GTM Infyrno
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 dumb-fire 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, dumb-fire 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.
File:Infyrno 320x240.jpg |
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The GTM-11 Infyrno |
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.
Performance
Statistics - Infyrno
Range | 840 m | |
Reload time | 5.0 s | |
Velocity | 120 ms-1 | |
Base Damage | 150 | |
Armor Damage | Full | 150 |
Shield Damage | Good | 112.5 |
Subsystem Damage | Full | 150 |
Shockwave Radius | 30 / 100 m | |
Type: | Dumbfire | |
View Cone: | N / A | |
Minimum Lock Time: | N / A | |
Turn Rate (360 degrees): | N / A |
Statistics - Infyrno D
Range | 1 155 m | |
Reload time | 5.0 s | |
Velocity | 165 ms-1 | |
Base Damage | 100 | |
Armor Damage | Full | 100 |
Shield Damage | Good | 75 |
Subsystem Damage | Full | 100 |
Shockwave Radius | 30 / 100 m | |
Type: | Dumbfire | |
View Cone: | N / A | |
Minimum Lock Time: | N / A | |
Turn Rate (360 degrees): | N / A |
Spawned warheads
Range | 75 m | |
Reload time | 0 s | |
Velocity | 250 ms-1 | |
Base Damage | 100 | |
Armor Damage | Full | 100 |
Shield Damage | Full | 100 |
Subsystem Damage | Average | 50 |
Shockwave Radius | 20 / 60 m | |
Type: | Heat Seeking | |
View Cone: | 45 degrees | |
Minimum Lock Time: | N / A | |
Turn Rate (360 degrees): | 1.0 s |
Notes
- Weapon can be remotely detonated
- Weapon can be shot down (Bomb)
- Weapon spawns 14 smaller warheads (Standard)
- Weapon spawns 5 smaller warheads (Infyrno D)
Veteran Comments
This weapon takes considerable skill and timing to use against fighters, but can be quite effective against them if you do have the listed requisites. However, I found that for those less able like me, it works well against cruisers, as well as transports, although for those, you could use the much better suited Tempest, or simply hammer them with your guns.
Like old Indiana Jones says, "If you don't know how to use a whip, you'll just end up hurting yourself." If you detonate an Infyrno too close to yourself, you will most likely cause yourself to explode. Though, once you get the hang of using these, the same stands for enemy fighters, which even the burliest of which have problems taking two hits. These also have a very high chance to knock out a specific subsystem you may be aiming for, just by their sheer power.
Speaking with true experience of using the Infyrno, it is useful against SB Seraphim and SB Nephilim bombers, notorious for their heavy shield and hull plating. Against even a glancing hit from one of these, all that will be for naught. Time your detonation of it when the range of the missile is near/at the same range of the target from you. Best to fly straight into the oncoming wave of bombers and fire, it is VERY tricky to use otherwise. If they won't destroy your target, they will certainly shake off some of its shielding for you. Also a viable weapon for harassing cruisers.