https://wiki.hard-light.net/api.php?action=feedcontributions&user=Shivanguy88&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-28T10:41:57ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=GTM_Stiletto&diff=15558GTM Stiletto2008-03-10T03:39:45Z<p>Shivanguy88: </p>
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<div>'''GTM-43 Stiletto'''<br />
<br />
{{FS12_Weapons}}<br />
{{shipimage|image=[[Image:Stiletto_320x240.jpg]]|caption=The GTM-43 Stiletto}}<br />
<br />
==Tech Room Data==<br />
Heat seeking - laser tracking similar to the Interceptor - missile is protected by a small shield system, allowing for greater success in payload delivery during busy melee situations and intense firefights - fast, but low in-flight maneuverability compared to other missiles of comparable size - low maneuverability due to the size of the missile's payload (60 Kt) and on-board shield system.<br />
<br />
<br />
With the ability to take out most subsystems in one hit, and as simple to fire as an MX-50, the GTM-43 is the best ship disabling bomb developed by the GTA. Effective against turrets, engines and any other kind of subsystem, the Stiletto is a valuable asset to a bombers arsenal. However, it's slow, unmanageable, and it can't do any real hull damage.<br />
<br />
<br />
==Performance==<br />
===Statistics===<br />
{{Secondary|2 250|2.0|150|775|None|7.75|None|0|Full|775|0|Heat Seeking|40 degrees|N / A|1.0 s}}<br />
<br />
<br />
==Notes==<br />
*Weapon is capable of easily damaging [[Weapons.tbl#Weapon Flags|(Huge)]] even larger vessels.<br />
*Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]]<br />
<br />
===Veteran Comments===<br />
{{Comment|The Stiletto is as its tech description says. Make sure to line up the missile with your target carefully as the Stiletto turns worse than just about anything else.<br />
<br />
Using this in a dogfights is just a waste. but if you hit a bomber with one, it usually has a habit of disabling them.}}<br />
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[[Category:Weapon]]</div>Shivanguy88https://wiki.hard-light.net/index.php?title=Avenging_Angels&diff=15557Avenging Angels2008-03-10T03:19:41Z<p>Shivanguy88: </p>
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<b>ACT 1 MISSION 4</b><br />
<br />
<b>Fighter squadron:</b> Unknown, possibly ''[[242nd Suicide Kings]]''<br><br />
<b>Description:</b> Lt. McCarthy intends to sell the [[GTW Avenger]] to the Vasudans. Alpha and Beta wings are scrambled to stop him.<br />
<br />
----<br />
==Background==<br />
:''Plans for the Avenger weapon prototype have been stolen by Lt. McCarthy. His transport has been located here in Antares. It has been designated Omega.''<br />
:''One of McCarthy's accomplices has been captured, and revealed his intentions for the stolen plans. Not suprisingly, McCarthy intends to sell the Avenger to the Vasudans. His Vasudan contact has been designated Rasputin.''<br />
:''Your squadron will arrive before the exchange takes place. You are to destroy all hostile fighters, including any renegade Terrans. However,we want McCarthy alive. Your ships have been equipped with Disruptors suitable for disabling the Omega.''<br />
:''Alpha wing and Beta wing, each consisting of four fighters, will be sent in to carry out the mission. You will jump in approximately six kilometers away from the exchange. Get to the Omega as soon as possible.''<br />
:''Expect to encounter significant resistance. Beta wing will focus on attacking the Vasudan forces. Alpha wing will be expected to disable the Omega. Request Beta wing's assistance if necessary.''<br />
:''After McCarthy's transport is disabled, the GTT Comet will jump into the area and dock with it. You are to ensure the safety of the Comet, especially during the docking operation with Omega. After the Comet and the Omega have left the area, it is your responsibility to eliminate hostiles. Once the area is clear, you are to jump back to the GTD Galatea.''<br />
:''Note that you will be required to engage Terran pilots. These pilots are traitors to the Alliance, and no quarter should be given. Thousands of lives are at stake. Do not hesitate to use deadly force on the traitors.''<br />
:''If you encounter significant resistance or experience severe losses, Delta wing will be sent by Terran command to assist. If further assistance is needed, call in Epsilon wing. Good luck, pilot.''<br />
<br />
==Walkthrough==<br />
When you arrive there will be one wing of Horus Interceptors (Aries wing), one wing of Anubis fighters (Cancer wing) and two wings of Apollo fighters (Alpha and Beta wings) present. Target Omega and order all fighters to ignore it. After this target the Rasputin's engines. Take them out using your Disruptor cannon. GT Intelligence 1 (Elysium) and GT Intelligence 2 (Valkyrie) will then jump in to capture it.<br><br><br />
Next target is Omega's engines. Disable the Omega using your Disruptor cannon. The GTT Comet will jump in to capture the Omega. By this time your wingmen ''should'' have taken out all the fighters, but if they haven't, proceed to do so yourself.<br><br><br />
Soon after you disable the Omega, one wing of Anubis fighters (Virgo wing) will jump in to attack it. Destroy them quickly so they don't hurt Omega too much. The Comet will then dock with Omega and jump out with it.<br><br />
Return to base at this point.<br />
<br />
==Notes==<br />
You will be rewarded with the Commendation Medal regardless of difficulty setting.<br />
<br />
Very odd, but the gt intelligence 2 (the one in the valkyrie) is equiped with a promithes cannon. <br />
<br />
==Notable ships present==<br />
None<br />
<br />
[[Category:Main Freespace 1 Campaign]]</div>Shivanguy88https://wiki.hard-light.net/index.php?title=Running_the_Gauntlet&diff=15556Running the Gauntlet2008-03-10T03:11:20Z<p>Shivanguy88: </p>
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<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
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<b>ACT 3 MISSION 5</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
:''As you already know, we are sending scientist to the Altair system to investigate records found on Altair 4. Command hopes they will aid us in our war with the Shivans.''<br />
<br />
:''The Rosetta is currently carrying the scientists. It will rendezvous with the two transports, Omega 1 and Omega 2. All three ships should be arriving within a few minutes.''<br />
<br />
:''Omega wing will dock with the Rosetta as soon as they arrive. Oversee this personnel transfer, then escort Omega 1 and Omega 2 to the Jump Node.''<br />
==Walkthrough==<br />
Let me tell you now, this mission is pretty tough. The Rosetta and Omega wing will jump in soon after you arrive. Then 4 Shaitans will jump in and attack the Rosetta and Omega wing. There are 5 waves of Shaitans so once you have destroyed the fifth head toward the jump node.<br />
<br />
Soon after Omega 2 has completed the docking procedure the Lucifer will jump in behind the Jump Node. She will launch fighters at Omega wing. Easy. Take out the Basilisks first, then take out any others. Always take out the Basilisks first. If you don't you may be prone to large amounts of unhealthy frustration, so eliminate the Basilisks first. If you lose one Omega during this stage simply restart the mission until you succeed.<br />
<br />
You can gain a lot of kills in this mission because the Lucifer will stay in the area and will continue to launch fighters after both Omegas have departed. Armed with solid skills you ''can'' eliminate all the fighter wings sent from the Lucifer. If your hull integrity gets alarmingly low, just jump out.<br />
==Notes==<br />
The ship class, weapon type, hull integrity, and remaining weapons will be the same at the beginning of this mission as the end of the last mission.<br />
<br />
If you didnt disarm or destroy the zenith, it will be present in the middle of the jump node when the mission starts and will be a thorn though out the game to get both transports into the jump node.<br />
==Notable ships present==<br />
* Omega wing <br><br />
* SD ''[[Lucifer]]''<br />
[[Category:Main Freespace 1 Campaign]]</div>Shivanguy88https://wiki.hard-light.net/index.php?title=A_Failure_to_Communicate&diff=15555A Failure to Communicate2008-03-10T03:08:31Z<p>Shivanguy88: </p>
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<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
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<br />
<b>ACT 3 MISSION 3</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
:''Red Alert! The Beta Aquilae installation is under attack. The [[SD Lucifer|Lucifer]] has been sighted in the area. Protect it at all costs. Additional orders will be given to you on site.''<br />
<br />
==Walkthrough==<br />
<br />
This is a scramble mission. Your load-out will be a [[GTF Valkyrie|Valkyrie]] interceptor with [[GTW Prometheus|Prometheus]] and [[GTW Avenger|Avenger]] cannons and (8) [[GTM Phoenix V|Phoenix V]] missiles.<br><br><br />
As soon as you enter the mission, you should start afterburning towards the fore-end of the SD Lucifer, signaling Alpha wing to attack it. The wingmen of course will never get there in time to attack it and damage themselves. When the installation goes critical, target Deva 2 and order your wingmen to attack it, and then go after Deva 1 yourself. Make sure you are flying directly into the [[SF Dragon|Dragon]]s path (the lead indicator should be near the center of the targeting brackets), once it enters [[GTM Phoenix V|Phoenix V]] range, slow down, lock on, then afterburn and fire your ordinance.<br><br><br />
Deva 1 should be hit by the force of two Phoenix Vs and go down right away, if it doesn't, start over, you don't have time to deal with two [[SF Dragon]]s. If Deva 1 is, in fact, destroyed immediately, try to destroy Deva 2 as quickly as possible (if your wingmen haven't already) you need to get it down near-instantly or the next Shivan wave will decimate the [[GTEP Hermes|escape pods]]. With Deva 2 safely out of the way, order Alpha and Beta to protect Escape 2 and Escape 4, and afterburn to catch up with the [[GTEP Hermes|Hermes escape pods]]. When Karna wing of [[SF Basilisk]] fighters arrive select one of them from the group and order all fighters to ignore it, go ahead and destroy other fighters but let one be.<br><br><br />
Whichever fighter you selected to preserve (temporarily) keep distracting it, fire in front of it, fire a couple of rounds into its shield, just enough to keep it off of the [[GTEP Hermes]]. This is a cheap trick that will prevent more enemy wings from respawning. If you want to play the mission seriously, kill all the wings and be ready for several wings of fighters and bombers.<br><br />
Keep targeting the Hope (or the Pinnacle if you lost the PVD Hope in Last Hope) and checking its remaining time on its waypoints, when it completes its waypoints destroy the Karna fighter and afterburn over to the Aquilae Communications station (a GTSC Faustus science cruiser), after a minute or so, you'll be clear to return to base.<br />
<br />
==Notes==<br />
This is one of the more frustrating missions in the game. In order to complete the bonus objective -- protect ''all'' escape pods -- you might have to restart this mission a "couple" of times. The pods are frail as matchstick men and your wingmen are idiots. If you lose a pod, simply restart. Alright, you ''will'' pass with just 2 pods intact, but you wont recieve your bright and shiny medal, then.<br />
<br />
There's a couple of things in the mission data that you probably should use to your advantage. The likely target for this example would be the last surviving ship of Krishna wing. As stated above, order all your wingmen to ignore it and keep harassing it until it starts attacking you. If you stay in close proximity of this last Krishna ship, it will focus all intentions on you and thus -- while still alive -- will prevent the next wings' arrival. Keep up this (on the surface of it quite meaningless) cat and mouse race, and let the FreeSpace game engine take care of the rest of the mission for you. The last bit is to simply eliminate the last Krishna survivor. By this time your reinforements should have arrived. With the added firepower, eliminating the following hostile wings should be a breeze.<br />
<br />
If you cannot take down one of the Devas with the dual Phoenix, you could still have a chance to finish the mission, but a very slim one. Have your wing tackle one Dragon while you solo the other. If you can down the one you were chasing, rush to the pods and look out for the Basilisks. While your teammates are generally incompetent they can tie down the second Dragon to the point that it cannot get to the pods, and will eventually down it.<br />
<br />
After the battle, the isis repair will try to "repair" the terminal. BUT it came out of the wrong fighterbay of the hope and will try a direct route to the terminal by trying to go through the hope. Position yourself near it, grap some soda, and get the pleasure of watching the pilot commit suicide.<br />
<br />
==Notable ships present==<br />
*[[SD Lucifer]]<br />
*PVD Hope<br />
*PVD Pinnacle<br />
<br />
[[Category:Main Freespace 1 Campaign]]</div>Shivanguy88https://wiki.hard-light.net/index.php?title=Last_Hope&diff=15554Last Hope2008-03-10T02:58:38Z<p>Shivanguy88: </p>
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<br />
<b>ACT 3 MISSION 2</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
:''The PVD Hope is leaving the Antares system after an intense battle. It has sustained moderate damage and will be jumping to the Beta Aquilae system.''<br />
:''We are sending two wings to help cover the Hope while it is being repaired. The Vasudans are sending their own fighters to stand guard over the Hope, but it will be some time before they arrive.''<br />
:''The Hope should be in the system when you arrive. We do not believe the Shivans have enough forces in the system to mount a serious attack, but their strategies are difficult to predict.''<br />
==Walkthrough==<br />
Don't be fooled by the number of directives in this mission, this is a relatively tough one. The strategy is very simple though. Focus on the Nephilim or Shaitan bombers. This is your number one priority. The Hope will jump in pretty soon after you jump in. It will be at 36% hull integrity. Three Nephilim bombers will jump in at nearly the same time as the Hope. After just a short time five more Nephilim bombers will jump in to entertain you. Two more will attack once the rest are down. Time for a change in pace.<br><br />
<br />
The Isis Repair should have arrived by now. One single Dragon will jump in, shortly followed by two Shaitans accompanied by two Manticores attacking the Hope. Soon the Cain class Lightning will arrive. You will be suprised how quickly it goes down if you order everyone to attack it. Then the Cain class Thunder will jump in with two Manticores as escort. After a short while the Mecross will arrive to aid you. A wing of three Dragon class fighters will attack after this. Two rounds of four Nephilim and two Scorpions will finally test you. The Vasudan reinforcements should arrive after this and you should be alright.<br><br />
<br />
That was a little intense, wasn't it?<br />
<br />
==Notes==<br />
Don't hang around waiting for the Hope to be fully repaired. She won't. Further, if you're in luck, you can see the Isis Repair appearing at the opposite side of the Hope and you'll have the pleasure of watching the reefer crazed Isis pilot commit suicide against the hull of the Hope. It'll take a long time, but with serious time compression and strong drink, this can be fun to watch.<br />
<br />
Your worst nightmare. The PVD Hope is pretty much dead in the water from the word go, and this mission will stretch your intercept skills to the limit as you prevent Shivan bombers from tearing her apart. If any mission makes your heart race and your throat dry, this one will do it. It's a toss-up between this and [[Tenderizer]] for the hardest mission in FS1.<br />
<br />
The isis repair is very slow to repairing the subsystems than the weaker centur can do it in 0.3 seconds. If you want to try it out, play on mission simulater, (this mission is not a red altert mission-you get caught for cheating on this level if you do,) enable cheats, disable the hope by removing the remainding 20% in her engines, call in a support ship, abort remain for your self, and hold `r while targeting the hope. the centur will dock and repair everything. the reason why I said to disable is because rearming a CS usually has them move around and you might be used as a baseball.<br />
<br />
==Notable ships present==<br />
*PVD Hope <br><br />
*ISIS Repair <br><br />
*Mecross <br><br />
*Lightning,Thunder<br />
[[Category:Main Freespace 1 Campaign]]</div>Shivanguy88https://wiki.hard-light.net/index.php?title=Good_Luck&diff=15553Good Luck2008-03-10T02:50:11Z<p>Shivanguy88: </p>
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<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
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<br />
<b>ACT 3 MISSION 9</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
:''Your objective is to destroy the Lucifer. The Lucifer has five reactors located on its main hull. In order to eliminate the Lucifer, these reactors must be destroyed.''<br />
<br />
==Walkthrough==<br />
The ideal ship to use in this mission is the Hercules, as it combines heavy firepower with a strong hull (helpful since you don't have any shields).<br />
<br />
This mission is significantly easier than it would seem, given its importance. Usually dogfighting Shivans for 10 minutes will win it for you; the Shivans don't pose much of a threat with their shields gone. The best strategy, however, and one that becomes necessary on the higher difficulty levels, is to follow your wing's lead and destroy the Lucifer's weapons subsystem first. This will prevent the Lucifer from shooting down Delta wing's bombs, and Delta only has a limited supply (and can't rearm). Delta starts the mission a few kilometers behind you, so you'll even have enough time to destroy the subsystem before they close within bombing range. Once the weapon subsystem is destroyed, just protect Delta.<br />
<br />
==Notes==<br />
Note that you cannot issue Delta wing any orders in this mission.<br />
<br />
Also note that the relative easiness of this mission makes it yet another automatic mission, if you play on easier difficulty settings. On "very easy" or "easy" settings, you can slow down to a halt at the beginning of the mission, make yourself a cup of tea and enjoy the show. Your wingmates are perfectly capable of completing the mission all by themselves, requiring no interaction at all on your behalf. Unless you really screw up and manage to get yourself eliminated, you ''will'' pass, no matter what.<br />
<br />
Also note that there is an alternative -- and way cooler -- way to complete the mission; disable the Lucy and eliminate all hostiles. With the Lucy disabled, you'll have all the time in the world to take her out. Lucy will spit out a ''lot'' of fighters before her innards are depleted. After all is quiet, proceed to eliminate the crippled behemoth as you would any other huge chunk of enemy metal. Please make sure you do ''not'' destroy the five reactors, just smash her to pieces. If you destroy the reactors, you will not recieve that fabled Lucy kill. It'll inflate your ego to titanic proportions when you check your kill stats afterwards and it says "''Lucifer: 1''".<br />
<br />
Another alternative-and the fast and cheap way- is to bring the shivan super laser form the previous level via cheats and stand where you are and nail Lucy with her own main guns. The mission will end in a snap and like the previous comment, you get BIG promotions for having "SD Lucifer: 1" on you kill record.<br />
<br />
==Notable ships present==<br />
* SD ''[[Lucifer]]''<br />
[[Category:Main Freespace 1 Campaign]]</div>Shivanguy88https://wiki.hard-light.net/index.php?title=The_Great_Hunt&diff=15552The Great Hunt2008-03-10T02:43:51Z<p>Shivanguy88: </p>
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<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
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|}<br />
<br />
<b>ACT 3 MISSION 8</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
:''In a few minutes we will be entering the Delta Serpentis sector. We will then begin the most important engagement in our history. We will fight for the very survival of Earth.''<br />
:''Our plan is to rapidly close the distance with the Lucifer so that the Bastion is able to enter subspace just behind her. Once in subspace, we will attack and destroy the Lucifer.''<br />
:''Your task will be to provide cover for the Bastion so that it can quickly converge on the Lucifer.''<br />
:''That Destroyer must be stopped at all costs. Failure is absolutely not an option here, pilots.''<br />
<br />
==Walkthrough==<br />
First, a word about the directive. This directive is correct. It will not appear when you play most of the time unless you are slower than a tortoise with three legs and a stomach cramp. You must be within 2000 units of the node and wait for Delta wing to go to the node and depart before the directive will appear. This will occur with about three minutes left. Okay. Get ready for a lot of action. Attack the six Basilisks (Deva and Arjuna) in front of the Bastion first, then head toward the node. Command will order you to go to the node quickly. Expect resistance, a lot of resistance. 6 Manticores (Krishna and Rama) will be the first to challenge you. Then 4 Basilisks (Bheema) will attack. 3 Hammer of Light Thoths (Virgo) will be next in the gauntlet. 3 more Basilisks (Asura) will keep you on your toes. 4 Scorpions (Indra) will next be stepping in your way. By 3:55 Epsilon wing will be ready. 4 more Thoths (Aries) will challenge you. Durga wing with 4 Basilisks will be your next foe. Genma wing will be a mirror image of Durga. The Prophecy (Typhon) is exactly what you need at this point. You'll never destroy it so keep going. Lastly (finally), 3 waves of 3 Dragons (oh, great) will be your last enemy. Now that was a lot of fighting.<br />
==Notes==<br />
If you'd like to [[cheats|cheat]], this is a mission where you can feel free to do so. Since this is a "Red Alert" mission, there will be no cheat checking at the end. All cheats are thus allowed. Go ahead, try those [[Shivan Super Laser]]s, no? You can even order your wingmen to depart in the beginning, leaving you with most of the kills.<br />
<br />
Do not race towards the node as fast as possible and immediately jump out! If you do, and survive dashing past the enemy fighters, the bomber wings will not be deployed and [[Good Luck]] will be virtually impossible to win. Wait for all wings to be in the field of engagement before entering the node.<br />
<br />
The Lucifer is actually not invunurable during this mission. If you cheat with the shivan super laser, you might be able to score a hit or 2 before she departs. If your feeling very cheap, do the kill cheat (which will take a few uses,) and watch the lucifer explode... only to destroy it again in the next level.<br />
<br />
<br />
==Notable ships present==<br />
[[GTD Bastion]] <br><br />
Prophecy<br />
[[Category:Main Freespace 1 Campaign]]</div>Shivanguy88https://wiki.hard-light.net/index.php?title=GTM_Synaptic&diff=15548GTM Synaptic2008-03-09T18:30:04Z<p>Shivanguy88: </p>
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<div>'''GTM-1 Synaptic Bomb'''<br />
<br />
{{FS12_Weapons}}<br />
{{shipimage|image=[[Image:Synaptic_320x240.jpg]]|caption=The GTM-1 Synaptic Bomb}}<br />
<br />
==Tech Room Data==<br />
Missile propulsion unit carrying several small intelligent "bomblets" - when distance to target is less than 100 m or when time to impact is less than 2 sec., bomblets direct missile to the most vulnerable part of the ship of those parts of the ship facing the missile - bomblets then separate from missile propulsion unit and form a sphere - inertia continues to carry bomblets in the direction of the target - the missile propulsion unit continues to advance toward the target - when the missile hits the target or 1.5 sec. after the missile should have hit the target, the bomblets explode - the spherical shape of the formation of the bomblets helps to ensure a fairly even level of damage across a sensitive area on the target - the spherical shape also ensures that the target will not be able to effectively maneuver away from the blast, thus "pinning" the target to a specific area in space - can also act as dumbfire - medium payload per bomblet (15 Kt) - very small payload for missile (2 Kt).<br><br><br />
<br />
Nicknamed the "Earthshaker" by the bomber pilots who tested this, it is a bombers best defense against fighters. The Synaptic Bomb can do a lot of damage to a lot of ships at one time.<br />
<br />
<br />
==Performance==<br />
===Statistics===<br />
{{Secondary|225|5.0|90|60|Full|60|Good|45|Full|60|50 / 100|Dumbfire|N / A|N / A|N / A}}<br />
<br />
<br />
===Spawned warheads===<br />
{{Secondary|1 050|0.0|175|35|Full|35|Full|35|Average|17.5|0|Heat Seeking|180 degrees|N / A|1.5 s}}<br />
<br />
<br />
==Notes==<br />
*Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]]<br />
*Weapon [[Weapons.tbl#Weapon Flags|spawns]] 15 smaller warheads<br />
<br />
===Veteran Comments===<br />
{{Comment|Generally the shockwave seems to wash over enemy interceptors' sheilds, and the bomblets rarely hit their marks, so load up on [[GTM Hornet]]s or [[GTM Interceptor]]s instead, or just put in another bank of bombs.<br />
<br />
<br />
I don't like it. The bomblets hardly ever hit their target, and that's pretty much the whole purpose of it.<br />
<br />
''the explosion causes more damage than the bomlets. this thing is used more as a distraction to show away annoying scorpions.}}<br />
<br />
[[Category:Weapon]]</div>Shivanguy88https://wiki.hard-light.net/index.php?title=GTM_Hornet&diff=15547GTM Hornet2008-03-09T18:26:18Z<p>Shivanguy88: </p>
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<div>The '''GTM-4 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 />
<br><br><br />
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 />
<br><br><br />
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.<br />
<br />
{{FS12_Weapons}}<br />
{{shipimage|image=[[Image:Hornet_320x240.jpg]]|caption=The GTM-4 Hornet}}<br />
<br />
==FS1 Tech Room Data==<br />
Infrared and ultraviolet tracking - designed to fire in small groups of 4 missiles per burst - light medium payload per missile (12 Kt) - semi-intelligent on-board tracking - single-pass kill probability will not exceed 60% on average -designed as an offensive version of the Fury.<br><br><br />
As a "swarm" based weapon, this missile can take out an unshielded fighter without any difficulty. It's four missile system almost guarantees one or two hits, and its speed is quite amazing. Twice as powerful against naked hulls.<br />
<br />
==FS2 Tech Room Data==<br />
The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each receiving at least 100,000 Hornets. This aspect-seeking missile still delivers a devastating four-missile punch, which makes it a consistent favorite of many pilots.<br />
<br />
==Performance==<br />
===Statistics - Hornet===<br />
{{Secondary|1 330|2.0|190|50|Full|50|Average|25|Minimal|7.5|10 / 20|Aspect Seeking|N / A|3.0 s|1.15 s}}<br />
<br />
<br />
===Statistics - Hornet#Weak (FS1)===<br />
{{Secondary|1 140|2.0|190|15|Full|15|Very Poor|3|Poor|4.5|0|Aspect Seeking|N / A|3.0 s|1.6 s}}<br />
<br />
<br />
===Statistics - Hornet#Weak (FS2)===<br />
{{Secondary|1 140|2.0|190|15|Full|15|Very Poor|3|Poor|4.5|10 / 20|Aspect Seeking|N / A|3.0 s|1.6 s}}<br />
<br />
<br />
===Statistics - Hornet D===<br />
{{Secondary|1 330|2.0|190|36|Full|36|Average|18|Minimal|5.4|10 / 20|Aspect Seeking|N / A|3.0 s|1.15 s}}<br />
<br />
<br />
==Notes==<br />
*Missile launches in [[Weapons.tbl#$Swarm:|swarms]] of 4 missiles.<br />
<br />
===Veteran Comments===<br />
{{Comment|The Hornet is perfectly usable in a dogfight. You just need to understand how it works. The Hornet flies a lag-pursuit curve to the target, rather then a lead-pursuit like most FS missiles. It does its best work fired in a head-on pass or from within a 45-degree cone from the target's six-o'clock position. Do not expect high-deflection Hornet shots to hit anything. Also in FS2 do not expect wonders from the Hornet, as its FS1 design lacks the power against shields most FS2 missiles have.<br />
<br />
<br />
I usually prefer either the [[GTM Tempest]] or the [[GTM Fury]] (depending on the generation) to this missile, as they pack more damage per missile bank. I generally use the Hornet to bombard tough cruisers like the [[GVC Mentu]] or the [[GTC Aeolus]], or on any freighters or transports in the area. The Hornet has several advantages over its dumbfire cousins, including range and accuracy.<br />
<br />
<br />
Choose the Tornado over it as soon as you get it. It may take more space, but Tornadoes do more damage and have better homing capabilities.<br />
<br />
<br />
In FS1, this is a solid weapon with a set of drawbacks that keep it from dominating. It out damages the Interceptor by 50 base points (100 base points on double fire mode), provided all 4 missiles strike their target, but is considerably slower... and thus, does not track as well. because of this, it is less useful in a dogfight, but can still be useful in that capacity when combined with the Flail. Furthermore, the Hornet is launched in multiples of 4 (8 on double), and will provide more threats for the evading pilot to deal with.<br />
<br />
<br />
The best use of the Hornet lies in its "Bombing" capabilities. The Hornet inflicts up to 400 base points per salvo, which can be repeated every second. It won't take long to overtake the capabilities of a standard bomb... and furthermore, Hornets cannot be intercepted like Harbingers or Tsunamis can. Add in a few squadrons wielding these, and even the biggest capital ships will be shredded in seconds.<br />
<br />
<br />
One other drawback of the Hornet is that it does next to null against subsystems. You'll want the Interceptor for that job, if you aren't going to employ Stilletos.<br />
<br />
<br />
This was my FS1 secondary of choice. I get my ship filled to the brim with Hornets, set them on dual-fire, and watch the fighters die. In FS2, I'd recommend either this or the Tornado. The Tornado is more powerful, but takes up more space, and the Hornet takes up less space, but is also less powerful. All in all, it's a pretty good dogfight weapon.<br />
<br />
<br />
The Hornet's a respectable weapon, although it's very old. If you're a new pilot in 2367, try not to use this. Unlike it's descendant, the Tornado, this missile requires a certain skill to use properly. It isn't very fast-moving, but if you set it to dual-fire mode and it hits and enemy, you'll almost be guaranteed a kill. It's also smaller than Tornados, so you can cram a few more of these into any fighter or bomber. This is something worth noting, especially if you're going out to kill bombers.<br />
<br />
<br />
''A strong anti-bomber weapon. being in swarms, it will overload shields quite easily in its numbers. Hornets are somewhat ok in dogfights, able to wipe out a singal fighter if it is flying straight at you. I prefar this than the interspeter.}}<br />
<br />
[[Category:Weapon]]</div>Shivanguy88https://wiki.hard-light.net/index.php?title=GTM_MX-50&diff=15546GTM MX-502008-03-09T18:17:12Z<p>Shivanguy88: </p>
<hr />
<div>'''GTM MX-50'''<br />
<br />
{{FS12_Weapons}}<br />
{{shipimage|image=[[Image:MX50_320x240.jpg]]|caption=The GTM MX-50}}<br />
<br />
==Tech Room Data==<br />
Suitable for all space battles - defensive and offensive - medium payload (16.5 Kt) - infrared tracking and semi-intelligent targeting - pilot chooses desired target, and the MX-50 tracks the chosen target based off the emission of heat from the - engine, the weapon bays, and the cockpit of the target ship - the MX-50 will always attack a target that is determined to be hostile by the onboard computer of any GTA combat vessel, thus ensuring a higher kill rate, should the pilot find himself in a heated battle situation where precise aiming might be difficult.<br><br><br />
Early experiments with energy based defenses like the deflector array at Ross 128 have shown that this weapon is exceedingly weak against anything besides steel based targets.<br />
<br />
<br />
==Performance==<br />
===Statistics - MX-50===<br />
{{Secondary|1 500|0.75|150|25|Full|25|Poor|10|Full|25|20 / 40|Heat Seeking|70 degrees|N / A|0.7 s}}<br />
<br />
<br />
===Statistics - Enemy MX-50===<br />
{{Secondary|1 800|0.75|150|15|Full|15|Poor|6|Full|15|20 / 40|Heat Seeking|40 degrees|N / A|1.0 s}}<br />
<br />
<br />
==Notes==<br />
<br />
===Veteran Comments===<br />
{{Comment|Nice range, but low shield penetration and fairly low damage. Flies a lag-pursuit curve to the target, so high-angle deflection shots are very inaccurate and it is best fired from a 45-degree cone aft of the target or in a head-on pass.<br />
<br />
Quite strong, but in laster levels, this missle is near useless against the shivans. All it is for them to dump there countermeasers.}}<br />
<br />
[[Category:Weapon]]</div>Shivanguy88https://wiki.hard-light.net/index.php?title=SB_Shaitan&diff=15545SB Shaitan2008-03-09T17:30:12Z<p>Shivanguy88: </p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[Image:Tn_sbshaitan_tga.jpg]]|caption=The SB Shaitan}}<br />
<br />
==Description:==<br />
<br />
===FS1 Tech Room Description===<br />
The Shaitan bomber is only slightly superior to our own bombers - it's shielding is better, but its capacity seems to be far worse. Perhaps the Shivans were so assured that they would only need one payload to destroy a target.<br><br><br />
We consider the Shaitan to be a Class C threat.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name origin===<br />
In Islam, the character of Shaitan is analogous with that of the Christian Satan. ''Shaitan'' means "adversary," "enemy," and "opponent."<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Bomber (Very Light)<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 60.0 - 72.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 400<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| 1 000<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 28 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 1'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| [[Shivan Light Laser]]<br />
|- align="center"<br />
| 2nd<br />
| 1<br />
| [[Shivan Heavy Laser]]<br />
|}<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Freespace 1'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 40<br />
| [[GTM MX-50|MX-50]]<br />
|}<br />
===Veteran Comments===<br />
{{comment|<br />
<i>Color me confused, but the Shaitan is faster and more manueverable than the Herc but carries considerably less firepower. Yet the Herc is a "heavy fighter" and the Shaitan is a "light bomber". To make classification matters worse, the Shaitan actually doesn't carry any bombs in its default configuration, just a mediocre missile load.</i><br />
<br />
''The Shaitan may have a higher top speed than the Herc, but it has no afterburner and three gun mounts. I think a better designation than "SB" would be "SPOS" because this thing is indeed a POS.''<br />
<br />
<i>In the first few Shivan missions, Shaitans may carry Unknown Bombs, or Tsunamis. If you are fighting them while unshielded, shooting down their warheads is a bad idea. The best way to deal with them during the first missions are to pull up behind them and let loose with a bank of Fury dumbfires.</i><br />
<br />
''The FS1 desipirtion says it all. During the missions where it is equiped with an unknown or tsunami, it only launches one and just shots its laser without launch more.}}<br />
<br />
[[Category:Ship]]</div>Shivanguy88https://wiki.hard-light.net/index.php?title=GVSG_Ankh&diff=15544GVSG Ankh2008-03-09T17:25:28Z<p>Shivanguy88: </p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[Image:ankh320x240.jpg]]|caption=The GVSG Ankh}}<br />
<br />
==Description:==<br />
<br />
===FS1 Tech Room Description===<br />
The Ankh is the standard Vasudan sentry gun. Its most common usage is guarding supply depots. However, since the development of the Anubis, its usage has dropped off significantly.<br />
<br />
===FS2 Tech Room Description===<br />
The GVSG Ankh sentry gun platform is the Vasudan equivalent of the GTSG Watchdog. Both are Great War relics that perform poorly by modern standards. The Ankh serves to guard back-line storage depots and installations. With no armor or shielding, the Ankh is easily destroyed. Its two small turrets can deter unarmed raiders or badly damaged fighters, but it poses little threat to most combat craft.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name origin===<br />
An ''ankh'' (spelled in the lower case, being a common name) is a character that represents "life" in Egyptian hieroglyphs. It was also a tangible entity, essentially a cross. Egyptian deities are often seen potrayed bearing an ankh in their hands, crossed over to the chest.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Sentry Gun<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 20<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 10 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Freespace 1'''<br />
| colspan=2 style="background:#300505;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Terran Turret]]<br />
| 2<br />
| [[Terran Turret]]<br />
| 2<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|''Armed with only the thinnest of armor plating and two [[Terran Turret]] guns these are just as ineffective as the [[GTSG Watchdog]], but if used in massive quanitites, can pose a real threat.''<br />
<br />
''Colliding with it a few times will destroy it.''<br />
<br />
''if you take out the turrets without destroying it, the reminder of it is nearly a 1/8 of the original size.}}<br />
<br />
[[Category:Ship]]</div>Shivanguy88https://wiki.hard-light.net/index.php?title=GVFr_Satis&diff=15543GVFr Satis2008-03-09T17:22:46Z<p>Shivanguy88: </p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[Image:satis320x240.jpg]]|caption=The GVFr Satis}}<br />
<br />
==Description:==<br />
<br />
===FS1 Tech Room Description===<br />
The dreaded Satis freighter was thought to be a warship when it was first encountered in the Aldebaran Encounter. It has five turrets and a strong hull, making it quite dangerous to the inexperienced pilot. However, most experienced pilots in the GTA know enough to attack the Satis' main weakness: its weak plating around the turrets. Disarming a Satis is most often the best way to destroy it.<br><br><br />
While capturing supply ships is often an intelligent plan, the Satis has been considered dangerous enough to rank as a Class C threat. Treat it as one.<br />
<br />
===FS2 Tech Room Description===<br />
When the first Satis-class freighter was encountered by Terran forces during the Terran-Vasudan War, its firepower led Terran Command to classify it as a light cruiser. Only after a disabled Satis was captured did its true nature become known. Now designated the GVFr Satis class, these freighters still serve as an iron fist within the velvet glove of a freighter convoy. Few enemy fighters who mistake a Satis for a Ma'at or Bes live to regret their error.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name origin===<br />
In Egyptian mythology, Satis was a deification of floods. She was symbolized as an arrow and a running river.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Freighter|Unknown|N/A|50.0 - 60.0|N/A|N/A|5 000|N/A|107}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Freespace 1'''<br />
| colspan=2 style="background:#300505;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Terran Turret]]<br />
| 5<br />
| [[Terran Turret]]<br />
| 5<br />
|}<br />
<br />
==Veteran Comments==<br />
{{comment|<br />
''The Satis really behaves more like a transport than a freighter, it couldn't dock with [[Containers|cargo containers]] originaly. Generally [[Terran Turret]]s are useless blobs of goo, but in a convoy formation, the five guns of the Satis could mean the difference between the convoy surviving or not.''<br />
<br />
<br />
''The Satis' ability to escort itself died with advent of shielding for fighters, but they are somewhat like sentry guns: get about four of them together, and they will cause you trouble. They are also very good at bomb-interception.''<br />
<br />
<br />
''This vessels can become dangerous if not destroyed quickly. Despite how weak the turrets are, they usually have a habit of going through your shields and causing some issues.}}<br />
<br />
[[Category:Ship]]</div>Shivanguy88