Difference between revisions of "Eos (torpedo)"
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==Description== | ==Description== | ||
− | === | + | ===Tech Room Description=== |
− | The Eos torpedo is a nuclear weapon carried in large numbers by | + | The Eos torpedo is a nuclear weapon carried in large numbers by [[GTD Erebus|''Erebus''-]] and [[GTD Titan|''Titan''-class destroyer]]s. One of a number of munitions that can be launched from the SARISSA-M multiple missile launcher, the Eos is a long-range weapon with about half the yield of bomber-delivered [[Cyclops]] warheads. Though its role in destroyer arsenals is supplementary to that of beams, it has a powered flight range of nearly 6000 meters and it can engage enemies at any angle. Torpedoes are expected to play an even greater role in [[GTVA]] tactical doctrine in years to come. |
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==Performance== | ==Performance== | ||
===Eos=== | ===Eos=== | ||
− | {{Secondary| | + | {{Secondary|5950|30|170|1000|1.0x|1000|0.1x|100|0.5x|500|150 / 300|Aspect Seeking|360|3|1}} |
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+ | ===Eos#Command=== | ||
+ | {{Secondary|9950|30|270|1000|1.0x|1000|0.1x|100|0.5x|500|150 / 300|Aspect Seeking|360|3|1}} | ||
==Notes== | ==Notes== | ||
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*Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]] | *Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]] | ||
*Weapon fires on the designated rate of fire on all difficulty levels and all AI levels [[Weapons.tbl#.22same_turret_cooldown.22|(Same Turret Cooldown)]] | *Weapon fires on the designated rate of fire on all difficulty levels and all AI levels [[Weapons.tbl#.22same_turret_cooldown.22|(Same Turret Cooldown)]] | ||
+ | *Weapon alternates between firing points ([[Weapons.tbl#.22cycle.22|Cycle]]) | ||
===Veteran Comments=== | ===Veteran Comments=== | ||
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− | ''Outside of its SSM capabilites, the Eos is garbage. Each warhead can easily be shot down, and even when they hit they don't do much damage-coupled with their long recharge time, this knocks the Eos's sustained damage down to about half that of the [[SGreen]]. The [[GTD | + | ''Outside of its SSM capabilites, the Eos is garbage. Each warhead can easily be shot down, and even when they hit they don't do much damage-coupled with their long recharge time, this knocks the Eos's sustained damage down to about half that of the [[SGreen]]. The [[GTD Erebus|Raynor]] would do well to swap its Eos batteries with some [[GTM Cyclops|Cyclops]] or [[Fusion Mortar|Fusion Mortars]]. Long range doesn't make much difference when every warhead gets shot down. The Eos's high speed gives it some advantage over the [[GTM Cyclops|Cyclops]], but the [[Fusion Mortar]]'s much higher sustained damage and immunity to interception makes it a far better choice.'' |
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− | '' | + | ''Given that the Eos has nearly four times the range of the Fusion Mortar and Cyclops and twice that of the SGreen, some tradeoffs are to be expected. The [[GTD Raynor|Raynor]] carries twelve launchers, and the Eos is a good fit for the long-range indirect engagement niche, particularly when the destroyer's trying to outrun something rather than charge into its teeth. Probably the biggest reason the Raynor is better off carrying Eos is the warhead's remarkably high speed. The fusion mortar has a DPS of 0 in the situations the Eos is designed for, so it's hard to argue for it as a better choice.'' |
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}} | }} | ||
[[Category:Blue Planet weapons]] | [[Category:Blue Planet weapons]] |
Latest revision as of 05:37, 23 February 2016
The following information has not been confirmed by Volition and is therefore not canon for the FreeSpace universe. |
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Contents
Description
Tech Room Description
The Eos torpedo is a nuclear weapon carried in large numbers by Erebus- and Titan-class destroyers. One of a number of munitions that can be launched from the SARISSA-M multiple missile launcher, the Eos is a long-range weapon with about half the yield of bomber-delivered Cyclops warheads. Though its role in destroyer arsenals is supplementary to that of beams, it has a powered flight range of nearly 6000 meters and it can engage enemies at any angle. Torpedoes are expected to play an even greater role in GTVA tactical doctrine in years to come.
Performance
Eos
Range | 5950 m | |
Reload time | 30 s | |
Velocity | 170 ms-1 | |
Base Damage | 1000 | |
Armor Damage | 1.0x | 1000 |
Shield Damage | 0.1x | 100 |
Subsystem Damage | 0.5x | 500 |
Shockwave Radius | 150 / 300 m | |
Type: | Aspect Seeking | |
View Cone: | 360 | |
Minimum Lock Time: | 3 | |
Turn Rate (360 degrees): | 1 |
Eos#Command
Range | 9950 m | |
Reload time | 30 s | |
Velocity | 270 ms-1 | |
Base Damage | 1000 | |
Armor Damage | 1.0x | 1000 |
Shield Damage | 0.1x | 100 |
Subsystem Damage | 0.5x | 500 |
Shockwave Radius | 150 / 300 m | |
Type: | Aspect Seeking | |
View Cone: | 360 | |
Minimum Lock Time: | 3 | |
Turn Rate (360 degrees): | 1 |
Notes
- Weapon is capable of easily damaging large vessels (Huge)
- Weapon cannot be mounted on small ships (Big Ship)
- Weapon lifetime not penalized if the angle to the target is too big (No Lifeleft Penalty)
- Weapon projectile generates particles (Particle Spew)
- Weapon can be shot down (Bomb)
- Weapon fires on the designated rate of fire on all difficulty levels and all AI levels (Same Turret Cooldown)
- Weapon alternates between firing points (Cycle)
Veteran Comments
Outside of its SSM capabilites, the Eos is garbage. Each warhead can easily be shot down, and even when they hit they don't do much damage-coupled with their long recharge time, this knocks the Eos's sustained damage down to about half that of the SGreen. The Raynor would do well to swap its Eos batteries with some Cyclops or Fusion Mortars. Long range doesn't make much difference when every warhead gets shot down. The Eos's high speed gives it some advantage over the Cyclops, but the Fusion Mortar's much higher sustained damage and immunity to interception makes it a far better choice.
Given that the Eos has nearly four times the range of the Fusion Mortar and Cyclops and twice that of the SGreen, some tradeoffs are to be expected. The Raynor carries twelve launchers, and the Eos is a good fit for the long-range indirect engagement niche, particularly when the destroyer's trying to outrun something rather than charge into its teeth. Probably the biggest reason the Raynor is better off carrying Eos is the warhead's remarkably high speed. The fusion mortar has a DPS of 0 in the situations the Eos is designed for, so it's hard to argue for it as a better choice.