Difference between revisions of "GTM Infyrno"
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Revision as of 09:08, 1 April 2006
Like the GTM Piranha, the GTM-11 Infyrno is an anti-fighter weapon carried by bombers to clear a path through defenders as they close with their primary objective. The Infyro is a much different device than the Piranha however. It is, again, a manually detonated dumbire missile. But intead of using seeking submunitions, it depends solely on high-energy explosives released within a very tight detonation pattern. It does enormously higher damage, but to a small area.
The missile moves fast and has a fair range, making it safer to deploy. But ultimately this is a very difficult weapon to use in its intended role since one must gauge by eye the necessary lead factor on its unguided path. Enemy fighters also have the annoying habit of seeing the massive chunk of ordnance come sailing their way, and break formation evade it. When it works, it works amazingly well, and entire wings go out with a single brilliant detonation; but it doesn't often work.
However the Infyrno is not entirely useless, since it can dish up absolutely catastrophic damage to light warships, freighters, transports, etc. Against these targets, the Infyrno can be considered a sort of quick-loading, dumbire antiship torpedo. Be cautious however, not to release too near the target, since you will almost certainly be vaporized by your own weapon if you're caught in the blast radius.
Contents
Tech Room Data
The GTM-11 Infyrno is an area-effect bomber suppression weapon, often employed to knock out incoming waves of slow-moving bombers. Upon detonation, the Infyrno releases multiple submunitions that contain ultra-high-explosive charges. The Infyrno is detonated remotely by pressing the Secondary weapon trigger a second time. A HUD indicator displays the distance from the warhead to the firing ship. If the pilot triggers the detonation too early, he risks being caught in the Infyrno's extensive blast radius.
Veteran Comments
I've never gotten the hang of the Infyrno, personally, but when you get it right, it's quite effective at shaking up formations and causing people pain. A direct hit will leave a target in very bad shape.
Performance
Statistics
Range | 840 m |
Rate of Fire | 1 / 5 s |
Velocity | 120 mps |
Damage | 150 |
Against Hullplating | Excellent |
Against Shields | Good |
Against Subsystems | Excellent |
Shockwave Radius | 30 m / 100 m |
Homing System | None |
Notes
- Weapon can be remotely detonated
- Weapon can be shot down (Bomb)
- Weapon spawns 14 smaller warheads
Spawned warheads
Range | 75 m |
Velocity | 250 mps |
Damage | 100 |
Against Hullplating | Excellent |
Against Shields | Excellent |
Against Subsystems | Average |
Shockwave Radius | 20 m / 60 m |
Homing System | Heat Seeking |
View Cone | 45 degrees |
Turn Rate | 1.0 s |