Difference between revisions of "GTM Cyclops"
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− | + | The '''GTM-12 Cyclops''' was among the first weapons developed specifically to engage and destroy enemy warships. With this weapon, a single bomber wing possesses firepower that can easily neutrialize a cruiser, possibly even a corvette. The Cyclops is unsurprisingly heavy and large. The only thing that manages to pack more sheer destructive energy in a fighter-deployed tactical weapon is the special issue [[GTM Helios]] torpedo.<br><br> | |
Moving slowly, with an extensive aspect lock sequence and long reloading cycle, there's more to deploying a Cyclops than simply getting into range and pushing the button. The gunners of anti-fighter defenses like light beam cannons and flak guns are trained to shoot down incoming torpedoes, and the bombers that launch them. One must be very cautious in choosing the optimum approach angle, to avoid as many anti-fighter defenses as possible. While the Cyclops has maximum range of about 2.5km, its '''effective''' range should be considered to be about 500 meters or less. By releasing your weapon this close to the target, the enemy flak has a much smaller chance of disabling your torpedo in flight. If possible you should get even closer, launch the weapon at the last second, then pull up sharply and use your burners to escape the blast radius.<br><br> | Moving slowly, with an extensive aspect lock sequence and long reloading cycle, there's more to deploying a Cyclops than simply getting into range and pushing the button. The gunners of anti-fighter defenses like light beam cannons and flak guns are trained to shoot down incoming torpedoes, and the bombers that launch them. One must be very cautious in choosing the optimum approach angle, to avoid as many anti-fighter defenses as possible. While the Cyclops has maximum range of about 2.5km, its '''effective''' range should be considered to be about 500 meters or less. By releasing your weapon this close to the target, the enemy flak has a much smaller chance of disabling your torpedo in flight. If possible you should get even closer, launch the weapon at the last second, then pull up sharply and use your burners to escape the blast radius.<br><br> | ||
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==Tech Room Data== | ==Tech Room Data== | ||
The GTM-12 Cyclops has been in service for over 15 years in the GTVA arsenal. It is the standard ultra-high-delivery Secondary weapon loadout, utilizing the latest in aspect-seeking guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapon in the fleet. Although its development began shortly after the Great War ended, its excellent performance has kept it firmly entrenched in the role of main assault weapon. Its payload is approximately fifty percent greater than that of the older Tsunami warheads. | The GTM-12 Cyclops has been in service for over 15 years in the GTVA arsenal. It is the standard ultra-high-delivery Secondary weapon loadout, utilizing the latest in aspect-seeking guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapon in the fleet. Although its development began shortly after the Great War ended, its excellent performance has kept it firmly entrenched in the role of main assault weapon. Its payload is approximately fifty percent greater than that of the older Tsunami warheads. | ||
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+ | ==Veteran Comments== | ||
+ | ''An anti-cruiser and anti-subsystem bomb. Not much else to tell.'' | ||
==Performance== | ==Performance== |
Revision as of 17:19, 12 January 2006
The GTM-12 Cyclops was among the first weapons developed specifically to engage and destroy enemy warships. With this weapon, a single bomber wing possesses firepower that can easily neutrialize a cruiser, possibly even a corvette. The Cyclops is unsurprisingly heavy and large. The only thing that manages to pack more sheer destructive energy in a fighter-deployed tactical weapon is the special issue GTM Helios torpedo.
Moving slowly, with an extensive aspect lock sequence and long reloading cycle, there's more to deploying a Cyclops than simply getting into range and pushing the button. The gunners of anti-fighter defenses like light beam cannons and flak guns are trained to shoot down incoming torpedoes, and the bombers that launch them. One must be very cautious in choosing the optimum approach angle, to avoid as many anti-fighter defenses as possible. While the Cyclops has maximum range of about 2.5km, its effective range should be considered to be about 500 meters or less. By releasing your weapon this close to the target, the enemy flak has a much smaller chance of disabling your torpedo in flight. If possible you should get even closer, launch the weapon at the last second, then pull up sharply and use your burners to escape the blast radius.
Guarding vessels are advised to intercept bombers as far away as possible from their intended target. This gives you time to neutralize the bombers and, if necessary, the torpedoes in flight. The GTW Morning Star is a highly recommended anti-bomber/anti-torpedo tool.
Tech Room Data
The GTM-12 Cyclops has been in service for over 15 years in the GTVA arsenal. It is the standard ultra-high-delivery Secondary weapon loadout, utilizing the latest in aspect-seeking guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapon in the fleet. Although its development began shortly after the Great War ended, its excellent performance has kept it firmly entrenched in the role of main assault weapon. Its payload is approximately fifty percent greater than that of the older Tsunami warheads.
Veteran Comments
An anti-cruiser and anti-subsystem bomb. Not much else to tell.
Performance
Statistics
Range | 2375 m |
Rate of Fire | 1 / 20 s |
Velocity | 95 mps |
Damage | 2000 |
Against Hullplating | Excellent |
Against Shields | Minimal/None |
Against Subsystems | Average |
Shockwave Radius | 100 m / 200 m |
Homing System | Aspect Seeking |
Minimum Lock Time | 5.0 s |
Turn Rate | 1.0 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)