Difference between revisions of "GTM Harbinger"
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− | Theoretically, the Tsunami should be stronger because it has a matter-antimatter warhead, so all the matter is turned to energy, thus resulting in a bigger boom. With fission and fusion, there's leftover matter that's not turned into energy. As the Tsunami is the first foray into antimatter weaponry, however, it's likely it's not very efficient. | + | Theoretically, the [[Tsunami]] should be stronger because it has a matter-antimatter warhead, so all the matter is turned to energy, thus resulting in a bigger boom. With fission and fusion, there's leftover matter that's not turned into energy. As the Tsunami is the first foray into antimatter weaponry, however, it's likely it's not very efficient. |
Revision as of 21:34, 2 March 2010
GTM-N1 Harbinger Bomb
The GTM-N1 Harbinger Bomb |
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Contents
Tech Room Data
Fusion bomb surrounded by 3 salted fission bombs - propulsion unit is a half-size version of a regulation GTA fighter thruster (Class II) - given the weight of the payloads, the missile is slow despite the power of the thruster - as the Harbinger is exceptionally large, GTA bombers are limited to carrying 6 of these weapons at any given time - the resultant shock wave from this weapon is potentially deadly, due to the size of the payloads (5000 Mt in total) - use near allied installations or allied ship groupings is strongly discouraged by the GTA - most effective when used in preemptive defensive strike against non-military installations.
The Harbinger is our best chance of destroying the Lucifer.
Performance
Statistics - Harbinger
Range | 1 500 m | |
Reload time | 30.0 s | |
Velocity | 50 ms-1 | |
Base Damage | 3200 | |
Armor Damage | Full | 3200 |
Shield Damage | None | 32 |
Subsystem Damage | Immense | 51 200 |
Shockwave Radius | 100 / 250 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 7.0 s | |
Turn Rate (360 degrees): | 1.5 s |
Statistics - Harbinger#End
Range | 1 800 m | |
Reload time | 10.0 s | |
Velocity | 90 ms-1 | |
Base Damage | 1600 | |
Armor Damage | Full | 1600 |
Shield Damage | None | 32 |
Subsystem Damage | Immense | 64 000 |
Shockwave Radius | 1 / 20 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 3.0 s | |
Turn Rate (360 degrees): | 1.5 s |
Notes
- Weapon is capable of easily damaging (Huge) even larger vessels.
- Weapon can be shot down (Bomb)
- Weapon must be locked onto the target in order to be fired (No Dumbfire)
Veteran Comments
Insanely high subsystem damage value. A single Harbinger should be sufficient to destroy any subsystem on any ship in the game.
Theoretically, the Tsunami should be stronger because it has a matter-antimatter warhead, so all the matter is turned to energy, thus resulting in a bigger boom. With fission and fusion, there's leftover matter that's not turned into energy. As the Tsunami is the first foray into antimatter weaponry, however, it's likely it's not very efficient.
Delta wing is given a special type of Harbinger in Good Luck as well as the previous mission The Great Hunt, which has a radically decreased range of explosion. This is due to balancing reasons, as unshielded fighters get destroyed at once when within the explosion range. This special version, named "Harbinger#End" in the tables, also moves faster than the standard variant.