Difference between revisions of "GTM Hornet"
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− | I usually prefer either the [[GTM Tempest]] or the [[GTM Fury]] (depending on the generation) to this missile, as they pack more damage per missile bank. I generally use the Hornet to bombard | + | I usually prefer either the [[GTM Tempest]] or the [[GTM Fury]] (depending on the generation) to this missile, as they pack more damage per missile bank. I generally use the Hornet to bombard cruisers like the [[GVC Mentu|Mentu]], the [[SC Cain|Cain]] or the [[GTC Aeolus|Aeolus]], or on any freighters or transports in the area. The Hornet has several advantages over its dumbfire cousins, including range, accuracy and - of course - firepower. |
Revision as of 21:55, 10 April 2009
The GTM-4 Hornet is a Great War-era early swarming missile. This missile rack launches four warheads per volley that each follow individual, slightly erratic paths to the target. This gives them a better chance of intercepting the target and increases their resistence to countermeasures. Though the Hornet has since been eclipsed by other missiles, most especially its direct descendant the GTM Tornado, vast quantities of Hornets remain available due to overzealous production.
While the Hornet will lock and track a figher-sized target, in general it lacks the speed and agility to succesfully engage anything except bombers or the slower assault fighters. Modern superiority fighters and interceptors are simply too maneuverable to be caught by this aging design.
Where the Hornet still performs well is in the role of heavy assault. In dual fire mode, 8 missiles are launched in each rapidly-loaded volley. Light warships and slow ships with minimal armor are quickly shredded by the blizzard of incoming warheads. Unlike the Tornado, the Hornet arms its explosives immediately upon exiting its launch tube, so if a target is big enough you can even launch a salvo without gaining lock on it. Assault fighters such as the Hercules Mark II can carry large numbers of these missiles, and a wing of Hornet-equipped assault fighters spell certain doom for any light ship that crosses their path.
The GTM-4 Hornet |
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Contents
FS1 Tech Room Data
Infrared and ultraviolet tracking - designed to fire in small groups of 4 missiles per burst - light medium payload per missile (12 Kt) - semi-intelligent on-board tracking - single-pass kill probability will not exceed 60% on average -designed as an offensive version of the Fury.
As a "swarm" based weapon, this missile can take out an unshielded fighter without any difficulty. It's four missile system almost guarantees one or two hits, and its speed is quite amazing. Twice as powerful against naked hulls.
FS2 Tech Room Data
The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each receiving at least 100,000 Hornets. This aspect-seeking missile still delivers a devastating four-missile punch, which makes it a consistent favorite of many pilots.
Performance
Statistics - Hornet
Range | 1 330 m | |
Reload time | 2.0 s | |
Velocity | 190 ms-1 | |
Base Damage | 50 | |
Armor Damage | Full | 50 |
Shield Damage | Average | 25 |
Subsystem Damage | Minimal | 7.5 |
Shockwave Radius | 10 / 20 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 3.0 s | |
Turn Rate (360 degrees): | 1.15 s |
Statistics - Hornet#Weak (FS1)
Range | 1 140 m | |
Reload time | 2.0 s | |
Velocity | 190 ms-1 | |
Base Damage | 15 | |
Armor Damage | Full | 15 |
Shield Damage | Very Poor | 3 |
Subsystem Damage | Poor | 4.5 |
Shockwave Radius | 0 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 3.0 s | |
Turn Rate (360 degrees): | 1.6 s |
Statistics - Hornet#Weak (FS2)
Range | 1 140 m | |
Reload time | 2.0 s | |
Velocity | 190 ms-1 | |
Base Damage | 15 | |
Armor Damage | Full | 15 |
Shield Damage | Very Poor | 3 |
Subsystem Damage | Poor | 4.5 |
Shockwave Radius | 10 / 20 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 3.0 s | |
Turn Rate (360 degrees): | 1.6 s |
Statistics - Hornet D
Range | 1 330 m | |
Reload time | 2.0 s | |
Velocity | 190 ms-1 | |
Base Damage | 36 | |
Armor Damage | Full | 36 |
Shield Damage | Average | 18 |
Subsystem Damage | Minimal | 5.4 |
Shockwave Radius | 10 / 20 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 3.0 s | |
Turn Rate (360 degrees): | 1.15 s |
Notes
- Missile launches in swarms of 4 missiles.
Veteran Comments
I usually prefer either the GTM Tempest or the GTM Fury (depending on the generation) to this missile, as they pack more damage per missile bank. I generally use the Hornet to bombard cruisers like the Mentu, the Cain or the Aeolus, or on any freighters or transports in the area. The Hornet has several advantages over its dumbfire cousins, including range, accuracy and - of course - firepower.
Choose the Tornado over it as soon as you get it. It may take more space, but Tornados do more damage and have better homing capabilities.
In FS1, this is a solid weapon with a set of drawbacks that keep it from dominating. It outdamages the Interceptor by 50 base points (100 base points on double-fire mode), provided all 4 missiles strike their target, but is considerably slower... and thus, does not track as well. because of this, it is less useful in a dogfight, but can still be useful in that capacity when combined with the Flail. Furthermore, the Hornet is launched in multiples of 4 (8 on double), and will provide more threats for the evading pilot to deal with.
The best use of the Hornet lies in its "bombing" capabilities. The Hornet inflicts up to 400 base points per salvo, which can be repeated every second. It won't take long to overtake the capabilities of a standard bomb... and furthermore, Hornets cannot be intercepted like Harbingers or Tsunamis can. Add in a few squadrons wielding these, and even the biggest capital ships will be shredded in seconds.
One other drawback of the Hornet is that it does next to null against subsystems. You'll want the Interceptor for that job, if you aren't going to employ Stilettos.
This was my FS1 secondary of choice. I get my ship filled to the brim with Hornets, set them on dual-fire, and watch the fighters die. In FS2, I'd recommend either this or the Tornado. The Tornado is more powerful, but takes up more space, and the Hornet takes up less space, but is also less powerful. All in all, it's a pretty good dogfight weapon.
The Hornet's a respectable weapon, although it's very old. If you're a new pilot in 2367, try not to use this. Unlike its descendant, the Tornado, this missile requires a certain skill to use properly. It isn't very fast-moving, but if you set it to dual-fire mode and it hits an enemy, you'll almost be guaranteed a kill. It's also smaller than Tornados, so you can cram a few more of these into any fighter or bomber. This is something worth noting, especially if you're going out to kill bombers.
A strong anti-bomber weapon. being in swarms, it will overload shields quite easily in its numbers. Hornets are somewhat ok in dogfights, able to wipe out a single fighter if it is flying straight at you. I prefer this than the Interceptor.