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what does the rapid fire missile launcher actually do?

illcadiaillcadia Member Posts: 1,412 Bug Hunter
edited October 2012 in The Academy
Neither the tooltip nor the wiki are particularly informative on the rapid fire missile launcher- does anyone actually know how it works and if it's any good?
Post edited by Unknown User on

Comments

  • f9thaceshighf9thaceshigh Member Posts: 1 Arc User
    edited September 2012
    it works like a torpedo launcher and it works with both TSS and HYT, I'm not quite sure what the proc is though.
  • jothan9092jothan9092 Member Posts: 33 Arc User
    edited September 2012
    The Rapid Fire Ferengi Missile Launcher fires a single missile that does just under 1,000 Kinetic damage (it reads 950.2 for me, but different ships read different I think, I use the Recluse). It fires 180 degrees every 2 seconds. It hits often with its +20% accuracy. The only consoles that improve DPS are the plain generic Warhead Yield Chamber and the Rule 62 Multipurpose Combat Console that is also in the set.

    I have used this on all my ships since it was released the first time and have never been disappointed, till the new Quantum on the Regent was released, which I have not acquired yet. That torpedo, though, doesn't come with the 20% EC reduction in sector space or the 10% Commendation boost for Duty Officer Assignments. Those are worth it to me as well.

    Great set, especially on slower ships.
    [SIGPIC]Cross at the center of M51--The Whirlpool Galaxy[/SIGPIC]
    Noah Bartholomew Jothan,
    Member of the "Christian Fleet Alliance"
    Proclaimers of The Way, The Truth, and The Life
    John 14:6
  • gypsybladegypsyblade Member Posts: 730 Arc User
    edited September 2012
    It's a great torp on slow turning ships... I can fire off the 3rd one sometimes before the first one even hits the target.. don't let the lower damage numbers fool you.. this torp is gold
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited September 2012
    Are these bound to accounts with the D'Kora, or can you sell them?
  • jothan9092jothan9092 Member Posts: 33 Arc User
    edited September 2012
    You do not need to have the D'kora Marauder to have these. They are Character Bound, though. You cannot sell or buy on the Exchange, and if you want multiple toons to have them, you must grind Lobi Crystals separately. Sorry.
    [SIGPIC]Cross at the center of M51--The Whirlpool Galaxy[/SIGPIC]
    Noah Bartholomew Jothan,
    Member of the "Christian Fleet Alliance"
    Proclaimers of The Way, The Truth, and The Life
    John 14:6
  • gypsybladegypsyblade Member Posts: 730 Arc User
    edited September 2012
    praxi5 wrote: »
    Are these bound to accounts with the D'Kora, or can you sell them?

    The Missile doesn't come with the D'kora, you can purchase it from the Lobi Store. It can be slotted in any forward weapon slot on any ship. It is bind on acquire tho
  • droidloverdroidlover Member Posts: 26 Arc User
    edited September 2012
    Do the doffs that decrease torp cool downs affect these?
  • jothan9092jothan9092 Member Posts: 33 Arc User
    edited September 2012
    The recharge to firing again for the Ferengi Missile is already 2 seconds. You don't really need it much faster than that, it's already fast enough.

    Supposedly the official answer is no, though. Cryptic said these missiles would not be able to use the normal BO abilities for torpedoes and such. But as a person above said, you can High Yield them, which is a even more rapid fire mode, as I have done it before. This should mean Torpedo Spread would work too, but I would not know. All this seems to indicate a "yes" to Duty Officer cool-down reductions should also work on these.

    Do not count on any of this, it is a lot of speculation, and some day Cryptic may fix this "bug".
    [SIGPIC]Cross at the center of M51--The Whirlpool Galaxy[/SIGPIC]
    Noah Bartholomew Jothan,
    Member of the "Christian Fleet Alliance"
    Proclaimers of The Way, The Truth, and The Life
    John 14:6
  • banzaizapbanzaizap Member Posts: 49 Arc User
    edited September 2012
    First, the rapid fire missles are great for damage over time, but are terrible for burst damage. If you want to unload a massive volley at once, stick with normal torpedoes.

    I fly a carrier, so its not that maneuverable. The 180-degree firing arc means that you do not have to keep your nosepointed at the target. I have mine set to full auto-fire, so as long as I'm facing in the general direction, I've always got birds in the air.

    While it does NOT benefit from most BOff skills, it does benefit from all generic warhead boosters like consoles, etc. While the Missiles are only listed at around 875 damage, when in combat, and BEFORE any buffs, my missiles are doing 1500 a pop. Every two seconds. That's a lot of damage over time.

    So on my escort, no missiles, as torps work better. On my cruiser/carrier, missiles are great, since I am a full turret build, and can just sit there spewing rockets, cannon shots, fighters and frigates without worrying about facing.
  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited September 2012
    Keep in mind that the missiles has almost no penetration against shields, where as torpedoes do.
    7NGGeUP.png

  • jothan9092jothan9092 Member Posts: 33 Arc User
    edited September 2012
    Keep in mind that the missiles has almost no penetration against shields, where as torpedoes do.

    Yeah this is a good point too. I have noticed this. That is where the shield stripping mines come in.
    [SIGPIC]Cross at the center of M51--The Whirlpool Galaxy[/SIGPIC]
    Noah Bartholomew Jothan,
    Member of the "Christian Fleet Alliance"
    Proclaimers of The Way, The Truth, and The Life
    John 14:6
  • digimatldigimatl Member Posts: 44 Arc User
    edited October 2012
    i bought one too. it could be a nice addition, but its actually pretty useless for me :mad:

    They should make the Rapid Fire Missile Launcher NOT to use Torpedo Buffs. Because of its fast recycle, it always "steals" away the High Yield and Spread Buffs of my Quantum Torpedos. That makes it kind of useless in tandem and auto-firing with another Torpedo Launcher, as you loose als the Buffs for the "big" Torps.

    For 200 Lobi, it should work in that configuration.
    [SIGPIC][/SIGPIC]
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited October 2012
    droidlover wrote: »
    Do the doffs that decrease torp cool downs affect these?

    Yes, though it already has a two-second recharge. It can be useful to pair a rapid-fire missile with a slow-firing one, like a Tricobalt, because the slow torp's cooldown can be reduced significantly as the rapid-firing one procs the doffs.
    digimatl wrote: »
    They should make the Rapid Fire Missile Launcher NOT to use Torpedo Buffs. Because of its fast recycle, it always "steals" away the High Yield and Spread Buffs of my Quantum Torpedos. That makes it kind of useless in tandem and auto-firing with another Torpedo Launcher, as you loose als the Buffs for the "big" Torps.

    It originally wasn't affected torpedo powers, I think. I don't know when they changed that, but I noticed this problem, too.

    It's an important consideration.
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