Difference between revisions of "GTM Infyrno"

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Like the [[GTM Piranha]], the 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 dumbire 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.
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Like the [[GTM Piranha]], the 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 dumbire 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.<br><br>
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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.<br><br>
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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, dumbire 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.
  
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.
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{{FS12_Weapons}}
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==Tech Room Data==
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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.
  
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, dumbire 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.
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==Performance==
 +
===Statistics===
 +
 
 +
{|
 +
|-
 +
| style="width:200px" | '''Range'''
 +
| style="width:200px" | 840 m
 +
|-
 +
| '''Rate of Fire'''
 +
| 1 / 5 s
 +
|-
 +
| '''Velocity'''
 +
| 120 mps
 +
|-
 +
| '''Damage'''
 +
| 150
 +
|-
 +
| Against Hullplating
 +
| Excellent
 +
|-
 +
| Against Shields
 +
| Good
 +
|-
 +
| Against Subsystems
 +
| Excellent
 +
|-
 +
| '''Shockwave Radius'''
 +
| 30 m / 100 m
 +
|-
 +
| '''Homing System'''
 +
| None
 +
|}
 +
 
 +
===Notes===
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*Weapon can be [[Weapons.tbl#Weapon Flags|remotely detonated]]
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*Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]]
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*Weapon [[Weapons.tbl#Weapon Flags|spawns]] 14 smaller warheads
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 +
====Spawned warheads====
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{|
 +
|-
 +
| style="width:200px" | '''Range'''
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| style="width:200px" | 75 m
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|-
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| '''Velocity'''
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| 250 mps
 +
|-
 +
| '''Damage'''
 +
| 100
 +
|-
 +
| Against Hullplating
 +
| Excellent
 +
|-
 +
| Against Shields
 +
| Excellent
 +
|-
 +
| Against Subsystems
 +
| Average
 +
|-
 +
| '''Shockwave Radius'''
 +
| 20 m / 60 m
 +
|-
 +
| '''Homing System'''
 +
| Heat Seeking
 +
|-
 +
| View Cone
 +
| 45 degrees
 +
|-
 +
| Turn Rate
 +
| 1.0 s
 +
|}

Revision as of 10:18, 24 December 2005

Like the GTM Piranha, the 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 dumbire 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, dumbire 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.

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS1

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS2


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

Range 840 m
Rate of Fire 1 / 5 s
Velocity 120 mps
Damage 150
Against Hullplating Excellent
Against Shields Good
Against Subsystems Excellent
Shockwave Radius 30 m / 100 m
Homing System None

Notes

Spawned warheads

Range 75 m
Velocity 250 mps
Damage 100
Against Hullplating Excellent
Against Shields Excellent
Against Subsystems Average
Shockwave Radius 20 m / 60 m
Homing System Heat Seeking
View Cone 45 degrees
Turn Rate 1.0 s