GTM Infyrno

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Revision as of 20:53, 15 December 2006 by Admiral Stryker (talk | contribs) (Veteran Comments)
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Like the GTM Piranha, the GTM-11 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 dumb-fire 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, dumb-fire 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


File:Infyrno 320x240.jpg
The GTM-11 Infyrno


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.

Veteran Comments

I've never gotten the hang of the Infyrno, personally, but when you get it right, it's quite effective at shaking up formations and causing people pain. A direct hit will leave a target in very bad shape.

This weapon takes considerable skill and timing to use against fighters, but can be quite effective against them if you do have the listed requisites. However, I found that for those less able like me, it works well against cruisers, as well as transports, although for those, you could use the much better suited Tempest, or simply hammer them with your guns.

Like old Indiana Jones says, "If you don't know how to use a whip, you'll just end up hurting yourself." If you detonate an Infyrno too close to yourself, you will most likely cause yourslef to explode. Though, once you get the hang of using these, the same stands for enemy fighters, which even the burliest of which have problems taking two hits. These also have a very high chance to knock out a specific subsystem you may be aiming for, just by their sheer power.

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

Statistics - Inferno D

Range 1155 m
Rate of Fire 1 / 5 s
Velocity 165 mps
Damage 100
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