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Same as the Mekhu HL-7, but tweaked for D/Fighting purposes.
Rating: 20/10 :) Yep, 20 out of 10
Morning Star (D)
Damage (Overall): 7.00
Damage (Hull) : 3.50
Damage (Shields): 7.00
Energy Used : 0.80
Rate of Fire : 0.17
Velocity (Speed): 1000.00
Max. Range : 2000.00
Type : Kinetic
Same as the GTW ML-70 Morning Star, but tweaked for D/Fighting purposes.
Rating: 8/10
Prometheus (D)
Damage (Overall): 20.00
Damage (Hull) : 16.00
Damage (Shields): 20.00
Energy Used : 0.40
Rate of Fire : 0.30
Velocity (Speed): 450.00
Max. Range : 900.00
Type : Standard
Same as the GTW-5 Prometheus S, but tweaked for D/Fighting purposes.
Rating: 3/10
Maxim (D)
Damage (Overall): 20.00
Damage (Hull) : 16.00
Damage (Shields): 4.00
Energy Used : 1.00
Rate of Fire : 0.15
Velocity (Speed): 1800.00
Max. Range : 2700.00
Type : High Velocity
Same as the GTW-66 Maxim Cannon, but tweaked for D/Fighting purposes.
Rating: 5/10
Kayser (D)
Damage (Overall): 28.00
Damage (Hull) : 16.80
Damage (Shields): 16.80
Energy Used : 3.00
Rate of Fire : 0.30
Velocity (Speed): 650.00
Max. Range : 975.00
Type : Special
Same as the GTW UD-8 Kayser, but tweaked for D/Fighting purposes.
(Note: The Mekhu HL-7 D is more powerful than the Kayser D, due to it's higher rate of fire, and it's higher shield damage rating.)
Rating: 10/10 :( Only 10/10 this time, due to the Mekhu HL-7 D
Shivan Weaponry
Although you never get to pilot a real Shivan ship (that does not include the SF Mara (Terrans), as this has been outfitted with GTVA Weaponry), it is always good to know the capabilities of the enemy.
Shivan Light Laser
Damage (Overall): 8.00
Damage (Hull) : 1.00
Damage (Shields): 1.00
Energy Used : 0.30
Rate of Fire : 0.30
Velocity (Speed): 450.00
Max. Range : 900.00
Shivan Heavy Laser
Damage (Overall): 15.00
Damage (Hull) : 1.00
Damage (Shields): 1.00
Energy Used : 0.40
Rate of Fire : 0.50
Velocity (Speed): 475.00
Max. Range : 950.00
Shivan Mega Laser
Damage (Overall): 30.00
Damage (Hull) : 1.00
Damage (Shields): 0.60
Energy Used : 0.90
Rate of Fire : 0.75
Velocity (Speed): 400.00
Max. Range : 600.00
(Note: All the damage ratings are the number of hitpoints worth of damage dealt from each shot, so a weapon with a 16.00 rating for Hull will do
16 hitpoints worth of damage to an enemies hull.)
(Note: The Overall Damage is the average amount of damage done in total by that particular weapon.)
--------------------------------------------------------------------------
5.0 Fighter/Bomber Secondary Weapons
Secondary Weapons (Missiles) are mainly used either during a dogfight, or surgical strikes against a capital ship's turrets and sub-systems.
Missiles, unlike primary cannons, are best used from medium-to-long ranges, but in some cases require a lock-on (unlike primaries.)
(Note: Cargo Space Needed refers to space required, for 1 missile.)
GTM MX-64 Rockeye
Damage (Overall) : 45.00
Damage (Hull) : 36.00
Damage (Shields) : 36.00
Rate of Fire : 0.50
Velocity (Speed) : 190.00
Max. Range : 1900.00
Cargo Space Needed: 4.00
Type of Lock : Heat-Seeking
Special : Fire & Forget
The Rockeye isn't very accurate, and does require a pretty large amount of missile bank space, but in an intense D/fight where aspect-lock is difficult or impossible to acquire, this is an ideal solution
Rating: 7/10
GTM Mx-6 Tempest
Damage (Overall) : 45.00
Damage (Hull) : 40.50
Damage (Shields) : 22.50
Rate of Fire : 0.30
Velocity (Speed) : 360.00
Max. Range : 648.00
Cargo Space Needed: 0.25
Type of Lock : None
Special : Dumbfire
Although the Tempest has no homing ability, they can be carried in huge amounts, even on fighters with relatively small weapon payloads. For an ace pilot, these are an excellent weapon to harass, and destroy enemy fighters, bombers, and capital ship turrets and subsystems. (A good secondary missile for D/Fights.)
Rating: 8/10
GTM-4 Hornet
Damage (Overall) : 25.00
Damage (Hull) : 50.00
Damage (Shields) : 25.00
Rate of Fire : 2.00
Velocity (Speed) : 190.00
Max. Range : 1330.00
Cargo Space Needed: 1.00
Type of Lock : Aspect-Seeking
Special : Swarm Missile
The Hornet is a great D/Fighting weapon as it can easily destroy any enemy fighter or bomber very quickly. The one problem with this missile is the fact that they can be evaded by good pilots, leaving you open to attack (whilst you wait for the lock, the enemy could be already launching their missiles, and firing their primaries at you.)
Rating: 6/10
GTM-4a Tornado
Damage (Overall) : 25.00
Damage (Hull) : 50.00
Damage (Shields) : 25.00
Rate of Fire : 2.50
Velocity (Speed) : 230.00
Max. Range : 1610.00
Cargo Space Needed: 1.25
Type of Lock : Aspect-Seeking
Special : Advanced Swarm Missile
The Tornado, unlike the Hornet is much more difficult to evade, but very good pilots can still pull it off (even without counter-measures.) The
Tornado cannot be carried in such great numbers as the Hornet, but they have a longer effective range and have a stronger tracking system. (A great D/Fighting weapon.)
Rating: 9/10
GTM-19 Harpoon
Damage (Overall) : 100.00
Damage (Hull) : 100.00
Damage (Shields) : 80.00
Rate of Fire : 2.00
Velocity (Speed) : 250.00
Max. Range : 1250.00
Cargo Space Needed: 2.50
Type of Lock : Aspect-Seeking
Special : Quick Lock
The Harpoon is ideal for taking out both fast enemy fighters, and slower, heavier armoured targets. Although these missiles take up considerable missile bank space, their quick locking ability makes them a very useful
D/Fighting weapon.
Rating: 8/10
GTM-55 Trebuchet
Damage (Overall) : 350.00
Damage (Hull) : 315.00
Damage (Shields) : 175.00
Rate of Fire : 6.00
Velocity (Speed) : 280.00
Max. Range : 5040.00
Cargo Space Needed: 8.00
Type of Lock : Aspect-Seeking
Special : Long Range
The Trebuchet is an extremely long-range anti-bomber missile, and at these long-ranges scores many successful kills. At medium-to-short ranges however, this weapon is practically useless as it takes several 1000's of metres to adjust it's course to intercept it's target, but a short range launch will not allow for this necessary course correction.
(Note: As D/Fights are usually fought at short-to-medium ranges, the
Trebuchet becomes useless, unless you are taking enemy fighters from long ranges.)
Rating: 10/10 (3/10 for D/Fights)
TAG-A (Target Acquisition and Guidance missile)
Damage (Overall) : 1.00
Damage (Hull) : 0.10
Damage (Shields) : 0.10
Rate of Fire : 3.00
Velocity (Speed) : 400.00
Max. Range : 2000.00
Cargo Space Needed: 1.00
Type of Lock : None
Special : Electronic (Dumbfire)
Rating: 20/10 :) Yep, 20 out of 10
Morning Star (D)
Damage (Overall): 7.00
Damage (Hull) : 3.50
Damage (Shields): 7.00
Energy Used : 0.80
Rate of Fire : 0.17
Velocity (Speed): 1000.00
Max. Range : 2000.00
Type : Kinetic
Same as the GTW ML-70 Morning Star, but tweaked for D/Fighting purposes.
Rating: 8/10
Prometheus (D)
Damage (Overall): 20.00
Damage (Hull) : 16.00
Damage (Shields): 20.00
Energy Used : 0.40
Rate of Fire : 0.30
Velocity (Speed): 450.00
Max. Range : 900.00
Type : Standard
Same as the GTW-5 Prometheus S, but tweaked for D/Fighting purposes.
Rating: 3/10
Maxim (D)
Damage (Overall): 20.00
Damage (Hull) : 16.00
Damage (Shields): 4.00
Energy Used : 1.00
Rate of Fire : 0.15
Velocity (Speed): 1800.00
Max. Range : 2700.00
Type : High Velocity
Same as the GTW-66 Maxim Cannon, but tweaked for D/Fighting purposes.
Rating: 5/10
Kayser (D)
Damage (Overall): 28.00
Damage (Hull) : 16.80
Damage (Shields): 16.80
Energy Used : 3.00
Rate of Fire : 0.30
Velocity (Speed): 650.00
Max. Range : 975.00
Type : Special
Same as the GTW UD-8 Kayser, but tweaked for D/Fighting purposes.
(Note: The Mekhu HL-7 D is more powerful than the Kayser D, due to it's higher rate of fire, and it's higher shield damage rating.)
Rating: 10/10 :( Only 10/10 this time, due to the Mekhu HL-7 D
Shivan Weaponry
Although you never get to pilot a real Shivan ship (that does not include the SF Mara (Terrans), as this has been outfitted with GTVA Weaponry), it is always good to know the capabilities of the enemy.
Shivan Light Laser
Damage (Overall): 8.00
Damage (Hull) : 1.00
Damage (Shields): 1.00
Energy Used : 0.30
Rate of Fire : 0.30
Velocity (Speed): 450.00
Max. Range : 900.00
Shivan Heavy Laser
Damage (Overall): 15.00
Damage (Hull) : 1.00
Damage (Shields): 1.00
Energy Used : 0.40
Rate of Fire : 0.50
Velocity (Speed): 475.00
Max. Range : 950.00
Shivan Mega Laser
Damage (Overall): 30.00
Damage (Hull) : 1.00
Damage (Shields): 0.60
Energy Used : 0.90
Rate of Fire : 0.75
Velocity (Speed): 400.00
Max. Range : 600.00
(Note: All the damage ratings are the number of hitpoints worth of damage dealt from each shot, so a weapon with a 16.00 rating for Hull will do
16 hitpoints worth of damage to an enemies hull.)
(Note: The Overall Damage is the average amount of damage done in total by that particular weapon.)
--------------------------------------------------------------------------
5.0 Fighter/Bomber Secondary Weapons
Secondary Weapons (Missiles) are mainly used either during a dogfight, or surgical strikes against a capital ship's turrets and sub-systems.
Missiles, unlike primary cannons, are best used from medium-to-long ranges, but in some cases require a lock-on (unlike primaries.)
(Note: Cargo Space Needed refers to space required, for 1 missile.)
GTM MX-64 Rockeye
Damage (Overall) : 45.00
Damage (Hull) : 36.00
Damage (Shields) : 36.00
Rate of Fire : 0.50
Velocity (Speed) : 190.00
Max. Range : 1900.00
Cargo Space Needed: 4.00
Type of Lock : Heat-Seeking
Special : Fire & Forget
The Rockeye isn't very accurate, and does require a pretty large amount of missile bank space, but in an intense D/fight where aspect-lock is difficult or impossible to acquire, this is an ideal solution
Rating: 7/10
GTM Mx-6 Tempest
Damage (Overall) : 45.00
Damage (Hull) : 40.50
Damage (Shields) : 22.50
Rate of Fire : 0.30
Velocity (Speed) : 360.00
Max. Range : 648.00
Cargo Space Needed: 0.25
Type of Lock : None
Special : Dumbfire
Although the Tempest has no homing ability, they can be carried in huge amounts, even on fighters with relatively small weapon payloads. For an ace pilot, these are an excellent weapon to harass, and destroy enemy fighters, bombers, and capital ship turrets and subsystems. (A good secondary missile for D/Fights.)
Rating: 8/10
GTM-4 Hornet
Damage (Overall) : 25.00
Damage (Hull) : 50.00
Damage (Shields) : 25.00
Rate of Fire : 2.00
Velocity (Speed) : 190.00
Max. Range : 1330.00
Cargo Space Needed: 1.00
Type of Lock : Aspect-Seeking
Special : Swarm Missile
The Hornet is a great D/Fighting weapon as it can easily destroy any enemy fighter or bomber very quickly. The one problem with this missile is the fact that they can be evaded by good pilots, leaving you open to attack (whilst you wait for the lock, the enemy could be already launching their missiles, and firing their primaries at you.)
Rating: 6/10
GTM-4a Tornado
Damage (Overall) : 25.00
Damage (Hull) : 50.00
Damage (Shields) : 25.00
Rate of Fire : 2.50
Velocity (Speed) : 230.00
Max. Range : 1610.00
Cargo Space Needed: 1.25
Type of Lock : Aspect-Seeking
Special : Advanced Swarm Missile
The Tornado, unlike the Hornet is much more difficult to evade, but very good pilots can still pull it off (even without counter-measures.) The
Tornado cannot be carried in such great numbers as the Hornet, but they have a longer effective range and have a stronger tracking system. (A great D/Fighting weapon.)
Rating: 9/10
GTM-19 Harpoon
Damage (Overall) : 100.00
Damage (Hull) : 100.00
Damage (Shields) : 80.00
Rate of Fire : 2.00
Velocity (Speed) : 250.00
Max. Range : 1250.00
Cargo Space Needed: 2.50
Type of Lock : Aspect-Seeking
Special : Quick Lock
The Harpoon is ideal for taking out both fast enemy fighters, and slower, heavier armoured targets. Although these missiles take up considerable missile bank space, their quick locking ability makes them a very useful
D/Fighting weapon.
Rating: 8/10
GTM-55 Trebuchet
Damage (Overall) : 350.00
Damage (Hull) : 315.00
Damage (Shields) : 175.00
Rate of Fire : 6.00
Velocity (Speed) : 280.00
Max. Range : 5040.00
Cargo Space Needed: 8.00
Type of Lock : Aspect-Seeking
Special : Long Range
The Trebuchet is an extremely long-range anti-bomber missile, and at these long-ranges scores many successful kills. At medium-to-short ranges however, this weapon is practically useless as it takes several 1000's of metres to adjust it's course to intercept it's target, but a short range launch will not allow for this necessary course correction.
(Note: As D/Fights are usually fought at short-to-medium ranges, the
Trebuchet becomes useless, unless you are taking enemy fighters from long ranges.)
Rating: 10/10 (3/10 for D/Fights)
TAG-A (Target Acquisition and Guidance missile)
Damage (Overall) : 1.00
Damage (Hull) : 0.10
Damage (Shields) : 0.10
Rate of Fire : 3.00
Velocity (Speed) : 400.00
Max. Range : 2000.00
Cargo Space Needed: 1.00
Type of Lock : None
Special : Electronic (Dumbfire)
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