Difference between revisions of "GTM Harbinger"

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(Veteran Comments)
(Veteran Comments)
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''Insanely high subsystem damage value. A single Harbinger should be sufficent to destroy any subsystem on any ship in the game.''
 
''Insanely high subsystem damage value. A single Harbinger should be sufficent to destroy any subsystem on any ship in the game.''
 
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''Theoretically, the Tsunami should be stronger because it has a matter-antimatter warhead, so all the matter is turned to energy, thus resulting in a bigger boom. With fission and fusion, there's leftover matter that's not turned into energy.''
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''Theoretically, the Tsunami should be stronger because it has a matter-antimatter warhead, so all the matter is turned to energy, thus resulting in a bigger boom. With fission and fusion, there's leftover matter that's not turned into energy. As the Tsunami is the first foray into antimatter weaponry, however, it's likely it's not very efficent.''
  
 
==Performance==
 
==Performance==

Revision as of 19:35, 4 September 2007

GTM-N1 Harbinger Bomb

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS1

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS2


File:Harbinger 320x240.jpg
The GTM-N1 Harbinger Bomb


Tech Room Data

Fusion bomb surrounded by 3 salted fission bombs - propulsion unit is a half-size version of a regulation GTA fighter thruster (Class II) - given the weight of the payloads, the missile is slow despite the power of the thruster - as the Harbinger is exceptionally large, GTA bombers are limited to carrying 6 of these weapons at any given time - the resultant shock wave from this weapon is potentially deadly, due to the size of the payloads (5000 Mt in total) - use near allied installations or allied ship groupings is strongly discouraged by the GTA - most effective when used in preemptive defensive strike against non-military installations.

The Harbinger is our best chance of destroying the Lucifer.

Veteran Comments

The big bomb of Freespace 1, the Harbinger can take out anything and everything in the game. Like all space-bombs you need to get in really close, nearly running into your target at maximum speed to ensure the bomb gets where it's going: interceptors and blob turrets are adept at destroying bombs before they reach their targets.

Insanely high subsystem damage value. A single Harbinger should be sufficent to destroy any subsystem on any ship in the game.

Theoretically, the Tsunami should be stronger because it has a matter-antimatter warhead, so all the matter is turned to energy, thus resulting in a bigger boom. With fission and fusion, there's leftover matter that's not turned into energy. As the Tsunami is the first foray into antimatter weaponry, however, it's likely it's not very efficent.

Performance

Statistics

Range 1500 m
Rate of Fire 1 / 30 s
Velocity 50 mps
Damage 3200
Against Hullplating Excellent
Against Shields Minimal/None
Against Subsystems Excellent (x 16)
Shockwave Radius 100 m / 250 m
Homing System Aspect Seeking
Minimum Lock Time 7.0 s
Turn Rate 1.5 s

Statistics - Harbinger#End

Range 1800 m
Rate of Fire 1 / 10 s
Velocity 90 mps
Damage 3200
Against Hullplating Excellent
Against Shields Minimal/None
Against Subsystems Excellent (x 20)
Shockwave Radius 1 m / 20 m
Homing System Aspect Seeking
Minimum Lock Time 3.0 s
Turn Rate 1.5 s

Notes

  • Weapon is capable of easily damaging (Huge) even larger vessels.
  • Weapon can be shot down (Bomb)
  • Weapon must be locked onto the target in order to be fired (No Dumbfire)