Difference between revisions of "GTM Interceptor"

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(Veteran Comments)
(Veteran Comments)
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===Veteran Comments===
 
===Veteran Comments===
 
{{Comment|The Interceptor missile is less maneuverable and larger than its descendant the [[GTM Harpoon]], so you'll need to compensate, get in close, use a low angle-of-deflection (make sure you have a clear shot into your enemies aft), and use them sparingly. They are infinitely more effective than the [[GTM MX-50]] they replace. I generally use the [[GTM Hornet]] in its stead, when I can, because of the Hornets greater stopping power, however, the Interceptor is much more effective at destroying fast, maneuverable targets like the [[SF Dragon]].
 
{{Comment|The Interceptor missile is less maneuverable and larger than its descendant the [[GTM Harpoon]], so you'll need to compensate, get in close, use a low angle-of-deflection (make sure you have a clear shot into your enemies aft), and use them sparingly. They are infinitely more effective than the [[GTM MX-50]] they replace. I generally use the [[GTM Hornet]] in its stead, when I can, because of the Hornets greater stopping power, however, the Interceptor is much more effective at destroying fast, maneuverable targets like the [[SF Dragon]].
 +
  
 
For me this missile was the primary anti-fighter missile in the game. Whatever you couldn't easily take out with your cannons could be handled with twin Interceptors.
 
For me this missile was the primary anti-fighter missile in the game. Whatever you couldn't easily take out with your cannons could be handled with twin Interceptors.
 +
  
 
For FS1: A vastly underrated weapon. It may not quite have the punch of the Hornets, but it is far more liable to find its target, should it have any semblance of mobility. Also great for picking off subsystems - can't be intercepted like [[GTM Stiletto]]s.
 
For FS1: A vastly underrated weapon. It may not quite have the punch of the Hornets, but it is far more liable to find its target, should it have any semblance of mobility. Also great for picking off subsystems - can't be intercepted like [[GTM Stiletto]]s.
 +
  
 
The performance of the Interceptor, and indeed all FS1 missiles, against shielded targets is rather lackluster. It is most effective to knock out enemy shields with your cannons first and then use the Interceptor as a fire-and-forget finishing weapon, allowing you to move on quickly. Be advised it is not necessarily one-shot-one-kill even then however.}}
 
The performance of the Interceptor, and indeed all FS1 missiles, against shielded targets is rather lackluster. It is most effective to knock out enemy shields with your cannons first and then use the Interceptor as a fire-and-forget finishing weapon, allowing you to move on quickly. Be advised it is not necessarily one-shot-one-kill even then however.}}
  
 
[[Category:Weapon]]
 
[[Category:Weapon]]

Revision as of 03:10, 14 December 2007

GTM-9 Interceptor

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS1

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS2


Interceptor 320x240.jpg
The GTM-9 Interceptor


Tech Room Data

All-aspect seeking - laser tracking senses energy reflected off a target from the primary weapon systems of the target, increasing single-pass kill probability - medium payload (18.5 Kt) - missile is designed to pierce reinforced hull, thus securing itself to the target, prior to detonating (15 ms delay).

This is the standard issue fighter-killer in the GTA. Designed to take out fighters with minimum hassle, a simple lock is all that is needed to grab the enemies attention. Short lock time, good speed, and decent payload makes this the best missile to use against all but the strongest ships. It's effectiveness against large targets, however, is less than a typical laser run, making this primarily a ship to ship missile.


Performance

Statistics - Interceptor

Range 1 250 m
Reload time 2.0 s
Velocity 250 ms-1
Base Damage 150
Armor Damage Full 150
Shield Damage Good 120
Subsystem Damage Average 75
Shockwave Radius 0 m
Type: Aspect Seeking
View Cone: N / A
Minimum Lock Time: 2.0 s
Turn Rate (360 degrees): 1.0 s


Statistics - Inteceptor#weak

Range 1 250 m
Reload time 3.0 s
Velocity 250 ms-1
Base Damage 60
Armor Damage Full 60
Shield Damage Good 48
Subsystem Damage Average 30
Shockwave Radius 0 m
Type: Aspect Seeking
View Cone: N / A
Minimum Lock Time: 2.0 s
Turn Rate (360 degrees): 1.0 s


Notes

Veteran Comments

Please read the Veteran Comments policy before editing this section.


The Interceptor missile is less maneuverable and larger than its descendant the GTM Harpoon, so you'll need to compensate, get in close, use a low angle-of-deflection (make sure you have a clear shot into your enemies aft), and use them sparingly. They are infinitely more effective than the GTM MX-50 they replace. I generally use the GTM Hornet in its stead, when I can, because of the Hornets greater stopping power, however, the Interceptor is much more effective at destroying fast, maneuverable targets like the SF Dragon.


For me this missile was the primary anti-fighter missile in the game. Whatever you couldn't easily take out with your cannons could be handled with twin Interceptors.


For FS1: A vastly underrated weapon. It may not quite have the punch of the Hornets, but it is far more liable to find its target, should it have any semblance of mobility. Also great for picking off subsystems - can't be intercepted like GTM Stilettos.


The performance of the Interceptor, and indeed all FS1 missiles, against shielded targets is rather lackluster. It is most effective to knock out enemy shields with your cannons first and then use the Interceptor as a fire-and-forget finishing weapon, allowing you to move on quickly. Be advised it is not necessarily one-shot-one-kill even then however.