GTW Morning Star
The GTW ML-70 Morning Star is an unusual weapon, described as a long-range tactical weapon. The long-range aspect is undeniable: at 2km, it out ranges ever other gun except the Maxim cannon, and even most missiles. Its high projectile speed and blistering rate of fire allow hits even at its maximum range.
The most interesting part of the Morning Star however, is its kinetic properties. When a target ship is hit by the weapon, it is shaken slightly; with repeated hits, the target can be driven completely off course and will tumble out of control. This can make them easy prey for a follow-up volley of GTM Harpoon or GTM Tornado missiles.
It also has other excellent properties. Given its range and accuracy, as well as its rate of fire, it makes an ideal weapon to intercept bombers and their warheads. The weapon does high shield damage, but minimal hull damage, making it relatively "safe" to fire at inbound torpedoes even if your shots are being backstopped by a friendly target. It also works well as the opening weapon in a dogfight: if you start hitting your target at the weapon's maximum range, their shields should be badly drained by the time you close to range with other guns or missiles and chew up their armor.
Because the Morning Star does extremely minimal hull damage, it is not a good choice if your craft has only one weapon mount. Pilots should also be aware that this gun has fairly high energy requirements. If your ship has more than two firing cannons for one its mounts, the Morning Star should be mounted on the mount that has fewer firing points. Its already substantial advantages are not increased by firing more than two at once. In theory the Morning Star and Maxim gun perfectly complement each other, but in practice the energy demand is simply too high to make this a viable tactic.
The GTW ML-70 Morning Star |
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Contents
Tech Room Data
The GTW ML-70 Morning Star improves upon the performance of the Flail gun, which was developed during the Great War. The original Flail was too expensive to mass produce, because of its limited usage/effectiveness profile. Recent advances in high-temperature optics enable the main focusing chamber of the Morning Star to produce a much more coherent beam, increasing its range and damage levels. This comes at the expense of somewhat higher energy requirements, however.
Performance
Statistics - Morning Star
Range | 2000 m | |
Rate of Fire | 6.67 shots per second | |
Velocity | 1000 ms-1 | |
Base Damage | 9.1 | |
Armor Damage | Poor | 3.5 |
Shield Damage | Full | 9.1 |
Subsystem Damage | Minimal | 1.4 |
Statistics - Morning Star D
Range | 2000 m | |
Rate of Fire | 5.88 shots per second | |
Velocity | 1000 ms-1 | |
Base Damage | 7 | |
Armor Damage | Average | 3.5 |
Shield Damage | Full | 7 |
Subsystem Damage | Very Poor | 1.4 |
Notes
Veteran Comments
Excellent bomb destroyer, due to the long range, high firing rate, and low energy requirements. It is also a good weapon (if you have good aim) for the mission where you have to fight off the Pegasus fighters, and is also good at knocking around bombers to prevent them from locking onto a ship. Overall, however, it is inferior to its predecessor. It uses more energy, and its damage values are lower. The longer range is nowhere near enough of a factor to compensate either.
I've never really favored this weapon for my own use; however, I sometimes find that it increases the effectiveness of AI fighter escorts in bombing missions
If you mount this thing on turrets, sentry guns, transports, cruisers and freighters, just TRY to get near them after... These things WILL juggle you, and you won't even be able to control yourself.
The Flail was a good combat weapon that had a niche waiting for the Prometheus and the Banshee to come along, in FS2 the Morningstar is just a relic of the first game.
Second the comment about Morningstars as defensive weapons. You have not known frustration until you run into a bunch of Alastors armed with these.