GTM Hornet

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The GTM-4 Hornet is a Great War-era early swarming missile. This missile rack launches four warheads per volley that each follow individual, slightly erratic paths to the target. This gives them a better chance of intercepting the target and increases their resistence to countermeasures. Though the Hornet has since been eclipsed by other missiles, most especially its direct descendant the GTM Tornado, vast quantities of Hornets remain available due to overzealous production.

While the Hornet will lock and track a figher-sized target, in general it lacks the speed and agility to succesfully engage anything except bombers or the slower assault fighters. Modern superiority fighters and interceptors are simply too maneuverable to be caught by this aging design.

Where the Hornet still performs well is in the role of heavy assault. In dual fire mode, 8 missiles are launched in each rapidly-loaded volley. Light warships and slow ships with minimal armor are quickly shredded by the blizzard of incoming warheads. Unlike the Tornado, the Hornet arms its explosives immediately upon exiting its launch tube, so if a target is big enough you can even launch a salvo without gaining lock on it. Assault fighters such as the Hercules Mark II can carry large numbers of these missiles, and a wing of Hornet-equipped assault fighters spell certain doom for any light ship that crosses their path.

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS1

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS2


File:Hornet 320x240.jpg
The GTM-4 Hornet


FS1 Tech Room Data

Infrared and ultraviolet tracking - designed to fire in small groups of 4 missiles per burst - light medium payload per missile (12 Kt) - semi-intelligent on-board tracking - single-pass kill probability will not exceed 60% on average -designed as an offensive version of the Fury.

As a "swarm" based weapon, this missile can take out an unshielded fighter without any difficulty. It's four missile system almost guarantees one or two hits, and its speed is quite amazing. Twice as powerful against naked hulls.

FS2 Tech Room Data

The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each receiving at least 100,000 Hornets. This aspect-seeking missile still delivers a devastating four-missile punch, which makes it a consistent favorite of many pilots.

Veteran Comments

The Hornet is perfectly usable in a dogfight. You just need to understand how it works. The Hornet flies a lag-pursuit curve to the target, rather then a lead-pursuit like most FS missiles. It does its best work fired in a head-on pass or from within a 45" degree cone from the target's six-o'clock position. Do not expect high-deflection Hornet shots to hit anything. Also in FS2 do not expect wonders from the Hornet, as its FS1 design lacks the power against shields most FS2 missiles have.

I usually prefer either the GTM Tempest or the GTM Fury (depending on the generation) to this missile, as they pack more damage per missile bank. I generally use the Hornet to bombard tough cruisers like the GVC Mentu or the GTC Aeolus, or on any freighters or transports in the area. The Hornet has several advantages over its dumbfire cousins, including range and accuracy.

Choose the Tornado over it as soon as you get it. It may take more space, but Tornadoes do more damage and have better homing capabilities.

In FS1, this is a solid weapon with a set of drawbacks that keep it from dominating. It outdamages the Interceptor by 50 base points (100 base points on double fire mode), provided all 4 missiles strike their target, but is considerbly slower... and thus, does not track as well. Beccause of this, it is less useful in a dogfight, but can still be useful in that capacity when combined with the Flail. Furthermore, the Hornet is launched in multiples of 4 (8 on double), and will provide more threats for the evading pilot to deal with.

The best use of the Hornet lies in its "Bombing" capabilities. The Hornet inflicts up to 400 base points per salvo, which can be repeated every second. It won't take long to overtake the capabilities of a standard bomb... and futhermore, Hornets cannot be intercepted like Harbingers or Tsunamis can. Add in a few squadrons wielding these, and even the biggest capital ships will be shredded in seconds.

One other drawback of the Hornet is that it does next to null against Subsytems. You'll want the Interceptor for that job, if you aren't going to employ Stilletos.

Performance

Statistics

Range 1330 m
Rate of Fire 1 / 2 s
Velocity 190 mps
Damage 50
Against Hullplating Excellent
Against Shields Average
Against Subsystems Minimal
Shockwave Radius 10 m / 20 m
Homing System Aspect Seeking
Minimum Lock Time 3.0 s
Turn Rate 1.15 s

Statistics - Hornet#Weak

Range 1140 m
Rate of Fire 1 / 2 s
Velocity 190 mps
Damage 15
Against Hullplating Excellent
Against Shields Very Poor
Against Subsystems Poor
Shockwave Radius None (FS1); 20 / 40 m (FS2)
Homing System Aspect Seeking
Minimum Lock Time 3.0 s
Turn Rate 1.6 s

Statistics - Hornet D

Range 1330 m
Rate of Fire 1 / 2 s
Velocity 190 mps
Damage 36
Against Hullplating Excellent
Against Shields Average
Against Subsystems Minimal
Shockwave Radius 10 m / 20 m
Homing System Aspect Seeking
Minimum Lock Time 3.0 s
Turn Rate 1.15 s

Notes

  • Missile launches in swarms of 4 missiles.