Pinch

The Pinch is a Small direct-fire weapon classified as Artillery, firing a single shield-destroying rocket at a time in a negligible arc over long ranges.
== Acquisitions Entry ==
I believe this to be one of the finest weapons a colonial military has ever produced. Unfortunately it lacks the glamour of a Zeus or König, and as such has never seen battalion level production runs. Yes the rockets are shockingly expensive for their size, and yes there is a high incidence of misfires due to gunnery crews not maintaining proper engagement distance, but a force properly equipped with Pinch rockets could level the playing field when fighting against Spacers.One well-placed Pinch can reduce a Broodmare's shields to the point where our own heavies might contest it. Additionally the launcher is man-portable and would be devastating against clustered formations and supply convoys - Spacer metallurgy may surpass our own but they must deal with mass constraints far more severe, and as such our armor strengths are roughly equivalent. If the NEP ever comes to its senses and greenlights a full production run of this weapon then I believe we would have a reasonable chance against the (admittedly unlikely but very real) possibility of a full-scale Spacer invasion.--Efi
== Notes & Strategy ==
Efigenia Tseng's comment on the Pinch is accurate: it's a battlefield equalizer against hard-shielded enemies. Especially Spacers.
* The effect on a stricken shield is similar to the effect of the Black Hand on armor: damage over time. Shooting a heavily shielded target from afar or hit-and-running will smooth the enemy for the upcoming attack.
* The Pinch also stuns targets caught in the blast. The stun is more apparent against larger assets, slowing movement and turret speed. A consecutive Pinch may even freeze it in place. Be advised that targets' weapon systems will still work. 
* With these proprieties, the EMP grenade proves unnecessary on a Pinch-armed vehicle. The Pinch offers much higher rate-of-fire, reaches downrange much faster than the grenade, and the EMP effects on shield are temporary. If you equip the EMP to aid in disengaging, consider the Active Camo instead. Note that the Pinch does not stop a Spotter's alarm call like the EMP does. 
* Besides the shield damage, the Pinch deals very little hull damage, felt only if hit head-on.
== Achievements ==
Category:Weapons
Category:Artillery Weapons
Category:Small Weapons