Difference between revisions of "GTM MX-64"
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− | The above commentator is wrong. The Myrmidon can only carry 20, the Hercules Mk II 45, and the Ares about 47. Furthermore tracking abilities are worse than either Hornets or Tornadoes because it does not follow a fighter's lead, but rather its tail, making it | + | The above commentator is wrong. The Myrmidon can only carry 20, the Hercules Mk II 45, and the Ares about 47. Furthermore tracking abilities are worse than either Hornets or Tornadoes because it does not follow a fighter's lead, but rather its tail, making it vulnerable to countermeasures.}} |
[[Category:Weapon]] | [[Category:Weapon]] |
Revision as of 03:11, 2 December 2007
GTM MX-64 Rockeye
File:MX64 320x240.jpg |
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The GTM MX-64 Rockeye |
Contents
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
Veteran Comments
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.
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 weaponry, However I tend to think though that the Rockeye, like the Prometheus R, is really present in game to represent the Pre-NTF GTVA's preference for cheap-to-manufacture weapons
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.
The Myrmidon can carry 60 of these, the Herc II 90, the Ares 95- even on the highest difficulty level, they can be used as a long-range version of the Hornet/Tornado, with similar damage although marginally inferior tracking capability. 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.