So, I just bought the rapid fire missile launcher from the lobi store and outfitted it on my science pilot escort, which now sports the launcher and six cannons, including two turrets. My idea was to use the launcher to rapidly build up the "Supercharged Weapons" trait, giving energy weapons a quick +30% to damage, and this works great! However, I have come up with additional ways to increase the launcher's utility. Here is a list:
1) Supercharged Weapons (Starship Trait) - works great with the 180 degee arc and 2 second reload time.
2) Kemocite-laced Weaponry (BOFF ability) - always triggers with projectiles; basically doubles the launcher's damage.
3) Micro-projectile Barrage Console (Pilot Escorts) - If you have it slotted anyway, it gives +25% damage to projectiles.
4) Omega Kinetic Shearing (Space Trait) - Adds a 40% damage boost to projectiles as a DoT.
5) Intimidating Strikes (Space Trait) - Chance to cause confusion every 2 seconds.
I am aware that there are a lot of ways to increase torpedo damage in general, but I am looking for ways that the launcher can benefit other systems (Like Supercharged Weapons), benefit from improvements or abilities that you would use anyway (Like Kemocite Weaponry), or procs that are uniquely optimized by the launcher's 180 degree arc and 2 second reload time (Like Intimidating Strikes). What other synergies are there, along these lines?
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Thanks for the input. I did mention Intimidating Strikes in #5 above, but that's the only one I haven't actually tried yet.
I was curious about how a purple projectile doff would work on the rapid fire missile launcher. So it gives a 20% chance of reducing CD by 1 sec? Seems a bit wasteful IMHO, but it would be cool if you could make it trigger reliably.
The ultra rare Xindi specialist (Projectile Officer) is an idea too, but I find that my doff seating is better allocated elsewhere.
I do like the Ferengi console from the set, but IMHO the set bonus is a waste, so I'm not going to spend Lobi on it. I could see the appeal for the captain of a torpedo boat though. In my case, the missile launcher is my only projectile weapon, so I'm more concerned with improving synergies than increasing direct damage.
You can also look at it like this: it's a 20% chance for double damage.
The way I understand it (and I may be mistaking here, so apologies if that's the case) is that the electro-plasma buff works combined with the overcap mechanic to increase energy weapon (mainly beam) dps. The set bonus isn't too great though, I'll admit that.