Difference between revisions of "GTM EMP Adv."
(Removed erroneous comment) |
BlueFlames (talk | contribs) (→Veteran Comments: It'd be nice if people would perform some kind of testing with the weapon before saying it doesn't work.) |
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''The main problem with this weapon is that it's a double edged sword, if your too close to your enemy, your sensors get screwed up to. The solution: use this weapon at its maximum effective range.'' | ''The main problem with this weapon is that it's a double edged sword, if your too close to your enemy, your sensors get screwed up to. The solution: use this weapon at its maximum effective range.'' | ||
− | ''Has totally no effect on AI targets.'' | + | ''Has totally no effect on AI targets.'' |
− | ''Even after it seemed like everything was fine, I still got some residual effects every now and then. Not the HUD flickering, but I did get some random target changes. | + | |
+ | ''Even after it seemed like everything was fine, I still got some residual effects every now and then. Not the HUD flickering, but I did get some random target changes.'' | ||
+ | |||
+ | ''The EMP effect actually does prevent AI units from acquiring aspect lock. This is remarkably useful in an anti-bomber role, since as long as the effect is in place, the bombers can't fire their warheads. I think it may also have an effect on warship turrets caught in the shockwave, preventing them from firing, but I've yet to do thorough enough testing.'' | ||
==Performance== | ==Performance== |
Revision as of 05:22, 12 July 2007
GTM-14 EM Pulse Adv.
File:EMP Adv 320x240.jpg |
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The GTM-14 EM Pulse Adv. |
Tech Room Data
The GTM-14 Electromagnetic Pulse Advanced warhead interferes with the electronics systems of vessels caught within its blast radius. This renders the affected ships unable to track targets, manage communications, or gain aspect missile lock. Tactically, the GTM-14 is a very effective anti-bomber weapon, as it also temporarily shuts down the guidance and propulsion systems of warheads in flight. This advanced version of the standard EM Pulse missile disrupts subsystems at a deeper circuitry level, resulting in a longer-lasting effect.
Veteran Comments
If you're trying to get aspect lock on something, or even just trying to keep your bearings, this missile is evil incarnate. The EMP scrambling effect causes your target to change randomly, and the missile includes a small shockwave effect to knock you around and make sure you're not quite certain what direction you're pointed in.
The main problem with this weapon is that it's a double edged sword, if your too close to your enemy, your sensors get screwed up to. The solution: use this weapon at its maximum effective range.
Has totally no effect on AI targets.
Even after it seemed like everything was fine, I still got some residual effects every now and then. Not the HUD flickering, but I did get some random target changes.
The EMP effect actually does prevent AI units from acquiring aspect lock. This is remarkably useful in an anti-bomber role, since as long as the effect is in place, the bombers can't fire their warheads. I think it may also have an effect on warship turrets caught in the shockwave, preventing them from firing, but I've yet to do thorough enough testing.
Performance
Statistics
Range | 1375 m |
Rate of Fire | 1 / 2 s |
Velocity | 275 mps |
Damage | 45 |
Against Hullplating | Excellent |
Against Shields | Good |
Against Subsystems | Average |
Shockwave Radius | 80 m / 300 m |
Homing System | Aspect Seeking |
Minimum Lock Time | 2.0 s |
Turn Rate | 1.0 s |
Notes
- Causes EMP within it's shockwave radius.