Difference between revisions of "TerPulse"
m (→Veteran Comments: added to mine.) |
(Salty didn't work out the math) |
||
(4 intermediate revisions by 3 users not shown) | |||
Line 4: | Line 4: | ||
==Description== | ==Description== | ||
===Blue Planet Tech Room Description=== | ===Blue Planet Tech Room Description=== | ||
− | Using funding from the Threat Exigency Initiative, Morgan Technologies invested heavily into Sahr Corporation research on concatenated magnetic bottles. Ten years after Capella, this investment produced the pulse cannon, a radical improvement over older weapons like the Houndtooth. With vastly enhanced range and velocity, the Hellstar Pulse Cannon fires heavy plasma pulses out to 2.4 kilometers, giving modern warships - including the Raynor-class destroyer - a third heavy weapons system to | + | Using funding from the Threat Exigency Initiative, Morgan Technologies invested heavily into Sahr Corporation research on concatenated magnetic bottles. Ten years after Capella, this investment produced the pulse cannon, a radical improvement over older weapons like the Houndtooth. With vastly enhanced range and velocity, the Hellstar Pulse Cannon fires heavy plasma pulses out to 2.4 kilometers, giving modern warships - including the Raynor-class destroyer - a third heavy weapons system to complement beam weapons and torpedoes. Potent against both shields and hull, the Type 1 Hellstar can smash fighters in a few hits and deal serious damage to warship targets. Sahr Corporation scientists are still attempting to lock down the magnetic bubble to improve the weapon's accuracy. |
==Performance== | ==Performance== | ||
Line 22: | Line 22: | ||
− | At maximum range, this weapon will hit within a radius of 31.4 meters of its intended target, making it very dangerous to even fighters with larger profiles | + | At maximum range, this weapon will hit within a radius of 31.4 meters of its intended target, making it very dangerous to even fighters with larger profiles like the [[UEF Uriel]]. It will usually miss smaller fighters, but don't count on it, and even a couple of impacts from this are devastating to fighters. It's essentially a drop-in replacement for [[Heavy Flak]] on the new GTVA ships in BP, but with the added bonus of doing more damage to strike craft and significant damage to warships. |
+ | |||
+ | |||
+ | A good multirole weapon that can serve fairly well as point defense, auxiliary anti-ship armament, and warhead intercept. With a respectable range, it can also be a modest anti-subsystem weapon as well, though the inherent inaccuracy of the weapon makes it somewhat inefficient at this. Against corvettes, frigates, and destroyers, its damage output is better than many beam cannons, quite respectable in light of their general utility. | ||
+ | }} | ||
[[Category:Blue Planet weapons]] | [[Category:Blue Planet weapons]] |
Latest revision as of 17:43, 3 October 2012
The following information has not been confirmed by Volition and is therefore not canon for the FreeSpace universe. |
---|
The Morgan Technologies Type 1 Hellstar Pulse Cannon, also known as the TerPulse, is a warship pulse cannon used by the GTVA in the FreeSpace 2 mod Blue Planet. The Hellstar is the successor to the venerable Houndtooth Terran Turret and the result of an investment by Morgan Technologies into Sahr Corporation's weapons research. The Hellstar improves greatly upon the Houndtooth with its effective range of 2.4 kilometres, vastly increased projectile speed and refire rate, as well as moderately high shield and hull damage values. It is used in the GTVA as a tertiary weapon on warships developed after the Second Shivan Incursion.
Contents
Description
Blue Planet Tech Room Description
Using funding from the Threat Exigency Initiative, Morgan Technologies invested heavily into Sahr Corporation research on concatenated magnetic bottles. Ten years after Capella, this investment produced the pulse cannon, a radical improvement over older weapons like the Houndtooth. With vastly enhanced range and velocity, the Hellstar Pulse Cannon fires heavy plasma pulses out to 2.4 kilometers, giving modern warships - including the Raynor-class destroyer - a third heavy weapons system to complement beam weapons and torpedoes. Potent against both shields and hull, the Type 1 Hellstar can smash fighters in a few hits and deal serious damage to warship targets. Sahr Corporation scientists are still attempting to lock down the magnetic bubble to improve the weapon's accuracy.
Performance
Statistics
Range | 2400 m | |
Rate of Fire | 2 shots per second | |
Velocity | 1200 ms-1 | |
Base Damage | 175 | |
Armor Damage | 1.3x | 227.5 |
Shield Damage | 1.0x | 175 |
Subsystem Damage | 0.3x | 52.5 |
Notes
- Weapon cannot be mounted on small ships (Big Ship)
- Weapon projectile generates particles (Particle Spew)
- Weapon fires into a firing cone instead of direct firing line thus causing light inaccuracy. (FOF)
Veteran Comments
...unless you're a capital ship, in which case most of the shots will hit, dealing sustained damage greater than many beam cannons.
At maximum range, this weapon will hit within a radius of 31.4 meters of its intended target, making it very dangerous to even fighters with larger profiles like the UEF Uriel. It will usually miss smaller fighters, but don't count on it, and even a couple of impacts from this are devastating to fighters. It's essentially a drop-in replacement for Heavy Flak on the new GTVA ships in BP, but with the added bonus of doing more damage to strike craft and significant damage to warships.
A good multirole weapon that can serve fairly well as point defense, auxiliary anti-ship armament, and warhead intercept. With a respectable range, it can also be a modest anti-subsystem weapon as well, though the inherent inaccuracy of the weapon makes it somewhat inefficient at this. Against corvettes, frigates, and destroyers, its damage output is better than many beam cannons, quite respectable in light of their general utility.