Difference between revisions of "GTM EMP Adv."

From FreeSpace Wiki
Jump to: navigation, search
m (Performance: Added a field for EMP, which should start working once I update the template...)
(Added opening blurb and improved some of the VCs.)
 
Line 1: Line 1:
'''GTM-14 EM Pulse Adv.'''
+
{{FS12_Weapons}}
 +
The '''GTM-14 EMP Adv.''' is a tactical missile used by the [[GTVA]] in [[FreeSpace 2]]. It is an improved version of the [[GTM EM Pulse]] introduced during the [[Hades Rebellion]]. The EMP Adv. is an aspect-seeking missile that, upon impact, creates a shockwave with an effective range of 300 meters. Ships caught in the blast will have their sensors and communications scrambled for a period of time, rendering them unable to acquire and maintain aspect lock on their target and reduce their ability to send and receive messages, with the scrambling effect being more pronounced the closer the ship is to the center of the shockwave, while bombs and turrets within the shockwave radius will experience temporary shutdown.
  
{{FS12_Weapons}}
+
Although the EMP Adv. is not designed to be used as an offensive weapon, it is reported that the missile is capable of penetrating warship armor, albeit with an absurd amount of hits.
{{shipimage|image=[[Image:Empadv.gif]]|caption=The GTM-14 EM Pulse Adv.}}
 
  
 
==Tech Room Data==
 
==Tech Room Data==
 +
{{shipimage|image=[[Image:Empadv.gif]]|caption=The GTM-14 EM Pulse Adv.}}
 
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.
 
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.
 
  
 
==Performance==
 
==Performance==
Line 27: Line 27:
 
|bomb =
 
|bomb =
 
|huge =  
 
|huge =  
 +
|emp = 1
 
|big_ship =  
 
|big_ship =  
 
|same_turret_cooldown =
 
|same_turret_cooldown =
 
|no_dumbfire =  
 
|no_dumbfire =  
|emp = 1
 
 
}}
 
}}
  
==Notes==
+
===Veteran Comments===
*Causes [[Weapons.tbl#"EMP"|EMP]] within its shockwave radius.
+
{{Comment|Almost statistically identical to the [[GTM EM Pulse]] in FS1, except that the EMP Adv. travels 25 m/s faster.
*The shockwave doubles the damage against any target that takes a direct hit
+
 
  
===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.
{{Comment|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.
 
  
  
Line 48: Line 47:
  
 
The EMP effect prevents AI fighters and bombers 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.  The EMP effect will also cause AI fighters to select random targets to attack, which can either make a mission much easier (by sending said fighters dozens of kilometers away on a wild goose chase) or much more difficult (by allowing them to attack ships that would otherwise never be targeted for attack).  Finally, warship turrets caught in an EMP blast will briefly cease fire.
 
The EMP effect prevents AI fighters and bombers 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.  The EMP effect will also cause AI fighters to select random targets to attack, which can either make a mission much easier (by sending said fighters dozens of kilometers away on a wild goose chase) or much more difficult (by allowing them to attack ships that would otherwise never be targeted for attack).  Finally, warship turrets caught in an EMP blast will briefly cease fire.
 +
  
 
The EMP Adv. is useful in escort missions with few present fighters, and many bombers. Be wary, however, and only mount the missile on your own fighter as your wingmen will quickly remove any hope of targeting anything for the duration of the mission.
 
The EMP Adv. is useful in escort missions with few present fighters, and many bombers. Be wary, however, and only mount the missile on your own fighter as your wingmen will quickly remove any hope of targeting anything for the duration of the mission.
Line 55: Line 55:
  
  
When fighting Sobek corvettes or something else with hellish AAA beams, I always pack some of these. The EMP effect gives me time to knock out the turrets before they come back online. A good strategy is to pack Tempests with these EMP missiles, just in case you accidentally get EMP splashed. On missions with a lot of bomber waves, you can simply wait at their respawn point, then EMP splash them as they jump in. Mop up quickly and repeat.
+
When fighting Sobek corvettes or something else with hellish AAA beams, I always pack some of these. The EMP effect gives me time to knock out the turrets before they come back online. A good strategy is to pack Tempests or Rockeyes with these EMP missiles, just in case you accidentally get EMP splashed. On missions with a lot of bomber waves, you can simply wait at their respawn point, then EMP splash them as they jump in. Mop up quickly and repeat.
 +
 
  
Funnily enough, the two EMP missiles inflict normal damage on "big damage" targets. Knock down a warship to 1% hull, and keep pounding it with EMPs until it goes down. It takes time and a lot of score penalty for reload, but it works.}}
+
Funnily enough, the EMP Adv. inflicts normal damage on "big damage" targets despite not having the "huge" flag. Knock down a warship to 1% hull, and keep pounding it with EMPs until it goes down. It takes time and a lot of score penalty for reload, but it works.}}
  
 
[[Category:Weapon]]
 
[[Category:Weapon]]

Latest revision as of 02:22, 4 July 2020

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS1

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS2


The GTM-14 EMP Adv. is a tactical missile used by the GTVA in FreeSpace 2. It is an improved version of the GTM EM Pulse introduced during the Hades Rebellion. The EMP Adv. is an aspect-seeking missile that, upon impact, creates a shockwave with an effective range of 300 meters. Ships caught in the blast will have their sensors and communications scrambled for a period of time, rendering them unable to acquire and maintain aspect lock on their target and reduce their ability to send and receive messages, with the scrambling effect being more pronounced the closer the ship is to the center of the shockwave, while bombs and turrets within the shockwave radius will experience temporary shutdown.

Although the EMP Adv. is not designed to be used as an offensive weapon, it is reported that the missile is capable of penetrating warship armor, albeit with an absurd amount of hits.

Tech Room Data

Empadv.gif
The GTM-14 EM Pulse Adv.


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.

Performance

Name EMP Adv.
Range 1375 m
Reload time 2.0 s
Velocity 275 ms-1
Damage 45
Armor damage 45
Shield damage 36
Subsystem damage 22.5
Homing type Aspect
Minimum lock time 2 s
Turn rate (360 degress) 1 s
Shockwave radius (inner/outer) 80 / 300 m

Additional properties

  • Weapon is a missile weapon (Secondary weapon)
  • Weapon causes an EMP effect on any ship within the blast radius (EMP)
  • The shockwave doubles the damage against any target that takes a direct hit

Veteran Comments

Please read the Veteran Comments policy before editing this section.


Almost statistically identical to the GTM EM Pulse in FS1, except that the EMP Adv. travels 25 m/s faster.


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 you're too close to your enemy, your sensors get screwed up, too. The solution: use this weapon at its maximum effective range.


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 prevents AI fighters and bombers 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. The EMP effect will also cause AI fighters to select random targets to attack, which can either make a mission much easier (by sending said fighters dozens of kilometers away on a wild goose chase) or much more difficult (by allowing them to attack ships that would otherwise never be targeted for attack). Finally, warship turrets caught in an EMP blast will briefly cease fire.


The EMP Adv. is useful in escort missions with few present fighters, and many bombers. Be wary, however, and only mount the missile on your own fighter as your wingmen will quickly remove any hope of targeting anything for the duration of the mission.


A note to FREDders: Arming enemy ships with this thing is sadistic and immoral.


When fighting Sobek corvettes or something else with hellish AAA beams, I always pack some of these. The EMP effect gives me time to knock out the turrets before they come back online. A good strategy is to pack Tempests or Rockeyes with these EMP missiles, just in case you accidentally get EMP splashed. On missions with a lot of bomber waves, you can simply wait at their respawn point, then EMP splash them as they jump in. Mop up quickly and repeat.


Funnily enough, the EMP Adv. inflicts normal damage on "big damage" targets despite not having the "huge" flag. Knock down a warship to 1% hull, and keep pounding it with EMPs until it goes down. It takes time and a lot of score penalty for reload, but it works.