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	<id>https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Isaacjgs</id>
	<title>FreeSpace Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Isaacjgs"/>
	<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php/Special:Contributions/Isaacjgs"/>
	<updated>2026-11-15T10:47:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19977</id>
		<title>User talk:Shade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19977"/>
		<updated>2009-01-03T13:00:22Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for your works with the templates and patching up the Wiki in general. Thumbs up. [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
In reply to your message to me [Isaacjgs]: Eh...thanks. I didn&#039;t really know how to fix the Trebuchet problem because I was just starting to look into it. However, I had A LOT of difficulty trying to explain in words what I thought about the Tauret if it was given as an option in Clash of the Titans. I felt that I needed to explain that the given ships were either not the best choices or which ones were satisfactory and why (and I play on Hard difficulty all the time, so my experience may not be the same as everyone else&#039;s). In other words, the paragraphs seemed irrelevant, but when you tie them together, I was really comparing the Erinyes and Herc Mk II to the Tauret.&lt;br /&gt;
&lt;br /&gt;
Also, your comment on how I tend to &amp;quot;editorialize&amp;quot; (with me reacting like this: &amp;quot;What?!&amp;quot; &amp;gt;:(  ). I didn&#039;t really feel like I was, as I was going by experience for the most part, if not for the whole part--although I do agree that the comments I made about the Trebuchet were best taken off, since I had just begun exploring the issue and trying to find ways to correct it. (i.e., using the Ai profiles.tbl (with no results so far...this may be due to me putting the table file in the Freespace 2/data/tables directory instead of inside the folder in the root_fs2.vp file) or using the very crude way of making the AI fire Trebuchets at the bombers--this only puts a Band-Aid on the problem because when the fighter that is shooting at the bomber gets close, it doesn&#039;t even switch to the Harpoon (this can be problematic if the bomber is a Nahema, and we know that Trebuchets are not best fired at close range, since they can miss easily)--I tested this in a small mission that I made. Also in FRED, you can only tell your teammates to fire a Trebuchet at ONE target...not at a wing, that they may select a bomber on their own.) I found this Trebuchet issue in Bearbaiting and was puzzled as to why my AI teammates were not firing Trebuchets.&lt;br /&gt;
&lt;br /&gt;
But I do have a question. If one removes the &amp;quot;huge&amp;quot; flag from the Trebuchet, is it still able to take down a capship when it&#039;s at 10% or lower?&lt;br /&gt;
&lt;br /&gt;
Anyways, I felt like that I my best in being objective in dishing out as much info as possible so that I make myself clear.&lt;br /&gt;
&lt;br /&gt;
--Isaacjgs&lt;br /&gt;
&lt;br /&gt;
Isaacjgs: Hmm...okay. Understood. I interpreted &amp;quot;editorialize&amp;quot; as something with a negative connotation. I don&#039;t care if my stuff gets edited or erased...those are the rules here...I&#039;m just getting my info out there. And thanks for the info about the &amp;quot;Huge&amp;quot; and &amp;quot;Bomber+&amp;quot; tags concerning the Trebuchet.&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19976</id>
		<title>User talk:Shade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19976"/>
		<updated>2009-01-03T12:56:31Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for your works with the templates and patching up the Wiki in general. Thumbs up. [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
In reply to your message to me [Isaacjgs]: Eh...thanks. I didn&#039;t really know how to fix the Trebuchet problem because I was just starting to look into it. However, I had A LOT of difficulty trying to explain in words what I thought about the Tauret if it was given as an option in Clash of the Titans. I felt that I needed to explain that the given ships were either not the best choices or which ones were satisfactory and why (and I play on Hard difficulty all the time, so my experience may not be the same as everyone else&#039;s). In other words, the paragraphs seemed irrelevant, but when you tie them together, I was really comparing the Erinyes and Herc Mk II to the Tauret.&lt;br /&gt;
&lt;br /&gt;
Also, your comment on how I tend to &amp;quot;editorialize&amp;quot; (with me reacting like this: &amp;quot;What?!&amp;quot; &amp;gt;:(  ). I didn&#039;t really feel like I was, as I was going by experience for the most part, if not for the whole part--although I do agree that the comments I made about the Trebuchet were best taken off, since I had just begun exploring the issue and trying to find ways to correct it. (i.e., using the Ai profiles.tbl (with no results so far...this may be due to me putting the table file in the Freespace 2/data/tables directory instead of inside the folder in the root_fs2.vp file) or using the very crude way of making the AI fire Trebuchets at the bombers--this only puts a Band-Aid on the problem because when the fighter that is shooting at the bomber gets close, it doesn&#039;t even switch to the Harpoon (this can be problematic if the bomber is a Nahema, and we know that Trebuchets are not best fired at close range, since they can miss easily)--I tested this in a small mission that I made. Also in FRED, you can only tell your teammates to fire a Trebuchet at ONE target...not at a wing, that they may select a bomber on their own.) I found this Trebuchet issue in Bearbaiting and was puzzled as to why my AI teammates were not firing Trebuchets.&lt;br /&gt;
&lt;br /&gt;
But I do have a question. If one removes the &amp;quot;huge&amp;quot; flag from the Trebuchet, is it still able to take down a capship when it&#039;s at 10% or lower?&lt;br /&gt;
&lt;br /&gt;
Anyways, I felt like that I my best in being objective in dishing out as much info as possible so that I make myself clear.&lt;br /&gt;
&lt;br /&gt;
--Isaacjgs&lt;br /&gt;
&lt;br /&gt;
Isaacjgs: Hmm...okay. Understood. I interpreted &amp;quot;editorialize&amp;quot; as something with a negative connotation. I don&#039;t care if my stuff gets edited or erased...those are the rules here...I&#039;m just getting my info out there.&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19973</id>
		<title>GTW Avenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19973"/>
		<updated>2009-01-03T12:40:24Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-15 Avenger Cannon&#039;&#039;&#039; is a [[primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Avenger_320x240.jpg]]|caption=The GTW-15 Avenger Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it.  It&#039;s extra damage against hulls make it one of the best anti cruiser weapons.  It has also proven very effective against Vasudan fighters.  However, it&#039;s substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|1000|4|525|20|Full|20|Good|13.6|Poor|5.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===The heist of the prototype===&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Heist of the Avenger Prototype]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Avenger is a fine weapon due to the lower energy demand; it is sometimes even more ideal than the Prometheus. Why? Because therefore you don&#039;t have to divert so much power on your lasers and you are able to have more energy on shields and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I always like coupling this with a [[GTW Flail|GTW-32 Flail Rifle]]. I call it the &amp;quot;hook and flail&amp;quot; combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s speed, and therefore its accuracy, is greater than that of the [[GTW Prometheus]] as well. If you don&#039;t have excellent aim or intend to engage at fair distances, the Avenger serves well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A surprisingly good weapon. The Prometheus does have roughly 25% better damage against shields (8x4 shots vs 6x4 shots to remove a Basilisk&#039;s rear shield). However, the rate of fire, low energy use, and travel speed give this weapon some desirability over the Prometheus. The Avenger is extremely good against hull plating, and is a great partner for the Banshee... which will strip the shield in a couple of shots regardless. On its own, it may not be as great as the Prometheus, but the Avenger is a great choice when combined with a shield stripping weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear why GTVA Command would see fit to replace this perfectly serviceable gun (expendibles; uses ammunition) with the considerably inferior Subach HL-7, especially with the fluff about the Subachs being expensive. The Avenger&#039;s higher damage ratings more than offset its slightly slower rate of fire when compared to the Subach. It is, in fact, still a good weapon to use in the FS2 timeline, at least until the Prometheus S makes it obsolete again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is hands-down the BEST gun in the game, even better than the Prometheus! Here&#039;s why. The damage per second on hulls is marginally lower than that of the Prometheus...the Prometheus does 86.67 per second, and the Avenger does 80 per second. Yet the surprise comes when you look at the shield damage per second. The Avenger does 54.4 and the Prometheus does 46.67! The Avenger is more damaging to shields than the Prometheus is damaging to hulls. Since shields can recharge and heal, shield damage should be given higher priority over hull damage. Also, many fighters, if not most, have more shield hitpoints than hull hit-points. Also consider that the Avenger has a higher projectile velocity, which means that you don&#039;t have to lead much to hit your targets and that the targets have less time to change direction to cause the shot to miss as well. The higher fire rate of the Avenger also makes it easier to hit targets than the Prometheus, since the gaps between shots are smaller and this factor makes it more difficult for targets to try to dodge the shots. It also has a longer range than the Prometheus. On top of that, the Avenger saves more gun power than the Prometheus! Needless to say, I always arm this gun in as many fighters as I can, and if I can&#039;t, I try to load this gun into every topmost primary weapon slot on each fighter that I can. I looked into this as a result of seeing some sort of text file on the internet explaining why the Avenger was a little bit better than the Prometheus, but I lost the link to it and I don&#039;t remember where it was. The numerical details here are taken from the FS1 weapon comparison tables link at the upper right hand portion of the page.&lt;br /&gt;
&lt;br /&gt;
Remember, this isn&#039;t the only time Volition posted inaccurate data regarding the weapon damage (in FS1, the &amp;quot;Damage&amp;quot; for the Avenger was &amp;quot;Medium&amp;quot; and the &amp;quot;Damage&amp;quot; for the Prometheus was &amp;quot;Very High&amp;quot; when you&#039;re in the weapon loadout selection area). They also did the same thing in FS2 Retail (not FS2O), where they said that the Prometheus-S had Shield Damage Level 4 and Hull Damage level 5 or 6 or something like that, when the same weapon had HIGHER shield damage than hull damage according to the FS2 weapon comparison tables located near the upper-right hand corner of this page (77.1 potential damage per second on hulls vs. 85.7 potential damage per second on shields). However, if you are playing a game, you&#039;re actually not going to notice much difference in the effectiveness in killing enemies...I do detect that the Avenger is very, very slightly faster than the Prometheus in destroying shields, but it&#039;s marginal. But still, the Avenger can make things easier for you because of its higher velocity, higher fire rate, longer range and more conservative energy use.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19972</id>
		<title>GTW Avenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19972"/>
		<updated>2009-01-03T12:38:01Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-15 Avenger Cannon&#039;&#039;&#039; is a [[primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Avenger_320x240.jpg]]|caption=The GTW-15 Avenger Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it.  It&#039;s extra damage against hulls make it one of the best anti cruiser weapons.  It has also proven very effective against Vasudan fighters.  However, it&#039;s substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|1000|4|525|20|Full|20|Good|13.6|Poor|5.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===The heist of the prototype===&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Heist of the Avenger Prototype]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Avenger is a fine weapon due to the lower energy demand; it is sometimes even more ideal than the Prometheus. Why? Because therefore you don&#039;t have to divert so much power on your lasers and you are able to have more energy on shields and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I always like coupling this with a [[GTW Flail|GTW-32 Flail Rifle]]. I call it the &amp;quot;hook and flail&amp;quot; combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s speed, and therefore its accuracy, is greater than that of the [[GTW Prometheus]] as well. If you don&#039;t have excellent aim or intend to engage at fair distances, the Avenger serves well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A surprisingly good weapon. The Prometheus does have roughly 25% better damage against shields (8x4 shots vs 6x4 shots to remove a Basilisk&#039;s rear shield). However, the rate of fire, low energy use, and travel speed give this weapon some desirability over the Prometheus. The Avenger is extremely good against hull plating, and is a great partner for the Banshee... which will strip the shield in a couple of shots regardless. On its own, it may not be as great as the Prometheus, but the Avenger is a great choice when combined with a shield stripping weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear why GTVA Command would see fit to replace this perfectly serviceable gun (expendibles; uses ammunition) with the considerably inferior Subach HL-7, especially with the fluff about the Subachs being expensive. The Avenger&#039;s higher damage ratings more than offset its slightly slower rate of fire when compared to the Subach. It is, in fact, still a good weapon to use in the FS2 timeline, at least until the Prometheus S makes it obsolete again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is hands-down the BEST gun in the game, even better than the Prometheus! Here&#039;s why. The damage per second on hulls is marginally lower than that of the Prometheus...the Prometheus does 86.67 per second, and the Avenger does 80 per second. Yet the surprise comes when you look at the shield damage per second. The Avenger does 54.4 and the Prometheus does 46.67! The Avenger is more damaging to shields than the Prometheus is damaging to hulls. Since shields can recharge and heal, shield damage should be given higher priority over hull damage. Also, many fighters, if not most, have more shield hitpoints than hull hit-points. Also consider that the Avenger has a higher projectile velocity, which means that you don&#039;t have to lead much to hit your targets and that the targets have less time to change direction to cause the shot to miss as well. The higher fire rate of the Avenger also makes it easier to hit targets than the Prometheus, since the gaps between shots are smaller and this factor makes it more difficult for targets to try to dodge the shots. It also has a longer range than the Prometheus. On top of that, the Avenger saves more gun power than the Prometheus! Needless to say, I always arm this gun in as many fighters as I can, and if I can&#039;t, I try to load this gun into every topmost primary weapon slot on each fighter that I can. I looked into this as a result of seeing some sort of text file on the internet explaining why the Avenger was a little bit better than the Prometheus, but I lost the link to it and I don&#039;t remember where it was. The numerical details here are taken from the FS1 weapon comparison tables link at the upper right hand portion of the page.&lt;br /&gt;
&lt;br /&gt;
Remember, this isn&#039;t the only time Volition posted inaccurate data regarding the weapon damage (in FS1, the &amp;quot;Damage&amp;quot; for the Avenger was &amp;quot;Medium&amp;quot; and the &amp;quot;Damage&amp;quot; for the Prometheus was &amp;quot;Very High&amp;quot; when you&#039;re in the weapon loadout selection area). They also did the same thing in FS2 Retail (not FS2O), where they said that the Prometheus-S had Shield Damage Level 4 and Hull Damage level 5 or 6 or something like that, when the same weapon had HIGHER shield damage than hull damage according to the FS2 weapon comparison tables located near the upper-right hand corner of this page. However, if you are playing a game, you&#039;re actually not going to notice much difference in the effectiveness in killing enemies...I do detect that the Avenger is very, very slightly faster than the Prometheus in destroying shields, but it&#039;s marginal. But still, the Avenger can make things easier for you because of its higher velocity, higher fire rate, longer range and more conservative energy use.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19971</id>
		<title>GTW Avenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19971"/>
		<updated>2009-01-03T12:33:54Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-15 Avenger Cannon&#039;&#039;&#039; is a [[primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Avenger_320x240.jpg]]|caption=The GTW-15 Avenger Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it.  It&#039;s extra damage against hulls make it one of the best anti cruiser weapons.  It has also proven very effective against Vasudan fighters.  However, it&#039;s substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|1000|4|525|20|Full|20|Good|13.6|Poor|5.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===The heist of the prototype===&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Heist of the Avenger Prototype]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Avenger is a fine weapon due to the lower energy demand; it is sometimes even more ideal than the Prometheus. Why? Because therefore you don&#039;t have to divert so much power on your lasers and you are able to have more energy on shields and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I always like coupling this with a [[GTW Flail|GTW-32 Flail Rifle]]. I call it the &amp;quot;hook and flail&amp;quot; combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s speed, and therefore its accuracy, is greater than that of the [[GTW Prometheus]] as well. If you don&#039;t have excellent aim or intend to engage at fair distances, the Avenger serves well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A surprisingly good weapon. The Prometheus does have roughly 25% better damage against shields (8x4 shots vs 6x4 shots to remove a Basilisk&#039;s rear shield). However, the rate of fire, low energy use, and travel speed give this weapon some desirability over the Prometheus. The Avenger is extremely good against hull plating, and is a great partner for the Banshee... which will strip the shield in a couple of shots regardless. On its own, it may not be as great as the Prometheus, but the Avenger is a great choice when combined with a shield stripping weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear why GTVA Command would see fit to replace this perfectly serviceable gun (expendibles; uses ammunition) with the considerably inferior Subach HL-7, especially with the fluff about the Subachs being expensive. The Avenger&#039;s higher damage ratings more than offset its slightly slower rate of fire when compared to the Subach. It is, in fact, still a good weapon to use in the FS2 timeline, at least until the Prometheus S makes it obsolete again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is hands-down the BEST gun in the game, even better than the Prometheus! Here&#039;s why. The damage per second on hulls is marginally lower than that of the Prometheus...the Prometheus does 86.67 per second, and the Avenger does 80 per second. Yet the surprise comes when you look at the shield damage per second. The Avenger does 54.4 and the Prometheus does 46.67! The Avenger is more damaging to shields than the Prometheus is damaging to hulls. Since shields can recharge and heal, shield damage should be given higher priority over hull damage. Also, many fighters, if not most, have more shield hitpoints than hull hit-points. Also consider that the Avenger has a higher projectile velocity, which means that you don&#039;t have to lead much to hit your targets and that the targets have less time to change direction to cause the shot to miss as well. The higher fire rate of the Avenger also makes it easier to hit targets than the Prometheus, since the gaps between shots are smaller and this factor makes it more difficult for targets to try to dodge the shots. It also has a longer range than the Prometheus. On top of that, the Avenger saves more gun power than the Prometheus! Needless to say, I always arm this gun in as many fighters as I can, and if I can&#039;t, I try to load this gun into every topmost primary weapon slot on each fighter that I can. I looked into this as a result of seeing some sort of text file on the internet explaining why the Avenger was a little bit better than the Prometheus, but I lost the link to it and I don&#039;t remember where it was. The numerical details here are taken from the FS1 weapon comparison tables link at the upper right hand portion of the page.&lt;br /&gt;
&lt;br /&gt;
Remember, this isn&#039;t the only time Volition posted inaccurate data regarding the weapon damage (in FS1, the &amp;quot;Damage&amp;quot; for the Avenger was &amp;quot;Medium&amp;quot; and the &amp;quot;Damage&amp;quot; for the Prometheus was &amp;quot;Very High&amp;quot; when you&#039;re in the weapon loadout selection area). They also did the same thing in FS2 Retail (not FS2O), where they said that the Prometheus-S had Shield Damage Level 4 and Hull Damage level 5 or 6 or something like that, when the same weapon had HIGHER shield damage than hull damage according to the FS2 weapon comparison tables located near the upper-right hand corner of this page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19970</id>
		<title>SF Mara (Terrans)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19970"/>
		<updated>2009-01-03T12:30:17Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:Mara320x240.jpg]]|caption=The SF Mara (Terrans)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SF &#039;&#039;Mara&#039;&#039;&#039;&#039;&#039; was an advanced starfighter used by the [[Shivans]] during their [[Second Shivan Incursion|incursion]] into the galaxy in 2367. It is known that the SF &#039;&#039;Mara&#039;&#039; was one of the first fighter classes that were spotted and designated after the destruction of the GTC &#039;&#039;Vigilant&#039;&#039;. Terran operatives acquired four of these fighters and retrofitted them to Terran standards. Then, [[Special Operations Command]] launched a mission beyond the second [[Knossos]] device to reconnoiter the area.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Advanced Space Superiority|Triton Dynamics|Excellent|75.0 - N/A|135.0|Very Heavy|475|700|17.8}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&amp;lt;i&amp;gt;Easily one of the best fighters, if not the best. A simple joy to fly. Only weak point is the 4 gun mounts, but even then the other stats are so ridiculous you can wreak havoc.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Superior to the Shivan original [[SF Mara|Mara]] just like Snipes says.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As odd as it sounds, [[Into the Lion&#039;s Den]] is actually somewhat unkind to the Terran Mara, as you spend most of your time scrambling between widely spaced targets and don&#039;t really get the chance to stop and dogfight it much. Still, as can be seen from the above commentary, even a tiny taste of the SF Mara (Terrans) capablities is enough to make most people fall in love.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Best.  Damn.  Ship.  Ever.  Too bad Volition didn&#039;t make a mission where you could exploit it to its fullest extent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My favorite fighter in the game. Sure, you could say the Erinyes has 8 gun banks to the Mara&#039;s 4, but the Mara has nearly twice the missile capacity and is significantly faster and more maneuverable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dream to fly. It&#039;s beyond a doubt the best fighter you can get your hands on. The only downside, as stated before, is four primary mounts and that the single mission doesn&#039;t really give you many chances to dogfight with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mara is a dream come true for any GTVA pilot. Not only is it very agile, it has a large afterburner capacity and cavernous missile banks. This, coupled with a massive reactor core that generates and recharges enough power to fire [[GTW UD-8 Kayser|Kaysers]] like [[GTW Subach HL-7|Subachs]], makes the Mara superior to any other GTVA fighter in almost every, if not every, respect. To get an idea of how big the Mara&#039;s banks are, here are some statistics: it can hold 42 [[GTM Harpoon|Harpoon]]s in &#039;&#039;&#039;each&#039;&#039;&#039; of its two missile banks. That equates to 84 [[GTM Tornado|Tornado]]s per bank. Not even the [[GVF Tauret]] can compare to that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some credit the Mara with an ultra-powerful reactor because of its ability to shoot twin Kaysers with minimal energy drain, but before one uses that point, one must bear in mind that it only has four gun mounts. A Perseus can do the same thing. Even so, the speed and maneuverability of the Mara allow it get right up close to enemies, so often times primary firepower isn&#039;t really a problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How the hell does SOC fit so many missiles into this thing?! It&#039;s smaller than the Ares, yet it has even larger missile banks! And the armor isn&#039;t that thin, the Comm Nodes just explode VERY violently (antimatter, perhaps?). In any case, this is the uber-fighter. No serious weaknesses, and thick enough shields to take the brunt of any standard fighter weapon, including the UD-8 Kayser. If the GTVA could mass-produce these...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Terran Mara is far more powerful than any canon Terran, Vasudan, or Shivan fighter. It has the missile capacity of the Ares and Tauret, somewhat better armor than the Ares, the shielding of a medium bomber, and the speed and maneuverability of a space superiority fighter. It doesn&#039;t even suffer from the usual weakness of Shivan fighters, namely a weak hull. The only real downside to this awesome fighter is that it has four gun mounts - average for a space superiority fighter, but not really consistent with the otherwise grossly overpowered theme of this craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I do think that the SF Mara (terrans) is the best fightercraft in the game. While it may have only four gunpoints, with two guns to each of the two banks, one might think that this may be a weakness--it really isn&#039;t. The Kayser can be fired for some time before running low on power, even from both banks when they are linked together, so this &amp;quot;weakness&amp;quot; isn&#039;t very significant. (On Insane I would say that doing the same thing drains the power quite a bit faster, but it still has a higher weapon energy capacity and higher recharge rate than virtually any fighter in the GTVA.) However, it does have a weakness that is much more serious than this, which isn&#039;t very obvious at first, and it&#039;s the fact that it&#039;s only compatible with the following Primaries: the Subach HL-7 and the Kayser, and no other gun. Nevertheless, this being the most serious weakness for this fighter, it doesn&#039;t really do much to it, since the Kayser is widely thought as being the best weapon in the game. Plus, even if you can&#039;t carry the Maxim to disarm capships from afar, the heavy shielding and hull of the Terran Mara can allow you to get up close to turrets in order to knock them out and not take a lot of damage to yourself while doing it (though using Trebuchets is a better idea, since there isn&#039;t as much risk involved). Needless to say, this is the ship that trades in Primary Weapon Compatibility for high energy capacity/recharge rate, even a higher secondary payload, higher shielding and hull than the original Mara while retaining its well-known maneuverability. Even though in the Main Campaign you fly it only once, it&#039;s a treat.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19969</id>
		<title>SF Mara (Terrans)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19969"/>
		<updated>2009-01-03T12:29:35Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:Mara320x240.jpg]]|caption=The SF Mara (Terrans)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SF &#039;&#039;Mara&#039;&#039;&#039;&#039;&#039; was an advanced starfighter used by the [[Shivans]] during their [[Second Shivan Incursion|incursion]] into the galaxy in 2367. It is known that the SF &#039;&#039;Mara&#039;&#039; was one of the first fighter classes that were spotted and designated after the destruction of the GTC &#039;&#039;Vigilant&#039;&#039;. Terran operatives acquired four of these fighters and retrofitted them to Terran standards. Then, [[Special Operations Command]] launched a mission beyond the second [[Knossos]] device to reconnoiter the area.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Advanced Space Superiority|Triton Dynamics|Excellent|75.0 - N/A|135.0|Very Heavy|475|700|17.8}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&amp;lt;i&amp;gt;Easily one of the best fighters, if not the best. A simple joy to fly. Only weak point is the 4 gun mounts, but even then the other stats are so ridiculous you can wreak havoc.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Superior to the Shivan original [[SF Mara|Mara]] just like Snipes says.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As odd as it sounds, [[Into the Lion&#039;s Den]] is actually somewhat unkind to the Terran Mara, as you spend most of your time scrambling between widely spaced targets and don&#039;t really get the chance to stop and dogfight it much. Still, as can be seen from the above commentary, even a tiny taste of the SF Mara (Terrans) capablities is enough to make most people fall in love.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Best.  Damn.  Ship.  Ever.  Too bad Volition didn&#039;t make a mission where you could exploit it to its fullest extent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My favorite fighter in the game. Sure, you could say the Erinyes has 8 gun banks to the Mara&#039;s 4, but the Mara has nearly twice the missile capacity and is significantly faster and more maneuverable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dream to fly. It&#039;s beyond a doubt the best fighter you can get your hands on. The only downside, as stated before, is four primary mounts and that the single mission doesn&#039;t really give you many chances to dogfight with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mara is a dream come true for any GTVA pilot. Not only is it very agile, it has a large afterburner capacity and cavernous missile banks. This, coupled with a massive reactor core that generates and recharges enough power to fire [[GTW UD-8 Kayser|Kaysers]] like [[GTW Subach HL-7|Subachs]], makes the Mara superior to any other GTVA fighter in almost every, if not every, respect. To get an idea of how big the Mara&#039;s banks are, here are some statistics: it can hold 42 [[GTM Harpoon|Harpoon]]s in &#039;&#039;&#039;each&#039;&#039;&#039; of its two missile banks. That equates to 84 [[GTM Tornado|Tornado]]s per bank. Not even the [[GVF Tauret]] can compare to that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some credit the Mara with an ultra-powerful reactor because of its ability to shoot twin Kaysers with minimal energy drain, but before one uses that point, one must bear in mind that it only has four gun mounts. A Perseus can do the same thing. Even so, the speed and maneuverability of the Mara allow it get right up close to enemies, so often times primary firepower isn&#039;t really a problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How the hell does SOC fit so many missiles into this thing?! It&#039;s smaller than the Ares, yet it has even larger missile banks! And the armor isn&#039;t that thin, the Comm Nodes just explode VERY violently (antimatter, perhaps?). In any case, this is the uber-fighter. No serious weaknesses, and thick enough shields to take the brunt of any standard fighter weapon, including the UD-8 Kayser. If the GTVA could mass-produce these...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Terran Mara is far more powerful than any canon Terran, Vasudan, or Shivan fighter. It has the missile capacity of the Ares and Tauret, somewhat better armor than the Ares, the shielding of a medium bomber, and the speed and maneuverability of a space superiority fighter. It doesn&#039;t even suffer from the usual weakness of Shivan fighters, namely a weak hull. The only real downside to this awesome fighter is that it has four gun mounts - average for a space superiority fighter, but not really consistent with the otherwise grossly overpowered theme of this craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I do think that the SF Mara (terrans) is the best fightercraft in the game. While it may have only four gunpoints, with two guns to each of the two banks, one might think that this may be a weakness--it really isn&#039;t. The Kayser can be fired for some time before running low on power, even from both banks when they are linked together, so this &amp;quot;weakness&amp;quot; isn&#039;t very significant. (On Insane I would say that doing the same thing drains the power quite a bit faster, but it still has a higher weapon energy capacity and higher recharge rate than virtually any fighter in the GTVA.) However, it does have a weakness that is much more serious than this, which isn&#039;t very obvious at first, and it&#039;s the fact that it&#039;s only compatible with the following Primaries: the Subach HL-7 and the Kayser, and no other gun. Nevertheless, this being the most serious weakness for this fighter, it doesn&#039;t really do much to it, since the Kayser is widely thought as being the best weapon in the game. Plus, even if you can&#039;t carry the Maxim to disarm capships from afar, the heavy shielding and hull of the Terran Mara can allow you to get up close to turrets in order to knock them out and not take a lot of damage to yourself while doing it (though using Trebuchets is a better idea, since there isn&#039;t as much risk involved). Needless to say, this is the ship that trades in Primary Weapon Compatibility for high energy capacity/recharge rate, even a higher secondary payload, higher shielding and hull than the original Mara while retaining its well-known maneuverability. Even though in the Main Campaign you fly it only once, but it&#039;s a treat.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19968</id>
		<title>SF Mara (Terrans)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19968"/>
		<updated>2009-01-03T12:27:29Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:Mara320x240.jpg]]|caption=The SF Mara (Terrans)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SF &#039;&#039;Mara&#039;&#039;&#039;&#039;&#039; was an advanced starfighter used by the [[Shivans]] during their [[Second Shivan Incursion|incursion]] into the galaxy in 2367. It is known that the SF &#039;&#039;Mara&#039;&#039; was one of the first fighter classes that were spotted and designated after the destruction of the GTC &#039;&#039;Vigilant&#039;&#039;. Terran operatives acquired four of these fighters and retrofitted them to Terran standards. Then, [[Special Operations Command]] launched a mission beyond the second [[Knossos]] device to reconnoiter the area.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Advanced Space Superiority|Triton Dynamics|Excellent|75.0 - N/A|135.0|Very Heavy|475|700|17.8}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&amp;lt;i&amp;gt;Easily one of the best fighters, if not the best. A simple joy to fly. Only weak point is the 4 gun mounts, but even then the other stats are so ridiculous you can wreak havoc.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Superior to the Shivan original [[SF Mara|Mara]] just like Snipes says.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As odd as it sounds, [[Into the Lion&#039;s Den]] is actually somewhat unkind to the Terran Mara, as you spend most of your time scrambling between widely spaced targets and don&#039;t really get the chance to stop and dogfight it much. Still, as can be seen from the above commentary, even a tiny taste of the SF Mara (Terrans) capablities is enough to make most people fall in love.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Best.  Damn.  Ship.  Ever.  Too bad Volition didn&#039;t make a mission where you could exploit it to its fullest extent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My favorite fighter in the game. Sure, you could say the Erinyes has 8 gun banks to the Mara&#039;s 4, but the Mara has nearly twice the missile capacity and is significantly faster and more maneuverable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dream to fly. It&#039;s beyond a doubt the best fighter you can get your hands on. The only downside, as stated before, is four primary mounts and that the single mission doesn&#039;t really give you many chances to dogfight with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mara is a dream come true for any GTVA pilot. Not only is it very agile, it has a large afterburner capacity and cavernous missile banks. This, coupled with a massive reactor core that generates and recharges enough power to fire [[GTW UD-8 Kayser|Kaysers]] like [[GTW Subach HL-7|Subachs]], makes the Mara superior to any other GTVA fighter in almost every, if not every, respect. To get an idea of how big the Mara&#039;s banks are, here are some statistics: it can hold 42 [[GTM Harpoon|Harpoon]]s in &#039;&#039;&#039;each&#039;&#039;&#039; of its two missile banks. That equates to 84 [[GTM Tornado|Tornado]]s per bank. Not even the [[GVF Tauret]] can compare to that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some credit the Mara with an ultra-powerful reactor because of its ability to shoot twin Kaysers with minimal energy drain, but before one uses that point, one must bear in mind that it only has four gun mounts. A Perseus can do the same thing. Even so, the speed and maneuverability of the Mara allow it get right up close to enemies, so often times primary firepower isn&#039;t really a problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How the hell does SOC fit so many missiles into this thing?! It&#039;s smaller than the Ares, yet it has even larger missile banks! And the armor isn&#039;t that thin, the Comm Nodes just explode VERY violently (antimatter, perhaps?). In any case, this is the uber-fighter. No serious weaknesses, and thick enough shields to take the brunt of any standard fighter weapon, including the UD-8 Kayser. If the GTVA could mass-produce these...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Terran Mara is far more powerful than any canon Terran, Vasudan, or Shivan fighter. It has the missile capacity of the Ares and Tauret, somewhat better armor than the Ares, the shielding of a medium bomber, and the speed and maneuverability of a space superiority fighter. It doesn&#039;t even suffer from the usual weakness of Shivan fighters, namely a weak hull. The only real downside to this awesome fighter is that it has four gun mounts - average for a space superiority fighter, but not really consistent with the otherwise grossly overpowered theme of this craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I do think that the SF Mara (terrans) is the best fightercraft in the game. While it may have only four gunpoints, with two guns to each of the two banks, one might think that this may be a weakness--it really isn&#039;t. The Kayser can be fired for some time before running low on power, even from both banks when they are linked together, so this &amp;quot;weakness&amp;quot; isn&#039;t very significant. (On Insane I would say that doing the same thing drains the power quite a bit faster, but it still has a higher weapon energy capacity and higher recharge rate than virtually any fighter in the GTVA.) However, it does have a weakness that is much more serious than this, which isn&#039;t very obvious at first, and it&#039;s the fact that it&#039;s only compatible with the following Primaries: the Subach HL-7 and the Kayser, and no other gun. Nevertheless, this being the most serious weakness for this fighter, it doesn&#039;t really do much to it, since the Kayser is widely thought as being the best weapon in the game. Plus, even if you can&#039;t carry the Maxim to disarm capships from afar, the heavy shielding and hull of the Terran Mara can allow you to get up close to turrets in order to knock them out and not take a lot of damage to yourself while doing it (though using Trebuchets is a better idea, since there isn&#039;t as much risk involved). Needless to say, this is the ship that trades in Primary Weapon Compatibility for high energy capacity/recharge rate, even a higher secondary payload, higher shielding and hull than the original Mara while retaining its well-known maneuverability.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19967</id>
		<title>User talk:Shade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19967"/>
		<updated>2009-01-03T12:20:42Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for your works with the templates and patching up the Wiki in general. Thumbs up. [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
In reply to your message to me [Isaacjgs]: Eh...thanks. I didn&#039;t really know how to fix the Trebuchet problem because I was just starting to look into it. However, I had A LOT of difficulty trying to explain in words what I thought about the Tauret if it was given as an option in Clash of the Titans. I felt that I needed to explain that the given ships were either not the best choices or which ones were satisfactory and why (and I play on Hard difficulty all the time, so my experience may not be the same as everyone else&#039;s). In other words, the paragraphs seemed irrelevant, but when you tie them together, I was really comparing the Erinyes and Herc Mk II to the Tauret.&lt;br /&gt;
&lt;br /&gt;
Also, your comment on how I tend to &amp;quot;editorialize&amp;quot; (with me reacting like this: &amp;quot;What?!&amp;quot; &amp;gt;:(  ). I didn&#039;t really feel like I was, as I was going by experience for the most part, if not for the whole part--although I do agree that the comments I made about the Trebuchet were best taken off, since I had just begun exploring the issue and trying to find ways to correct it. (i.e., using the Ai profiles.tbl (with no results so far...this may be due to me putting the table file in the Freespace 2/data/tables directory instead of inside the folder in the root_fs2.vp file) or using the very crude way of making the AI fire Trebuchets at the bombers--this only puts a Band-Aid on the problem because when the fighter that is shooting at the bomber gets close, it doesn&#039;t even switch to the Harpoon (this can be problematic if the bomber is a Nahema, and we know that Trebuchets are not best fired at close range, since they can miss easily)--I tested this in a small mission that I made. Also in FRED, you can only tell your teammates to fire a Trebuchet at ONE target...not at a wing, that they may select a bomber on their own.) I found this Trebuchet issue in Bearbaiting and was puzzled as to why my AI teammates were not firing Trebuchets.&lt;br /&gt;
&lt;br /&gt;
But I do have a question. If one removes the &amp;quot;huge&amp;quot; flag from the Trebuchet, is it still able to take down a capship when it&#039;s at 10% or lower?&lt;br /&gt;
&lt;br /&gt;
Anyways, I felt like that I my best in being objective in dishing out as much info as possible so that I make myself clear.&lt;br /&gt;
&lt;br /&gt;
--Isaacjgs&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19966</id>
		<title>User talk:Shade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19966"/>
		<updated>2009-01-03T12:18:12Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for your works with the templates and patching up the Wiki in general. Thumbs up. [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
In reply to your message to me [Isaacjgs]: Eh...thanks. I didn&#039;t really know how to fix the Trebuchet problem because I was just starting to look into it. However, I had A LOT of difficulty trying to explain in words what I thought about the Tauret if it was given as an option in Clash of the Titans. I felt that I needed to explain that the given ships were either not the best choices or which ones were satisfactory and why (and I play on Hard difficulty all the time, so my experience may not be the same as everyone else&#039;s). In other words, the paragraphs seemed irrelevant, but when you tie them together, I was really comparing the Erinyes and Herc Mk II to the Tauret.&lt;br /&gt;
&lt;br /&gt;
Also, your comment on how I tend to &amp;quot;editorialize&amp;quot; (with me reacting like this: &amp;quot;What?!&amp;quot; &amp;gt;:(  ). I didn&#039;t really feel like I was, as I was going by experience for the most part, if not for the whole part--although I do agree that the comments I made about the Trebuchet were best taken off, since I had just begun exploring the issue and trying to find ways to correct it. (i.e., using the Ai profiles.tbl (with no results so far...this may be due to me putting the table file in the Freespace 2/data/tables directory instead of inside the folder in the root_fs2.vp file) or using the very crude way of making the AI fire Trebuchets at the bombers--this only puts a Band-Aid on the problem because when the fighter that is shooting at the bomber gets close, it doesn&#039;t even switch to the Harpoon (this can be problematic if the bomber is a Nahema, and we know that Trebuchets are not best fired at close range, since they can miss easily)--I tested this in a small mission that I made. Also in FRED, you can only tell your teammates to fire a Trebuchet at ONE target...not at a wing, so that they may select a bomber on their own.) I found this Trebuchet issue in Bearbaiting and was puzzled as to why my AI teammates were not firing Trebuchets. &lt;br /&gt;
&lt;br /&gt;
Anyways, I felt like that I my best in being objective in dishing out as much info as possible so that I make myself clear.&lt;br /&gt;
&lt;br /&gt;
--Isaacjgs&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19965</id>
		<title>User talk:Shade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19965"/>
		<updated>2009-01-03T12:16:51Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for your works with the templates and patching up the Wiki in general. Thumbs up. [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
In reply to your message to me [Isaacjgs]: Eh...thanks. I didn&#039;t really know how to fix the Trebuchet problem because I was just starting to look into it. However, I had A LOT of difficulty trying to explain in words what I thought about the Tauret if it was given as an option in Clash of the Titans. I felt that I needed to explain that the given ships were either not the best choices or which ones were satisfactory and why (and I play on Hard difficulty all the time, so my experience may not be the same as everyone else&#039;s). In other words, the paragraphs seemed irrelevant, but when you tie them together, I was really comparing the Erinyes and Herc Mk II to the Tauret.&lt;br /&gt;
&lt;br /&gt;
Also, your comment on how I tend to &amp;quot;editorialize&amp;quot; (with me reacting like this: &amp;quot;What?!&amp;quot; &amp;gt;:(  ). I didn&#039;t really feel like I was, as I was going by experience for the most part, if not for the whole part--although I do agree that the comments I made about the Trebuchet were best taken off, since I had just begun exploring the issue and trying to find ways to correct it. (i.e., using the Ai profiles.tbl (with no results so far...this may be due to me putting the table file in the Freespace 2/data/tables directory instead of inside the folder in the root_fs2.vp file) or using the very crude way of making the AI fire Trebuchets at the bombers--this only puts a Band-Aid on the problem because when the fighter that is shooting at the bomber gets close, it doesn&#039;t even switch to the Harpoon--I tested this in a small mission that I made. Also in FRED, you can only tell your teammates to fire a Trebuchet at ONE target...not at a wing, so that they may select a bomber on their own.) I found this Trebuchet issue in Bearbaiting and was puzzled as to why my AI teammates were not firing Trebuchets. &lt;br /&gt;
&lt;br /&gt;
Anyways, I felt like that I my best in being objective in dishing out as much info as possible so that I make myself clear.&lt;br /&gt;
&lt;br /&gt;
--Isaacjgs&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19964</id>
		<title>User talk:Shade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19964"/>
		<updated>2009-01-03T12:13:07Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for your works with the templates and patching up the Wiki in general. Thumbs up. [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
In reply to your message to me [Isaacjgs]: Eh...thanks. I didn&#039;t really know how to fix the Trebuchet problem because I was just starting to look into it. However, I had A LOT of difficulty trying to explain in words what I thought about the Tauret if it was given as an option in Clash of the Titans. I felt that I needed to explain that the given ships were either not the best choices or which ones were satisfactory and why (and I play on Hard difficulty all the time, so my experience may not be the same as everyone else&#039;s). In other words, the paragraphs seemed irrelevant, but when you tie them together, I was really comparing the Erinyes and Herc Mk II to the Tauret.&lt;br /&gt;
&lt;br /&gt;
Also, your comment on how I tend to &amp;quot;editorialize&amp;quot; (with me reacting like this: &amp;quot;What?!&amp;quot; &amp;gt;:(  ). I didn&#039;t really feel like I was, as I was going by experience for the most part, if not for the whole part--although I do agree that the comments I made about the Trebuchet were best taken off, since I had just begun exploring the issue and trying to find ways to correct it. (i.e., using the Ai profiles.tbl (with no results so far...this may be due to me putting the table file in the Freespace 2/data/tables directory instead of inside the folder in the root.vp file) or using the very crude way of making the AI fire Trebuchets at the bombers--this only puts a Band-Aid on the problem because when the fighter that is shooting at the bomber gets close, it doesn&#039;t even switch to the Harpoon--I tested this in a small mission that I made. Also in FRED, you can only tell your teammates to fire a Trebuchet at ONE target...not at a wing, so that they may select a bomber on their own.) I found this Trebuchet issue in Bearbaiting and was puzzled as to why my AI teammates were not firing Trebuchets. &lt;br /&gt;
&lt;br /&gt;
Anyways, I felt like that I my best in being objective in dishing out as much info as possible so that I make myself clear.&lt;br /&gt;
&lt;br /&gt;
--Isaacjgs&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19963</id>
		<title>User talk:Shade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19963"/>
		<updated>2009-01-03T12:10:19Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for your works with the templates and patching up the Wiki in general. Thumbs up. [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
In reply to your message to me [Isaacjgs]: Eh...thanks. I didn&#039;t really know how to fix the Trebuchet problem because I was just starting to look into it. However, I had A LOT of difficulty trying to explain in words what I thought about the Tauret if it was given as an option in Clash of the Titans. I felt that I needed to explain that the given ships were either not the best choices or which ones were satisfactory and why (and I play on Hard difficulty all the time, so my experience may not be the same as everyone else&#039;s). In other words, the paragraphs seemed irrelevant, but when you tie them together, I was really comparing the Erinyes and Herc Mk II to the Tauret.&lt;br /&gt;
&lt;br /&gt;
Also, your comment on how I tend to &amp;quot;editorialize&amp;quot; (with me reacting like this: &amp;quot;What?!&amp;quot; &amp;gt;:(  ). I didn&#039;t really feel like I was, as I was going by experience for the most part, if not for the whole part--although I do agree that the comments I made about the Trebuchet were best taken off, since I had just begun exploring the issue and trying to find ways to correct it. (i.e., using the Ai profiles.tbl (with no results so far...this may be due to me putting the table file in the Freespace 2/data/tables directory instead of inside the folder in the root.vp file) or using the very crude way of making the AI fire Trebuchets at the bombers--this only puts a Band-Aid on the problem because when the fighter that is shooting at the bomber gets close, it doesn&#039;t even switch to the Harpoon--I tested this in a small mission that I made. Also in FRED, you can only tell your teammates to fire a Trebuchet at ONE target...not at a wing, so that they may select a bomber on their own.) I found this issue in Bearbaiting and was puzzled as to why my AI teammates were not firing Trebuchets. &lt;br /&gt;
&lt;br /&gt;
Anyways, I felt like that I my best in being objective in dishing out as much info as possible so that I make myself clear.&lt;br /&gt;
&lt;br /&gt;
--Isaacjgs&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19962</id>
		<title>User talk:Shade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19962"/>
		<updated>2009-01-03T12:09:08Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for your works with the templates and patching up the Wiki in general. Thumbs up. [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
In reply to your message to me [Isaacjgs]: Eh...thanks. I didn&#039;t really know how to fix the Trebuchet problem because I was just starting to look into it. However, I had A LOT of difficulty trying to explain in words what I thought about the Tauret if it was given as an option in Clash of the Titans. I felt that I needed to explain that the given ships were either not the best choices or which ones were satisfactory and why (and I play on Hard difficulty all the time, so my experience may not be the same as everyone else&#039;s). In other words, the paragraphs seemed irrelevant, but when you tie them together, I was really comparing the Erinyes and Herc Mk II to the Tauret.&lt;br /&gt;
&lt;br /&gt;
Also, your comment on how I tend to &amp;quot;editorialize&amp;quot; (with me reacting like this: &amp;quot;What?!&amp;quot; &amp;gt;:(  ). I didn&#039;t really feel like I was, as I was going by experience for the most part, if not for the whole part--although I do agree that the comments I made about the Trebuchet were best taken off, since I had just begun exploring the issue and trying to find ways to correct it. (i.e., using the Ai profiles.tbl (with no results) or using the very crude way of making the AI fire Trebuchets at the bombers--this only puts a Band-Aid on the problem because when the fighter that is shooting at the bomber gets close, it doesn&#039;t even switch to the Harpoon--I tested this in a small mission that I made. Also in FRED, you can only tell your teammates to fire a Trebuchet at ONE target...not at a wing, so that they may select a bomber on their own.) I found this issue in Bearbaiting and was puzzled as to why my AI teammates were not firing Trebuchets. &lt;br /&gt;
&lt;br /&gt;
Anyways, I felt like that I my best in being objective in dishing out as much info as possible so that I make myself clear.&lt;br /&gt;
&lt;br /&gt;
--Isaacjgs&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19961</id>
		<title>User talk:Shade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19961"/>
		<updated>2009-01-03T12:04:44Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for your works with the templates and patching up the Wiki in general. Thumbs up. [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
In reply to your message to me [Isaacjgs]: Eh...thanks. I didn&#039;t really know how to fix the Trebuchet problem because I was just starting to look into it. However, I had A LOT of difficulty trying to explain in words what I thought about the Tauret if it was given as an option in Clash of the Titans. I felt that I needed to explain that the given ships were either not the best choices or which ones were satisfactory and why (and I play on Hard difficulty all the time, so my experience may not be the same as everyone else&#039;s). In other words, the paragraphs seemed irrelevant, but when you tie them together, I was really comparing the Erinyes and Herc Mk II to the Tauret.&lt;br /&gt;
&lt;br /&gt;
Also, your comment on how I tend to &amp;quot;editorialize&amp;quot; (with me reacting like this: &amp;quot;What?!&amp;quot; &amp;gt;:(  ). I didn&#039;t really feel like I was, as I was going by experience for the most part, if not for the whole part--although I do agree that the comments I made about the Trebuchet were best taken off, since I had just begun exploring the issue and trying to find ways to correct it (i.e., using the Ai profiles.tbl (with no results) or using the very crude way of making the AI fire Trebuchets at the bombers--this only puts a Band-Aid on the problem because when the fighter that is shooting at the bomber gets close, it doesn&#039;t even switch to the Harpoon.) I found this issue in Bearbaiting and was puzzled as to why my AI teammates were not firing Trebuchets. &lt;br /&gt;
&lt;br /&gt;
Anyways, I felt like that I my best in being objective in dishing out as much info as possible so that I make myself clear.&lt;br /&gt;
&lt;br /&gt;
--Isaacjgs&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19960</id>
		<title>User talk:Shade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19960"/>
		<updated>2009-01-03T12:02:24Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for your works with the templates and patching up the Wiki in general. Thumbs up. [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
In reply to your message to me [Isaacjgs]: Eh...thanks. I didn&#039;t really know how to fix the Trebuchet problem because I was just starting to look into it. However, I had A LOT of difficulty trying to explain in words what I thought about the Tauret if it was given as an option in Clash of the Titans. I felt that I needed to explain that the given ships were either not the best choices or which ones were satisfactory and why (and I play on Hard difficulty all the time, so my experience may not be the same as everyone else&#039;s). In other words, the paragraphs seemed irrelevant, but when you tie them together, I was really comparing the Erinyes and Herc Mk II to the Tauret.&lt;br /&gt;
&lt;br /&gt;
Also, your comment on how I tend to &amp;quot;editorialize&amp;quot; (with me reacting like this: &amp;quot;What?!&amp;quot; &amp;gt;:( ). I didn&#039;t really feel like I was, as I was going by experience for the most part, if not for the whole part--although I do agree that the comments I made about the Trebuchet were best taken off, since I had just begun exploring the issue and trying to find ways to correct it (i.e., using the Ai profiles.tbl or using the very crude way of making the AI fire Trebuchets at the bombers--this only puts a Band-Aid on the problem because when the fighter that is shooting at the bomber gets close, it doesn&#039;t even switch to the Harpoon.) I found this issue in Bearbaiting and was puzzled as to why my AI teammates were not firing Trebuchets. &lt;br /&gt;
&lt;br /&gt;
Anyways, I felt like that I my best in being objective in dishing out as much info as possible so that I make myself clear.&lt;br /&gt;
&lt;br /&gt;
--Isaacjgs&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19959</id>
		<title>User talk:Shade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19959"/>
		<updated>2009-01-03T12:01:54Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for your works with the templates and patching up the Wiki in general. Thumbs up. [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
In reply to your message to me [Isaacjgs]: Eh...thanks. I didn&#039;t really know how to fix the Trebuchet problem because I was just starting to look into it. However, I had A LOT of difficulty trying to explain in words what I thought about the Tauret if it was given as an option in Clash of the Titans. I felt that I needed to explain that the given ships were either not the best choices or which ones were satisfactory and why (and I play on Hard difficulty all the time, so my experience may not be the same as everyone else&#039;s). In other words, the paragraphs seemed irrelevant, but when you tie them together, I was really comparing the Erinyes and Herc Mk II to the Tauret.&lt;br /&gt;
&lt;br /&gt;
Also, your comment on how I tend to &amp;quot;editorialize&amp;quot; (with me reacting like this: &amp;quot;What?!&amp;quot;). I didn&#039;t really feel like I was, as I was going by experience for the most part, if not for the whole part--although I do agree that the comments I made about the Trebuchet were best taken off, since I had just begun exploring the issue and trying to find ways to correct it (i.e., using the Ai profiles.tbl or using the very crude way of making the AI fire Trebuchets at the bombers--this only puts a Band-Aid on the problem because when the fighter that is shooting at the bomber gets close, it doesn&#039;t even switch to the Harpoon.) I found this issue in Bearbaiting and was puzzled as to why my AI teammates were not firing Trebuchets. &lt;br /&gt;
&lt;br /&gt;
Anyways, I felt like that I my best in being objective in dishing out as much info as possible so that I make myself clear.&lt;br /&gt;
&lt;br /&gt;
--Isaacjgs&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19958</id>
		<title>User talk:Shade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19958"/>
		<updated>2009-01-03T12:00:11Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for your works with the templates and patching up the Wiki in general. Thumbs up. [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
In reply to your message to me: Eh...thanks. I didn&#039;t really know how to fix the Trebuchet problem because I was just starting to look into it. However, I had A LOT of difficulty trying to explain in words what I thought about the Tauret if it was given as an option in Clash of the Titans. I felt that I needed to explain that the given ships were either not the best choices or which ones were satisfactory and why (and I play on Hard difficulty all the time, so my experience may not be the same as everyone else&#039;s). In other words, the paragraphs seemed irrelevant, but when you tie them together, I was really comparing the Erinyes and Herc Mk II to the Tauret.&lt;br /&gt;
&lt;br /&gt;
Also, your comment on how I tend to &amp;quot;editorialize&amp;quot; (with me reacting like this: &amp;quot;What?!&amp;quot;). I didn&#039;t really feel like I was, as I was going by experience for the most part, if not for the whole part--although I do agree that the comments I made about the Trebuchet were best taken off, since I had just begun exploring the issue and trying to find ways to correct it (i.e., using the Ai profiles.tbl or using the very crude way of making the AI fire Trebuchets at the bombers--this only puts a Band-Aid on the problem because when the fighter that is shooting at the bomber gets close, it doesn&#039;t even switch to the Harpoon.) I found this issue in Bearbaiting and was puzzled as to why my AI teammates were not firing Trebuchets. --Isaacjg&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19957</id>
		<title>User talk:Shade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19957"/>
		<updated>2009-01-03T11:59:33Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for your works with the templates and patching up the Wiki in general. Thumbs up. [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
In reply to your message to me: Eh...thanks. I didn&#039;t really know how to fix the Trebuchet problem because I was just starting to look into it. However, I had A LOT of difficulty trying to explain in words what I thought about the Tauret if it was given as an option in Clast of the Titans. I felt that I needed to explain that the given ships were either not the best choices or which ones were satisfactory and why (and I play on Hard difficulty all the time, so my experience may not be the same as everyone else&#039;s). In other words, the paragraphs seemed irrelevant, but when you tie them together, I was really comparing the Erinyes and Herc Mk II to the Tauret.&lt;br /&gt;
&lt;br /&gt;
Also, your comment on how I tend to &amp;quot;editorialize&amp;quot; (with me reacting like this: &amp;quot;What?!&amp;quot;). I didn&#039;t really feel like I was, as I was going by experience for the most part, if not for the whole part--although I do agree that the comments I made about the Trebuchet were best taken off, since I had just begun exploring the issue and trying to find ways to correct it (i.e., using the Ai profiles.tbl or using the very crude way of making the AI fire Trebuchets at the bombers--this only puts a Band-Aid on the problem because when the fighter that is shooting at the bomber gets close, it doesn&#039;t even switch to the Harpoon.) I found this issue in Bearbaiting and was puzzled as to why my AI teammates were not firing Trebuchets. --Isaacjg&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19956</id>
		<title>User talk:Shade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Shade&amp;diff=19956"/>
		<updated>2009-01-03T11:57:14Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for your works with the templates and patching up the Wiki in general. Thumbs up. [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
In reply to your message to me: Eh...thanks. I didn&#039;t really know how to fix the Trebuchet problem because I was just starting to look into it. However, I had A LOT of difficulty trying to explain in words what I thought about the Tauret if it was given as an option in Clast of the Titans. I felt that I needed to explain that the given ships were either not the best choices or which ones were satisfactory and why (and I play on Hard difficulty all the time, so my experience may not be the same as everyone else&#039;s). In other words, the paragraphs seemed irrelevant, but when you tie them together, I was really comparing the Erinyes and Herc Mk II to the Tauret.&lt;br /&gt;
&lt;br /&gt;
Also, your comment on how I tend to &amp;quot;editorialize.&amp;quot; I didn&#039;t really feel like I was, as I was going by experience for the most part, if not for the whole part, although I do agree that the comments I made about the Trebuchet were best taken off, since I had just begun exploring the issue and trying to find ways to correct it (i.e., using the Ai profiles.tbl or using the very crude way of making the AI fire Trebuchets at the bombers--this only puts a Band-Aid on the problem because when the fighter that is shooting at the bomber gets close, it doesn&#039;t even switch to the Harpoon.) I found this issue in Bearbaiting and was puzzled as to why my AI teammates were not firing Trebuchets.&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GVF_Tauret&amp;diff=19955</id>
		<title>GVF Tauret</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GVF_Tauret&amp;diff=19955"/>
		<updated>2009-01-03T11:35:36Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:tauret320x240.jpg]]|caption=The GVF Tauret}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GVF Tauret is replacing the Seth as the Vasudans&#039; heavy assault fighter. While integrating cutting-edge technology developed in collaboration with the Terrans, the Tauret boasts a distinctly Vasudan design. Its unusual configuration was inspired by the Apsu-Hek, a creature that once inhabited the deserts of Vasuda Prime. The Apsu-Hek has become an emblem of the Vasudan diaspora, and the Tauret continues the tradition of symbolic design. Armed with four gun mounts and two missile banks, the Tauret has the speed and firepower to challenge both fighters and warships.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Heavy Fighter|Sahr Corporation|Poor|65.0 - 75.0|135.0|Medium|300|530|17.5}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Mekhu HL-7|Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 4&lt;br /&gt;
| [[GTW Mekhu HL-7|Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Mekhu HL-7|Mekhu HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star| Morning Star]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM MX-64|MX-64]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM MX-64|MX-64]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP. Adv|Emp. Adv]], [[GTM Tempest|Tempest]], [[GTM Harpoon|Harpoon]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Stiletto II|Stiletto II]], [[GTM TAG-B|TAG-B]], [[GTM Infyrno|Infyrno]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{comment|&lt;br /&gt;
&#039;&#039;The Tauret is an exceptional Vasudan heavy assault fighter, in the same family as the Hercules Mark II but better in almost every way. It carries an additional pair of guns (6 mounts total), moves faster, and has larger missile bays. It&#039;s still not a really good dogfighter, but for its given role it&#039;s probably the best you could ask for.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tauret has the qualities that make a heavy assault fighter attractive (thick shields, tough hull, near-bottomless secondary bays), yet it also has speed and maneuverablity that are closer to those of a space superiority fighter than an assault. In the hands of a skilled pilot the Tauret can fight on even or nearly even terms with just about any other fighter in the game. Lastly, roll this thought around in your head for awhile: 160 Tornados. That&#039;s the ability to kill 20 enemy fighters or light bombers outright before touching the primaries button.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Small profile except from below or above.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot carry the Maxim gun, thus reducing the effectiveness of this ship against capital ships.  Otherwise, this is a decent Vasudan stand-in for the GTF Erinyes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is probably one of the best Vasudan fighters, if not the best. That &amp;quot;Poor&amp;quot; maneuverability rating is rubbish; this fighter can act as an interceptor, no problem at all! It even has more missile space than the [[GTF Ares]]. Compare this: both missile banks of the Tauret can hold 80 [[GTM Tornado|Tornados]] each, while that of the Ares can only hold 72 in the first bank, and 80 in the second. If [[GTM Hornet|Hornets]] were just as good as Tornados, this ship can literally obliterate anything below corvette class.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tauret is let down by its primary energy supply. Its recharge is respectable, the same as [[GTF Hercules|either]] [[GTF Hercules Mark II|Hercules&#039;]] and greater than the [[GTF Myrmidon|Myrmidon&#039;s]] even if only a little more than half that of the exceptional Ares. However, its energy reserves are scarcely more than half that of the Hercs or Ares and two thirds that of the Myrm. This is a common weakness of Vasudan craft and limits their ability in extended engagements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Don&#039;t fly this fighter like a [[GTF Hercules Mark II|Herc II]]. The Tauret has less shielding than the [[GTF Hercules Mark II|Herc]], has slightly better acceleration, and is slightly less maneuverable as well, but is faster by about 10 m/s when cruising or afterburning. Also as was mentioned before, although it can recharge just as fast as the [[GTF Hercules Mark II|Herc II]] it has an additional two guns, and its weapon energy reserves are 2/3 the size, so don&#039;t put in quad [[GTW UD-8 Kayser|Kaysers]] like you would in an [[GTF Ares|Ares]]. It does, however, has exceptional firepower, with six primary and two 100 [[GTM Hornet|Hornet]] slots. Honestly I&#039;d much prefer losing this fighter and its small speed and firepower advantage for the stamina and hardiness of the [[GTF Hercules Mark II|Herc II]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maneuverability is better than stated, speed is still slightly slow (but faster than the [[GTF Hercules Mark II|Herc II]]), can&#039;t carry the Maxim cannon (but can still carry the Kayser and Prometheus S), cavernous missile banks (both are the same size as the [[GTF Ares|Ares]]&#039; largest bank!)... Load up with Harpoons, Trebs, or Hornets/Tornados and Kaysers/Mekhu HL-7s, fly like a space superiority, and watch your kill count skyrocket.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Man, if only this ship was offered as an option on Clash of the Titans II and Apocalypse, this would be the best Non-Shivan Ship to fly! The Herc II doesn&#039;t have good enough primary firepower; you HAVE to occupy a missile bank with Tempests if you want to help your primaries take out enemy bombers quickly at short range. It&#039;s a waste, but you&#039;ll find out when reading the next paragraph down. Most bombers that come into Clash of the Titans II are Seraphim or Nephilim. While you can use double Trebuchets on them, it&#039;s not likely to kill him with one hit on higher difficulty levels; you also have to wait for the very long rearm time as bombers keep coming in, and the amount that come in will quickly use up your Trebuchet reserves. (The AI won&#039;t fire Trebuchets, either.) The Herc II also just doesn&#039;t have enough juice in terms of speed to really cover the long distances required to take down Bombers.&lt;br /&gt;
&lt;br /&gt;
This means you need something faster. The Erinyes is faster, and has extra guns, which means that if you arm both slots with Subach HL-7s, one of those slots can fulfill the role of the Tempest Dumbfire, which means you will save a missile bank for something more useful, like Harpoons--to be used on those annoying dragons that come when the Bastion gets closer to the node--along with your Trebuchets, for taking out the turrets on the Shivan Cruisers in Apocalypse [the following mission]. This weapon setup was mentioned in the Clash of the Titans walkthrough on this site. (Since there is no need to make use of Tempests because of the extra gun banks, your guns can recharge...no need to call in a support ship to refill Tempests over and over again.) However, the Erinyes doesn&#039;t have a very large missile capacity.&lt;br /&gt;
&lt;br /&gt;
However, the Tauret would be the absolute best ship to use if it was offered in this mission (unless you were offered an SF Mara (terrans) instead). The Tauret has the same speed as the Erinyes, with better primary firepower AND better secondary firepower than the Herc II, not to mention arming it with Mekhu HL-7s in both slots (see the walkthroughs at http://freespace.volitionwatch.com/techfs). One of the more obvious disadvantages is that the left and right sets of gun points on the Tauret are spaced a bit far apart, perhaps allowing smaller fighters like Dragons to fall between those two sets of gunpoints and the shots miss.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GVF_Tauret&amp;diff=19954</id>
		<title>GVF Tauret</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GVF_Tauret&amp;diff=19954"/>
		<updated>2009-01-03T11:31:32Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:tauret320x240.jpg]]|caption=The GVF Tauret}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GVF Tauret is replacing the Seth as the Vasudans&#039; heavy assault fighter. While integrating cutting-edge technology developed in collaboration with the Terrans, the Tauret boasts a distinctly Vasudan design. Its unusual configuration was inspired by the Apsu-Hek, a creature that once inhabited the deserts of Vasuda Prime. The Apsu-Hek has become an emblem of the Vasudan diaspora, and the Tauret continues the tradition of symbolic design. Armed with four gun mounts and two missile banks, the Tauret has the speed and firepower to challenge both fighters and warships.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Heavy Fighter|Sahr Corporation|Poor|65.0 - 75.0|135.0|Medium|300|530|17.5}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Mekhu HL-7|Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 4&lt;br /&gt;
| [[GTW Mekhu HL-7|Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Mekhu HL-7|Mekhu HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star| Morning Star]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM MX-64|MX-64]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM MX-64|MX-64]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP. Adv|Emp. Adv]], [[GTM Tempest|Tempest]], [[GTM Harpoon|Harpoon]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Stiletto II|Stiletto II]], [[GTM TAG-B|TAG-B]], [[GTM Infyrno|Infyrno]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{comment|&lt;br /&gt;
&#039;&#039;The Tauret is an exceptional Vasudan heavy assault fighter, in the same family as the Hercules Mark II but better in almost every way. It carries an additional pair of guns (6 mounts total), moves faster, and has larger missile bays. It&#039;s still not a really good dogfighter, but for its given role it&#039;s probably the best you could ask for.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tauret has the qualities that make a heavy assault fighter attractive (thick shields, tough hull, near-bottomless secondary bays), yet it also has speed and maneuverablity that are closer to those of a space superiority fighter than an assault. In the hands of a skilled pilot the Tauret can fight on even or nearly even terms with just about any other fighter in the game. Lastly, roll this thought around in your head for awhile: 160 Tornados. That&#039;s the ability to kill 20 enemy fighters or light bombers outright before touching the primaries button.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Small profile except from below or above.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot carry the Maxim gun, thus reducing the effectiveness of this ship against capital ships.  Otherwise, this is a decent Vasudan stand-in for the GTF Erinyes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is probably one of the best Vasudan fighters, if not the best. That &amp;quot;Poor&amp;quot; maneuverability rating is rubbish; this fighter can act as an interceptor, no problem at all! It even has more missile space than the [[GTF Ares]]. Compare this: both missile banks of the Tauret can hold 80 [[GTM Tornado|Tornados]] each, while that of the Ares can only hold 72 in the first bank, and 80 in the second. If [[GTM Hornet|Hornets]] were just as good as Tornados, this ship can literally obliterate anything below corvette class.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tauret is let down by its primary energy supply. Its recharge is respectable, the same as [[GTF Hercules|either]] [[GTF Hercules Mark II|Hercules&#039;]] and greater than the [[GTF Myrmidon|Myrmidon&#039;s]] even if only a little more than half that of the exceptional Ares. However, its energy reserves are scarcely more than half that of the Hercs or Ares and two thirds that of the Myrm. This is a common weakness of Vasudan craft and limits their ability in extended engagements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Don&#039;t fly this fighter like a [[GTF Hercules Mark II|Herc II]]. The Tauret has less shielding than the [[GTF Hercules Mark II|Herc]], has slightly better acceleration, and is slightly less maneuverable as well, but is faster by about 10 m/s when cruising or afterburning. Also as was mentioned before, although it can recharge just as fast as the [[GTF Hercules Mark II|Herc II]] it has an additional two guns, and its weapon energy reserves are 2/3 the size, so don&#039;t put in quad [[GTW UD-8 Kayser|Kaysers]] like you would in an [[GTF Ares|Ares]]. It does, however, has exceptional firepower, with six primary and two 100 [[GTM Hornet|Hornet]] slots. Honestly I&#039;d much prefer losing this fighter and its small speed and firepower advantage for the stamina and hardiness of the [[GTF Hercules Mark II|Herc II]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maneuverability is better than stated, speed is still slightly slow (but faster than the [[GTF Hercules Mark II|Herc II]]), can&#039;t carry the Maxim cannon (but can still carry the Kayser and Prometheus S), cavernous missile banks (both are the same size as the [[GTF Ares|Ares]]&#039; largest bank!)... Load up with Harpoons, Trebs, or Hornets/Tornados and Kaysers/Mekhu HL-7s, fly like a space superiority, and watch your kill count skyrocket.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Man, if only this ship was offered as an option on Clash of the Titans II and Apocalypse, this would be the best Non-Shivan Ship to fly! The Herc II doesn&#039;t have good enough primary firepower; you HAVE to occupy a missile bank with Tempests if you want to help your primaries take out enemy bombers quickly at short range. It&#039;s a waste, but you&#039;ll find out when reading the next paragraph down. Most bombers that come into Clash of the Titans II are Seraphim or Nephilim. While you can use double Trebuchets on them, it&#039;s not likely to kill him with one hit on higher difficulty levels; you also have to wait for the very long rearm time as bombers keep coming in, and the amount that come in will quickly use up your Trebuchet reserves. (The AI won&#039;t fire Trebuchets, either.) The Herc II also just doesn&#039;t have enough juice in terms of speed to really cover the long distances required to take down Bombers.&lt;br /&gt;
&lt;br /&gt;
This means you need something faster. The Erinyes is faster, and has extra guns, which means that if you arm both slots with Subach HL-7s, one of those slots can fulfill the role of the Tempest Dumbfire, which means you will save a missile bank for something more useful, like Harpoons--to be used on those annoying dragons that come when the Bastion gets closer to the node--along with your Trebuchets, for taking out the turrets on the Shivan Cruisers in Apocalypse [the following mission]. This weapon setup was mentioned in the Clash of the Titans walkthrough on this site. (Since there is no need to make use of Tempests because of the extra gun banks, your guns can recharge...no need to call in a support ship to refill Tempests over and over again.) However, the Erinyes doesn&#039;t have a very large missile capacity.&lt;br /&gt;
&lt;br /&gt;
However, the Tauret would be the absolute best ship to use if it was offered in this mission (unless you were offered an SF Mara (terrans) instead). The Tauret has the same speed as the Erinyes, with better primary firepower AND better secondary firepower than the Herc II. One of the more obvious disadvantages is that the left and right sets of gun points on the Tauret are spaced a bit far apart, perhaps allowing smaller fighters like Dragons to fall between those two sets of gunpoints and the shots miss.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19953</id>
		<title>SF Mara (Terrans)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19953"/>
		<updated>2009-01-03T11:16:46Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:Mara320x240.jpg]]|caption=The SF Mara (Terrans)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SF &#039;&#039;Mara&#039;&#039;&#039;&#039;&#039; was an advanced starfighter used by the [[Shivans]] during their [[Second Shivan Incursion|incursion]] into the galaxy in 2367. It is known that the SF &#039;&#039;Mara&#039;&#039; was one of the first fighter classes that were spotted and designated after the destruction of the GTC &#039;&#039;Vigilant&#039;&#039;. Terran operatives acquired four of these fighters and retrofitted them to Terran standards. Then, [[Special Operations Command]] launched a mission beyond the second [[Knossos]] device to reconnoiter the area.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Advanced Space Superiority|Triton Dynamics|Excellent|75.0 - N/A|135.0|Very Heavy|475|700|17.8}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&amp;lt;i&amp;gt;Easily one of the best fighters, if not the best. A simple joy to fly. Only weak point is the 4 gun mounts, but even then the other stats are so ridiculous you can wreak havoc.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Superior to the Shivan original [[SF Mara|Mara]] just like Snipes says.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As odd as it sounds, [[Into the Lion&#039;s Den]] is actually somewhat unkind to the Terran Mara, as you spend most of your time scrambling between widely spaced targets and don&#039;t really get the chance to stop and dogfight it much. Still, as can be seen from the above commentary, even a tiny taste of the SF Mara (Terrans) capablities is enough to make most people fall in love.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Best.  Damn.  Ship.  Ever.  Too bad Volition didn&#039;t make a mission where you could exploit it to its fullest extent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My favorite fighter in the game. Sure, you could say the Erinyes has 8 gun banks to the Mara&#039;s 4, but the Mara has nearly twice the missile capacity and is significantly faster and more maneuverable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dream to fly. It&#039;s beyond a doubt the best fighter you can get your hands on. The only downside, as stated before, is four primary mounts and that the single mission doesn&#039;t really give you many chances to dogfight with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mara is a dream come true for any GTVA pilot. Not only is it very agile, it has a large afterburner capacity and cavernous missile banks. This, coupled with a massive reactor core that generates and recharges enough power to fire [[GTW UD-8 Kayser|Kaysers]] like [[GTW Subach HL-7|Subachs]], makes the Mara superior to any other GTVA fighter in almost every, if not every, respect. To get an idea of how big the Mara&#039;s banks are, here are some statistics: it can hold 42 [[GTM Harpoon|Harpoon]]s in &#039;&#039;&#039;each&#039;&#039;&#039; of its two missile banks. That equates to 84 [[GTM Tornado|Tornado]]s per bank. Not even the [[GVF Tauret]] can compare to that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some credit the Mara with an ultra-powerful reactor because of its ability to shoot twin Kaysers with minimal energy drain, but before one uses that point, one must bear in mind that it only has four gun mounts. A Perseus can do the same thing. Even so, the speed and maneuverability of the Mara allow it get right up close to enemies, so often times primary firepower isn&#039;t really a problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How the hell does SOC fit so many missiles into this thing?! It&#039;s smaller than the Ares, yet it has even larger missile banks! And the armor isn&#039;t that thin, the Comm Nodes just explode VERY violently (antimatter, perhaps?). In any case, this is the uber-fighter. No serious weaknesses, and thick enough shields to take the brunt of any standard fighter weapon, including the UD-8 Kayser. If the GTVA could mass-produce these...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Terran Mara is far more powerful than any canon Terran, Vasudan, or Shivan fighter. It has the missile capacity of the Ares and Tauret, somewhat better armor than the Ares, the shielding of a medium bomber, and the speed and maneuverability of a space superiority fighter. It doesn&#039;t even suffer from the usual weakness of Shivan fighters, namely a weak hull. The only real downside to this awesome fighter is that it has four gun mounts - average for a space superiority fighter, but not really consistent with the otherwise grossly overpowered theme of this craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I do think that the SF Mara (terrans) is the best fightercraft in the game. While it may have only four gunpoints, with two guns to each of the two banks, one might think that this may be a weakness--it really isn&#039;t. The Kayser can be fired for some time before running low on power, even from both banks when they are linked together, so this &amp;quot;weakness&amp;quot; isn&#039;t very significant. (On Insane I would say that doing the same thing drains the power quite a bit faster, but it still has a higher weapon energy capacity and higher recharge rate than virtually any fighter in the GTVA.) However, it does have a weakness that is much more serious than this, which isn&#039;t very obvious at first, and it&#039;s the fact that it&#039;s only compatible with the following Primaries: the Subach HL-7 and the Kayser, and no other gun. Nevertheless, this being the most serious weakness for this fighter, it doesn&#039;t really do much to it, since the Kayser is widely thought as being the best weapon in the game. Plus, even if you can&#039;t carry the Maxim to disarm capships from afar, the heavy shielding and hull of the Terran Mara can allow you to get up close to turrets in order to knock them out and not take a lot of damage to yourself while doing it (though using Trebuchets is a better idea, since there isn&#039;t as much risk involved). Needless to say, this is the ship that trades in Primary Weapon Compatibility with high energy capacity/recharge rate, even a higher secondary payload, higher shielding and hull than the original Mara while retaining its well-known maneuverability.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19952</id>
		<title>SF Mara (Terrans)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19952"/>
		<updated>2009-01-03T11:14:53Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:Mara320x240.jpg]]|caption=The SF Mara (Terrans)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SF &#039;&#039;Mara&#039;&#039;&#039;&#039;&#039; was an advanced starfighter used by the [[Shivans]] during their [[Second Shivan Incursion|incursion]] into the galaxy in 2367. It is known that the SF &#039;&#039;Mara&#039;&#039; was one of the first fighter classes that were spotted and designated after the destruction of the GTC &#039;&#039;Vigilant&#039;&#039;. Terran operatives acquired four of these fighters and retrofitted them to Terran standards. Then, [[Special Operations Command]] launched a mission beyond the second [[Knossos]] device to reconnoiter the area.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Advanced Space Superiority|Triton Dynamics|Excellent|75.0 - N/A|135.0|Very Heavy|475|700|17.8}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&amp;lt;i&amp;gt;Easily one of the best fighters, if not the best. A simple joy to fly. Only weak point is the 4 gun mounts, but even then the other stats are so ridiculous you can wreak havoc.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Superior to the Shivan original [[SF Mara|Mara]] just like Snipes says.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As odd as it sounds, [[Into the Lion&#039;s Den]] is actually somewhat unkind to the Terran Mara, as you spend most of your time scrambling between widely spaced targets and don&#039;t really get the chance to stop and dogfight it much. Still, as can be seen from the above commentary, even a tiny taste of the SF Mara (Terrans) capablities is enough to make most people fall in love.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Best.  Damn.  Ship.  Ever.  Too bad Volition didn&#039;t make a mission where you could exploit it to its fullest extent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My favorite fighter in the game. Sure, you could say the Erinyes has 8 gun banks to the Mara&#039;s 4, but the Mara has nearly twice the missile capacity and is significantly faster and more maneuverable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dream to fly. It&#039;s beyond a doubt the best fighter you can get your hands on. The only downside, as stated before, is four primary mounts and that the single mission doesn&#039;t really give you many chances to dogfight with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mara is a dream come true for any GTVA pilot. Not only is it very agile, it has a large afterburner capacity and cavernous missile banks. This, coupled with a massive reactor core that generates and recharges enough power to fire [[GTW UD-8 Kayser|Kaysers]] like [[GTW Subach HL-7|Subachs]], makes the Mara superior to any other GTVA fighter in almost every, if not every, respect. To get an idea of how big the Mara&#039;s banks are, here are some statistics: it can hold 42 [[GTM Harpoon|Harpoon]]s in &#039;&#039;&#039;each&#039;&#039;&#039; of its two missile banks. That equates to 84 [[GTM Tornado|Tornado]]s per bank. Not even the [[GVF Tauret]] can compare to that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some credit the Mara with an ultra-powerful reactor because of its ability to shoot twin Kaysers with minimal energy drain, but before one uses that point, one must bear in mind that it only has four gun mounts. A Perseus can do the same thing. Even so, the speed and maneuverability of the Mara allow it get right up close to enemies, so often times primary firepower isn&#039;t really a problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How the hell does SOC fit so many missiles into this thing?! It&#039;s smaller than the Ares, yet it has even larger missile banks! And the armor isn&#039;t that thin, the Comm Nodes just explode VERY violently (antimatter, perhaps?). In any case, this is the uber-fighter. No serious weaknesses, and thick enough shields to take the brunt of any standard fighter weapon, including the UD-8 Kayser. If the GTVA could mass-produce these...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Terran Mara is far more powerful than any canon Terran, Vasudan, or Shivan fighter. It has the missile capacity of the Ares and Tauret, somewhat better armor than the Ares, the shielding of a medium bomber, and the speed and maneuverability of a space superiority fighter. It doesn&#039;t even suffer from the usual weakness of Shivan fighters, namely a weak hull. The only real downside to this awesome fighter is that it has four gun mounts - average for a space superiority fighter, but not really consistent with the otherwise grossly overpowered theme of this craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I do think that the SF Mara (terrans) is the best fightercraft in the game. While it may have only four gunpoints, with two guns to each of the two banks, one might think that this may be a weakness--it really isn&#039;t. The Kayser can be fired for some time before running low on power, even from both banks when they are linked together, so this &amp;quot;weakness&amp;quot; isn&#039;t very significant. (On Insane I would say that doing the same thing drains the power quite a bit faster, but it still has a higher weapon energy capacity and higher recharge rate than virtually any fighter in the GTVA.) However, it does have a weakness that is much more serious than this, which isn&#039;t very obvious at first, and it&#039;s the fact that it&#039;s only compatible with the following Primaries, the Subach HL-7 and the Kayser, and no other gun. Nevertheless, this being the most serious weakness for this fighter, it doesn&#039;t really do much to it, since the Kayser is widely thought as being the best weapon in the game. Plus, even if you can&#039;t carry the Maxim to disarm capships from afar, the heavy shielding and hull of the Terran Mara can allow you to get up close to turrets in order to knock them out and not take a lot of damage to yourself while doing it (though using Trebuchets is a better idea, since there isn&#039;t as much risk involved). Needless to say, this is the ship that trades in Primary Weapon Compatibility with high energy capacity/recharge rate, even a higher secondary payload, higher shielding and hull than the original Mara while retaining its well-known maneuverability.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19951</id>
		<title>SF Mara (Terrans)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19951"/>
		<updated>2009-01-03T11:12:53Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:Mara320x240.jpg]]|caption=The SF Mara (Terrans)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SF &#039;&#039;Mara&#039;&#039;&#039;&#039;&#039; was an advanced starfighter used by the [[Shivans]] during their [[Second Shivan Incursion|incursion]] into the galaxy in 2367. It is known that the SF &#039;&#039;Mara&#039;&#039; was one of the first fighter classes that were spotted and designated after the destruction of the GTC &#039;&#039;Vigilant&#039;&#039;. Terran operatives acquired four of these fighters and retrofitted them to Terran standards. Then, [[Special Operations Command]] launched a mission beyond the second [[Knossos]] device to reconnoiter the area.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Advanced Space Superiority|Triton Dynamics|Excellent|75.0 - N/A|135.0|Very Heavy|475|700|17.8}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&amp;lt;i&amp;gt;Easily one of the best fighters, if not the best. A simple joy to fly. Only weak point is the 4 gun mounts, but even then the other stats are so ridiculous you can wreak havoc.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Superior to the Shivan original [[SF Mara|Mara]] just like Snipes says.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As odd as it sounds, [[Into the Lion&#039;s Den]] is actually somewhat unkind to the Terran Mara, as you spend most of your time scrambling between widely spaced targets and don&#039;t really get the chance to stop and dogfight it much. Still, as can be seen from the above commentary, even a tiny taste of the SF Mara (Terrans) capablities is enough to make most people fall in love.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Best.  Damn.  Ship.  Ever.  Too bad Volition didn&#039;t make a mission where you could exploit it to its fullest extent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My favorite fighter in the game. Sure, you could say the Erinyes has 8 gun banks to the Mara&#039;s 4, but the Mara has nearly twice the missile capacity and is significantly faster and more maneuverable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dream to fly. It&#039;s beyond a doubt the best fighter you can get your hands on. The only downside, as stated before, is four primary mounts and that the single mission doesn&#039;t really give you many chances to dogfight with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mara is a dream come true for any GTVA pilot. Not only is it very agile, it has a large afterburner capacity and cavernous missile banks. This, coupled with a massive reactor core that generates and recharges enough power to fire [[GTW UD-8 Kayser|Kaysers]] like [[GTW Subach HL-7|Subachs]], makes the Mara superior to any other GTVA fighter in almost every, if not every, respect. To get an idea of how big the Mara&#039;s banks are, here are some statistics: it can hold 42 [[GTM Harpoon|Harpoon]]s in &#039;&#039;&#039;each&#039;&#039;&#039; of its two missile banks. That equates to 84 [[GTM Tornado|Tornado]]s per bank. Not even the [[GVF Tauret]] can compare to that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some credit the Mara with an ultra-powerful reactor because of its ability to shoot twin Kaysers with minimal energy drain, but before one uses that point, one must bear in mind that it only has four gun mounts. A Perseus can do the same thing. Even so, the speed and maneuverability of the Mara allow it get right up close to enemies, so often times primary firepower isn&#039;t really a problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How the hell does SOC fit so many missiles into this thing?! It&#039;s smaller than the Ares, yet it has even larger missile banks! And the armor isn&#039;t that thin, the Comm Nodes just explode VERY violently (antimatter, perhaps?). In any case, this is the uber-fighter. No serious weaknesses, and thick enough shields to take the brunt of any standard fighter weapon, including the UD-8 Kayser. If the GTVA could mass-produce these...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Terran Mara is far more powerful than any canon Terran, Vasudan, or Shivan fighter. It has the missile capacity of the Ares and Tauret, somewhat better armor than the Ares, the shielding of a medium bomber, and the speed and maneuverability of a space superiority fighter. It doesn&#039;t even suffer from the usual weakness of Shivan fighters, namely a weak hull. The only real downside to this awesome fighter is that it has four gun mounts - average for a space superiority fighter, but not really consistent with the otherwise grossly overpowered theme of this craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I do think that the SF Mara (terrans) is the best fightercraft in the game. While it may have only four gunpoints, with two guns to each of the two banks, one might think that this may be a weakness--it really isn&#039;t. The Kayser can be fired for some time before running low on power, even from both banks when they are linked together, so this &amp;quot;weakness&amp;quot; isn&#039;t very significant. (On Insane I would say that doing the same thing drains the power quite a bit faster, but it still has a higher weapon energy capacity and higher recharge rate than virtually any fighter in the GTVA.) However, it does have a weakness that is much more serious than this, and it&#039;s the fact that it&#039;s only compatible with the Subach HL-7 and the Kayser, and no other gun. Nevertheless, this being the most serious weakness for this fighter, it doesn&#039;t really do much to it, since the Kayser is widely thought as being the best weapon in the game. Plus, even if you can&#039;t carry the Maxim to disarm capships from afar, the heavy shielding and hull of the Terran Mara can allow you to get up close to turrets in order to knock them out and not take a lot of damage to yourself while doing it (though using Trebuchets is a better idea, since there isn&#039;t as much risk involved). Needless to say, this is the ship that trades in Primary Weapon Compatibility with high energy capacity/recharge rate, even a higher secondary payload, higher shielding and hull than the original Mara while retaining its well-known maneuverability.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19950</id>
		<title>SF Mara (Terrans)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19950"/>
		<updated>2009-01-03T11:10:34Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:Mara320x240.jpg]]|caption=The SF Mara (Terrans)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SF &#039;&#039;Mara&#039;&#039;&#039;&#039;&#039; was an advanced starfighter used by the [[Shivans]] during their [[Second Shivan Incursion|incursion]] into the galaxy in 2367. It is known that the SF &#039;&#039;Mara&#039;&#039; was one of the first fighter classes that were spotted and designated after the destruction of the GTC &#039;&#039;Vigilant&#039;&#039;. Terran operatives acquired four of these fighters and retrofitted them to Terran standards. Then, [[Special Operations Command]] launched a mission beyond the second [[Knossos]] device to reconnoiter the area.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Advanced Space Superiority|Triton Dynamics|Excellent|75.0 - N/A|135.0|Very Heavy|475|700|17.8}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&amp;lt;i&amp;gt;Easily one of the best fighters, if not the best. A simple joy to fly. Only weak point is the 4 gun mounts, but even then the other stats are so ridiculous you can wreak havoc.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Superior to the Shivan original [[SF Mara|Mara]] just like Snipes says.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As odd as it sounds, [[Into the Lion&#039;s Den]] is actually somewhat unkind to the Terran Mara, as you spend most of your time scrambling between widely spaced targets and don&#039;t really get the chance to stop and dogfight it much. Still, as can be seen from the above commentary, even a tiny taste of the SF Mara (Terrans) capablities is enough to make most people fall in love.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Best.  Damn.  Ship.  Ever.  Too bad Volition didn&#039;t make a mission where you could exploit it to its fullest extent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My favorite fighter in the game. Sure, you could say the Erinyes has 8 gun banks to the Mara&#039;s 4, but the Mara has nearly twice the missile capacity and is significantly faster and more maneuverable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dream to fly. It&#039;s beyond a doubt the best fighter you can get your hands on. The only downside, as stated before, is four primary mounts and that the single mission doesn&#039;t really give you many chances to dogfight with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mara is a dream come true for any GTVA pilot. Not only is it very agile, it has a large afterburner capacity and cavernous missile banks. This, coupled with a massive reactor core that generates and recharges enough power to fire [[GTW UD-8 Kayser|Kaysers]] like [[GTW Subach HL-7|Subachs]], makes the Mara superior to any other GTVA fighter in almost every, if not every, respect. To get an idea of how big the Mara&#039;s banks are, here are some statistics: it can hold 42 [[GTM Harpoon|Harpoon]]s in &#039;&#039;&#039;each&#039;&#039;&#039; of its two missile banks. That equates to 84 [[GTM Tornado|Tornado]]s per bank. Not even the [[GVF Tauret]] can compare to that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some credit the Mara with an ultra-powerful reactor because of its ability to shoot twin Kaysers with minimal energy drain, but before one uses that point, one must bear in mind that it only has four gun mounts. A Perseus can do the same thing. Even so, the speed and maneuverability of the Mara allow it get right up close to enemies, so often times primary firepower isn&#039;t really a problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How the hell does SOC fit so many missiles into this thing?! It&#039;s smaller than the Ares, yet it has even larger missile banks! And the armor isn&#039;t that thin, the Comm Nodes just explode VERY violently (antimatter, perhaps?). In any case, this is the uber-fighter. No serious weaknesses, and thick enough shields to take the brunt of any standard fighter weapon, including the UD-8 Kayser. If the GTVA could mass-produce these...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Terran Mara is far more powerful than any canon Terran, Vasudan, or Shivan fighter. It has the missile capacity of the Ares and Tauret, somewhat better armor than the Ares, the shielding of a medium bomber, and the speed and maneuverability of a space superiority fighter. It doesn&#039;t even suffer from the usual weakness of Shivan fighters, namely a weak hull. The only real downside to this awesome fighter is that it has four gun mounts - average for a space superiority fighter, but not really consistent with the otherwise grossly overpowered theme of this craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I do think that the SF Mara (terrans) is the best fightercraft in the game. While it may have only four gunpoints, with two guns to each of the two banks, one might think that this may be a weakness--it really isn&#039;t. The Kayser can be fired for some time before running low on power, even from both banks when they are linked together, so this &amp;quot;weakness&amp;quot; isn&#039;t very significant. However, it does have a weakness that is much more serious than this, and it&#039;s the fact that it&#039;s only compatible with the Subach HL-7 and the Kayser, and no other gun. Nevertheless, this being the most serious weakness for this fighter, it doesn&#039;t really do much to it, since the Kayser is widely thought as being the best weapon in the game. Plus, even if you can&#039;t carry the Maxim to disarm capships from afar, the heavy shielding and hull of the Terran Mara can allow you to get up close to turrets in order to knock them out and not take a lot of damage to yourself while doing it (though using Trebuchets is a better idea, since there isn&#039;t as much risk involved). Needless to say, this is the ship that trades in Primary Weapon Compatibility with high energy capacity/recharge rate, even a higher secondary payload, higher shielding and hull than the original Mara while retaining its well-known maneuverability.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19949</id>
		<title>SF Mara (Terrans)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19949"/>
		<updated>2009-01-03T11:09:07Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:Mara320x240.jpg]]|caption=The SF Mara (Terrans)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SF &#039;&#039;Mara&#039;&#039;&#039;&#039;&#039; was an advanced starfighter used by the [[Shivans]] during their [[Second Shivan Incursion|incursion]] into the galaxy in 2367. It is known that the SF &#039;&#039;Mara&#039;&#039; was one of the first fighter classes that were spotted and designated after the destruction of the GTC &#039;&#039;Vigilant&#039;&#039;. Terran operatives acquired four of these fighters and retrofitted them to Terran standards. Then, [[Special Operations Command]] launched a mission beyond the second [[Knossos]] device to reconnoiter the area.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Advanced Space Superiority|Triton Dynamics|Excellent|75.0 - N/A|135.0|Very Heavy|475|700|17.8}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&amp;lt;i&amp;gt;Easily one of the best fighters, if not the best. A simple joy to fly. Only weak point is the 4 gun mounts, but even then the other stats are so ridiculous you can wreak havoc.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Superior to the Shivan original [[SF Mara|Mara]] just like Snipes says.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As odd as it sounds, [[Into the Lion&#039;s Den]] is actually somewhat unkind to the Terran Mara, as you spend most of your time scrambling between widely spaced targets and don&#039;t really get the chance to stop and dogfight it much. Still, as can be seen from the above commentary, even a tiny taste of the SF Mara (Terrans) capablities is enough to make most people fall in love.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Best.  Damn.  Ship.  Ever.  Too bad Volition didn&#039;t make a mission where you could exploit it to its fullest extent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My favorite fighter in the game. Sure, you could say the Erinyes has 8 gun banks to the Mara&#039;s 4, but the Mara has nearly twice the missile capacity and is significantly faster and more maneuverable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dream to fly. It&#039;s beyond a doubt the best fighter you can get your hands on. The only downside, as stated before, is four primary mounts and that the single mission doesn&#039;t really give you many chances to dogfight with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mara is a dream come true for any GTVA pilot. Not only is it very agile, it has a large afterburner capacity and cavernous missile banks. This, coupled with a massive reactor core that generates and recharges enough power to fire [[GTW UD-8 Kayser|Kaysers]] like [[GTW Subach HL-7|Subachs]], makes the Mara superior to any other GTVA fighter in almost every, if not every, respect. To get an idea of how big the Mara&#039;s banks are, here are some statistics: it can hold 42 [[GTM Harpoon|Harpoon]]s in &#039;&#039;&#039;each&#039;&#039;&#039; of its two missile banks. That equates to 84 [[GTM Tornado|Tornado]]s per bank. Not even the [[GVF Tauret]] can compare to that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some credit the Mara with an ultra-powerful reactor because of its ability to shoot twin Kaysers with minimal energy drain, but before one uses that point, one must bear in mind that it only has four gun mounts. A Perseus can do the same thing. Even so, the speed and maneuverability of the Mara allow it get right up close to enemies, so often times primary firepower isn&#039;t really a problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How the hell does SOC fit so many missiles into this thing?! It&#039;s smaller than the Ares, yet it has even larger missile banks! And the armor isn&#039;t that thin, the Comm Nodes just explode VERY violently (antimatter, perhaps?). In any case, this is the uber-fighter. No serious weaknesses, and thick enough shields to take the brunt of any standard fighter weapon, including the UD-8 Kayser. If the GTVA could mass-produce these...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Terran Mara is far more powerful than any canon Terran, Vasudan, or Shivan fighter. It has the missile capacity of the Ares and Tauret, somewhat better armor than the Ares, the shielding of a medium bomber, and the speed and maneuverability of a space superiority fighter. It doesn&#039;t even suffer from the usual weakness of Shivan fighters, namely a weak hull. The only real downside to this awesome fighter is that it has four gun mounts - average for a space superiority fighter, but not really consistent with the otherwise grossly overpowered theme of this craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I do think that the SF Mara (terrans) is the best fightercraft in the game. While it may have only four gunpoints, with two guns to each of the two banks, one might think that this may be a weakness--it really isn&#039;t. The Kayser can be fired for some time before running low on power, so this &amp;quot;weakness&amp;quot; isn&#039;t very significant. However, it does have a weakness that is much more serious than this, and it&#039;s the fact that it&#039;s only compatible with the Subach HL-7 and the Kayser, and no other gun. Nevertheless, this being the most serious weakness for this fighter, it doesn&#039;t really slow it down much, since the Kayser is widely thought as being the best weapon in the game. Plus, even if you can&#039;t carry the Maxim to disarm capships from afar, the heavy shielding and hull of the Terran Mara can allow you to get up close to turrets in order to knock them out and not take a lot of damage to yourself while doing it (though using Trebuchets is a better idea, since there isn&#039;t as much risk involved). Needless to say, this is the ship that trades in Primary Weapon Compatibility with high energy capacity/recharge rate, even a higher secondary payload, higher shielding and hull than the original Mara while retaining its well-known maneuverability.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19948</id>
		<title>SF Mara (Terrans)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=19948"/>
		<updated>2009-01-03T11:08:51Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:Mara320x240.jpg]]|caption=The SF Mara (Terrans)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SF &#039;&#039;Mara&#039;&#039;&#039;&#039;&#039; was an advanced starfighter used by the [[Shivans]] during their [[Second Shivan Incursion|incursion]] into the galaxy in 2367. It is known that the SF &#039;&#039;Mara&#039;&#039; was one of the first fighter classes that were spotted and designated after the destruction of the GTC &#039;&#039;Vigilant&#039;&#039;. Terran operatives acquired four of these fighters and retrofitted them to Terran standards. Then, [[Special Operations Command]] launched a mission beyond the second [[Knossos]] device to reconnoiter the area.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Advanced Space Superiority|Triton Dynamics|Excellent|75.0 - N/A|135.0|Very Heavy|475|700|17.8}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&amp;lt;i&amp;gt;Easily one of the best fighters, if not the best. A simple joy to fly. Only weak point is the 4 gun mounts, but even then the other stats are so ridiculous you can wreak havoc.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Superior to the Shivan original [[SF Mara|Mara]] just like Snipes says.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As odd as it sounds, [[Into the Lion&#039;s Den]] is actually somewhat unkind to the Terran Mara, as you spend most of your time scrambling between widely spaced targets and don&#039;t really get the chance to stop and dogfight it much. Still, as can be seen from the above commentary, even a tiny taste of the SF Mara (Terrans) capablities is enough to make most people fall in love.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Best.  Damn.  Ship.  Ever.  Too bad Volition didn&#039;t make a mission where you could exploit it to its fullest extent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My favorite fighter in the game. Sure, you could say the Erinyes has 8 gun banks to the Mara&#039;s 4, but the Mara has nearly twice the missile capacity and is significantly faster and more maneuverable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dream to fly. It&#039;s beyond a doubt the best fighter you can get your hands on. The only downside, as stated before, is four primary mounts and that the single mission doesn&#039;t really give you many chances to dogfight with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mara is a dream come true for any GTVA pilot. Not only is it very agile, it has a large afterburner capacity and cavernous missile banks. This, coupled with a massive reactor core that generates and recharges enough power to fire [[GTW UD-8 Kayser|Kaysers]] like [[GTW Subach HL-7|Subachs]], makes the Mara superior to any other GTVA fighter in almost every, if not every, respect. To get an idea of how big the Mara&#039;s banks are, here are some statistics: it can hold 42 [[GTM Harpoon|Harpoon]]s in &#039;&#039;&#039;each&#039;&#039;&#039; of its two missile banks. That equates to 84 [[GTM Tornado|Tornado]]s per bank. Not even the [[GVF Tauret]] can compare to that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some credit the Mara with an ultra-powerful reactor because of its ability to shoot twin Kaysers with minimal energy drain, but before one uses that point, one must bear in mind that it only has four gun mounts. A Perseus can do the same thing. Even so, the speed and maneuverability of the Mara allow it get right up close to enemies, so often times primary firepower isn&#039;t really a problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How the hell does SOC fit so many missiles into this thing?! It&#039;s smaller than the Ares, yet it has even larger missile banks! And the armor isn&#039;t that thin, the Comm Nodes just explode VERY violently (antimatter, perhaps?). In any case, this is the uber-fighter. No serious weaknesses, and thick enough shields to take the brunt of any standard fighter weapon, including the UD-8 Kayser. If the GTVA could mass-produce these...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Terran Mara is far more powerful than any canon Terran, Vasudan, or Shivan fighter. It has the missile capacity of the Ares and Tauret, somewhat better armor than the Ares, the shielding of a medium bomber, and the speed and maneuverability of a space superiority fighter. It doesn&#039;t even suffer from the usual weakness of Shivan fighters, namely a weak hull. The only real downside to this awesome fighter is that it has four gun mounts - average for a space superiority fighter, but not really consistent with the otherwise grossly overpowered theme of this craft.&lt;br /&gt;
&lt;br /&gt;
I do think that the SF Mara (terrans) is the best fightercraft in the game. While it may have only four gunpoints, with two guns to each of the two banks, one might think that this may be a weakness--it really isn&#039;t. The Kayser can be fired for some time before running low on power, so this &amp;quot;weakness&amp;quot; isn&#039;t very significant. However, it does have a weakness that is much more serious than this, and it&#039;s the fact that it&#039;s only compatible with the Subach HL-7 and the Kayser, and no other gun. Nevertheless, this being the most serious weakness for this fighter, it doesn&#039;t really slow it down much, since the Kayser is widely thought as being the best weapon in the game. Plus, even if you can&#039;t carry the Maxim to disarm capships from afar, the heavy shielding and hull of the Terran Mara can allow you to get up close to turrets in order to knock them out and not take a lot of damage to yourself while doing it (though using Trebuchets is a better idea, since there isn&#039;t as much risk involved). Needless to say, this is the ship that trades in Primary Weapon Compatibility with high energy capacity/recharge rate, even a higher secondary payload, higher shielding and hull than the original Mara while retaining its well-known maneuverability.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Trebuchet&amp;diff=19929</id>
		<title>GTM Trebuchet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Trebuchet&amp;diff=19929"/>
		<updated>2009-01-02T03:20:55Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTM-55 Trebuchet&#039;&#039;&#039; is a specialized tool developed to assist guarding vessels in the interception of bombers at maximum range before they can deploy their torpedoes.  With a range of 5km, this missile has the longest reach of any fighter-mounted system, and can inflict devestating damage even to heavily shielded bombers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The primary disadvantages of this weapon are that it lacks agility,  and that it&#039;s a bulky peice of equipment.  While few bombers are nimble enough to even think about evading an incoming Trebuchet, the missile doesn&#039;t stand a very good chance of hitting any type of fighter.  This wouldn&#039;t normally be a large problem for such a specialized system as this, but it is amplified because of each missile&#039;s size, making each fighter able to carry only a few rounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some pilots have reported a high degree of success using this weapon as a sort of light tactical torpedo.  While the missile doesn&#039;t have anywhere near the effective payload of a [[GTM Cyclops]],  it does have the advantages of being longer-ranged, compatible with many fighters and interceptors, and that anti-torpedo defense systems cannot target and destroy an incoming Trebuchet.  Pilots disable a target ship&#039;s anti-fighter beams and flak from a safe distance, then move in for the kill with heavier ordnance. GTVA Command is considering an analysis program to explore this tactic from both an offensive and defensive standpoint.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Trebuchet_320x240.jpg]]|caption=The GTM-55 Trebuchet}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|5 040|6.0|280|840|Average|315|Poor|175|Full|840|20 / 40|Aspect Seeking|N / A|3.5 s|3.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Long-range anti-bomber/anti-subsystem missile. Range of 5 kilometers so you can keep people well out of bomb or beam range from the ship you&#039;re escorting. Effective at taking out turrets in addition to bombers, a useful missile for all escort missions. And any fighter that takes a hit from a Treb is in deep trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dual Trebuchets can take out virtually any fighter or bomber. The only fault this missile has is its lack of maneuverability, and the space they take up in your secondary slots. Always pick up a rack of these if you&#039;re flying intercept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re flying escort, there is nothing better: a rack of 5, and you&#039;ve destroyed 3/4 of any enemy wing before it&#039;s in range to fire on your escorted ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarkably effective weapon, The only time &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt;  to use Trebuchets is inside of range 1300 (approx), at that range its accuracy drops off sharply; better to switch to [[GTM Harpoon|Harpoons]], [[GTM Tornado|Tornados]] or to use primaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In some missions, if the enemy consists of slower fighters like Mara, Basilisk, Aeshma, Herc II, Seth, and Tauret, and they are quite far away (&amp;gt;3000 m), a single Treb missile can knock them out of the water.  I kid you not, in the campaign mission [[Bearbaiting]], after the Sathanas has jumped out and the Beleth has been destroyed, some fighters may still appear around 3 klicks out.  Use any remaining Trebs against these fighters from long range and you&#039;ll be astonished as to how it can take them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Phoenix V has nothing on this. While the Phoenix was more of a heavy Interceptor missile, this is in a class of its own. It will destroy any target at long range 80% of the time. Never use this at short range except in a pinch against the most un-manoeuvrable of targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Best anti-bomber/anti-turret/anti-subsystem missile ever. Too bad your AI teammates won&#039;t fire them (but then again, enemy SF Maras, which have Trebuchets by default, won&#039;t fire them either). Funnily enough, in the Inferno R1 mod for Retail Freespace (I didn&#039;t use FreeSpace Open for this one), the Sniper missile is nearly identical to this one, except that the AI finally fires them, for once.&lt;br /&gt;
&lt;br /&gt;
Edit: I hope someone finds a fix for this Trebuchet bug soon...it would really rock if the AI would use them in the normal campaigns. Some people say that the &amp;quot;huge&amp;quot; flag is responsible for the AI not firing the Trebuchets, but I disagree. The Stiletto II Missile also has the &amp;quot;huge&amp;quot; flag according to the FS2 Weapon Table but that doesn&#039;t stop the AI from firing them. One time I armed a Leviathan with Trebuchets so that it would fire them from its missile launcher and it fired them with no problem at all. Someone in the forums here has said something about that, so I gave it a try and it worked...if only the AI fighters could do the same thing...*sigh.* The solution may lie in looking into the Inferno R1 campaign and see how they made it so that the AI fire the Sniper Missiles (which are basically the same thing as Trebuchets).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Trebuchet&amp;diff=19928</id>
		<title>GTM Trebuchet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Trebuchet&amp;diff=19928"/>
		<updated>2009-01-02T03:07:50Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTM-55 Trebuchet&#039;&#039;&#039; is a specialized tool developed to assist guarding vessels in the interception of bombers at maximum range before they can deploy their torpedoes.  With a range of 5km, this missile has the longest reach of any fighter-mounted system, and can inflict devestating damage even to heavily shielded bombers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The primary disadvantages of this weapon are that it lacks agility,  and that it&#039;s a bulky peice of equipment.  While few bombers are nimble enough to even think about evading an incoming Trebuchet, the missile doesn&#039;t stand a very good chance of hitting any type of fighter.  This wouldn&#039;t normally be a large problem for such a specialized system as this, but it is amplified because of each missile&#039;s size, making each fighter able to carry only a few rounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some pilots have reported a high degree of success using this weapon as a sort of light tactical torpedo.  While the missile doesn&#039;t have anywhere near the effective payload of a [[GTM Cyclops]],  it does have the advantages of being longer-ranged, compatible with many fighters and interceptors, and that anti-torpedo defense systems cannot target and destroy an incoming Trebuchet.  Pilots disable a target ship&#039;s anti-fighter beams and flak from a safe distance, then move in for the kill with heavier ordnance. GTVA Command is considering an analysis program to explore this tactic from both an offensive and defensive standpoint.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Trebuchet_320x240.jpg]]|caption=The GTM-55 Trebuchet}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|5 040|6.0|280|840|Average|315|Poor|175|Full|840|20 / 40|Aspect Seeking|N / A|3.5 s|3.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Long-range anti-bomber/anti-subsystem missile. Range of 5 kilometers so you can keep people well out of bomb or beam range from the ship you&#039;re escorting. Effective at taking out turrets in addition to bombers, a useful missile for all escort missions. And any fighter that takes a hit from a Treb is in deep trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dual Trebuchets can take out virtually any fighter or bomber. The only fault this missile has is its lack of maneuverability, and the space they take up in your secondary slots. Always pick up a rack of these if you&#039;re flying intercept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re flying escort, there is nothing better: a rack of 5, and you&#039;ve destroyed 3/4 of any enemy wing before it&#039;s in range to fire on your escorted ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarkably effective weapon, The only time &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt;  to use Trebuchets is inside of range 1300 (approx), at that range its accuracy drops off sharply; better to switch to [[GTM Harpoon|Harpoons]], [[GTM Tornado|Tornados]] or to use primaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In some missions, if the enemy consists of slower fighters like Mara, Basilisk, Aeshma, Herc II, Seth, and Tauret, and they are quite far away (&amp;gt;3000 m), a single Treb missile can knock them out of the water.  I kid you not, in the campaign mission [[Bearbaiting]], after the Sathanas has jumped out and the Beleth has been destroyed, some fighters may still appear around 3 klicks out.  Use any remaining Trebs against these fighters from long range and you&#039;ll be astonished as to how it can take them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Phoenix V has nothing on this. While the Phoenix was more of a heavy Interceptor missile, this is in a class of its own. It will destroy any target at long range 80% of the time. Never use this at short range except in a pinch against the most un-manoeuvrable of targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Best anti-bomber/anti-turret/anti-subsystem missile ever. Too bad your AI teammates won&#039;t fire them (but then again, enemy SF Maras, which have Trebuchets by default, won&#039;t fire them either). Funnily enough, in the Inferno R1 mod for Retail Freespace (I didn&#039;t use FreeSpace Open for this one), the Sniper missile is nearly identical to this one, except that the AI finally fires them, for once.&lt;br /&gt;
&lt;br /&gt;
Edit: I hope someone finds a fix for this Trebuchet bug soon...it would really rock if the AI would use them in the normal campaigns. Some people say that the &amp;quot;huge&amp;quot; flag is responsible for the AI not firing the Trebuchets, but I disagree. The Stiletto II Missile also has the &amp;quot;huge&amp;quot; flag but that doesn&#039;t stop the AI from firing them. One time I armed a Leviathan with Trebuchets so that it would fire them from its missile launcher and it fired them with no problem at all. Someone in the forums here has said something about that, so I gave it a try and it worked...if only the AI fighters could do the same thing...*sigh.* The solution may lie in looking into the Inferno R1 campaign and see how they made it so that the AI fire the Sniper Missiles (which are basically the same thing as Trebuchets).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Trebuchet&amp;diff=19927</id>
		<title>GTM Trebuchet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Trebuchet&amp;diff=19927"/>
		<updated>2009-01-02T03:05:44Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTM-55 Trebuchet&#039;&#039;&#039; is a specialized tool developed to assist guarding vessels in the interception of bombers at maximum range before they can deploy their torpedoes.  With a range of 5km, this missile has the longest reach of any fighter-mounted system, and can inflict devestating damage even to heavily shielded bombers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The primary disadvantages of this weapon are that it lacks agility,  and that it&#039;s a bulky peice of equipment.  While few bombers are nimble enough to even think about evading an incoming Trebuchet, the missile doesn&#039;t stand a very good chance of hitting any type of fighter.  This wouldn&#039;t normally be a large problem for such a specialized system as this, but it is amplified because of each missile&#039;s size, making each fighter able to carry only a few rounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some pilots have reported a high degree of success using this weapon as a sort of light tactical torpedo.  While the missile doesn&#039;t have anywhere near the effective payload of a [[GTM Cyclops]],  it does have the advantages of being longer-ranged, compatible with many fighters and interceptors, and that anti-torpedo defense systems cannot target and destroy an incoming Trebuchet.  Pilots disable a target ship&#039;s anti-fighter beams and flak from a safe distance, then move in for the kill with heavier ordnance. GTVA Command is considering an analysis program to explore this tactic from both an offensive and defensive standpoint.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Trebuchet_320x240.jpg]]|caption=The GTM-55 Trebuchet}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|5 040|6.0|280|840|Average|315|Poor|175|Full|840|20 / 40|Aspect Seeking|N / A|3.5 s|3.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Long-range anti-bomber/anti-subsystem missile. Range of 5 kilometers so you can keep people well out of bomb or beam range from the ship you&#039;re escorting. Effective at taking out turrets in addition to bombers, a useful missile for all escort missions. And any fighter that takes a hit from a Treb is in deep trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dual Trebuchets can take out virtually any fighter or bomber. The only fault this missile has is its lack of maneuverability, and the space they take up in your secondary slots. Always pick up a rack of these if you&#039;re flying intercept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re flying escort, there is nothing better: a rack of 5, and you&#039;ve destroyed 3/4 of any enemy wing before it&#039;s in range to fire on your escorted ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarkably effective weapon, The only time &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt;  to use Trebuchets is inside of range 1300 (approx), at that range its accuracy drops off sharply; better to switch to [[GTM Harpoon|Harpoons]], [[GTM Tornado|Tornados]] or to use primaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In some missions, if the enemy consists of slower fighters like Mara, Basilisk, Aeshma, Herc II, Seth, and Tauret, and they are quite far away (&amp;gt;3000 m), a single Treb missile can knock them out of the water.  I kid you not, in the campaign mission [[Bearbaiting]], after the Sathanas has jumped out and the Beleth has been destroyed, some fighters may still appear around 3 klicks out.  Use any remaining Trebs against these fighters from long range and you&#039;ll be astonished as to how it can take them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Phoenix V has nothing on this. While the Phoenix was more of a heavy Interceptor missile, this is in a class of its own. It will destroy any target at long range 80% of the time. Never use this at short range except in a pinch against the most un-manoeuvrable of targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Best anti-bomber/anti-turret/anti-subsystem missile ever. Too bad your AI teammates won&#039;t fire them (but then again, enemy SF Maras, which have Trebuchets by default, won&#039;t fire them either). Funnily enough, in the Inferno R1 mod for Retail Freespace (I didn&#039;t use FreeSpace Open for this one), the Sniper missile is nearly identical to this one, except that the AI finally fires them, for once.&lt;br /&gt;
&lt;br /&gt;
Edit: I hope someone finds a fix for this Trebuchet bug soon...it would really rock if the AI would use them in the normal campaigns. Some people say that the &amp;quot;huge&amp;quot; flag is responsible for the AI not firing the Trebuchets, but I disagree. The Stiletto II Missile also has the &amp;quot;huge&amp;quot; flag but that doesn&#039;t stop the AI from firing them. One time I armed a Leviathan with Trebuchets so that it would fire them from its missile launcher and it fired them with no problem at all. Someone in the forums here has said something about that, so I gave it a try and it worked...if only the AI fighters could do the same thing...*sigh.*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Trebuchet&amp;diff=19926</id>
		<title>GTM Trebuchet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Trebuchet&amp;diff=19926"/>
		<updated>2009-01-02T03:03:20Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTM-55 Trebuchet&#039;&#039;&#039; is a specialized tool developed to assist guarding vessels in the interception of bombers at maximum range before they can deploy their torpedoes.  With a range of 5km, this missile has the longest reach of any fighter-mounted system, and can inflict devestating damage even to heavily shielded bombers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The primary disadvantages of this weapon are that it lacks agility,  and that it&#039;s a bulky peice of equipment.  While few bombers are nimble enough to even think about evading an incoming Trebuchet, the missile doesn&#039;t stand a very good chance of hitting any type of fighter.  This wouldn&#039;t normally be a large problem for such a specialized system as this, but it is amplified because of each missile&#039;s size, making each fighter able to carry only a few rounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some pilots have reported a high degree of success using this weapon as a sort of light tactical torpedo.  While the missile doesn&#039;t have anywhere near the effective payload of a [[GTM Cyclops]],  it does have the advantages of being longer-ranged, compatible with many fighters and interceptors, and that anti-torpedo defense systems cannot target and destroy an incoming Trebuchet.  Pilots disable a target ship&#039;s anti-fighter beams and flak from a safe distance, then move in for the kill with heavier ordnance. GTVA Command is considering an analysis program to explore this tactic from both an offensive and defensive standpoint.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Trebuchet_320x240.jpg]]|caption=The GTM-55 Trebuchet}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|5 040|6.0|280|840|Average|315|Poor|175|Full|840|20 / 40|Aspect Seeking|N / A|3.5 s|3.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Long-range anti-bomber/anti-subsystem missile. Range of 5 kilometers so you can keep people well out of bomb or beam range from the ship you&#039;re escorting. Effective at taking out turrets in addition to bombers, a useful missile for all escort missions. And any fighter that takes a hit from a Treb is in deep trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dual Trebuchets can take out virtually any fighter or bomber. The only fault this missile has is its lack of maneuverability, and the space they take up in your secondary slots. Always pick up a rack of these if you&#039;re flying intercept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re flying escort, there is nothing better: a rack of 5, and you&#039;ve destroyed 3/4 of any enemy wing before it&#039;s in range to fire on your escorted ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarkably effective weapon, The only time &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt;  to use Trebuchets is inside of range 1300 (approx), at that range its accuracy drops off sharply; better to switch to [[GTM Harpoon|Harpoons]], [[GTM Tornado|Tornados]] or to use primaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In some missions, if the enemy consists of slower fighters like Mara, Basilisk, Aeshma, Herc II, Seth, and Tauret, and they are quite far away (&amp;gt;3000 m), a single Treb missile can knock them out of the water.  I kid you not, in the campaign mission [[Bearbaiting]], after the Sathanas has jumped out and the Beleth has been destroyed, some fighters may still appear around 3 klicks out.  Use any remaining Trebs against these fighters from long range and you&#039;ll be astonished as to how it can take them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Phoenix V has nothing on this. While the Phoenix was more of a heavy Interceptor missile, this is in a class of its own. It will destroy any target at long range 80% of the time. Never use this at short range except in a pinch against the most un-manoeuvrable of targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Best anti-bomber/anti-turret/anti-subsystem missile ever. Too bad your AI teammates won&#039;t fire them (but then again, enemy SF Maras, which have Trebuchets by default, won&#039;t fire them either). Funnily enough, in the Inferno R1 mod for Retail Freespace (I didn&#039;t use FreeSpace Open for this one), the Sniper missile is nearly identical to this one, except that the AI finally fires them, for once.&lt;br /&gt;
&lt;br /&gt;
Edit: I hope someone finds a fix for this Trebuchet bug soon...it would really rock if the AI would use them in the normal campaigns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19880</id>
		<title>GTW Avenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19880"/>
		<updated>2008-12-30T14:43:27Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-15 Avenger Cannon&#039;&#039;&#039; is a [[primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Avenger_320x240.jpg]]|caption=The GTW-15 Avenger Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it.  It&#039;s extra damage against hulls make it one of the best anti cruiser weapons.  It has also proven very effective against Vasudan fighters.  However, it&#039;s substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|1000|4|525|20|Full|20|Good|13.6|Poor|5.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===The heist of the prototype===&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Heist of the Avenger Prototype]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Avenger is a fine weapon due to the lower energy demand; it is sometimes even more ideal than the Prometheus. Why? Because therefore you don&#039;t have to divert so much power on your lasers and you are able to have more energy on shields and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I always like coupling this with a [[GTW Flail|GTW-32 Flail Rifle]]. I call it the &amp;quot;hook and flail&amp;quot; combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s speed, and therefore its accuracy, is greater than that of the [[GTW Prometheus]] as well. If you don&#039;t have excellent aim or intend to engage at fair distances, the Avenger serves well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A surprisingly good weapon. The Prometheus does have roughly 25% better damage against shields (8x4 shots vs 6x4 shots to remove a Basilisk&#039;s rear shield). However, the rate of fire, low energy use, and travel speed give this weapon some desirability over the Prometheus. The Avenger is extremely good against hull plating, and is a great partner for the Banshee... which will strip the shield in a couple of shots regardless. On its own, it may not be as great as the Prometheus, but the Avenger is a great choice when combined with a shield stripping weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear why GTVA Command would see fit to replace this perfectly serviceable gun (expendibles; uses ammunition) with the considerably inferior Subach HL-7, especially with the fluff about the Subachs being expensive. The Avenger&#039;s higher damage ratings more than offset its slightly slower rate of fire when compared to the Subach. It is, in fact, still a good weapon to use in the FS2 timeline, at least until the Prometheus S makes it obsolete again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is hands-down the BEST gun in the game, even better than the Prometheus! Here&#039;s why. The damage per second on hulls is marginally lower than that of the Prometheus...the Prometheus does 86.67 per second, and the Avenger does 80 per second. Yet the surprise comes when you look at the shield damage per second. The Avenger does 54.4 and the Prometheus does 46.67! The Avenger is more damaging to shields than the Prometheus is damaging to hulls. Since shields can recharge and heal, shield damage should be given higher priority over hull damage. Also, many fighters, if not most, have more shield hitpoints than hull hit-points. Also consider that the Avenger has a higher projectile velocity, which means that you don&#039;t have to lead much to hit your targets and that the targets have less time to change direction to cause the shot to miss as well. The higher fire rate of the Avenger also makes it easier to hit targets than the Prometheus, since the gaps between shots are smaller and this factor makes it more difficult for targets to try to dodge the shots. It also has a longer range than the Prometheus. On top of that, the Avenger saves more gun power than the Prometheus! Needless to say, I always arm this gun in as many fighters as I can, and if I can&#039;t, I try to load this gun into every topmost primary weapon slot on each fighter that I can. I looked into this as a result of seeing some sort of text file on the internet explaining why the Avenger was a little bit better than the Prometheus, but I lost the link to it and I don&#039;t remember where it was. The numerical details here are taken from the FS1 weapon comparison tables link at the upper right hand portion of the page.&lt;br /&gt;
&lt;br /&gt;
Remember, this isn&#039;t the only time Volition posted inaccurate data regarding the weapon damage (in FS1, the &amp;quot;Damage&amp;quot; for the Avenger was &amp;quot;Medium&amp;quot; and the &amp;quot;Damage&amp;quot; for the Prometheus was &amp;quot;Very High&amp;quot; when you&#039;re in the weapon loadout selection area). They also did the same thing in FS2, where they said that the Prometheus-S had Shield Damage Level 4 and Hull Damage level 5 or 6 or something like that, when the same weapon had HIGHER shield damage than hull damage according to the FS2 weapon comparison tables located near the upper-right hand corner of this page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19879</id>
		<title>GTW Avenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19879"/>
		<updated>2008-12-30T14:42:29Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-15 Avenger Cannon&#039;&#039;&#039; is a [[primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Avenger_320x240.jpg]]|caption=The GTW-15 Avenger Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it.  It&#039;s extra damage against hulls make it one of the best anti cruiser weapons.  It has also proven very effective against Vasudan fighters.  However, it&#039;s substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|1000|4|525|20|Full|20|Good|13.6|Poor|5.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===The heist of the prototype===&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Heist of the Avenger Prototype]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Avenger is a fine weapon due to the lower energy demand; it is sometimes even more ideal than the Prometheus. Why? Because therefore you don&#039;t have to divert so much power on your lasers and you are able to have more energy on shields and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I always like coupling this with a [[GTW Flail|GTW-32 Flail Rifle]]. I call it the &amp;quot;hook and flail&amp;quot; combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s speed, and therefore its accuracy, is greater than that of the [[GTW Prometheus]] as well. If you don&#039;t have excellent aim or intend to engage at fair distances, the Avenger serves well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A surprisingly good weapon. The Prometheus does have roughly 25% better damage against shields (8x4 shots vs 6x4 shots to remove a Basilisk&#039;s rear shield). However, the rate of fire, low energy use, and travel speed give this weapon some desirability over the Prometheus. The Avenger is extremely good against hull plating, and is a great partner for the Banshee... which will strip the shield in a couple of shots regardless. On its own, it may not be as great as the Prometheus, but the Avenger is a great choice when combined with a shield stripping weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear why GTVA Command would see fit to replace this perfectly serviceable gun (expendibles; uses ammunition) with the considerably inferior Subach HL-7, especially with the fluff about the Subachs being expensive. The Avenger&#039;s higher damage ratings more than offset its slightly slower rate of fire when compared to the Subach. It is, in fact, still a good weapon to use in the FS2 timeline, at least until the Prometheus S makes it obsolete again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is hands-down the BEST gun in the game, even better than the Prometheus! Here&#039;s why. The damage per second on hulls is marginally lower than that of the Prometheus...the Prometheus does 86.67 per second, and the Avenger does 80 per second. Yet the surprise comes when you look at the shield damage per second. The Avenger does 54.4 and the Prometheus does 46.67! The Avenger is more damaging to shields than the Prometheus is damaging to hulls. Since shields can recharge and heal, shield damage should be given higher priority over hull damage. Also, many fighters, if not most, have more shield hitpoints than hull hit-points. Also consider that the Avenger has a higher projectile velocity, which means that you don&#039;t have to lead much to hit your targets and that the targets have less time to change direction to cause the shot to miss as well. The higher fire rate of the Avenger also makes it easier to hit targets than the Prometheus, since the gaps between shots are smaller and this factor makes it more difficult for targets to try to dodge the shots. It also has a longer range than the Prometheus. On top of that, the Avenger saves more gun power than the Prometheus! Needless to say, I always arm this gun in as many fighters as I can, and if I can&#039;t, I try to load this gun into every topmost primary weapon slot on each fighter that I can. I looked into this as a result of seeing some sort of text file on the internet explaining why the Avenger was a little bit better than the Prometheus, but I lost the link to it and I don&#039;t remember where it was. The numerical details here are taken from the FS1 weapon comparison tables link at the upper right hand portion of the page.&lt;br /&gt;
&lt;br /&gt;
Remember, this isn&#039;t the only time Volition posted inaccurate data regarding the weapon damage (in FS1, the &amp;quot;Damage&amp;quot; for the Avenger was &amp;quot;Medium&amp;quot; and the &amp;quot;Damage&amp;quot; for the Prometheus was &amp;quot;Very High&amp;quot; when you&#039;re in the weapon loadout selection area). They also did the same thing in FS2, where they said that the Prometheus-S had Shield Damage Level 4 and Hull Damage level 5 or 6 or something like that, when THIS version of the Prometheus--the Prometheus-S, had HIGHER shield damage than hull damage according to the FS2 weapon comparison tables located near the upper-right hand corner of this page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19878</id>
		<title>GTW Avenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19878"/>
		<updated>2008-12-30T14:41:44Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-15 Avenger Cannon&#039;&#039;&#039; is a [[primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Avenger_320x240.jpg]]|caption=The GTW-15 Avenger Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it.  It&#039;s extra damage against hulls make it one of the best anti cruiser weapons.  It has also proven very effective against Vasudan fighters.  However, it&#039;s substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|1000|4|525|20|Full|20|Good|13.6|Poor|5.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===The heist of the prototype===&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Heist of the Avenger Prototype]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Avenger is a fine weapon due to the lower energy demand; it is sometimes even more ideal than the Prometheus. Why? Because therefore you don&#039;t have to divert so much power on your lasers and you are able to have more energy on shields and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I always like coupling this with a [[GTW Flail|GTW-32 Flail Rifle]]. I call it the &amp;quot;hook and flail&amp;quot; combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s speed, and therefore its accuracy, is greater than that of the [[GTW Prometheus]] as well. If you don&#039;t have excellent aim or intend to engage at fair distances, the Avenger serves well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A surprisingly good weapon. The Prometheus does have roughly 25% better damage against shields (8x4 shots vs 6x4 shots to remove a Basilisk&#039;s rear shield). However, the rate of fire, low energy use, and travel speed give this weapon some desirability over the Prometheus. The Avenger is extremely good against hull plating, and is a great partner for the Banshee... which will strip the shield in a couple of shots regardless. On its own, it may not be as great as the Prometheus, but the Avenger is a great choice when combined with a shield stripping weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear why GTVA Command would see fit to replace this perfectly serviceable gun (expendibles; uses ammunition) with the considerably inferior Subach HL-7, especially with the fluff about the Subachs being expensive. The Avenger&#039;s higher damage ratings more than offset its slightly slower rate of fire when compared to the Subach. It is, in fact, still a good weapon to use in the FS2 timeline, at least until the Prometheus S makes it obsolete again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is hands-down the BEST gun in the game, even better than the Prometheus! Here&#039;s why. The damage per second on hulls is marginally lower than that of the Prometheus...the Prometheus does 86.67 per second, and the Avenger does 80 per second. Yet the surprise comes when you look at the shield damage per second. The Avenger does 54.4 and the Prometheus does 46.67! The Avenger is more damaging to shields than the Prometheus is damaging to hulls. Since shields can recharge and heal, shield damage should be given higher priority over hull damage. Also, many fighters, if not most, have more shield hitpoints than hull hit-points. Also consider that the Avenger has a higher projectile velocity, which means that you don&#039;t have to lead much to hit your targets and that the targets have less time to change direction to cause the shot to miss as well. The higher fire rate of the Avenger also makes it easier to hit targets than the Prometheus, since the gaps between shots are smaller and this factor makes it more difficult for targets to try to dodge the shots. It also has a longer range than the Prometheus. On top of that, the Avenger saves more gun power than the Prometheus! Needless to say, I always arm this gun in as many fighters as I can, and if I can&#039;t, I try to load this gun into every topmost primary weapon slot on each fighter that I can. I looked into this as a result of seeing some sort of text file on the internet explaining why the Avenger was a little bit better than the Prometheus, but I lost the link to it and I don&#039;t remember where it was. The numerical details here are taken from the FS1 weapon comparison tables link at the upper right hand portion of the page. Remember, this isn&#039;t the only time Volition posted inaccurate data regarding the weapon damage (in FS1, the &amp;quot;Damage&amp;quot; for the Avenger was &amp;quot;Medium&amp;quot; and the &amp;quot;Damage&amp;quot; for the Prometheus was &amp;quot;Very High&amp;quot; when you&#039;re in the weapon loadout selection area). They also did the same thing in FS2, where they said that the Prometheus-S had Shield Damage Level 4 and Hull Damage level 5 or 6 or something like that, when THIS version of the Prometheus--the Prometheus-S, had HIGHER shield damage than hull damage according to the FS2 weapon comparison tables located near the upper-right hand corner of this page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19877</id>
		<title>GTW Avenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19877"/>
		<updated>2008-12-30T14:36:29Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-15 Avenger Cannon&#039;&#039;&#039; is a [[primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Avenger_320x240.jpg]]|caption=The GTW-15 Avenger Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it.  It&#039;s extra damage against hulls make it one of the best anti cruiser weapons.  It has also proven very effective against Vasudan fighters.  However, it&#039;s substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|1000|4|525|20|Full|20|Good|13.6|Poor|5.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===The heist of the prototype===&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Heist of the Avenger Prototype]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Avenger is a fine weapon due to the lower energy demand; it is sometimes even more ideal than the Prometheus. Why? Because therefore you don&#039;t have to divert so much power on your lasers and you are able to have more energy on shields and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I always like coupling this with a [[GTW Flail|GTW-32 Flail Rifle]]. I call it the &amp;quot;hook and flail&amp;quot; combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s speed, and therefore its accuracy, is greater than that of the [[GTW Prometheus]] as well. If you don&#039;t have excellent aim or intend to engage at fair distances, the Avenger serves well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A surprisingly good weapon. The Prometheus does have roughly 25% better damage against shields (8x4 shots vs 6x4 shots to remove a Basilisk&#039;s rear shield). However, the rate of fire, low energy use, and travel speed give this weapon some desirability over the Prometheus. The Avenger is extremely good against hull plating, and is a great partner for the Banshee... which will strip the shield in a couple of shots regardless. On its own, it may not be as great as the Prometheus, but the Avenger is a great choice when combined with a shield stripping weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear why GTVA Command would see fit to replace this perfectly serviceable gun (expendibles; uses ammunition) with the considerably inferior Subach HL-7, especially with the fluff about the Subachs being expensive. The Avenger&#039;s higher damage ratings more than offset its slightly slower rate of fire when compared to the Subach. It is, in fact, still a good weapon to use in the FS2 timeline, at least until the Prometheus S makes it obsolete again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is hands-down the BEST gun in the game, even better than the Prometheus! Here&#039;s why. The damage per second on hulls is marginally lower than that of the Prometheus...the Prometheus does 86.67 per second, and the Avenger does 80 per second. Yet the surprise comes when you look at the shield damage per second. The Avenger does 54.4 and the Prometheus does 46.67! The Avenger is more damaging to shields than the Prometheus is damaging to hulls. Since shields can recharge and heal, shield damage should be given higher priority over hull damage. Also, many fighters, if not most, have more shield hitpoints than hull hit-points. Also consider that the Avenger has a higher projectile velocity, which means that you don&#039;t have to lead much to hit your targets and that the targets have less time to change direction to cause the shot to miss as well. The higher fire rate of the Avenger also makes it easier to hit targets than the Prometheus, since the gaps between shots are smaller and this factor makes it more difficult for targets to try to dodge the shots. It also has a longer range than the Prometheus. On top of that, the Avenger saves more gun power than the Prometheus! Needless to say, I always arm this gun in as many fighters as I can, and if I can&#039;t, I try to load this gun into every topmost primary weapon slot on each fighter that I can. I looked into this as a result of seeing some sort of text file on the internet explaining why the Avenger was a little bit better than the Prometheus, but I lost the link to it and I don&#039;t remember where it was. The numerical details here are taken from the FS1 weapon comparison tables link at the upper right hand portion of the page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19876</id>
		<title>GTW Avenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19876"/>
		<updated>2008-12-30T14:34:45Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-15 Avenger Cannon&#039;&#039;&#039; is a [[primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Avenger_320x240.jpg]]|caption=The GTW-15 Avenger Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it.  It&#039;s extra damage against hulls make it one of the best anti cruiser weapons.  It has also proven very effective against Vasudan fighters.  However, it&#039;s substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|1000|4|525|20|Full|20|Good|13.6|Poor|5.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===The heist of the prototype===&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Heist of the Avenger Prototype]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Avenger is a fine weapon due to the lower energy demand; it is sometimes even more ideal than the Prometheus. Why? Because therefore you don&#039;t have to divert so much power on your lasers and you are able to have more energy on shields and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I always like coupling this with a [[GTW Flail|GTW-32 Flail Rifle]]. I call it the &amp;quot;hook and flail&amp;quot; combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s speed, and therefore its accuracy, is greater than that of the [[GTW Prometheus]] as well. If you don&#039;t have excellent aim or intend to engage at fair distances, the Avenger serves well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A surprisingly good weapon. The Prometheus does have roughly 25% better damage against shields (8x4 shots vs 6x4 shots to remove a Basilisk&#039;s rear shield). However, the rate of fire, low energy use, and travel speed give this weapon some desirability over the Prometheus. The Avenger is extremely good against hull plating, and is a great partner for the Banshee... which will strip the shield in a couple of shots regardless. On its own, it may not be as great as the Prometheus, but the Avenger is a great choice when combined with a shield stripping weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear why GTVA Command would see fit to replace this perfectly serviceable gun (expendibles; uses ammunition) with the considerably inferior Subach HL-7, especially with the fluff about the Subachs being expensive. The Avenger&#039;s higher damage ratings more than offset its slightly slower rate of fire when compared to the Subach. It is, in fact, still a good weapon to use in the FS2 timeline, at least until the Prometheus S makes it obsolete again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is hands-down the BEST gun in the game, even better than the Prometheus! Here&#039;s why. The damage per second on hulls is marginally lower than that of the Prometheus...the Prometheus does 86.67 per second, and the Avenger does 80 per second. Yet the surprise comes when you look at the shield damage per second. The Avenger does 54.4 and the Prometheus does 46.67! The Avenger is more damaging to shields than the Prometheus is damaging to hulls. Since shields can recharge and heal, shield damage should be given higher priority over hull damage. Also, many fighters, if not most, have more shield hitpoints than hull hit-points. Also consider that the Avenger has a higher projectile velocity, which means that you don&#039;t have to lead much to hit your targets and that the targets have less time to change direction to cause the shot to miss as well. The higher fire rate of the Avenger also makes it easier to hit targets than the Prometheus, since the gaps between shots are smaller and this factor makes it more difficult for targets to try to dodge the shots. It also has a longer range than the Prometheus. On top of that, the Avenger saves more gun power than the Prometheus! Needless to say, I always arm this gun to the top gun slot in as many fighters as I can. I looked into this as a result of seeing some sort of text file on the internet explaining why the Avenger was a little bit better than the Prometheus, but I lost the link to it and I don&#039;t remember where it was. The numerical details here are taken from the FS1 weapon comparison tables link at the upper right hand portion of the page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19875</id>
		<title>GTW Avenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19875"/>
		<updated>2008-12-30T14:33:55Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-15 Avenger Cannon&#039;&#039;&#039; is a [[primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Avenger_320x240.jpg]]|caption=The GTW-15 Avenger Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it.  It&#039;s extra damage against hulls make it one of the best anti cruiser weapons.  It has also proven very effective against Vasudan fighters.  However, it&#039;s substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|1000|4|525|20|Full|20|Good|13.6|Poor|5.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===The heist of the prototype===&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Heist of the Avenger Prototype]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Avenger is a fine weapon due to the lower energy demand; it is sometimes even more ideal than the Prometheus. Why? Because therefore you don&#039;t have to divert so much power on your lasers and you are able to have more energy on shields and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I always like coupling this with a [[GTW Flail|GTW-32 Flail Rifle]]. I call it the &amp;quot;hook and flail&amp;quot; combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s speed, and therefore its accuracy, is greater than that of the [[GTW Prometheus]] as well. If you don&#039;t have excellent aim or intend to engage at fair distances, the Avenger serves well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A surprisingly good weapon. The Prometheus does have roughly 25% better damage against shields (8x4 shots vs 6x4 shots to remove a Basilisk&#039;s rear shield). However, the rate of fire, low energy use, and travel speed give this weapon some desirability over the Prometheus. The Avenger is extremely good against hull plating, and is a great partner for the Banshee... which will strip the shield in a couple of shots regardless. On its own, it may not be as great as the Prometheus, but the Avenger is a great choice when combined with a shield stripping weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear why GTVA Command would see fit to replace this perfectly serviceable gun (expendibles; uses ammunition) with the considerably inferior Subach HL-7, especially with the fluff about the Subachs being expensive. The Avenger&#039;s higher damage ratings more than offset its slightly slower rate of fire when compared to the Subach. It is, in fact, still a good weapon to use in the FS2 timeline, at least until the Prometheus S makes it obsolete again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is hands-down the BEST gun in the game, even better than the Prometheus! Here&#039;s why. The damage per second on hulls is marginally lower than that of the Prometheus...the Prometheus does 86.67 per second, and the Avenger does 80 per second. Yet the surprise comes when you look at the shield damage per second. The Avenger does 54.4 and the Prometheus does 46.67! The Avenger is more damaging to shields than the Prometheus is damaging to hulls. Since shields can recharge and heal, shield damage should be given higher priority over hull damage. Also, many fighters, if not most, have more shield hitpoints than hull hit-points. Also consider that the Avenger has a higher projectile velocity, which means that you don&#039;t have to lead much to hit your targets and that the targets have less time to change direction to cause the shot to miss as well. The higher fire rate of the Avenger also makes it easier to hit targets than the Prometheus, since the gaps between shots are smaller and this factor makes it more difficult for targets to try to dodge the shots. It also has a longer range than the Prometheus. On top of that, the Avenger saves more gun power than the Prometheus! I always arm this gun to the top gun slot in as many fighters as I can, and it&#039;s easy to see why. I looked into this as a result of seeing some sort of text file on the internet explaining why the Avenger was a little bit better than the Prometheus, but I lost the link to it and I don&#039;t remember where it was. The numerical details here are taken from the FS1 weapon comparison tables link at the upper right hand portion of the page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19874</id>
		<title>GTW Avenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19874"/>
		<updated>2008-12-30T14:32:39Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-15 Avenger Cannon&#039;&#039;&#039; is a [[primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Avenger_320x240.jpg]]|caption=The GTW-15 Avenger Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it.  It&#039;s extra damage against hulls make it one of the best anti cruiser weapons.  It has also proven very effective against Vasudan fighters.  However, it&#039;s substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|1000|4|525|20|Full|20|Good|13.6|Poor|5.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===The heist of the prototype===&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Heist of the Avenger Prototype]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Avenger is a fine weapon due to the lower energy demand; it is sometimes even more ideal than the Prometheus. Why? Because therefore you don&#039;t have to divert so much power on your lasers and you are able to have more energy on shields and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I always like coupling this with a [[GTW Flail|GTW-32 Flail Rifle]]. I call it the &amp;quot;hook and flail&amp;quot; combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s speed, and therefore its accuracy, is greater than that of the [[GTW Prometheus]] as well. If you don&#039;t have excellent aim or intend to engage at fair distances, the Avenger serves well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A surprisingly good weapon. The Prometheus does have roughly 25% better damage against shields (8x4 shots vs 6x4 shots to remove a Basilisk&#039;s rear shield). However, the rate of fire, low energy use, and travel speed give this weapon some desirability over the Prometheus. The Avenger is extremely good against hull plating, and is a great partner for the Banshee... which will strip the shield in a couple of shots regardless. On its own, it may not be as great as the Prometheus, but the Avenger is a great choice when combined with a shield stripping weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear why GTVA Command would see fit to replace this perfectly serviceable gun (expendibles; uses ammunition) with the considerably inferior Subach HL-7, especially with the fluff about the Subachs being expensive. The Avenger&#039;s higher damage ratings more than offset its slightly slower rate of fire when compared to the Subach. It is, in fact, still a good weapon to use in the FS2 timeline, at least until the Prometheus S makes it obsolete again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is hands-down the BEST gun in the game, even better than the Prometheus! Here&#039;s why. The damage per second on hulls is marginally lower than that of the Prometheus...the Prometheus does 86.67 per second, and the Avenger does 80 per second. Yet the surprise comes when you look at the shield damage per second. The Avenger does 54.4 and the Prometheus does 46.67! The Avenger is more damaging to shields than the Prometheus is damaging to hulls. Since shields can recharge and heal, shield damage should be given higher priority over hull damage. Also, many fighters, if not most, have more shield hitpoints than hull hit-points. Also consider that the Avenger has a higher projectile velocity, which means that you don&#039;t have to lead much to hit your targets and that the targets have less time to change direction to cause the shot to miss as well. The higher fire rate of the Avenger also makes it easier to hit targets than the Prometheus, since the gaps between shots are smaller and this factor makes it more difficult for targets to try to dodge the shots. On top of that, the Avenger saves more gun power than the Prometheus! I always arm this gun to the top gun slot in as many fighters as I can, and it&#039;s easy to see why. I looked into this as a result of seeing some sort of text file on the internet explaining why the Avenger was a little bit better than the Prometheus, but I lost the link to it and I don&#039;t remember where it was. The numerical details here are taken from the FS1 weapon comparison tables link at the upper right hand portion of the page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19873</id>
		<title>GTW Avenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19873"/>
		<updated>2008-12-30T14:29:48Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-15 Avenger Cannon&#039;&#039;&#039; is a [[primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Avenger_320x240.jpg]]|caption=The GTW-15 Avenger Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it.  It&#039;s extra damage against hulls make it one of the best anti cruiser weapons.  It has also proven very effective against Vasudan fighters.  However, it&#039;s substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|1000|4|525|20|Full|20|Good|13.6|Poor|5.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===The heist of the prototype===&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Heist of the Avenger Prototype]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Avenger is a fine weapon due to the lower energy demand; it is sometimes even more ideal than the Prometheus. Why? Because therefore you don&#039;t have to divert so much power on your lasers and you are able to have more energy on shields and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I always like coupling this with a [[GTW Flail|GTW-32 Flail Rifle]]. I call it the &amp;quot;hook and flail&amp;quot; combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s speed, and therefore its accuracy, is greater than that of the [[GTW Prometheus]] as well. If you don&#039;t have excellent aim or intend to engage at fair distances, the Avenger serves well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A surprisingly good weapon. The Prometheus does have roughly 25% better damage against shields (8x4 shots vs 6x4 shots to remove a Basilisk&#039;s rear shield). However, the rate of fire, low energy use, and travel speed give this weapon some desirability over the Prometheus. The Avenger is extremely good against hull plating, and is a great partner for the Banshee... which will strip the shield in a couple of shots regardless. On its own, it may not be as great as the Prometheus, but the Avenger is a great choice when combined with a shield stripping weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear why GTVA Command would see fit to replace this perfectly serviceable gun (expendibles; uses ammunition) with the considerably inferior Subach HL-7, especially with the fluff about the Subachs being expensive. The Avenger&#039;s higher damage ratings more than offset its slightly slower rate of fire when compared to the Subach. It is, in fact, still a good weapon to use in the FS2 timeline, at least until the Prometheus S makes it obsolete again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is hands-down the BEST gun in the game, even better than the Prometheus! Here&#039;s why. The damage per second on hulls is marginally lower than that of the Prometheus...the Prometheus does 86.67 per second, and the Avenger does 80 per second. Yet the surprise comes when you look at the shield damage per second. The Avenger does 54.4 and the Prometheus does 46.67! The Avenger is more damaging to shields than the Prometheus is damaging to hulls. Since shields can recharge and heal, shield damage should be given higher priority over hull damage. Also, many fighters, if not most, have more shield hitpoints than hull hit-points. Also consider that the Avenger has a higher projectile velocity, which means that you don&#039;t have to lead much to hit your targets and that the targets have less time to change direction to cause the shot to miss as well. The higher fire rate of the Avenger also makes it easier to hit targets than the Prometheus, since the gaps between shots are smaller and this factor makes it more difficult for targets to try to dodge the shots. On top of that, the Avenger saves more gun power than the Prometheus! I always arm this gun to the top gun slot in as many fighters as I can, and it&#039;s easy to see why. I looked into this as a result of seeing some sort of text file on the internet explaining why the Avenger was a little bit better than the Prometheus, but I lost the link to it and I don&#039;t remember where it was.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19872</id>
		<title>GTW Avenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=19872"/>
		<updated>2008-12-30T14:28:37Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-15 Avenger Cannon&#039;&#039;&#039; is a [[primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Avenger_320x240.jpg]]|caption=The GTW-15 Avenger Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it.  It&#039;s extra damage against hulls make it one of the best anti cruiser weapons.  It has also proven very effective against Vasudan fighters.  However, it&#039;s substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|1000|4|525|20|Full|20|Good|13.6|Poor|5.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===The heist of the prototype===&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Heist of the Avenger Prototype]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Avenger is a fine weapon due to the lower energy demand; it is sometimes even more ideal than the Prometheus. Why? Because therefore you don&#039;t have to divert so much power on your lasers and you are able to have more energy on shields and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I always like coupling this with a [[GTW Flail|GTW-32 Flail Rifle]]. I call it the &amp;quot;hook and flail&amp;quot; combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s speed, and therefore its accuracy, is greater than that of the [[GTW Prometheus]] as well. If you don&#039;t have excellent aim or intend to engage at fair distances, the Avenger serves well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A surprisingly good weapon. The Prometheus does have roughly 25% better damage against shields (8x4 shots vs 6x4 shots to remove a Basilisk&#039;s rear shield). However, the rate of fire, low energy use, and travel speed give this weapon some desirability over the Prometheus. The Avenger is extremely good against hull plating, and is a great partner for the Banshee... which will strip the shield in a couple of shots regardless. On its own, it may not be as great as the Prometheus, but the Avenger is a great choice when combined with a shield stripping weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear why GTVA Command would see fit to replace this perfectly serviceable gun (expendibles; uses ammunition) with the considerably inferior Subach HL-7, especially with the fluff about the Subachs being expensive. The Avenger&#039;s higher damage ratings more than offset its slightly slower rate of fire when compared to the Subach. It is, in fact, still a good weapon to use in the FS2 timeline, at least until the Prometheus S makes it obsolete again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is hands-down the BEST gun in the game, even better than the Prometheus! Here&#039;s why. The damage per second on hulls is marginally lower than that of the Prometheus...the Prometheus does 86.67 per second, and the Avenger does 80 per second. Yet the surprise comes when you look at the shield damage per second. The Avenger does 54.4 and the Prometheus does 46.67! The Avenger is more damaging to shields than the Prometheus is damaging to hulls. Since shields can recharge and heal, shield damage should be given higher priority over hull damage. Also, many fighters, if not most, have more shield hitpoints than hull hit-points. Also consider that the Avenger has a higher projectile velocity, which means that you don&#039;t have to lead much to hit your targets and that the targets have less time to change direction to cause the shot to miss as well. The higher fire rate of the Avenger also makes it easier to hit targets than the Prometheus, since the gaps between shots are smaller and this factor makes it more difficulty for targets to try to dodge the shots. On top of that, the Avenger saves more gun power than the Prometheus! I always arm this gun to the top gun slot in as many fighters as I can, and it&#039;s easy to see why. I looked into this as a result of seeing some sort of text file on the internet explaining why the Avenger was a little bit better than the Prometheus, but I lost the link to it and I don&#039;t remember where it was.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GVF_Tauret&amp;diff=19871</id>
		<title>GVF Tauret</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GVF_Tauret&amp;diff=19871"/>
		<updated>2008-12-30T14:13:27Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:tauret320x240.jpg]]|caption=The GVF Tauret}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GVF Tauret is replacing the Seth as the Vasudans&#039; heavy assault fighter. While integrating cutting-edge technology developed in collaboration with the Terrans, the Tauret boasts a distinctly Vasudan design. Its unusual configuration was inspired by the Apsu-Hek, a creature that once inhabited the deserts of Vasuda Prime. The Apsu-Hek has become an emblem of the Vasudan diaspora, and the Tauret continues the tradition of symbolic design. Armed with four gun mounts and two missile banks, the Tauret has the speed and firepower to challenge both fighters and warships.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Heavy Fighter|Sahr Corporation|Poor|65.0 - 75.0|135.0|Medium|300|530|17.5}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Mekhu HL-7|Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 4&lt;br /&gt;
| [[GTW Mekhu HL-7|Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Mekhu HL-7|Mekhu HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star| Morning Star]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM MX-64|MX-64]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM MX-64|MX-64]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP. Adv|Emp. Adv]], [[GTM Tempest|Tempest]], [[GTM Harpoon|Harpoon]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Stiletto II|Stiletto II]], [[GTM TAG-B|TAG-B]], [[GTM Infyrno|Infyrno]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{comment|&lt;br /&gt;
&#039;&#039;The Tauret is an exceptional Vasudan heavy assault fighter, in the same family as the Hercules Mark II but better in almost every way. It carries an additional pair of guns (6 mounts total), moves faster, and has larger missile bays. It&#039;s still not a really good dogfighter, but for its given role it&#039;s probably the best you could ask for.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tauret has the qualities that make a heavy assault fighter attractive (thick shields, tough hull, near-bottomless secondary bays), yet it also has speed and maneuverablity that are closer to those of a space superiority fighter than an assault. In the hands of a skilled pilot the Tauret can fight on even or nearly even terms with just about any other fighter in the game. Lastly, roll this thought around in your head for awhile: 160 Tornados. That&#039;s the ability to kill 20 enemy fighters or light bombers outright before touching the primaries button.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Small profile except from below or above.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot carry the Maxim gun, thus reducing the effectiveness of this ship against capital ships.  Otherwise, this is a decent Vasudan stand-in for the GTF Erinyes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is probably one of the best Vasudan fighters, if not the best. That &amp;quot;Poor&amp;quot; maneuverability rating is rubbish; this fighter can act as an interceptor, no problem at all! It even has more missile space than the [[GTF Ares]]. Compare this: both missile banks of the Tauret can hold 80 [[GTM Tornado|Tornados]] each, while that of the Ares can only hold 72 in the first bank, and 80 in the second. If [[GTM Hornet|Hornets]] were just as good as Tornados, this ship can literally obliterate anything below corvette class.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tauret is let down by its primary energy supply. Its recharge is respectable, the same as [[GTF Hercules|either]] [[GTF Hercules Mark II|Hercules&#039;]] and greater than the [[GTF Myrmidon|Myrmidon&#039;s]] even if only a little more than half that of the exceptional Ares. However, its energy reserves are scarcely more than half that of the Hercs or Ares and two thirds that of the Myrm. This is a common weakness of Vasudan craft and limits their ability in extended engagements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Don&#039;t fly this fighter like a [[GTF Hercules Mark II|Herc II]]. The Tauret has less shielding than the [[GTF Hercules Mark II|Herc]], has slightly better acceleration, and is slightly less maneuverable as well, but is faster by about 10 m/s when cruising or afterburning. Also as was mentioned before, although it can recharge just as fast as the [[GTF Hercules Mark II|Herc II]] it has an additional two guns, and its weapon energy reserves are 2/3 the size, so don&#039;t put in quad [[GTW UD-8 Kayser|Kaysers]] like you would in an [[GTF Ares|Ares]]. It does, however, has exceptional firepower, with six primary and two 100 [[GTM Hornet|Hornet]] slots. Honestly I&#039;d much prefer losing this fighter and its small speed and firepower advantage for the stamina and hardiness of the [[GTF Hercules Mark II|Herc II]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maneuverability is better than stated, speed is still slightly slow (but faster than the [[GTF Hercules Mark II|Herc II]]), can&#039;t carry the Maxim cannon (but can still carry the Kayser and Prometheus S), cavernous missile banks (both are the same size as the [[GTF Ares|Ares]]&#039; largest bank!)... Load up with Harpoons, Trebs, or Hornets/Tornados and Kaysers/Mekhu HL-7s, fly like a space superiority, and watch your kill count skyrocket.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Man, if only this ship was offered as an option on Clash of the Titans II and Apocalypse, this would be the best Non-Shivan Ship to fly! The Herc II doesn&#039;t have good enough primary firepower; you HAVE to occupy a missile bank with Tempests if you want to help your primaries take out enemy bombers quickly at short range. It&#039;s a waste, but you&#039;ll find out when reading the next paragraph down. Most bombers that come into Clash of the Titans II are Seraphim or Nephilim. While you can use double Trebuchets on them, it&#039;s not likely to kill him with one hit on higher difficulty levels; you also have to wait for the very long rearm time as bombers keep coming in, and the amount that come in will quickly use up your Trebuchet reserves. (The AI won&#039;t fire Trebuchets, either.) The Herc II also just doesn&#039;t have enough juice in terms of speed to really cover the long distances required to take down Bombers.&lt;br /&gt;
&lt;br /&gt;
This means you need something faster. The Erinyes is faster, and has extra guns, which means that if you arm both slots with Subach HL-7s, one of those slots can fulfill the role of the Tempest Dumbfire, which means you will save a missile bank for something more useful, like Harpoons--to be used on those annoying dragons that come when the Bastion gets closer to the node--along with your Trebuchets, for taking out the turrets on the Shivan Cruisers in Apocalypse [the following mission]. (Since there is no need to make use of Tempests because of the extra gun banks, your guns can recharge...no need to call in a support ship to refill Tempests over and over again.) However, the Erinyes doesn&#039;t have a very large missile capacity.&lt;br /&gt;
&lt;br /&gt;
However, the Tauret would be the absolute best ship to use if it was offered in this mission (unless you were offered an SF Mara (terrans) instead). The Tauret has the same speed as the Erinyes, with better primary firepower AND better secondary firepower than the Herc II. One of the more obvious disadvantages is that the left and right sets of gun points on the Tauret are spaced a bit far apart, perhaps allowing smaller fighters like Dragons to fall between those two sets of gunpoints and the shots miss.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Trebuchet&amp;diff=19870</id>
		<title>GTM Trebuchet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Trebuchet&amp;diff=19870"/>
		<updated>2008-12-30T14:09:05Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTM-55 Trebuchet&#039;&#039;&#039; is a specialized tool developed to assist guarding vessels in the interception of bombers at maximum range before they can deploy their torpedoes.  With a range of 5km, this missile has the longest reach of any fighter-mounted system, and can inflict devestating damage even to heavily shielded bombers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The primary disadvantages of this weapon are that it lacks agility,  and that it&#039;s a bulky peice of equipment.  While few bombers are nimble enough to even think about evading an incoming Trebuchet, the missile doesn&#039;t stand a very good chance of hitting any type of fighter.  This wouldn&#039;t normally be a large problem for such a specialized system as this, but it is amplified because of each missile&#039;s size, making each fighter able to carry only a few rounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some pilots have reported a high degree of success using this weapon as a sort of light tactical torpedo.  While the missile doesn&#039;t have anywhere near the effective payload of a [[GTM Cyclops]],  it does have the advantages of being longer-ranged, compatible with many fighters and interceptors, and that anti-torpedo defense systems cannot target and destroy an incoming Trebuchet.  Pilots disable a target ship&#039;s anti-fighter beams and flak from a safe distance, then move in for the kill with heavier ordnance. GTVA Command is considering an analysis program to explore this tactic from both an offensive and defensive standpoint.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Trebuchet_320x240.jpg]]|caption=The GTM-55 Trebuchet}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|5 040|6.0|280|840|Average|315|Poor|175|Full|840|20 / 40|Aspect Seeking|N / A|3.5 s|3.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Long-range anti-bomber/anti-subsystem missile. Range of 5 kilometers so you can keep people well out of bomb or beam range from the ship you&#039;re escorting. Effective at taking out turrets in addition to bombers, a useful missile for all escort missions. And any fighter that takes a hit from a Treb is in deep trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dual Trebuchets can take out virtually any fighter or bomber. The only fault this missile has is its lack of maneuverability, and the space they take up in your secondary slots. Always pick up a rack of these if you&#039;re flying intercept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re flying escort, there is nothing better: a rack of 5, and you&#039;ve destroyed 3/4 of any enemy wing before it&#039;s in range to fire on your escorted ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarkably effective weapon, The only time &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt;  to use Trebuchets is inside of range 1300 (approx), at that range its accuracy drops off sharply; better to switch to [[GTM Harpoon|Harpoons]], [[GTM Tornado|Tornados]] or to use primaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In some missions, if the enemy consists of slower fighters like Mara, Basilisk, Aeshma, Herc II, Seth, and Tauret, and they are quite far away (&amp;gt;3000 m), a single Treb missile can knock them out of the water.  I kid you not, in the campaign mission [[Bearbaiting]], after the Sathanas has jumped out and the Beleth has been destroyed, some fighters may still appear around 3 klicks out.  Use any remaining Trebs against these fighters from long range and you&#039;ll be astonished as to how it can take them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Phoenix V has nothing on this. While the Phoenix was more of a heavy Interceptor missile, this is in a class of its own. It will destroy any target at long range 80% of the time. Never use this at short range except in a pinch against the most un-manoeuvrable of targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Best anti-bomber/anti-turret/anti-subsystem missile ever. Too bad your AI teammates won&#039;t fire them (but then again, enemy SF Maras, which have Trebuchets by default, won&#039;t fire them either). Funnily enough, in the Inferno R1 mod for Retail Freespace (I didn&#039;t use FreeSpace Open for this one), the Sniper missile is nearly identical to this one, except that the AI finally fires them, for once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Trebuchet&amp;diff=19869</id>
		<title>GTM Trebuchet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Trebuchet&amp;diff=19869"/>
		<updated>2008-12-30T14:07:06Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTM-55 Trebuchet&#039;&#039;&#039; is a specialized tool developed to assist guarding vessels in the interception of bombers at maximum range before they can deploy their torpedoes.  With a range of 5km, this missile has the longest reach of any fighter-mounted system, and can inflict devestating damage even to heavily shielded bombers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The primary disadvantages of this weapon are that it lacks agility,  and that it&#039;s a bulky peice of equipment.  While few bombers are nimble enough to even think about evading an incoming Trebuchet, the missile doesn&#039;t stand a very good chance of hitting any type of fighter.  This wouldn&#039;t normally be a large problem for such a specialized system as this, but it is amplified because of each missile&#039;s size, making each fighter able to carry only a few rounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some pilots have reported a high degree of success using this weapon as a sort of light tactical torpedo.  While the missile doesn&#039;t have anywhere near the effective payload of a [[GTM Cyclops]],  it does have the advantages of being longer-ranged, compatible with many fighters and interceptors, and that anti-torpedo defense systems cannot target and destroy an incoming Trebuchet.  Pilots disable a target ship&#039;s anti-fighter beams and flak from a safe distance, then move in for the kill with heavier ordnance. GTVA Command is considering an analysis program to explore this tactic from both an offensive and defensive standpoint.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Trebuchet_320x240.jpg]]|caption=The GTM-55 Trebuchet}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|5 040|6.0|280|840|Average|315|Poor|175|Full|840|20 / 40|Aspect Seeking|N / A|3.5 s|3.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Long-range anti-bomber/anti-subsystem missile. Range of 5 kilometers so you can keep people well out of bomb or beam range from the ship you&#039;re escorting. Effective at taking out turrets in addition to bombers, a useful missile for all escort missions. And any fighter that takes a hit from a Treb is in deep trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dual Trebuchets can take out virtually any fighter or bomber. The only fault this missile has is its lack of maneuverability, and the space they take up in your secondary slots. Always pick up a rack of these if you&#039;re flying intercept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re flying escort, there is nothing better: a rack of 5, and you&#039;ve destroyed 3/4 of any enemy wing before it&#039;s in range to fire on your escorted ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarkably effective weapon, The only time &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt;  to use Trebuchets is inside of range 1300 (approx), at that range its accuracy drops off sharply; better to switch to [[GTM Harpoon|Harpoons]], [[GTM Tornado|Tornados]] or to use primaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In some missions, if the enemy consists of slower fighters like Mara, Basilisk, Aeshma, Herc II, Seth, and Tauret, and they are quite far away (&amp;gt;3000 m), a single Treb missile can knock them out of the water.  I kid you not, in the campaign mission [[Bearbaiting]], after the Sathanas has jumped out and the Beleth has been destroyed, some fighters may still appear around 3 klicks out.  Use any remaining Trebs against these fighters from long range and you&#039;ll be astonished as to how it can take them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Phoenix V has nothing on this. While the Phoenix was more of a heavy Interceptor missile, this is in a class of its own. It will destroy any target at long range 80% of the time. Never use this at short range except in a pinch against the most un-manoeuvrable of targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Best anti-bomber/anti-turret/anti-subsystem missile ever. Too bad your AI teammates won&#039;t fire them. Funnily enough, in the Inferno R1 mod for Retail Freespace (I didn&#039;t use FreeSpace Open for this one), the Sniper missile is nearly identical to this one, except that the AI finally fires them, for once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GVF_Tauret&amp;diff=19868</id>
		<title>GVF Tauret</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GVF_Tauret&amp;diff=19868"/>
		<updated>2008-12-30T14:01:00Z</updated>

		<summary type="html">&lt;p&gt;Isaacjgs: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:tauret320x240.jpg]]|caption=The GVF Tauret}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GVF Tauret is replacing the Seth as the Vasudans&#039; heavy assault fighter. While integrating cutting-edge technology developed in collaboration with the Terrans, the Tauret boasts a distinctly Vasudan design. Its unusual configuration was inspired by the Apsu-Hek, a creature that once inhabited the deserts of Vasuda Prime. The Apsu-Hek has become an emblem of the Vasudan diaspora, and the Tauret continues the tradition of symbolic design. Armed with four gun mounts and two missile banks, the Tauret has the speed and firepower to challenge both fighters and warships.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Heavy Fighter|Sahr Corporation|Poor|65.0 - 75.0|135.0|Medium|300|530|17.5}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Mekhu HL-7|Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 4&lt;br /&gt;
| [[GTW Mekhu HL-7|Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Mekhu HL-7|Mekhu HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star| Morning Star]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM MX-64|MX-64]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM MX-64|MX-64]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP. Adv|Emp. Adv]], [[GTM Tempest|Tempest]], [[GTM Harpoon|Harpoon]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Stiletto II|Stiletto II]], [[GTM TAG-B|TAG-B]], [[GTM Infyrno|Infyrno]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{comment|&lt;br /&gt;
&#039;&#039;The Tauret is an exceptional Vasudan heavy assault fighter, in the same family as the Hercules Mark II but better in almost every way. It carries an additional pair of guns (6 mounts total), moves faster, and has larger missile bays. It&#039;s still not a really good dogfighter, but for its given role it&#039;s probably the best you could ask for.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tauret has the qualities that make a heavy assault fighter attractive (thick shields, tough hull, near-bottomless secondary bays), yet it also has speed and maneuverablity that are closer to those of a space superiority fighter than an assault. In the hands of a skilled pilot the Tauret can fight on even or nearly even terms with just about any other fighter in the game. Lastly, roll this thought around in your head for awhile: 160 Tornados. That&#039;s the ability to kill 20 enemy fighters or light bombers outright before touching the primaries button.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Small profile except from below or above.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot carry the Maxim gun, thus reducing the effectiveness of this ship against capital ships.  Otherwise, this is a decent Vasudan stand-in for the GTF Erinyes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is probably one of the best Vasudan fighters, if not the best. That &amp;quot;Poor&amp;quot; maneuverability rating is rubbish; this fighter can act as an interceptor, no problem at all! It even has more missile space than the [[GTF Ares]]. Compare this: both missile banks of the Tauret can hold 80 [[GTM Tornado|Tornados]] each, while that of the Ares can only hold 72 in the first bank, and 80 in the second. If [[GTM Hornet|Hornets]] were just as good as Tornados, this ship can literally obliterate anything below corvette class.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tauret is let down by its primary energy supply. Its recharge is respectable, the same as [[GTF Hercules|either]] [[GTF Hercules Mark II|Hercules&#039;]] and greater than the [[GTF Myrmidon|Myrmidon&#039;s]] even if only a little more than half that of the exceptional Ares. However, its energy reserves are scarcely more than half that of the Hercs or Ares and two thirds that of the Myrm. This is a common weakness of Vasudan craft and limits their ability in extended engagements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Don&#039;t fly this fighter like a [[GTF Hercules Mark II|Herc II]]. The Tauret has less shielding than the [[GTF Hercules Mark II|Herc]], has slightly better acceleration, and is slightly less maneuverable as well, but is faster by about 10 m/s when cruising or afterburning. Also as was mentioned before, although it can recharge just as fast as the [[GTF Hercules Mark II|Herc II]] it has an additional two guns, and its weapon energy reserves are 2/3 the size, so don&#039;t put in quad [[GTW UD-8 Kayser|Kaysers]] like you would in an [[GTF Ares|Ares]]. It does, however, has exceptional firepower, with six primary and two 100 [[GTM Hornet|Hornet]] slots. Honestly I&#039;d much prefer losing this fighter and its small speed and firepower advantage for the stamina and hardiness of the [[GTF Hercules Mark II|Herc II]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maneuverability is better than stated, speed is still slightly slow (but faster than the [[GTF Hercules Mark II|Herc II]]), can&#039;t carry the Maxim cannon (but can still carry the Kayser and Prometheus S), cavernous missile banks (both are the same size as the [[GTF Ares|Ares]]&#039; largest bank!)... Load up with Harpoons, Trebs, or Hornets/Tornados and Kaysers/Mekhu HL-7s, fly like a space superiority, and watch your kill count skyrocket.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;Man, if only this ship was offered as an option on Clash of the Titans II and Apocalypse, this would be the best Non-Shivan Ship to fly! The Herc II doesn&#039;t have good enough primary firepower; you HAVE to occupy a missile bank with Tempests if you want to help your primaries take out enemy bombers quickly at short range. It&#039;s a waste, but you&#039;ll find out when reading the next paragraph down. Most bombers that come into Clash of the Titans II are Seraphim or Nephilim. While you can use double Trebuchets on them, it&#039;s not likely to kill him with one hit on higher difficulty levels; you also have to wait for the very long rearm time as bombers keep coming in, and the amount that come in will quickly use up your Trebuchet reserves. (The AI won&#039;t fire Trebuchets, either.) The Herc II also just doesn&#039;t have enough juice in terms of speed to really cover the long distances required to take down Bombers.&lt;br /&gt;
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This means you need something faster. The Erinyes is faster, and has extra guns, which means that if you arm both slots with Subach HL-7s, one of those slots can fulfill the role of the Tempest Dumbfire, which means you will save a missile bank for something more useful, like Harpoons--to be used on those annoying dragons that come when the Bastion gets closer to the node--along with your Trebuchets, for taking out the turrets on the Shivan Cruisers in Apocalypse [the following mission]. (Since there is no need to make use of Tempests because of the extra gun banks, your guns can recharge...no need to call in a support ship to refill Tempests over and over again.) However, the Erinyes doesn&#039;t have a very large missile capacity.&lt;br /&gt;
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However, the Tauret would be the absolute best ship to use if it was offered in this mission (unless you were offered an SF Mara (terrans) instead). The Tauret has the same speed as the Erinyes, with better primary firepower AND better secondary firepower than the Herc II. One of the more obvious disadvantages is that the left and right sets of gun points on the Tauret are spaced a bit far apart, perhaps allowing smaller fighters like Dragons to fall between those two sets of gunpoints and the shots miss.&#039;&#039;&lt;br /&gt;
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[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Isaacjgs</name></author>
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