Difference between revisions of "GTM Cyclops"

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m (Veteran Comments: wtf lol stupid comment)
m (Veteran Comments: Breaks. I was thinking of removing it, but it does make sense.)
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Interestingly, the Cyclops has a decent turn rate and speed, sufficient enough to chase slower fighters. If you're out of missiles and gun energy to hit, say, a [[SF Basilisk|Basilisk]] or an [[SF Aeshma|Aeshma]], you could try to hit it with this. Unless the target is stripped of its shields, expect it to do no more than reduce the target's rear shield to nothing, though.
 
Interestingly, the Cyclops has a decent turn rate and speed, sufficient enough to chase slower fighters. If you're out of missiles and gun energy to hit, say, a [[SF Basilisk|Basilisk]] or an [[SF Aeshma|Aeshma]], you could try to hit it with this. Unless the target is stripped of its shields, expect it to do no more than reduce the target's rear shield to nothing, though.
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The above tactic is probably more for amusement than anything else. In the given situation it would almost certainly be easier to divert energy to weapons.}}
 
The above tactic is probably more for amusement than anything else. In the given situation it would almost certainly be easier to divert energy to weapons.}}

Revision as of 17:35, 29 August 2010

The GTM-12 Cyclops was developed specifically to engage and destroy enemy warships. With this weapon, a single bomber wing possesses firepower that can easily neutrialize a cruiser, possibly even a corvette. The Cyclops is unsurprisingly heavy and large. The only thing that manages to pack more sheer destructive energy in a fighter-deployed tactical weapon is the special issue GTM Helios torpedo.

Moving slowly, with an extensive aspect lock sequence and long reloading cycle, there's more to deploying a Cyclops than simply getting into range and pushing the button. The gunners of anti-fighter defenses like light beam cannons and flak guns are trained to shoot down incoming torpedoes, and the bombers that launch them. One must be very cautious in choosing the optimum approach angle, to avoid as many anti-fighter defenses as possible. While the Cyclops has maximum range of about 2.5km, its effective range should be considered to be about 500 meters or less. By releasing your weapon this close to the target, the enemy flak has a much smaller chance of disabling your torpedo in flight. If possible you should get even closer, launch the weapon at the last second, then pull up sharply and use your burners to escape the blast radius.

Guarding vessels are advised to intercept bombers as far away as possible from their intended target. This gives you time to neutralize the bombers and, if necessary, the torpedoes in flight. The GTW Morning Star and GTW Maxim are a highly recommended anti-bomber/anti-torpedo tools.


Alpha 1 and friendly bombers use the Cyclops#short, not the "full" Cyclops, until The King's Gambit. The Short is 20 m/s slower (75 vs 95) and therefore has less range, but has twice the subsystem damage (2000 vs 1000) due to the base Cyclops' .5 subsystem damage modifier.

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS1

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS2


Cyclops.gif
The GTM-12 Cyclops


Tech Room Data

The GTM-12 Cyclops has been in service for over 15 years in the GTVA arsenal. It is the standard ultra-high-delivery Secondary weapon loadout, utilizing the latest in aspect-seeking guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapon in the fleet. Although its development began shortly after the Great War ended, its excellent performance has kept it firmly entrenched in the role of main assault weapon. Its payload is approximately fifty percent greater than that of the older Tsunami warheads.


Performance

Statistics - Cyclops

Range 2 375 m
Reload time 20.0 s
Velocity 95 ms-1
Base Damage 2 000
Armor Damage Full 2 000
Shield Damage None 40
Subsystem Damage Average 1 000
Shockwave Radius 100 / 200 m
Type: Aspect Seeking
View Cone: N / A
Minimum Lock Time: 5.0 s
Turn Rate (360 degrees): 1.0 s


Statistics - Cyclops#Short

Range 1 875 m
Reload time 20.0 s
Velocity 75 ms-1
Base Damage 2 000
Armor Damage Full 2 000
Shield Damage None 40
Subsystem Damage Full 2 000
Shockwave Radius 100 / 200 m
Type: Aspect Seeking
View Cone: N / A
Minimum Lock Time: 5.0 s
Turn Rate (360 degrees): 1.0 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

Please read the Veteran Comments policy before editing this section.


An anti-cruiser and anti-subsystem bomb. Not much else to tell.


Works fairly well against destroyers as well, unlike the GTM Tsunami.


Interestingly, the Cyclops has a decent turn rate and speed, sufficient enough to chase slower fighters. If you're out of missiles and gun energy to hit, say, a Basilisk or an Aeshma, you could try to hit it with this. Unless the target is stripped of its shields, expect it to do no more than reduce the target's rear shield to nothing, though.


The above tactic is probably more for amusement than anything else. In the given situation it would almost certainly be easier to divert energy to weapons.