Difference between revisions of "Slammer"

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(Veteran Comments)
(Veteran Comments)
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Blue on blue casualties related to this weapon can be significantly reduced by telling your Slammer-carrying wingmen to ignore your target whenever you close in for primary/Hellfire kills. This somewhat reduces the risk of them deciding to fire Slammers towards your vicinity. Also, if there are pilots who are not under your direct command, keep track of what ships they are engaging, so that you don't put yourself in risk should they fire a Slammer at the target.}}
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Blue on blue casualties related to this weapon can be significantly reduced by telling your Slammer-carrying wingmen to ignore your target whenever you close in for primary/Hellfire kills. This somewhat reduces the risk of them deciding to fire Slammers towards your vicinity. Also, if there are pilots who are not under your direct command, keep track of what ships they are engaging, so that you don't put yourself in risk should they fire a Slammer at the target.
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Usually best fired singly.}}
 
[[Category:Blue Planet weapons]]
 
[[Category:Blue Planet weapons]]

Revision as of 03:26, 5 March 2011

BP-Banner.png
The following information has not been confirmed by Volition
and is therefore not canon for the FreeSpace universe.

Description

Blue Planet Tech Room Description

The Kiribati-Sunder GES-10 Slammer is the Federation's counterpart to the Infyrno and Piranha cluster weapons. Major differences include the addition of an aspect seeker, a remote trigger and multiple limited guidance cluster warheads that are fired at a 10 degree angle, producing a shotgun effect. The warheads themselves detonate about 3 seconds after separation. Slammers excel at offensive deployment against large groups of fighters, and they are devastating against bombers. Of all the Federation's fighter-based weapons, GTVA pilots fear Slammers the most, and unlike their Piranha and Infyrno counteparts, Slammers enjoy considerable popularity amongst pilots. Uriel gunships can carry twelve Slammers into battle for heavy fighter and bomber suppression, turning dogfights into gruesome, industrial slaughterhouses.

Performance

Statistics

Range 2500 m
Reload time 5 s
Velocity 250 ms-1
Base Damage 20
Armor Damage 1.0x 20
Shield Damage 0.75x 15
Subsystem Damage 1.0x 20
Shockwave Radius 20 / 25 m
Type: Aspect Seeking
View Cone: N/A
Minimum Lock Time: 3.0
Turn Rate (360 degrees): 3.5 s


Spawned warheads

Range 750 m
Reload time 0 s
Velocity 300 ms-1
Base Damage 50
Armor Damage 1.0x 50
Shield Damage 1.0x 50
Subsystem Damage 0.25x 12.5
Shockwave Radius 40 / 80 m
Type: Heat Seeking
View Cone: 180
Minimum Lock Time: N/A
Turn Rate (360 degrees): 1.0 s


Notes

Veteran Comments

Please read the Veteran Comments policy before editing this section.


Use this weapon. Although it takes a bit of skill to get used to at first, when used correctly the Slammer can bag you enormously satisfying multi-kills; wiping out entire bomber wings in a split second and breaking up hostile fighter formations with ease. It's fully possible to destroy an entire 6-ship fighter or bomber wing with this thing. However, be extremely cautious about using these at close range, as you are very, very likely to kill yourself within a distance of about 500 meters. Friendly fighters also have an infuriating tendency to kill you with friendly Slammer fire. Best thing to do is try not to get too close to enemy fighter formations and wait for them to break up before engaging.


Blue on blue casualties related to this weapon can be significantly reduced by telling your Slammer-carrying wingmen to ignore your target whenever you close in for primary/Hellfire kills. This somewhat reduces the risk of them deciding to fire Slammers towards your vicinity. Also, if there are pilots who are not under your direct command, keep track of what ships they are engaging, so that you don't put yourself in risk should they fire a Slammer at the target.

Usually best fired singly.