Difference between revisions of "GTM D-Missile"
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+ | {{shipimage|image=[[Image:Dmissile.gif]]|caption=The GTM-31 Disruptor Missile}} | ||
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==Tech Room Data== | ==Tech Room Data== | ||
Advanced signal processing - high precision interception capability - small payload (9 Kt), combining both conventional explosives and a localized blast of energy caused by the effect of impact upon the laser-propulsion system of the missile - designed to temporarily disable subsystems on hostile targets.<br><br> | Advanced signal processing - high precision interception capability - small payload (9 Kt), combining both conventional explosives and a localized blast of energy caused by the effect of impact upon the laser-propulsion system of the missile - designed to temporarily disable subsystems on hostile targets.<br><br> | ||
The D-Missile is designed to temporarily stop a cruiser or destroyer from firing its laser turrets. The effect will last about 10 seconds per missile fired, so using these to temporarily disable a cruiser should usually be for suppression until the cruiser is destroyed, or whatever was trying to evade the cruiser has gotten out of range. Only a few ships can carry these - and they are very scarce - so proper utilization is important. | The D-Missile is designed to temporarily stop a cruiser or destroyer from firing its laser turrets. The effect will last about 10 seconds per missile fired, so using these to temporarily disable a cruiser should usually be for suppression until the cruiser is destroyed, or whatever was trying to evade the cruiser has gotten out of range. Only a few ships can carry these - and they are very scarce - so proper utilization is important. | ||
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− | + | ===Command Brief Animation=== | |
+ | [[Image:CB disruptormissile 65 M.png|The Disruptor Missile schematic in a CB Animation.]]<br> | ||
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==Performance== | ==Performance== | ||
===Statistics=== | ===Statistics=== | ||
+ | {{Secondary|1 200|5.0|80|1|None|0|None|0|Full|1|10 / 400|Aspect Seeking|N / A|2.0 s|1.0 s}} | ||
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− | + | ==Notes== | |
*Weapon causes targets [[Weapons.tbl#Weapon Flags|electronic]] systems (laser turrets etc.) to malfunction. | *Weapon causes targets [[Weapons.tbl#Weapon Flags|electronic]] systems (laser turrets etc.) to malfunction. | ||
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+ | ===Veteran Comments=== | ||
+ | {{Comment|Not an issue in FreeSpace 1, but in the FreeSpace Port the D-Missile effect extends around the blast, often disrupting the vessel that fired it. (Note: this is a SCP bug and has been fixed in v. 3.6.10 and later.) This weapon has limited tactical use but is effective at what it does. | ||
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+ | While this weapon opens up interesting tactical possiblities, most people prefer the definitive silencing of the target via destroyed turrets, or simply blowing up the whole ship. The feebleness of most capital craft in FS1 dooms it; in FS2, this could have been a very useful weapon for suppressing fire while a bomber wing does its job. | ||
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+ | Blob turrets excel at shooting down bombs, so generally the best way to destroy a cruiser or capital ship is to disarm it or stuff it full of [[Hornet]]s. With the D-Missile, though, you can shut down all the turrets of a cruiser for long enough that friendly bombers can pulverize it in one run. It is a must-have for the [[Silent Threat]] mission Hellfire.}} | ||
[[Category:Weapon]] | [[Category:Weapon]] |
Latest revision as of 13:39, 11 February 2014
GTM-31 Disruptor Missile
The GTM-31 Disruptor Missile |
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Contents
Tech Room Data
Advanced signal processing - high precision interception capability - small payload (9 Kt), combining both conventional explosives and a localized blast of energy caused by the effect of impact upon the laser-propulsion system of the missile - designed to temporarily disable subsystems on hostile targets.
The D-Missile is designed to temporarily stop a cruiser or destroyer from firing its laser turrets. The effect will last about 10 seconds per missile fired, so using these to temporarily disable a cruiser should usually be for suppression until the cruiser is destroyed, or whatever was trying to evade the cruiser has gotten out of range. Only a few ships can carry these - and they are very scarce - so proper utilization is important.
Command Brief Animation
Performance
Statistics
Range | 1 200 m | |
Reload time | 5.0 s | |
Velocity | 80 ms-1 | |
Base Damage | 1 | |
Armor Damage | None | 0 |
Shield Damage | None | 0 |
Subsystem Damage | Full | 1 |
Shockwave Radius | 10 / 400 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 2.0 s | |
Turn Rate (360 degrees): | 1.0 s |
Notes
- Weapon causes targets electronic systems (laser turrets etc.) to malfunction.
Veteran Comments
While this weapon opens up interesting tactical possiblities, most people prefer the definitive silencing of the target via destroyed turrets, or simply blowing up the whole ship. The feebleness of most capital craft in FS1 dooms it; in FS2, this could have been a very useful weapon for suppressing fire while a bomber wing does its job.