Difference between revisions of "GTM Harbinger"
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===Veteran Comments=== | ===Veteran Comments=== | ||
− | {{Comment|The big bomb of | + | {{Comment|The big bomb of FreeSpace 1, the Harbinger can take out anything and everything in the game. Like all space-bombs you need to get in really close, nearly running into your target at maximum speed to ensure the bomb gets where it's going: interceptors and blob turrets are adept at destroying bombs before they reach their targets. |
Revision as of 13:42, 12 May 2008
GTM-N1 Harbinger Bomb
File:Harbinger 320x240.jpg |
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The GTM-N1 Harbinger Bomb |
Contents
Tech Room Data
Fusion bomb surrounded by 3 salted fission bombs - propulsion unit is a half-size version of a regulation GTA fighter thruster (Class II) - given the weight of the payloads, the missile is slow despite the power of the thruster - as the Harbinger is exceptionally large, GTA bombers are limited to carrying 6 of these weapons at any given time - the resultant shock wave from this weapon is potentially deadly, due to the size of the payloads (5000 Mt in total) - use near allied installations or allied ship groupings is strongly discouraged by the GTA - most effective when used in preemptive defensive strike against non-military installations.
The Harbinger is our best chance of destroying the Lucifer.
Performance
Statistics - Harbinger
Range | 1 500 m | |
Reload time | 30.0 s | |
Velocity | 50 ms-1 | |
Base Damage | 3200 | |
Armor Damage | Full | 3200 |
Shield Damage | None | 32 |
Subsystem Damage | Immense | 51 200 |
Shockwave Radius | 100 / 250 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 7.0 s | |
Turn Rate (360 degrees): | 1.5 s |
Statistics - Harbinger#End
Range | 1 800 m | |
Reload time | 10.0 s | |
Velocity | 90 ms-1 | |
Base Damage | 1600 | |
Armor Damage | Full | 1600 |
Shield Damage | None | 32 |
Subsystem Damage | Immense | 64 000 |
Shockwave Radius | 1 / 20 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 3.0 s | |
Turn Rate (360 degrees): | 1.5 s |
Notes
- Weapon is capable of easily damaging (Huge) even larger vessels.
- Weapon can be shot down (Bomb)
- Weapon must be locked onto the target in order to be fired (No Dumbfire)
Veteran Comments
Insanely high subsystem damage value. A single Harbinger should be sufficent to destroy any subsystem on any ship in the game.