Difference between revisions of "GTM Interceptor"

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| '''Damage'''
 
| '''Damage'''
 
| 150
 
| 150
 +
|-
 +
| Against Hullplating
 +
| Excellent
 +
|-
 +
| Against Shields
 +
| Good
 +
|-
 +
| Against Subsystems
 +
| Average
 +
|-
 +
| '''Shockwave Radius'''
 +
| None
 +
|-
 +
| '''Homing System'''
 +
| Aspect Seeking
 +
|-
 +
| Minimum Lock Time
 +
| 2.0 s
 +
|-
 +
| Turn Rate
 +
| 1.0 s
 +
|}
 +
 +
===Statistics - Inteceptor#weak===
 +
 +
{|
 +
|-
 +
| style="width:200px" | '''Range'''
 +
| style="width:200px" | 1250 m
 +
|-
 +
| '''Rate of Fire'''
 +
| 1 / 3 s
 +
|-
 +
| '''Velocity'''
 +
| 250 mps
 +
|-
 +
| '''Damage'''
 +
| 60
 
|-
 
|-
 
| Against Hullplating
 
| Against Hullplating

Revision as of 13:19, 4 April 2006

GTM-9 Interceptor

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS1

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS2


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.

Veteran Comments

The Interceptor missile is larger, 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 infinitly 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.

Performance

Statistics

Range 1250 m
Rate of Fire 1 / 2 s
Velocity 250 mps
Damage 150
Against Hullplating Excellent
Against Shields Good
Against Subsystems Average
Shockwave Radius None
Homing System Aspect Seeking
Minimum Lock Time 2.0 s
Turn Rate 1.0 s

Statistics - Inteceptor#weak

Range 1250 m
Rate of Fire 1 / 3 s
Velocity 250 mps
Damage 60
Against Hullplating Excellent
Against Shields Good
Against Subsystems Average
Shockwave Radius None
Homing System Aspect Seeking
Minimum Lock Time 2.0 s
Turn Rate 1.0 s

Notes