Difference between revisions of "GTM MX-64"

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{{FS12_Weapons}}
 
{{FS12_Weapons}}
{{shipimage|image=[[Image:MX64_320x240.jpg]]|caption=The GTM MX-64 Rockeye}}
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{{shipimage|image=[[Image:Rockeye.gif]]|caption=The GTM MX-64 Rockeye}}
  
 
==Tech Room Data==
 
==Tech Room Data==
 
The GTM MX-64 Rockeye is a faster, more accurate, larger payload version of the MX-50 that was in service at the beginning of the Great War. The missile developed as a result of experimentation by engineers at some of STX Exploration's most isolated mining operations, in the systems of Laramis and Luyten 726-BA. Advances in remote-controlled explosive devices were used by GTVA engineers to improve the old MX-50s. The heat-seeking MX-64 Rockeye is now a standard loadout for Terran fighter craft.
 
The GTM MX-64 Rockeye is a faster, more accurate, larger payload version of the MX-50 that was in service at the beginning of the Great War. The missile developed as a result of experimentation by engineers at some of STX Exploration's most isolated mining operations, in the systems of Laramis and Luyten 726-BA. Advances in remote-controlled explosive devices were used by GTVA engineers to improve the old MX-50s. The heat-seeking MX-64 Rockeye is now a standard loadout for Terran fighter craft.
  
==Veteran Comments==
+
==Performance==
''A staple of multiplayer, but just not worth it in single, at least in dogfighting. The Rockeye is actually larger then the [[GTM Harpoon]] while dealing less damage and being less accurate. Completely point and shoot without lock time, but the advantage seems mainly illusory in single play. Like the [[GTM Hornet]], it flies a lag-pursuit curve to the target, making high-deflection angle shots worthless.''
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===Statistics - MX-64===
 +
{{Secondary|1 900|0.5|190|45*|Full|45*|Good|36*|Good|36*|20 / 40|Heat Seeking|100 degrees|N / A|0.85 s}}
  
 +
===Statistics - Enemy MX-64===
 +
{{Secondary|1 800|0.75|150|30*|Full|30*|Average|12*|Full|30*|20 / 40|Heat Seeking|40 degrees|N / A|1.0 s}}
  
''Actually, try firing a swarm of them. A grouping of about 5-6 of them virtually guarantees total anihilation of any enemy fighter at close range. It's also easy considering the low cooldown for it.''
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===Statistics - Rockeye D===
 
+
{{Secondary|1 900|1.5|190|45*|Full|45*|Good|36*|Good|36*|20 / 40|Heat Seeking|100 degrees|N / A|0.85 s}}
 
 
''Its a weapon to chuck in large numbers quickly in snap shots at approaching fighter wings without careful targeting, There are times when this is an advantage, but generally less useful than other anti-fighter weaponary, However I tend to think though that the Rockeye, like the [[GTW Prometheus R|Prometheus R]], is really present in game to represent the Pre-NTF GTVA's preference for cheap-to-manufacture weapons''
 
  
 +
==Notes==
  
''Where the Rockeye really shines is as a capship turret killer. Its exceptionally long range of 1900m will keep you safe from anything short of the very rare [[ULTRA Anti-Fighter Beam]],with a range of 4,000. With infinite reloads from a support ship and enough patience, you can use the Rockeye to pick off capship turrets with impunity.''
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*The shockwave doubles the damage against any target that takes a direct hit
  
 +
===Veteran Comments===
 +
{{Comment|A staple of multiplayer, but just not worth it in single, at least in dogfighting. The Rockeye is actually larger than the [[GTM Harpoon]] while dealing less damage and being less accurate. Completely point and shoot without lock time, but the advantage seems mainly illusory in single play. Like the [[GTM Hornet]], it flies a lag-pursuit curve to the target, making high-deflection-angle shots worthless.
  
''High-payload fighters like the Hercules II can carry over 90 of these; in missions where you can't use Trebuchet, these long-range missiles will substitute. 10 of them will kill even the heaviest bomber, making Rockeyes a good defense against enemy swarms- if you can carry enough of them at one time.''
 
  
==Performance==
+
Actually, try firing a swarm of them. A grouping of about 5-6 of them virtually guarantees total annihilation of any enemy fighter at close range. It's also easy considering the low cooldown for it. The Rockeye also has a very long range, but because the missile follows by the tail rather than by leading, it is more easily diverted by countermeasures.
===Statistics===
 
  
{|
 
|-
 
| style="width:200px" | '''Range'''
 
| style="width:200px" | 1900 m
 
|-
 
| '''Rate of Fire'''
 
| 2 / s
 
|-
 
| '''Velocity'''
 
| 190 mps
 
|-
 
| '''Damage'''
 
| 45
 
|-
 
| Against Hullplating
 
| Excellent
 
|-
 
| Against Shields
 
| Good
 
|-
 
| Against Subsystems
 
| Good
 
|-
 
| '''Shockwave Radius'''
 
| 20 m / 40 m
 
|-
 
| '''Homing System'''
 
| Heat Seeking
 
|-
 
| View Cone
 
| 100 degrees
 
|-
 
| Turn Rate
 
| 0.85 s
 
|}
 
  
===Statistics - Enemy MX-64===
+
It's a weapon to chuck in large numbers quickly in snap shots at approaching fighter wings without careful targeting, There are times when this is an advantage, but generally less useful than other anti-fighter weaponry.
  
{|
 
|-
 
| style="width:200px" | '''Range'''
 
| style="width:200px" | 1800 m
 
|-
 
| '''Rate of Fire'''
 
| 1.33 / s
 
|-
 
| '''Velocity'''
 
| 150 mps
 
|-
 
| '''Damage'''
 
| 30
 
|-
 
| Against Hullplating
 
| Excellent
 
|-
 
| Against Shields
 
| Average
 
|-
 
| Against Subsystems
 
| Excellent
 
|-
 
| '''Shockwave Radius'''
 
| 20 m / 40 m
 
|-
 
| '''Homing System'''
 
| Heat Seeking
 
|-
 
| View Cone
 
| 40 degrees
 
|-
 
| Turn Rate
 
| 1.0 s
 
|}
 
  
===Statistics - Rockeye D===
+
Where the Rockeye really shines is as a capship turret killer. Its exceptionally long range of 1900m will keep you safe from anything short of the very rare [[ULTRA Anti-Fighter Beam]], with a range of 4,000. With infinite reloads from a support ship and enough patience, you can use the Rockeye to pick off capship turrets with impunity.
  
{|
 
|-
 
| style="width:200px" | '''Range'''
 
| style="width:200px" | 1900 m
 
|-
 
| '''Rate of Fire'''
 
| 1.5 s
 
|-
 
| '''Velocity'''
 
| 190 mps
 
|-
 
| '''Damage'''
 
| 45
 
|-
 
| Against Hullplating
 
| Excellent
 
|-
 
| Against Shields
 
| Good
 
|-
 
| Against Subsystems
 
| Good
 
|-
 
| '''Shockwave Radius'''
 
| 20 m / 40 m
 
|-
 
| '''Homing System'''
 
| Heat Seeking
 
|-
 
| View Cone
 
| 100 degrees
 
|-
 
| Turn Rate
 
| 0.85 s
 
|}
 
  
===Notes===
+
It is worth noting that, in the demo, this would be the saving grace of Alpha 1 as he could load many of these onto a [[GTF Hercules Mark II|Herc II]]. In the retail version, however, I find it to be of little use. Its strength and hit percentage is not as high as some other standard issue missiles, and it is much larger. In my opinion, the only reason for anyone to prefer this over the [[GTM Harpoon|Harpoon]], [[GTM Hornet|Hornet]], or even the [[GTM Tempest|Tempest]] is if they're in an EMP field.}}
  
 
[[Category:Weapon]]
 
[[Category:Weapon]]

Latest revision as of 03:18, 20 May 2014

GTM MX-64 Rockeye

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS1

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS2


Rockeye.gif
The GTM MX-64 Rockeye


Tech Room Data

The GTM MX-64 Rockeye is a faster, more accurate, larger payload version of the MX-50 that was in service at the beginning of the Great War. The missile developed as a result of experimentation by engineers at some of STX Exploration's most isolated mining operations, in the systems of Laramis and Luyten 726-BA. Advances in remote-controlled explosive devices were used by GTVA engineers to improve the old MX-50s. The heat-seeking MX-64 Rockeye is now a standard loadout for Terran fighter craft.

Performance

Statistics - MX-64

Range 1 900 m
Reload time 0.5 s
Velocity 190 ms-1
Base Damage 45*
Armor Damage Full 45*
Shield Damage Good 36*
Subsystem Damage Good 36*
Shockwave Radius 20 / 40 m
Type: Heat Seeking
View Cone: 100 degrees
Minimum Lock Time: N / A
Turn Rate (360 degrees): 0.85 s


Statistics - Enemy MX-64

Range 1 800 m
Reload time 0.75 s
Velocity 150 ms-1
Base Damage 30*
Armor Damage Full 30*
Shield Damage Average 12*
Subsystem Damage Full 30*
Shockwave Radius 20 / 40 m
Type: Heat Seeking
View Cone: 40 degrees
Minimum Lock Time: N / A
Turn Rate (360 degrees): 1.0 s


Statistics - Rockeye D

Range 1 900 m
Reload time 1.5 s
Velocity 190 ms-1
Base Damage 45*
Armor Damage Full 45*
Shield Damage Good 36*
Subsystem Damage Good 36*
Shockwave Radius 20 / 40 m
Type: Heat Seeking
View Cone: 100 degrees
Minimum Lock Time: N / A
Turn Rate (360 degrees): 0.85 s


Notes

  • The shockwave doubles the damage against any target that takes a direct hit

Veteran Comments

Please read the Veteran Comments policy before editing this section.


A staple of multiplayer, but just not worth it in single, at least in dogfighting. The Rockeye is actually larger than the GTM Harpoon while dealing less damage and being less accurate. Completely point and shoot without lock time, but the advantage seems mainly illusory in single play. Like the GTM Hornet, it flies a lag-pursuit curve to the target, making high-deflection-angle shots worthless.


Actually, try firing a swarm of them. A grouping of about 5-6 of them virtually guarantees total annihilation of any enemy fighter at close range. It's also easy considering the low cooldown for it. The Rockeye also has a very long range, but because the missile follows by the tail rather than by leading, it is more easily diverted by countermeasures.


It's a weapon to chuck in large numbers quickly in snap shots at approaching fighter wings without careful targeting, There are times when this is an advantage, but generally less useful than other anti-fighter weaponry.


Where the Rockeye really shines is as a capship turret killer. Its exceptionally long range of 1900m will keep you safe from anything short of the very rare ULTRA Anti-Fighter Beam, with a range of 4,000. With infinite reloads from a support ship and enough patience, you can use the Rockeye to pick off capship turrets with impunity.


It is worth noting that, in the demo, this would be the saving grace of Alpha 1 as he could load many of these onto a Herc II. In the retail version, however, I find it to be of little use. Its strength and hit percentage is not as high as some other standard issue missiles, and it is much larger. In my opinion, the only reason for anyone to prefer this over the Harpoon, Hornet, or even the Tempest is if they're in an EMP field.