Difference between revisions of "GTW UD-8 Kayser"

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(Veteran Comments: Added one...and reverted someone's garbage.)
 
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{{FS12_Weapons}}
 
{{FS12_Weapons}}
{{shipimage|image=[[Image:Kayser_320x240.jpg]]|caption=The GTW UD-8 Kayser}}
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{{shipimage|image=[[Image:Kayser.gif]]|caption=The GTW UD-8 Kayser}}
  
 
==Tech Room Data==
 
==Tech Room Data==
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===Statistics - UD-D Kayser===
 
===Statistics - UD-D Kayser===
 
{{Primary|975|3.33|650|16.8|Full|16.8|Full|16.8|Average|9.8}}
 
{{Primary|975|3.33|650|16.8|Full|16.8|Full|16.8|Average|9.8}}
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==Compatibility==
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The following table refers to weapons compatibility in singleplayer, and does not reflect the compatibility of dogfight variants in multiplayer. A ✓ mark indicates that a ship can mount the weapon, whereas an ✗ mark indicates that it cannot.
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{| border=1 cellpadding=4 style="border-collapse: collapse"
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|- align="center"
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| colspan=2 style="background:#000025;"| '''Terran Compatibility'''
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| colspan=2 style="background:#303020;"| '''Vasudan Compatibility'''
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|- align="center"
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| style="width:120px" |Ship Class
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| style="width:60px" |Compatible
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| style="width:120px" |Ship Class
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| style="width:60px" |Compatible
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|- align="center"
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| [[GTF Ulysses]]
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| ✗
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| [[GVF Thoth]]
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| ✗
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|- align="center"
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| [[GTF Loki]]
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| ✓
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| [[GVF Serapis]]
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| ✗
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|- align="center"
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| [[GTF Hercules]]
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| ✓
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| [[GVF Horus]]
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| ✓
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|- align="center"
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| [[GTF Hercules Mark II]]
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| ✓
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| [[GVF Seth]]
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| ✓
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|- align="center"
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| [[GTF Myrmidon]]
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| ✓
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| [[GVF Tauret]]
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| ✓
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|- align="center"
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| [[GTF Perseus]]
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| ✓
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| [[GVF Ptah]]
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| ✗
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|- align="center"
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| [[GTF Pegasus]]
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| ✗
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| [[GVB Osiris]]
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| ✓
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|- align="center"
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| [[GTF Erinyes]]
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| ✓
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| [[GVB Bakha]]
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| ✗
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|- align="center"
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| [[GTF Ares]]
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| ✓
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| [[GVB Sekhmet]]
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| ✗
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|- align="center"
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| [[SF Mara (Terrans)]]
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| ✗
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|- align="center"
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| [[GTB Zeus]]
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| ✗
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|- align="center"
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| [[GTB Medusa]]
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| ✗
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|- align="center"
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| [[GTB Artemis]] (Inc. D.H.)
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| ✗
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|- align="center"
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| [[GTB Ursa]]
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| ✗
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|- align="center"
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| [[GTB Boanerges]]
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| ✓
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|}
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==Notes==
 
==Notes==
  
 
===Veteran Comments===
 
===Veteran Comments===
{{Comment|If there is a gun that you want to have when dogfighting, this is that gun. Combining rapid fire with high damage, a well-aimed volley of Kayser fire can convert most fightercraft to small amounts of debris with little difficulty. The downside is high energy requirements, which somewhat reduces the advantage of the rapid firing rate. Make no mistake: if somebody comes at you spraying Kayser pulses, he's not going to do it for long, but you could well be dead before he stops.
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{{Comment|''If there is a gun that you want to have when dogfighting, this is that gun. Combining rapid fire with high damage, a well-aimed volley of Kayser fire can convert most fighters to small amounts of debris with little difficulty. The downside is high energy requirements, which somewhat reduces the advantage of the rapid firing rate. Make no mistake: if somebody comes at you spraying Kayser pulses, he's not going to do it for long, but you could well be dead before he stops.''
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To be perfectly honest, I really prefer the [[GTW Subach HL-7|Subach]] for its efficiency and fire rate, and the [[GTW Prometheus S|Prometheus S]] for its power. I take both of them instead of this.
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''When I first got to use the Kayser, I stopped using other primary weapons when I had the chance. This gun delivers such a punch that it can actually deplete weak shields and '''still''' have enough power to damage the hull. In fact, for some of the fighters with little hull plating, even a direct hit from four Kayser projectiles can knock their shields from full to null.''
  
Go all out when you're 90% sure of hitting your target. Otherwise fire in short bursts. With this, you have to make every shot count.
 
  
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''The Kayser is a good anti-fighter and anti-bomber primary. However, it devours too much energy to be of much use against freighters and cruisers. In such cases, it is advisable to take some Trebuchets or forget the Kayser and take a Maxim or dual Prometheus S cannons. Like most high-consumption anti-bomber cannons, sacrifice some speed for a higher primary recharge rate. With Kaysers, you may run out of energy real fast and at the worst time. Most typically, you will use the Kayser in the main campaign with a [[GTF Erinyes]], the eight guns of which will eat all your primary energy in a few seconds. This might be discouraging, but on a 4-gun [[GTF Perseus|Perseus]], Kaysers serve well, both as anti-fighter and anti-bomber.''
  
Note on the previous comment, especially in anything that mounts more than 4 guns.
 
  
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''The Kayser is an excellent dogfight weapon if you have a quick, moderately-armored ship.  You'll need the extra speed and padding so you can divert some energy to your primaries. If you need your speed and all the shielding you can, you should go with something else, such as dual Prom-S.''
  
When I first got to use the Kayser, I stopped using other primary weapons if I had the chance. This gun delivers such a punch that it can actually deplete weak shields and '''still''' have enough power to damage the hull. In fact, for some of the fighters with little hull plating, even a direct hit from four Kayser projectiles can knock their shields from full to null. The downside of the Kayser is that it uses up a lot of energy, even more than the Prometheus. This is something that should be taken into account unless you fly an [[SF Mara (Terrans)|SOC-retrofitted SF Mara]].}}
 
  
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''The Kayser is essentially a more balanced [[Banshee]], sacrificing extra shield damage for more hull devastation.''}}
  
 
[[Category:Weapon]]
 
[[Category:Weapon]]

Latest revision as of 21:42, 21 September 2020

The GTW UD-8 Kayser is an advanced primary weapon that is now in its late OpEval period. It has high marks for both shield and armor penetration, beyond even the formidable GTW Prometheus S. Its shots move fast, reach a decent range, and pack a heck of a punch. That's the good news. The bad news is that, as expected for a prototype weapon, its compatibility with existing fighters and bombers is poor. Few craft can mount this cannon. The weapon's energy requirements are also very high. Still, when you see one of these on the battlefield, you should immediately be very cautious. It's a powerful device, given only to veteran and elite squadrons. Special Operations Command, especially, seems to have priority selection.

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS1

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS2


Kayser.gif
The GTW UD-8 Kayser


Tech Room Data

The GTW UD-8 Kayser is the result of an intensive study of Shivan weapon technology. The Kayser emits focused waves of subatomic particles that bombard its target. Impact causes the wave function of the particles to collapse and emit extremely intense, zero-point energy microbursts. Standard policy dictates that weapons of this magnitude be mounted only on bombers, but it has become common practice for field technicians to mount them on fighters.

Performance

Statistics - UD-8 Kayser

Range 975 m
Rate of Fire 4 shots per second
Velocity 650 ms-1
Base Damage 28
Armor Damage Full 28
Shield Damage Very Good 25.2
Subsystem Damage Poor 9.8


Statistics - UD-D Kayser

Range 975 m
Rate of Fire 3.33 shots per second
Velocity 650 ms-1
Base Damage 16.8
Armor Damage Full 16.8
Shield Damage Full 16.8
Subsystem Damage Average 9.8


Compatibility

The following table refers to weapons compatibility in singleplayer, and does not reflect the compatibility of dogfight variants in multiplayer. A ✓ mark indicates that a ship can mount the weapon, whereas an ✗ mark indicates that it cannot.


Terran Compatibility Vasudan Compatibility
Ship Class Compatible Ship Class Compatible
GTF Ulysses GVF Thoth
GTF Loki GVF Serapis
GTF Hercules GVF Horus
GTF Hercules Mark II GVF Seth
GTF Myrmidon GVF Tauret
GTF Perseus GVF Ptah
GTF Pegasus GVB Osiris
GTF Erinyes GVB Bakha
GTF Ares GVB Sekhmet
SF Mara (Terrans)
GTB Zeus
GTB Medusa
GTB Artemis (Inc. D.H.)
GTB Ursa
GTB Boanerges


Notes

Veteran Comments

Please read the Veteran Comments policy before editing this section.


If there is a gun that you want to have when dogfighting, this is that gun. Combining rapid fire with high damage, a well-aimed volley of Kayser fire can convert most fighters to small amounts of debris with little difficulty. The downside is high energy requirements, which somewhat reduces the advantage of the rapid firing rate. Make no mistake: if somebody comes at you spraying Kayser pulses, he's not going to do it for long, but you could well be dead before he stops.


When I first got to use the Kayser, I stopped using other primary weapons when I had the chance. This gun delivers such a punch that it can actually deplete weak shields and still have enough power to damage the hull. In fact, for some of the fighters with little hull plating, even a direct hit from four Kayser projectiles can knock their shields from full to null.


The Kayser is a good anti-fighter and anti-bomber primary. However, it devours too much energy to be of much use against freighters and cruisers. In such cases, it is advisable to take some Trebuchets or forget the Kayser and take a Maxim or dual Prometheus S cannons. Like most high-consumption anti-bomber cannons, sacrifice some speed for a higher primary recharge rate. With Kaysers, you may run out of energy real fast and at the worst time. Most typically, you will use the Kayser in the main campaign with a GTF Erinyes, the eight guns of which will eat all your primary energy in a few seconds. This might be discouraging, but on a 4-gun Perseus, Kaysers serve well, both as anti-fighter and anti-bomber.


The Kayser is an excellent dogfight weapon if you have a quick, moderately-armored ship. You'll need the extra speed and padding so you can divert some energy to your primaries. If you need your speed and all the shielding you can, you should go with something else, such as dual Prom-S.


The Kayser is essentially a more balanced Banshee, sacrificing extra shield damage for more hull devastation.