GTM Tornado

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The GTM-4a Tornado is the direct descendant of the GTM Hornet swarming missiles. Like that earlier design, the Tornado launcher fires four 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 was also enhanced, and will now reach out to about 1.5km.

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.

Even given these two considerations, this is an excellent choice in a fast-moving fighter melee.

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS 1

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS 2


Tornado.gif
The GTM-4a Tornado


Tech Room Data

The GTM-4a Tornado is an upgrade to the Hornet missile. With improved fire control systems and guidance computers, the Tornado can be fired more rapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devastating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing.

Performance

Statistics - Tornado

Range 1 610 m
Reload time 2.5 s
Velocity 230 ms-1
Base Damage 50*
Armor Damage Full 50*
Shield Damage Average 25*
Subsystem Damage Minimal 7.5*
Shockwave Radius 10 / 20 m
Type: Aspect Seeking
View Cone: N / A
Minimum Lock Time: 2.25 s
Turn Rate (360 degrees): 1.25 s


Statistics - Tornado D

Range 1 610 m
Reload time 3.0 s
Velocity 230 ms-1
Base Damage 24*
Armor Damage Full 24*
Shield Damage Good 17*
Subsystem Damage Poor 6*
Shockwave Radius 10 / 20 m
Type: Aspect Seeking
View Cone: N / A
Minimum Lock Time: 3.5 s
Turn Rate (360 degrees): 1.35 s


Notes

  • Missile launches in swarms of 4 missiles that fly in corkscrew motion.
  • Missile must be locked to the target before firing or it will not cause full damage.
  • The shockwave doubles the damage against any target that takes a direct hit

Veteran Comments

Read the Veteran Comments policy before editing this section.


The Tornado is FS2's wish-me-dead missile. Salvo a double volley of these at an enemy fighter and he will be in dire straights, if not blown to bits. Even most bombers will have a significant chunk of their hull lost. For one-salvo killing power the Tornado can only be beat by the Trebuchet. That power comes at the price of being able to carry relatively few volleys worth missiles, however. In extended missions you are probably going to better served by a bank of Harpoons, but for quick and dirty pure stopping power, the Tornado is where it's at.


The main problem with the Tornado is that you only get half the shots you do with the GTM Harpoon, so make every shot count. This weapon is excellent, capable of taking down light bombers like the GTB Zeus with one double-fire shot, and is almost as maneuverable as the GTM Harpoon.


Either choose this, the Trebuchet, or the Tempest as your second secondary rack if you're a superiority, intercept or heavy. The first secondary should always go to Harpoons.


These things don't shoot 1 at the time unlike the GTM Hornet, all 4 or 8 of them shoot at almost the same instant, wich makes the punch bigger compared to the Hornet. The drawback of this, however, is that countermeasures work better against these compared to hornets... But countermeasures won't save you anyway, because if you get the right shot with this, it can pretty much outmaneuver anything, and own you as soon as you see them coming your way.


One single volley of Tornados can do as much damage as a double volley of Harpoons, provided that all missiles hit. If they do, the target fighter is in really bad shape. Keep that in mind when deciding what missiles to use.


The Tornado's some kind of missile, all right. Unlike the Hornet, which takes some skill to use effectively, this one doesn't really require much skill; just get aspect lock and fire. It hardly misses, unless you're unlucky. It also travels very fast, achieves aspect lock quickly, and deals a lot of damage too. Dual-fire mode can almost destroy any small craft in the game, apart from obscenely heavy-duty spacecraft like the Seraphim. Unfortunately, it is a tad larger than its predecessor, and resupplying can take some time. If anything, this would be the Kayser of missiles in the GTVA arsenal.


The Herc II, with its large secondary banks can make very good use of this missile. The stopping power and homing capability is incredible, and in the second missile bank of the Herc II, you'll find that you have enough ammo (80 missiles) to make it worth it. In something like the Perseus, however, you'll find that 32 missiles/4 double salvos just isn't enough.


In some cases, such as longer range on higher difficulty, I have noticed that I can hit things better with this missile moreso than with the GTM Harpoon. And whenever a target gets nailed by this thing head-on (and all missiles hit) many ships are guaranteed to go down in one shot. This missiles have better turn rates than the Harpoon, making this missile an excellent choice for picking off fighters at medium range in a chase or head-on situation, or even as a last resort. Take this in dual banks if you don't have a Harpoon (or if you're a better shot with this missile, like me).


Something I've noticed lately is that the AI seems to be frighteningly competent at using the Tornado. Load up your wingmen with Tornadoes, in a ship that they won't get splattered quickly in, and watch enemy strikecraft evaporate under storms of Tornado fire. Even under the effects of "Alpha 1" syndrome, you may find that your wingmen are a bit more useful when loaded up with this missile.


If you want to know how much you can carry in one bank, multiply the Hornet capacity by 4/5, or multiply Harpoon count by 2.