Difference between revisions of "GTM Interceptor"
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− | {{Comment| | + | {{Comment|For me this missile was the primary anti-fighter missile in the game. Whatever you couldn't easily take out with your cannons could be handled with twin Interceptors. |
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− | For me this missile was the primary anti-fighter missile in the game. Whatever you couldn't easily take out with your cannons could be handled with twin Interceptors. | ||
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− | The performance of the Interceptor, and indeed all FS1 missiles, against shielded targets is rather lackluster. It is most effective to knock out enemy shields with your cannons first and then use the Interceptor as a fire-and-forget finishing weapon, allowing you to move on quickly. Be advised it is not necessarily one-shot-one-kill even then however. | + | The performance of the Interceptor, and indeed all FS1 missiles, against shielded targets is rather lackluster. It is most effective to knock out enemy shields with your cannons first and then use the Interceptor as a fire-and-forget finishing weapon, allowing you to move on quickly. Be advised it is not necessarily one-shot-one-kill even then however. Flies a lag-pursuit curve to the target, but is more accurate than the Hornet, so head-on pass or approximately a 60-degree cone from the target's aft are acceptable shots unlike the Hornet's lower tolerance for deflection shooting. |
Revision as of 11:13, 6 July 2009
GTM-9 Interceptor
File:Interceptor.gif |
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The GTM-9 Interceptor |
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.
Performance
Statistics - Interceptor
Range | 1 250 m | |
Reload time | 2.0 s | |
Velocity | 250 ms-1 | |
Base Damage | 150 | |
Armor Damage | Full | 150 |
Shield Damage | Good | 120 |
Subsystem Damage | Average | 75 |
Shockwave Radius | 0 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 2.0 s | |
Turn Rate (360 degrees): | 1.0 s |
Statistics - Inteceptor#weak
Range | 1 250 m | |
Reload time | 3.0 s | |
Velocity | 250 ms-1 | |
Base Damage | 60 | |
Armor Damage | Full | 60 |
Shield Damage | Good | 48 |
Subsystem Damage | Average | 30 |
Shockwave Radius | 0 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 2.0 s | |
Turn Rate (360 degrees): | 1.0 s |
Notes
Veteran Comments
For FS1: 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 GTM Stilettos.
The performance of the Interceptor, and indeed all FS1 missiles, against shielded targets is rather lackluster. It is most effective to knock out enemy shields with your cannons first and then use the Interceptor as a fire-and-forget finishing weapon, allowing you to move on quickly. Be advised it is not necessarily one-shot-one-kill even then however. Flies a lag-pursuit curve to the target, but is more accurate than the Hornet, so head-on pass or approximately a 60-degree cone from the target's aft are acceptable shots unlike the Hornet's lower tolerance for deflection shooting.