Difference between revisions of "ULTRA Anti-Fighter Beam"

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m (Merged my two comments together and did a touch-up.)
m (Removed weird comment about the Aeolus and added references to anti-ship combat and FREDding.)
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Another thing worth noting about the ULTRA, apart from having almost no recharge delay on all difficulty levels, is that it has more than twice the effective range of any other AAA in the game. While the [[AAAf]], [[AAAh]] and [[SAAA]] all have a range of 1500 meters, this one can comfortably hit any enemy, including warheads, 3000 meters from it and still pose a threat up to a further 1000 meters away.
 
Another thing worth noting about the ULTRA, apart from having almost no recharge delay on all difficulty levels, is that it has more than twice the effective range of any other AAA in the game. While the [[AAAf]], [[AAAh]] and [[SAAA]] all have a range of 1500 meters, this one can comfortably hit any enemy, including warheads, 3000 meters from it and still pose a threat up to a further 1000 meters away.
  
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The AI fires this beam on hostile ship when there are no spacecraft in range and is capable of inflicting considerable damage for an anti-spacecraft beam.
  
Replaced all the anti-fighter beams on an [[Aeolus]] with this baby and no fighter got within 2 clicks of it. Bottom line? Use sparingly in your own campaigns. This weapon more or less means death for most if not all fighters and bombers.}}
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Because the usage of this beam implies high energy levels(like reactor overloads, as can be seen in High Noon), don't use it if you don't have anything justifing the presence of such weapon. Arming, without any explanation, anything smaller than a destroyer with Ultra anti-fighter beams is extremely weird. Even an unplausible reason is better than nothing.}}
  
 
[[Category:Weapon]]
 
[[Category:Weapon]]

Revision as of 09:34, 15 March 2009

ULTRA Anti-Fighter Beam is beam used in the FreeSpace 2 to defend capital ships against fighters

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS1

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS2


Description

Anti-fighter beam weapon

Performance

Statistics

Range 4 000 m
Recharge Time 2.2 s
Beam Lifetime 2.5 s
Type: Anti fighter
Shots 3
Damage per second 165
Damage per second (sustained) 413 (total)
Damage per pulse {{{8}}}


Notes

Veteran Comments

Please read the Veteran Comments policy before editing this section.


Very deadly AAA beam, more effective then the AAAf or AAAh, not usually used, and never by default. Powerful enough to destroy most fighters in one pulse. In the main FS2 campaign, it is used by the GTCv Warspite in "A Game of TAG" to balance the player's lack of any proper missiles.


Also used by the Colossus in High Noon.


Unlike other beam weapons, this appears to be the only one that does not need to recharge in between shots. Once, I replaced all the AAAfs on the Colossus with this in a user-made level; I could hear them firing over and over again like nobody's business.

Another thing worth noting about the ULTRA, apart from having almost no recharge delay on all difficulty levels, is that it has more than twice the effective range of any other AAA in the game. While the AAAf, AAAh and SAAA all have a range of 1500 meters, this one can comfortably hit any enemy, including warheads, 3000 meters from it and still pose a threat up to a further 1000 meters away.

The AI fires this beam on hostile ship when there are no spacecraft in range and is capable of inflicting considerable damage for an anti-spacecraft beam.


Because the usage of this beam implies high energy levels(like reactor overloads, as can be seen in High Noon), don't use it if you don't have anything justifing the presence of such weapon. Arming, without any explanation, anything smaller than a destroyer with Ultra anti-fighter beams is extremely weird. Even an unplausible reason is better than nothing.