GTM MX-64

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GTM MX-64 Rockeye

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS1

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS2


Rockeye.gif
The GTM MX-64 Rockeye


Tech Room Data

The GTM MX-64 Rockeye is a faster, more accurate, larger payload version of the MX-50 that was in service at the beginning of the Great War. The missile developed as a result of experimentation by engineers at some of STX Exploration's most isolated mining operations, in the systems of Laramis and Luyten 726-BA. Advances in remote-controlled explosive devices were used by GTVA engineers to improve the old MX-50s. The heat-seeking MX-64 Rockeye is now a standard loadout for Terran fighter craft.

Performance

Statistics - MX-64

Range 1 900 m
Reload time 0.5 s
Velocity 190 ms-1
Base Damage 45*
Armor Damage Full 45*
Shield Damage Good 36*
Subsystem Damage Good 36*
Shockwave Radius 20 / 40 m
Type: Heat Seeking
View Cone: 100 degrees
Minimum Lock Time: N / A
Turn Rate (360 degrees): 0.85 s


Statistics - Enemy MX-64

Range 1 800 m
Reload time 0.75 s
Velocity 150 ms-1
Base Damage 30*
Armor Damage Full 30*
Shield Damage Average 12*
Subsystem Damage Full 30*
Shockwave Radius 20 / 40 m
Type: Heat Seeking
View Cone: 40 degrees
Minimum Lock Time: N / A
Turn Rate (360 degrees): 1.0 s


Statistics - Rockeye D

Range 1 900 m
Reload time 1.5 s
Velocity 190 ms-1
Base Damage 45*
Armor Damage Full 45*
Shield Damage Good 36*
Subsystem Damage Good 36*
Shockwave Radius 20 / 40 m
Type: Heat Seeking
View Cone: 100 degrees
Minimum Lock Time: N / A
Turn Rate (360 degrees): 0.85 s


Notes

  • The shockwave doubles the damage against any target that takes a direct hit

Veteran Comments

Please read the Veteran Comments policy before editing this section.


A staple of multiplayer, but just not worth it in single, at least in dogfighting. The Rockeye is actually larger than the GTM Harpoon while dealing less damage and being less accurate. Completely point and shoot without lock time, but the advantage seems mainly illusory in single play. Like the GTM Hornet, it flies a lag-pursuit curve to the target, making high-deflection-angle shots worthless.


Actually, try firing a swarm of them. A grouping of about 5-6 of them virtually guarantees total annihilation of any enemy fighter at close range. It's also easy considering the low cooldown for it. The Rockeye also has a very long range, but because the missile follows by the tail rather than by leading, it is more easily diverted by countermeasures.


It's a weapon to chuck in large numbers quickly in snap shots at approaching fighter wings without careful targeting, There are times when this is an advantage, but generally less useful than other anti-fighter weaponry.


Where the Rockeye really shines is as a capship turret killer. Its exceptionally long range of 1900m will keep you safe from anything short of the very rare ULTRA Anti-Fighter Beam, with a range of 4,000. With infinite reloads from a support ship and enough patience, you can use the Rockeye to pick off capship turrets with impunity.


It is worth noting that, in the demo, this would be the saving grace of Alpha 1 as he could load many of these onto a Herc II. In the retail version, however, I find it to be of little use. Its strength and hit percentage is not as high as some other standard issue missiles, and it is much larger. In my opinion, the only reason for anyone to prefer this over the Harpoon, Hornet, or even the Tempest is if they're in an EMP field.