Difference between revisions of "GTM Interceptor"
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''For me this missile was the primary anti fighter missile in the game. Whatever you couldnt easily take out with your cannons could be handled with twin Interceptors.'' | ''For me this missile was the primary anti fighter missile in the game. Whatever you couldnt easily take out with your cannons could be handled with twin Interceptors.'' | ||
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+ | ''A vastly underrated weapon. It may not quite have the punch of the Hornets, but it is far more liable to find its target, should it have any semblance of mobility. Also great for picking off subsystems - can't be intercepted like Stilletos.'' | ||
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==Performance== | ==Performance== | ||
===Statistics=== | ===Statistics=== |
Revision as of 01:39, 23 August 2006
GTM-9 Interceptor
The GTM-9 Interceptor |
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Contents
Tech Room Data
All-aspect seeking - laser tracking senses energy reflected off a target from the primary weapon systems of the target, increasing single-pass kill probability - medium payload (18.5 Kt) - missile is designed to pierce reinforced hull, thus securing itself to the target, prior to detonating (15 ms delay).
This is the standard issue fighter-killer in the GTA. Designed to take out fighters with minimum hassle, a simple lock is all that is needed to grab the enemies attention. Short lock time, good speed, and decent payload makes this the best missile to use against all but the strongest ships. It's effectiveness against large targets, however, is less than a typical laser run, making this primarily a ship to ship missile.
Veteran Comments
The Interceptor missile is larger, less maneuverable, and larger than its descendant the GTM Harpoon so you'll need to compensate, get in close, use a low angle-of-deflection (make sure you have a clear shot into your enemies aft), and use them sparingly. They are infinitly more effective than the GTM MX-50 they replace. I generally use the GTM Hornet in its stead, when I can, because of the Hornets greater stopping power, however, the Interceptor is much more effective at destroying fast, maneuverable targets like the SF Dragon.
For me this missile was the primary anti fighter missile in the game. Whatever you couldnt easily take out with your cannons could be handled with twin Interceptors.
A vastly underrated weapon. It may not quite have the punch of the Hornets, but it is far more liable to find its target, should it have any semblance of mobility. Also great for picking off subsystems - can't be intercepted like Stilletos.
Performance
Statistics
Range | 1250 m |
Rate of Fire | 1 / 2 s |
Velocity | 250 mps |
Damage | 150 |
Against Hullplating | Excellent |
Against Shields | Good |
Against Subsystems | Average |
Shockwave Radius | None |
Homing System | Aspect Seeking |
Minimum Lock Time | 2.0 s |
Turn Rate | 1.0 s |
Statistics - Inteceptor#weak
Range | 1250 m |
Rate of Fire | 1 / 3 s |
Velocity | 250 mps |
Damage | 60 |
Against Hullplating | Excellent |
Against Shields | Good |
Against Subsystems | Average |
Shockwave Radius | None |
Homing System | Aspect Seeking |
Minimum Lock Time | 2.0 s |
Turn Rate | 1.0 s |