Difference between revisions of "GTM Harpoon"
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{{Comment|The signature dogfighter's missile, accurate, quick to lock, quick to reload, and small enough to be packed on in bunches. A staple weapon with a decent subsystem value, making it useful for most purposes a fighter might want secondary armament for. Few fightercraft will die of a double Harpoon hit, but most will be in bad shape. | {{Comment|The signature dogfighter's missile, accurate, quick to lock, quick to reload, and small enough to be packed on in bunches. A staple weapon with a decent subsystem value, making it useful for most purposes a fighter might want secondary armament for. Few fightercraft will die of a double Harpoon hit, but most will be in bad shape. | ||
− | The Harpoon is ideal for situations where you need to engage a lot of hostiles and you need to do it quickly. Its locking speed is notably faster than the [[GTM Tornado|Tornado]], and while it has lesser stopping power, a bank of 16 Harpoons is good for 8 separate fighter targets with a little use of your primaries; the same bank is good for only 4 targets loaded with | + | The Harpoon is ideal for situations where you need to engage a lot of hostiles and you need to do it quickly. Its locking speed is notably faster than the [[GTM Tornado|Tornado]], and while it has lesser stopping power, a bank of 16 Harpoons is good for 8 separate fighter targets with a little use of your primaries; the same bank is good for only 4 targets loaded with Tornados, though those targets will be effectively dead the moment the missiles leave the tubes. The only truly significant drawback of the Harpoon is its relatively short range; 900 meters. |
− | Before firing off your double Harpoons, shoot up your target with your primaries a little, Shields weakened most fighters will die on impact. Really I can do pretty well without this missile, it has a really good target / lock / kill time, but it just doesn't have the punch that I would like, I prefer [[GTM Tempest|Tempests]] or | + | Before firing off your double Harpoons, shoot up your target with your primaries a little, Shields weakened most fighters will die on impact. Really I can do pretty well without this missile, it has a really good target / lock / kill time, but it just doesn't have the punch that I would like, I prefer [[GTM Tempest|Tempests]] or Tornados to this, on all but a few missions. |
Revision as of 18:35, 7 April 2009
The GTM-19 Harpoon is one of the newest missiles in the GTVA tactical arsenal. It boasts a fast-locking "fuzzy logic" guidance computer, a powerful thruster, and high agility. The end result is a missile that space superiority squadrons will most certainly be seeing a lot of during their career.
In addition to the obvious advantage of intercept ability, the Harpoon is also a quite compact weapon. The Perseus fighter, for example, can carry 32 of these warheads. With its powerful explosive, two simultaneous missiles hits will usually damage most fighter severly, but only light fighters will go down immediatly. The Harpoon is tough to beat in terms of payoff per time invested and payload space. Unless your mission goals require you to fill your banks with other ordnance, a launcher full of these can almost always be put to good use.
The GTM-19 Harpoon |
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Contents
Tech Room Data
The GTM-19 Harpoon is the most sophisticated weapon in the GTVA arsenal. Not only is it the fastest aspect-seeking missile used by the fleet, but advanced fuzzy-logic circuitry enables it to gain lock faster than any other missile in its class. The missile's warhead is wrapped in a shell of ultra-dense depleted uranium, ensuring maximum penetration into the hull of its target before the warhead detonates.
Performance
Statistics - Harpoon
Range | 1 250 m | |
Reload time | 2.0 s | |
Velocity | 250 ms-1 | |
Base Damage | 100 | |
Armor Damage | Full | 100 |
Shield Damage | Good | 80 |
Subsystem Damage | Average | 50 |
Shockwave Radius | 20 / 40 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 2.0 s | |
Turn Rate (360 degrees): | 1.0 s |
Statistics - Harpoon#Weak
Range | 1 250 m | |
Reload time | 3.0 s | |
Velocity | 250 ms-1 | |
Base Damage | 60 | |
Armor Damage | Full | 60 |
Shield Damage | Good | 48 |
Subsystem Damage | Average | 30 |
Shockwave Radius | 20 / 40 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 2.0 s | |
Turn Rate (360 degrees): | 1.0 s |
Statistics - Harpoon D
Range | 900 m | |
Reload time | 3.5 s | |
Velocity | 180 ms-1 | |
Base Damage | 70 | |
Armor Damage | Full | 70 |
Shield Damage | Good | 56 |
Subsystem Damage | Average | 35 |
Shockwave Radius | 20 / 40 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 2.8 s | |
Turn Rate (360 degrees): | 1.0 s |
Notes
Veteran Comments
The Harpoon is ideal for situations where you need to engage a lot of hostiles and you need to do it quickly. Its locking speed is notably faster than the Tornado, and while it has lesser stopping power, a bank of 16 Harpoons is good for 8 separate fighter targets with a little use of your primaries; the same bank is good for only 4 targets loaded with Tornados, though those targets will be effectively dead the moment the missiles leave the tubes. The only truly significant drawback of the Harpoon is its relatively short range; 900 meters.
Before firing off your double Harpoons, shoot up your target with your primaries a little, Shields weakened most fighters will die on impact. Really I can do pretty well without this missile, it has a really good target / lock / kill time, but it just doesn't have the punch that I would like, I prefer Tempests or Tornados to this, on all but a few missions.
Take this on nearly every mission you go on.