gauage the necessary amount of lead on a moving target at any appreciable range. When engaging slower ships, fire as soon as you're within range since the rocket can easily intercept any cruiser, freighter, transport, etc.<br />
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Generally, the Tempest is best used in dual-fire mode at all times. Given the munition's disadvantage of low damage per rocket, and the advantage of having huge numbers of them to fire, using them twice as fast is not an error. A subtle benefit of the Tempest is that when you've used up your stock of rockets, a support ship can reload this type of ordnance very quickly.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTW_Subach_HL-7&diff=1400GTW Subach HL-72005-11-15T09:05:39Z<p>216.107.197.77: </p>
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<div>The GTW-Subach HL-7 (More commonly referred to simply as the Subach) is one of the [[GTVA|GTVA's]] basic weapons, along with the [[GTM Tempest]] dumbfire and [[GTM Rockeye]] heat seeking missiles. It is the first primary weapon granted to new recruits and is thus the first one encountered by the player in Freespace 2.<br />
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Though it lacks the sheer hitting power of many weapons encountered later in the campaign, the Subach remains a useful weapon throughout much of the game for its high compatability and refire rate, and its well balanced shield/hull damage ratio. It also consumes much less power than heavier guns, a powerful advantage since it allows one to direct power to the shields and engines instead of energy-hungry weapons.<br />
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The Vasudans have a variant of the Subach HL-7 that can be mounted only on their ships, the [[GTW Mekhu HL-7]].<br />
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===Tech Room Data===<br />
The Subach-Innes HL-7 is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The HL-7 works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTW_Mekhu_HL-7&diff=1516GTW Mekhu HL-72005-11-15T09:04:46Z<p>216.107.197.77: </p>
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<div>The Vasudan variant of the [[GTW Subach HL-7]], the Mekhu is a slightly superior weapon. It boasts a higher rate of fire, better range, and a fraction more damage. Like the Subach, the Mekhu HL-7 consumes very little power and gives an acceptable level of damage, making it a viable choice throughout your tour of duty. The Mekhu HL-7 can only be mounted on Vasudan fighters and bombers.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=GTW_Subach_HL-7&diff=799GTW Subach HL-72005-11-15T08:59:59Z<p>216.107.197.77: </p>
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<div>The GTW-Subach HL-7 (More commonly referred to simply as the Subach) is one of the [[GTVA|GTVA's]] basic weapons, along with the [[GTM Tempest]] dumbfire and [[GTM Rockeye]] heat seeking missiles. It is the first primary weapon granted to new recruits and is thus the first one encountered by the player in Freespace 2.<br />
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Though it lacks the sheer hitting power of many weapons encountered later in the campaign, the Subach remains a useful weapon throughout much of the game for its high compatability and refire rate, and its well balanced shield/hull damage ratio. It also consumes much less power than heavier guns, a powerful advantage since it allows one to direct power to the shields and engines instead of energy-hungry weapons.<br />
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The Vasudans have a variant of the Subach HL-7 that can be mounted only on their ships, the [[GTW Mekhu HL-7]].<br />
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The [[GTM<br />
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===Tech Room Data===<br />
The Subach-Innes HL-7 is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The HL-7 works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers.</div>216.107.197.77https://wiki.hard-light.net/index.php?title=FreeSpace_2_Tactical&diff=1035FreeSpace 2 Tactical2005-11-15T08:53:39Z<p>216.107.197.77: /* The HUD (Heads Up Display) */</p>
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<div>[[#Basics|Basics]] | [[#Mission Types|Mission Types]] | [[#The HUD|The HUD]] | [[#Preferred GTVA Hardware|Ships]] | [[#Preferred Primary and Secondary Loadouts|Weapons]]<br />
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===Basics===<br />
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Alright pilot, lets get to the basics of space combat in FreeSpace 2. In the deep cold of space, nobody can hear you scream, so don't get yourself killed, that's the first rule in any handbook.<br />
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If you have the choice, you should make sure you check ever aspect of your ship and wing configuration. Going with the standard loadout may get you by, but there may be better or preferred weaponry out there. <br />
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When you hit space, first thing you should check is the nearby friendly ships, your current velocity, armed weapons and configurations, and if there is any immediate threats nearby.<br />
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===Mission Types===<br />
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====Guard Missions====<br />
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Protecting a friendly vessel can sometimes prove quite challenging, especially when the enemy forces outnumber you. Fortunately, you can use some things to your advantage. Order your wingmen to protect your escort target, or escort wing. The target being escorted usually has some defenses of its own, use those to your advantage. I've seen many a Basilisk splashed because escorting fighters drew the Shivan fighters into range of the bigger ships guns. If you have 2 wings to work with, this is even easier, you can usually assign one wing to escort while one engages the enemy ships at long range.<br />
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If you're helping fend off an opposing capital ship, remember to take out its main beams as soon as possible. When stripped of their beam weapons, capital ships lose much of their offensive firepower, and this can give you a critical advantage in battle. Once the main beam weapons are out, target the anti fighter beams, especially if you're defending a small ship like a cruiser.<br />
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====Assault Missions====<br />
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Assault missions usually come in a few flavors. If your attacking an enemy cap-ship, then you'll be wanting a bomber of some kind (usually Sekhmet or Boanerges) and a loadout of Cyclops or Helios. If your mission requires the escort of a bomber wing, then you better have a few Perseus with Harpoons at the ready.<br />
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When attacking enemy cap-ships, make sure you knock out some of the turrets or the weapons subsystem before letting loose with the space bombs. Anti fighter beams and Flak cannons are particularly good at eliminating incoming bombs, but even standard plasma turrets can find their marks on occasion.<br />
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====Stealth Missions====<br />
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Stealth missions can be among the most challenging to fly, requiring top notch reflexes and situational awareness. Remember to stay as far away as possible from patrolling fighters, and avoid firing your weapons at all costs. <br />
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===The HUD (Heads Up Display)===<br />
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The most important interface in the entire game is your Heads Up Display, or more commonly known as HUD. The HUD used in FreeSpace is robust, giving you many options on the brightness, color, and numerous displays designed to help you during the conflict.<br />
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====The Main Flight Controller====<br />
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The Main Flight Controller (MFC) is the cluster of instrumentation at the center of the screen, and contains an enormous number of extremely valuable tools. A majority portion of your time in your ship will be spent looking at the MFC since it serves as the focal point of your ship's weapons, flight path, and most critical readouts.<br />
<br />
The center of the screen shows the targeting reticle, three small slashes in a triangular arrangement. This where your weapons are pointed. Note that this is the center of your ship's axis, straight ahead in other words. The ship's weapons will be mounted away from the center to varying degrees. For some craft, the distance between the weapon's actual muzzle and the targeting reticle is quite dramatic! It is only through experience and observation that you will be able to know where your weapon's shot is actually going to land relative to the reticle.<br />
<br />
Directly below the reticle is a summary of your target's hull and shield strength. This is the same information as presented in the target information box, but here you can see it without taking your eyes off the target. Surrounding the numeric hull strength are four sectors showing shield power. If a quadrant is down, it's good to try hitting that part of the ship rather than chewing on other shield quadrants that are still active.<br />
<br />
There are three indicators that orbit the edge of the MFC. They are:<br />
<br />
1: The target directional indicator. A solid arrow will point the the direction to your current target if that target is not near the center of your view.<br />
<br />
2: The aspect indicator. A small "T" shaped marker shows the current aspect, or facing, of the target relative to your ship. If the aspect indicator is in the upper half of its orbit, then the ship is facing toward you. Conversely, if the indicator is in the bottom half, then the target ship is facing away from you. 12 o'clock means the target is heading straight at you, 6 o'clock means you're staring up its engine exhaust. 3 and 9 o'clock indicate directions of travel that are roughly perpendicular to yours.<br />
<br />
3: The incoming missile indicator. One or more yellow triangles will point the direction of incoming guided missiles. The length of the line extending from the point of the triangle shows the missile's approximate distance. You will also hear a series of warning beeps that increase in frequency as the missiles near you. Be aware that no warning is shown for dumbfire or manually detonated missiles; you must learn to recognize these weapons by sight and sound alone.<br />
<br />
On the left side of the MFC, are your throttle setting and afterburner gauge. Your engine's top speed is displayed; this number will change depending on how much power you have allocated to engines. Your current throttle setting is displayed as a hash mark on this scale. If your ship is set to automatically change speed to follow your target, you will see an "M" indicator next to your throttle setting. The afterburner gauge simply shows how much power is available to drive your ship's powerful afterburner boost feature.<br />
<br />
On the right side of the MFC, are the two threat indicators and the weapon energy gauge. The thread indicators show you when an enemy is firing their primary guns at you (top icon), or is attempting missile lock (bottom icon). You will also receive an audible warning if the enemy is trying to missile-lock you. The weapon energy gauge simply shows how much power is available for the firing of your primary guns; keep an eye on this one, as if it reachs zero, you can't fire your guns until some power recharges. If the level gets very low, a percentage will be shown.<br />
<br />
====Wingman Display====<br />
<br />
This shows the current wings under your command. Each dot represents a fighter. All are organized into their respective wings (Alpha, Beta, Delta, Epsilon). Something to note is that more wings may be under your command than are displayed here! You can discover all wings under your command if you bring up the Communications window (default 'C' key), and choose "Wings" ('2' key).<br />
<br />
When one of the fighters is under fire and taking hits, their dot will flash briefly. Be sure to keep an eye on the status of vulnerable wings like bombers. A solid green dot is good; a solid red dot means that the fighter is badly damaged. If the dot turns to a hollow green circle, then the ship has left the combat area. On the other hand, if it's a hollow red circle, then the ship is unfortunately destroyed. If your entire display is full of hollow red circles, it's probably time to be looking for the nearest allied ship to hide behind or the nearest escape vector.<br />
<br />
====Monitoring Display====<br />
<br />
This display allows you to keep tabs on friendly or enemy craft that are vital to your mission objectives. It allows you to quickly target these ships with a single key press. The monitoring display shows the current hull strength of the target, and will also flash briefly if that ship is under fire. A "D" is shown next to the line if the ship is disabled and unable to move. Be aware that you have a control to add or remove ships from this list.<br />
<br />
====Weapons Display====<br />
<br />
The top of this display shows your primary loadouts (cannons such as the Avenger). The bottom shows all secondary loadouts (missile weapons). All active weapons are marked with a single triangle. In the secondary display, missiles can be dual fired. When such an option is selected, a double triangle is used to mark the display.<br />
<br />
====Energy Display====<br />
<br />
This shows where your energy is being allotted to. When your craft is equipped with shields, this is broken into 3 bars, when there is no shields, this is shown with 2 bars. Each bar represents Guns, Shields, and Energy respectively.<br />
<br />
====Target information box and targeting bracket====<br />
<br />
When you select a target, it will be surrounded by a box so you can keep track of it easily. Its distance will be shown under the box. Note that this distance may vary from the one shown in the target information box, since one is showing distance to the target's center of mass, while the other is showing the distance to your currently selected turret or sub-system. To the right side of the box, you may see a number of colored dots. These dots indicate how many of your squadmates are currently assigned to the target. On an allied target, these dots indicate wingmates guarding the target ship. On a hostile target, dots indicate wingmates that are attacking this target.<br />
<br />
In the lower-left of the screen is the Target Information Box. This gives you vital details on the stats of a targeted ship. This information includes:<br />
<br />
- a visual representation of the target, showing its orientation relative to your ship.<br />
<br />
- the ship's hull strength, shown both as a percentage and as a bar graph on the right side of the box.<br />
<br />
- if the target has shields, then a diagram showing their shield quadrants and each one's relative strength will be displayed.<br />
<br />
- the target ship's distance, and speed<br />
<br />
- docking status, whether the target is attached to or hauling something else (for example, a cargo container or a transport).<br />
<br />
If the target is an allied ship, then you will receive additional information, namely its current orders and estimated time to completion (if applicable). When you select a turret or sub-system of the target, then additional information is shown: the name of the selected subtarget and its strength.<br />
<br />
In the case of both the target information box and the target bracket, your current subtarget will be shown as a second set of brackets. If the subtarget is visible to you, then its bracket will be a square. Otherwise, it will be an X'ed out diamond. Be aware that sometimes this is a little wonky. Don't be afraid to squeeze off a few shots if it looks like the subtarget should be in view but the computer says it isn't; you may still hit it.<br />
<br />
===Preferred GTVA Hardware===<br />
<br />
Best All Around Fighter: GTF Ulysses<br />
Second Place: GTF Valkyrie<br />
<br />
Best Interceptor: GTF Perseus<br />
Second Place: GVF Horus<br />
<br />
Best Heavy Fighter: GTF Erinyes<br />
Second Place: GVF Tauret<br />
<br />
Best Bomber: GTB Sekhmet<br />
Second Place: GTB Artemis<br />
<br />
<br />
===Preferred Primary and Secondary Loadouts===<br />
<br />
Best Primary Weapon: UD-8 Kayser<br />
Best/Most Compatible Primary Weapon: Subach HL-7<br />
<br />
Best Secondary Missile: Harpoon<br />
Best Anti-Bomber: Trebuchet<br />
Best Space Bomb: Helios</div>216.107.197.77https://wiki.hard-light.net/index.php?title=FreeSpace_2_Tactical&diff=797FreeSpace 2 Tactical2005-11-15T08:48:00Z<p>216.107.197.77: /* Target Ship and Shields Display */</p>
<hr />
<div>[[#Basics|Basics]] | [[#Mission Types|Mission Types]] | [[#The HUD|The HUD]] | [[#Preferred GTVA Hardware|Ships]] | [[#Preferred Primary and Secondary Loadouts|Weapons]]<br />
<br />
===Basics===<br />
<br />
Alright pilot, lets get to the basics of space combat in FreeSpace 2. In the deep cold of space, nobody can hear you scream, so don't get yourself killed, that's the first rule in any handbook.<br />
<br />
If you have the choice, you should make sure you check ever aspect of your ship and wing configuration. Going with the standard loadout may get you by, but there may be better or preferred weaponry out there. <br />
<br />
When you hit space, first thing you should check is the nearby friendly ships, your current velocity, armed weapons and configurations, and if there is any immediate threats nearby.<br />
<br />
<br />
===Mission Types===<br />
<br />
====Guard Missions====<br />
<br />
Protecting a friendly vessel can sometimes prove quite challenging, especially when the enemy forces outnumber you. Fortunately, you can use some things to your advantage. Order your wingmen to protect your escort target, or escort wing. The target being escorted usually has some defenses of its own, use those to your advantage. I've seen many a Basilisk splashed because escorting fighters drew the Shivan fighters into range of the bigger ships guns. If you have 2 wings to work with, this is even easier, you can usually assign one wing to escort while one engages the enemy ships at long range.<br />
<br />
If you're helping fend off an opposing capital ship, remember to take out its main beams as soon as possible. When stripped of their beam weapons, capital ships lose much of their offensive firepower, and this can give you a critical advantage in battle. Once the main beam weapons are out, target the anti fighter beams, especially if you're defending a small ship like a cruiser.<br />
<br />
====Assault Missions====<br />
<br />
Assault missions usually come in a few flavors. If your attacking an enemy cap-ship, then you'll be wanting a bomber of some kind (usually Sekhmet or Boanerges) and a loadout of Cyclops or Helios. If your mission requires the escort of a bomber wing, then you better have a few Perseus with Harpoons at the ready.<br />
<br />
When attacking enemy cap-ships, make sure you knock out some of the turrets or the weapons subsystem before letting loose with the space bombs. Anti fighter beams and Flak cannons are particularly good at eliminating incoming bombs, but even standard plasma turrets can find their marks on occasion.<br />
<br />
====Stealth Missions====<br />
<br />
Stealth missions can be among the most challenging to fly, requiring top notch reflexes and situational awareness. Remember to stay as far away as possible from patrolling fighters, and avoid firing your weapons at all costs. <br />
<br />
===The HUD (Heads Up Display)===<br />
<br />
The most important interface in the entire game is your Heads Up Display, or more commonly known as HUD. The HUD used in FreeSpace is robust, giving you many options on the brightness, color, and numerous displays designed to help you during the conflict.<br />
<br />
====The Main Flight Controller====<br />
<br />
The Main Flight Controller (MFC) is the cluster of instrumentation at the center of the screen, and contains an enormous number of extremely valuable tools. A majority portion of your time in your ship will be spent looking at the MFC since it serves as the focal point of your ship's weapons, flight path, and most critical readouts.<br />
<br />
The center of the screen shows the targeting reticle, three small slashes in a triangular arrangement. This where your weapons are pointed. Note that this is the center of your ship's axis, straight ahead in other words. The ship's weapons will be mounted away from the center to varying degrees. For some craft, the distance between the weapon's actual muzzle and the targeting reticle is quite dramatic! It is only through experience and observation that you will be able to know where your weapon's shot is actually going to land relative to the reticle.<br />
<br />
Directly below the reticle is a summary of your target's hull and shield strength. This is the same information as presented in the target information box, but here you can see it without taking your eyes off the target. Surrounding the numeric hull strength are four sectors showing shield power. If a quadrant is down, it's good to try hitting that part of the ship rather than chewing on other shield quadrants that are still active.<br />
<br />
The current target will be surrounded by a box so you can keep track of it easily. Its distance will be shown under the box. Note that this distance may vary from the one shown in the target information box, since one is showing distance to the target's center of mass, while the other is showing the distance to your currently selected turret or sub-system. To the right side of the box, you may see a number of colored dots. These dots indicate how many of your squadmates are currently assigned to the target. On an allied target, these dots indicate wingmates guarding the target ship. On a hostile target, dots indicate wingmates that are attacking this target.<br />
<br />
There are three indicators that orbit the edge of the MFC. They are:<br />
<br />
1: The target directional indicator. A solid arrow will point the the direction to your current target if that target is not near the center of your view.<br />
<br />
2: The aspect indicator. A small "T" shaped marker shows the current aspect, or facing, of the target relative to your ship. If the aspect indicator is in the upper half of its orbit, then the ship is facing toward you. Conversely, if the indicator is in the bottom half, then the target ship is facing away from you. 12 o'clock means the target is heading straight at you, 6 o'clock means you're staring up its engine exhaust. 3 and 9 o'clock indicate directions of travel that are roughly perpendicular to yours.<br />
<br />
3: The incoming missile indicator. One or more yellow triangles will point the direction of incoming guided missiles. The length of the line extending from the point of the triangle shows the missile's approximate distance. You will also hear a series of warning beeps that increase in frequency as the missiles near you. Be aware that no warning is shown for dumbfire or manually detonated missiles; you must learn to recognize these weapons by sight and sound alone.<br />
<br />
On the left side of the MFC, are your throttle setting and afterburner gauge. Your engine's top speed is displayed; this number will change depending on how much power you have allocated to engines. Your current throttle setting is displayed as a hash mark on this scale. If your ship is set to automatically change speed to follow your target, you will see an "M" indicator next to your throttle setting. The afterburner gauge simply shows how much power is available to drive your ship's powerful afterburner boost feature.<br />
<br />
On the right side of the MFC, are the two threat indicators and the weapon energy gauge. The thread indicators show you when an enemy is firing their primary guns at you (top icon), or is attempting missile lock (bottom icon). You will also receive an audible warning if the enemy is trying to missile-lock you. The weapon energy gauge simply shows how much power is available for the firing of your primary guns; keep an eye on this one, as if it reachs zero, you can't fire your guns until some power recharges. If the level gets very low, a percentage will be shown.<br />
<br />
====Wingman Display====<br />
<br />
This shows the current wings under your command. Each dot represents a fighter. All are organized into their respective wings (Alpha, Beta, Delta, Epsilon). Something to note is that more wings may be under your command than are displayed here! You can discover all wings under your command if you bring up the Communications window (default 'C' key), and choose "Wings" ('2' key).<br />
<br />
<br />
When one of the fighters is under fire and taking hits, their dot will flash briefly. Be sure to keep an eye on the status of vulnerable wings like bombers. A solid green dot is good; a solid red dot means that the fighter is badly damaged. If the dot turns to a hollow green circle, then the ship has left the combat area. On the other hand, if it's a hollow red circle, then the ship is unfortunately destroyed. If your entire display is full of hollow red circles, it's probably time to be looking for the nearest allied ship to hide behind or the nearest escape vector.<br />
<br />
====Monitoring Display====<br />
<br />
This display allows you to keep tabs on friendly or enemy craft that are vital to your mission objectives. It allows you to quickly target these ships with a single key press. The monitoring display shows the current hull strength of the target, and will also flash briefly if that ship is under fire. A "D" is shown next to the line if the ship is disabled and unable to move. Be aware that you have a control to add or remove ships from this list.<br />
<br />
====Weapons Display====<br />
<br />
The top of this display shows your primary loadouts (cannons such as the Avenger). The bottom shows all secondary loadouts (missile weapons). All active weapons are marked with a single triangle. In the secondary display, missiles can be dual fired. When such an option is selected, a double triangle is used to mark the display.<br />
<br />
====Energy Display====<br />
<br />
This shows where your energy is being allotted to. When your craft is equipped with shields, this is broken into 3 bars, when there is no shields, this is shown with 2 bars. Each bar represents Guns, Shields, and Energy respectively.<br />
<br />
====Target information box and targeting bracket====<br />
<br />
In the lower-left of the screen is the Target Information Box. This gives you vital details on the stats of a targeted ship. This information includes:<br />
<br />
- a visual representation of the target, showing its orientation relative to your ship.<br />
<br />
- the ship's hull strength, shown both as a percentage and as a bar graph on the right side of the box.<br />
<br />
- if the target has shields, then a diagram showing their shield quadrants and each one's relative strength will be displayed.<br />
<br />
- the target ship's distance, and speed<br />
<br />
- docking status, whether the target is attached to or hauling something else (for example, a cargo container or a transport).<br />
<br />
If the target is an allied ship, then you will receive additional information, namely its current orders and estimated time to completion (if applicable). When you select a turret or sub-system of the target, then additional information is shown: the name of the selected subtarget and its strength.<br />
<br />
In the case of both the target information box and the target bracket, your current subtarget will be shown as a second set of brackets. If the subtarget is visible to you, then its bracket will be a square. Otherwise, it will be an X'ed out diamond. Be aware that sometimes this is a little wonky. Don't be afraid to squeeze off a few shots if it looks like the subtarget should be in view but the computer says it isn't; you may still hit it.<br />
<br />
===Preferred GTVA Hardware===<br />
<br />
Best All Around Fighter: GTF Ulysses<br />
Second Place: GTF Valkyrie<br />
<br />
Best Interceptor: GTF Perseus<br />
Second Place: GVF Horus<br />
<br />
Best Heavy Fighter: GTF Erinyes<br />
Second Place: GVF Tauret<br />
<br />
Best Bomber: GTB Sekhmet<br />
Second Place: GTB Artemis<br />
<br />
<br />
===Preferred Primary and Secondary Loadouts===<br />
<br />
Best Primary Weapon: UD-8 Kayser<br />
Best/Most Compatible Primary Weapon: Subach HL-7<br />
<br />
Best Secondary Missile: Harpoon<br />
Best Anti-Bomber: Trebuchet<br />
Best Space Bomb: Helios</div>216.107.197.77https://wiki.hard-light.net/index.php?title=FreeSpace_2_Tactical&diff=796FreeSpace 2 Tactical2005-11-15T08:32:50Z<p>216.107.197.77: /* The Main Target Display */</p>
<hr />
<div>[[#Basics|Basics]] | [[#Mission Types|Mission Types]] | [[#The HUD|The HUD]] | [[#Preferred GTVA Hardware|Ships]] | [[#Preferred Primary and Secondary Loadouts|Weapons]]<br />
<br />
===Basics===<br />
<br />
Alright pilot, lets get to the basics of space combat in FreeSpace 2. In the deep cold of space, nobody can hear you scream, so don't get yourself killed, that's the first rule in any handbook.<br />
<br />
If you have the choice, you should make sure you check ever aspect of your ship and wing configuration. Going with the standard loadout may get you by, but there may be better or preferred weaponry out there. <br />
<br />
When you hit space, first thing you should check is the nearby friendly ships, your current velocity, armed weapons and configurations, and if there is any immediate threats nearby.<br />
<br />
<br />
===Mission Types===<br />
<br />
====Guard Missions====<br />
<br />
Protecting a friendly vessel can sometimes prove quite challenging, especially when the enemy forces outnumber you. Fortunately, you can use some things to your advantage. Order your wingmen to protect your escort target, or escort wing. The target being escorted usually has some defenses of its own, use those to your advantage. I've seen many a Basilisk splashed because escorting fighters drew the Shivan fighters into range of the bigger ships guns. If you have 2 wings to work with, this is even easier, you can usually assign one wing to escort while one engages the enemy ships at long range.<br />
<br />
If you're helping fend off an opposing capital ship, remember to take out its main beams as soon as possible. When stripped of their beam weapons, capital ships lose much of their offensive firepower, and this can give you a critical advantage in battle. Once the main beam weapons are out, target the anti fighter beams, especially if you're defending a small ship like a cruiser.<br />
<br />
====Assault Missions====<br />
<br />
Assault missions usually come in a few flavors. If your attacking an enemy cap-ship, then you'll be wanting a bomber of some kind (usually Sekhmet or Boanerges) and a loadout of Cyclops or Helios. If your mission requires the escort of a bomber wing, then you better have a few Perseus with Harpoons at the ready.<br />
<br />
When attacking enemy cap-ships, make sure you knock out some of the turrets or the weapons subsystem before letting loose with the space bombs. Anti fighter beams and Flak cannons are particularly good at eliminating incoming bombs, but even standard plasma turrets can find their marks on occasion.<br />
<br />
====Stealth Missions====<br />
<br />
Stealth missions can be among the most challenging to fly, requiring top notch reflexes and situational awareness. Remember to stay as far away as possible from patrolling fighters, and avoid firing your weapons at all costs. <br />
<br />
===The HUD (Heads Up Display)===<br />
<br />
The most important interface in the entire game is your Heads Up Display, or more commonly known as HUD. The HUD used in FreeSpace is robust, giving you many options on the brightness, color, and numerous displays designed to help you during the conflict.<br />
<br />
====The Main Flight Controller====<br />
<br />
The Main Flight Controller (MFC) is the cluster of instrumentation at the center of the screen, and contains an enormous number of extremely valuable tools. A majority portion of your time in your ship will be spent looking at the MFC since it serves as the focal point of your ship's weapons, flight path, and most critical readouts.<br />
<br />
The center of the screen shows the targeting reticle, three small slashes in a triangular arrangement. This where your weapons are pointed. Note that this is the center of your ship's axis, straight ahead in other words. The ship's weapons will be mounted away from the center to varying degrees. For some craft, the distance between the weapon's actual muzzle and the targeting reticle is quite dramatic! It is only through experience and observation that you will be able to know where your weapon's shot is actually going to land relative to the reticle.<br />
<br />
Directly below the reticle is a summary of your target's hull and shield strength. This is the same information as presented in the target information box, but here you can see it without taking your eyes off the target. Surrounding the numeric hull strength are four sectors showing shield power. If a quadrant is down, it's good to try hitting that part of the ship rather than chewing on other shield quadrants that are still active.<br />
<br />
The current target will be surrounded by a box so you can keep track of it easily. Its distance will be shown under the box. Note that this distance may vary from the one shown in the target information box, since one is showing distance to the target's center of mass, while the other is showing the distance to your currently selected turret or sub-system. To the right side of the box, you may see a number of colored dots. These dots indicate how many of your squadmates are currently assigned to the target. On an allied target, these dots indicate wingmates guarding the target ship. On a hostile target, dots indicate wingmates that are attacking this target.<br />
<br />
There are three indicators that orbit the edge of the MFC. They are:<br />
<br />
1: The target directional indicator. A solid arrow will point the the direction to your current target if that target is not near the center of your view.<br />
<br />
2: The aspect indicator. A small "T" shaped marker shows the current aspect, or facing, of the target relative to your ship. If the aspect indicator is in the upper half of its orbit, then the ship is facing toward you. Conversely, if the indicator is in the bottom half, then the target ship is facing away from you. 12 o'clock means the target is heading straight at you, 6 o'clock means you're staring up its engine exhaust. 3 and 9 o'clock indicate directions of travel that are roughly perpendicular to yours.<br />
<br />
3: The incoming missile indicator. One or more yellow triangles will point the direction of incoming guided missiles. The length of the line extending from the point of the triangle shows the missile's approximate distance. You will also hear a series of warning beeps that increase in frequency as the missiles near you. Be aware that no warning is shown for dumbfire or manually detonated missiles; you must learn to recognize these weapons by sight and sound alone.<br />
<br />
On the left side of the MFC, are your throttle setting and afterburner gauge. Your engine's top speed is displayed; this number will change depending on how much power you have allocated to engines. Your current throttle setting is displayed as a hash mark on this scale. If your ship is set to automatically change speed to follow your target, you will see an "M" indicator next to your throttle setting. The afterburner gauge simply shows how much power is available to drive your ship's powerful afterburner boost feature.<br />
<br />
On the right side of the MFC, are the two threat indicators and the weapon energy gauge. The thread indicators show you when an enemy is firing their primary guns at you (top icon), or is attempting missile lock (bottom icon). You will also receive an audible warning if the enemy is trying to missile-lock you. The weapon energy gauge simply shows how much power is available for the firing of your primary guns; keep an eye on this one, as if it reachs zero, you can't fire your guns until some power recharges. If the level gets very low, a percentage will be shown.<br />
<br />
====Wingman Display====<br />
<br />
This shows the current wings under your command. Each dot represents a fighter. All are organized into their respective wings (Alpha, Beta, Delta, Epsilon). Something to note is that more wings may be under your command than are displayed here! You can discover all wings under your command if you bring up the Communications window (default 'C' key), and choose "Wings" ('2' key).<br />
<br />
<br />
When one of the fighters is under fire and taking hits, their dot will flash briefly. Be sure to keep an eye on the status of vulnerable wings like bombers. A solid green dot is good; a solid red dot means that the fighter is badly damaged. If the dot turns to a hollow green circle, then the ship has left the combat area. On the other hand, if it's a hollow red circle, then the ship is unfortunately destroyed. If your entire display is full of hollow red circles, it's probably time to be looking for the nearest allied ship to hide behind or the nearest escape vector.<br />
<br />
====Monitoring Display====<br />
<br />
This display allows you to keep tabs on friendly or enemy craft that are vital to your mission objectives. It allows you to quickly target these ships with a single key press. The monitoring display shows the current hull strength of the target, and will also flash briefly if that ship is under fire. A "D" is shown next to the line if the ship is disabled and unable to move. Be aware that you have a control to add or remove ships from this list.<br />
<br />
====Weapons Display====<br />
<br />
The top of this display shows your primary loadouts (cannons such as the Avenger). The bottom shows all secondary loadouts (missile weapons). All active weapons are marked with a single triangle. In the secondary display, missiles can be dual fired. When such an option is selected, a double triangle is used to mark the display.<br />
<br />
====Energy Display====<br />
<br />
This shows where your energy is being allotted to. When your craft is equipped with shields, this is broken into 3 bars, when there is no shields, this is shown with 2 bars. Each bar represents Guns, Shields, and Energy respectively.<br />
<br />
====Target Ship and Shields Display====<br />
<br />
This gives you vital information on the stats of a targeted ship. These include, the direction that the ship is flying in perspective to you, the hull strength, distance, target velocity, and shield strength.<br />
<br />
<br />
===Preferred GTVA Hardware===<br />
<br />
Best All Around Fighter: GTF Ulysses<br />
Second Place: GTF Valkyrie<br />
<br />
Best Interceptor: GTF Perseus<br />
Second Place: GVF Horus<br />
<br />
Best Heavy Fighter: GTF Erinyes<br />
Second Place: GVF Tauret<br />
<br />
Best Bomber: GTB Sekhmet<br />
Second Place: GTB Artemis<br />
<br />
<br />
===Preferred Primary and Secondary Loadouts===<br />
<br />
Best Primary Weapon: UD-8 Kayser<br />
Best/Most Compatible Primary Weapon: Subach HL-7<br />
<br />
Best Secondary Missile: Harpoon<br />
Best Anti-Bomber: Trebuchet<br />
Best Space Bomb: Helios</div>216.107.197.77https://wiki.hard-light.net/index.php?title=FreeSpace_2_Tactical&diff=795FreeSpace 2 Tactical2005-11-15T08:01:19Z<p>216.107.197.77: /* Monitoring Display */</p>
<hr />
<div>[[#Basics|Basics]] | [[#Mission Types|Mission Types]] | [[#The HUD|The HUD]] | [[#Preferred GTVA Hardware|Ships]] | [[#Preferred Primary and Secondary Loadouts|Weapons]]<br />
<br />
===Basics===<br />
<br />
Alright pilot, lets get to the basics of space combat in FreeSpace 2. In the deep cold of space, nobody can hear you scream, so don't get yourself killed, that's the first rule in any handbook.<br />
<br />
If you have the choice, you should make sure you check ever aspect of your ship and wing configuration. Going with the standard loadout may get you by, but there may be better or preferred weaponry out there. <br />
<br />
When you hit space, first thing you should check is the nearby friendly ships, your current velocity, armed weapons and configurations, and if there is any immediate threats nearby.<br />
<br />
<br />
===Mission Types===<br />
<br />
====Guard Missions====<br />
<br />
Protecting a friendly vessel can sometimes prove quite challenging, especially when the enemy forces outnumber you. Fortunately, you can use some things to your advantage. Order your wingmen to protect your escort target, or escort wing. The target being escorted usually has some defenses of its own, use those to your advantage. I've seen many a Basilisk splashed because escorting fighters drew the Shivan fighters into range of the bigger ships guns. If you have 2 wings to work with, this is even easier, you can usually assign one wing to escort while one engages the enemy ships at long range.<br />
<br />
If you're helping fend off an opposing capital ship, remember to take out its main beams as soon as possible. When stripped of their beam weapons, capital ships lose much of their offensive firepower, and this can give you a critical advantage in battle. Once the main beam weapons are out, target the anti fighter beams, especially if you're defending a small ship like a cruiser.<br />
<br />
====Assault Missions====<br />
<br />
Assault missions usually come in a few flavors. If your attacking an enemy cap-ship, then you'll be wanting a bomber of some kind (usually Sekhmet or Boanerges) and a loadout of Cyclops or Helios. If your mission requires the escort of a bomber wing, then you better have a few Perseus with Harpoons at the ready.<br />
<br />
When attacking enemy cap-ships, make sure you knock out some of the turrets or the weapons subsystem before letting loose with the space bombs. Anti fighter beams and Flak cannons are particularly good at eliminating incoming bombs, but even standard plasma turrets can find their marks on occasion.<br />
<br />
====Stealth Missions====<br />
<br />
Stealth missions can be among the most challenging to fly, requiring top notch reflexes and situational awareness. Remember to stay as far away as possible from patrolling fighters, and avoid firing your weapons at all costs. <br />
<br />
===The HUD (Heads Up Display)===<br />
<br />
The most important interface in the entire game is your Heads Up Display, or more commonly known as HUD. The HUD used in FreeSpace is robust, giving you many options on the brightness, color, and numerous displays designed to help you during the conflict.<br />
<br />
====The Main Target Display====<br />
<br />
This helps with aiming of weapons and also gives warnings for missile locks, collisions, and other important messages.<br />
<br />
====Wingman Display====<br />
<br />
This shows the current wings under your command. Each dot represents a fighter. All are organized into their respective wings (Alpha, Beta, Delta, Epsilon). Something to note is that more wings may be under your command than are displayed here! You can discover all wings under your command if you bring up the Communications window (default 'C' key), and choose "Wings" ('2' key).<br />
<br />
<br />
When one of the fighters is under fire and taking hits, their dot will flash briefly. Be sure to keep an eye on the status of vulnerable wings like bombers. A solid green dot is good; a solid red dot means that the fighter is badly damaged. If the dot turns to a hollow green circle, then the ship has left the combat area. On the other hand, if it's a hollow red circle, then the ship is unfortunately destroyed. If your entire display is full of hollow red circles, it's probably time to be looking for the nearest allied ship to hide behind or the nearest escape vector.<br />
<br />
====Monitoring Display====<br />
<br />
This display allows you to keep tabs on friendly or enemy craft that are vital to your mission objectives. It allows you to quickly target these ships with a single key press. The monitoring display shows the current hull strength of the target, and will also flash briefly if that ship is under fire. A "D" is shown next to the line if the ship is disabled and unable to move. Be aware that you have a control to add or remove ships from this list.<br />
<br />
====Weapons Display====<br />
<br />
The top of this display shows your primary loadouts (cannons such as the Avenger). The bottom shows all secondary loadouts (missile weapons). All active weapons are marked with a single triangle. In the secondary display, missiles can be dual fired. When such an option is selected, a double triangle is used to mark the display.<br />
<br />
====Energy Display====<br />
<br />
This shows where your energy is being allotted to. When your craft is equipped with shields, this is broken into 3 bars, when there is no shields, this is shown with 2 bars. Each bar represents Guns, Shields, and Energy respectively.<br />
<br />
====Target Ship and Shields Display====<br />
<br />
This gives you vital information on the stats of a targeted ship. These include, the direction that the ship is flying in perspective to you, the hull strength, distance, target velocity, and shield strength.<br />
<br />
<br />
===Preferred GTVA Hardware===<br />
<br />
Best All Around Fighter: GTF Ulysses<br />
Second Place: GTF Valkyrie<br />
<br />
Best Interceptor: GTF Perseus<br />
Second Place: GVF Horus<br />
<br />
Best Heavy Fighter: GTF Erinyes<br />
Second Place: GVF Tauret<br />
<br />
Best Bomber: GTB Sekhmet<br />
Second Place: GTB Artemis<br />
<br />
<br />
===Preferred Primary and Secondary Loadouts===<br />
<br />
Best Primary Weapon: UD-8 Kayser<br />
Best/Most Compatible Primary Weapon: Subach HL-7<br />
<br />
Best Secondary Missile: Harpoon<br />
Best Anti-Bomber: Trebuchet<br />
Best Space Bomb: Helios</div>216.107.197.77https://wiki.hard-light.net/index.php?title=FreeSpace_2_Tactical&diff=794FreeSpace 2 Tactical2005-11-15T07:55:29Z<p>216.107.197.77: /* Wingman Display */</p>
<hr />
<div>[[#Basics|Basics]] | [[#Mission Types|Mission Types]] | [[#The HUD|The HUD]] | [[#Preferred GTVA Hardware|Ships]] | [[#Preferred Primary and Secondary Loadouts|Weapons]]<br />
<br />
===Basics===<br />
<br />
Alright pilot, lets get to the basics of space combat in FreeSpace 2. In the deep cold of space, nobody can hear you scream, so don't get yourself killed, that's the first rule in any handbook.<br />
<br />
If you have the choice, you should make sure you check ever aspect of your ship and wing configuration. Going with the standard loadout may get you by, but there may be better or preferred weaponry out there. <br />
<br />
When you hit space, first thing you should check is the nearby friendly ships, your current velocity, armed weapons and configurations, and if there is any immediate threats nearby.<br />
<br />
<br />
===Mission Types===<br />
<br />
====Guard Missions====<br />
<br />
Protecting a friendly vessel can sometimes prove quite challenging, especially when the enemy forces outnumber you. Fortunately, you can use some things to your advantage. Order your wingmen to protect your escort target, or escort wing. The target being escorted usually has some defenses of its own, use those to your advantage. I've seen many a Basilisk splashed because escorting fighters drew the Shivan fighters into range of the bigger ships guns. If you have 2 wings to work with, this is even easier, you can usually assign one wing to escort while one engages the enemy ships at long range.<br />
<br />
If you're helping fend off an opposing capital ship, remember to take out its main beams as soon as possible. When stripped of their beam weapons, capital ships lose much of their offensive firepower, and this can give you a critical advantage in battle. Once the main beam weapons are out, target the anti fighter beams, especially if you're defending a small ship like a cruiser.<br />
<br />
====Assault Missions====<br />
<br />
Assault missions usually come in a few flavors. If your attacking an enemy cap-ship, then you'll be wanting a bomber of some kind (usually Sekhmet or Boanerges) and a loadout of Cyclops or Helios. If your mission requires the escort of a bomber wing, then you better have a few Perseus with Harpoons at the ready.<br />
<br />
When attacking enemy cap-ships, make sure you knock out some of the turrets or the weapons subsystem before letting loose with the space bombs. Anti fighter beams and Flak cannons are particularly good at eliminating incoming bombs, but even standard plasma turrets can find their marks on occasion.<br />
<br />
====Stealth Missions====<br />
<br />
Stealth missions can be among the most challenging to fly, requiring top notch reflexes and situational awareness. Remember to stay as far away as possible from patrolling fighters, and avoid firing your weapons at all costs. <br />
<br />
===The HUD (Heads Up Display)===<br />
<br />
The most important interface in the entire game is your Heads Up Display, or more commonly known as HUD. The HUD used in FreeSpace is robust, giving you many options on the brightness, color, and numerous displays designed to help you during the conflict.<br />
<br />
====The Main Target Display====<br />
<br />
This helps with aiming of weapons and also gives warnings for missile locks, collisions, and other important messages.<br />
<br />
====Wingman Display====<br />
<br />
This shows the current wings under your command. Each dot represents a fighter. All are organized into their respective wings (Alpha, Beta, Delta, Epsilon). Something to note is that more wings may be under your command than are displayed here! You can discover all wings under your command if you bring up the Communications window (default 'C' key), and choose "Wings" ('2' key).<br />
<br />
<br />
When one of the fighters is under fire and taking hits, their dot will flash briefly. Be sure to keep an eye on the status of vulnerable wings like bombers. A solid green dot is good; a solid red dot means that the fighter is badly damaged. If the dot turns to a hollow green circle, then the ship has left the combat area. On the other hand, if it's a hollow red circle, then the ship is unfortunately destroyed. If your entire display is full of hollow red circles, it's probably time to be looking for the nearest allied ship to hide behind or the nearest escape vector.<br />
<br />
====Monitoring Display====<br />
<br />
This display allows you to keep tabs on friendly or enemy craft that are vital to your mission objectives. It allows you to target other enemies while allowing you to check the hull strength of the other ship.<br />
<br />
====Weapons Display====<br />
<br />
The top of this display shows your primary loadouts (cannons such as the Avenger). The bottom shows all secondary loadouts (missile weapons). All active weapons are marked with a single triangle. In the secondary display, missiles can be dual fired. When such an option is selected, a double triangle is used to mark the display.<br />
<br />
====Energy Display====<br />
<br />
This shows where your energy is being allotted to. When your craft is equipped with shields, this is broken into 3 bars, when there is no shields, this is shown with 2 bars. Each bar represents Guns, Shields, and Energy respectively.<br />
<br />
====Target Ship and Shields Display====<br />
<br />
This gives you vital information on the stats of a targeted ship. These include, the direction that the ship is flying in perspective to you, the hull strength, distance, target velocity, and shield strength.<br />
<br />
<br />
===Preferred GTVA Hardware===<br />
<br />
Best All Around Fighter: GTF Ulysses<br />
Second Place: GTF Valkyrie<br />
<br />
Best Interceptor: GTF Perseus<br />
Second Place: GVF Horus<br />
<br />
Best Heavy Fighter: GTF Erinyes<br />
Second Place: GVF Tauret<br />
<br />
Best Bomber: GTB Sekhmet<br />
Second Place: GTB Artemis<br />
<br />
<br />
===Preferred Primary and Secondary Loadouts===<br />
<br />
Best Primary Weapon: UD-8 Kayser<br />
Best/Most Compatible Primary Weapon: Subach HL-7<br />
<br />
Best Secondary Missile: Harpoon<br />
Best Anti-Bomber: Trebuchet<br />
Best Space Bomb: Helios</div>216.107.197.77