Another feature you guys will get your hands on very shortly on the public test server are the new Rapid Heavy Missile launchers!

Please keep in mind that they are still in an early development state in some ways. They still have yet to receive their new icon, there’s definitely still some bugs with the firing animation and the stats themselves haven’t undergone as much review as some other balance features.

With that out of the way we can talk about the launchers themselves. The idea here is pretty basic in being basically a copy of the Rapid Light Missile launcher group but stepped up one class. Doing this hopefully accomplishes a few goals:

- Expands the fitting options for battleship sized missile users (currently there’s not as much flexibility as turret systems get)
– Opens up new tactics for battleship sized missile users
– Adds continuity with medium sized missile systems

The high-level design for these launchers is very straight forward because of its parallel to the rapid lights. They should:

- Fire heavy missiles
– Have a higher rate of fire than normal heavy launchers
– Have lower overall dps than cruise or torpedo launchers
– Be easier to fit than cruise or torpedo launchers

The sticky part is hitting the numbers just right so that they are better damage output against smaller targets than cruise or torpedo launchers but not so high that they become the right choice in almost all cases. Here’s where the numbers are at now, but they are certainly up for negotiation.

Type ( CPU need / PG need / rate of fire)

Rapid Heavy Missile Launcher I (50 / 960 / 9.3s)
Rapid Heavy Missile launcher II (59 / 1210 / 7.45s)
‘Arbalest’ Rapid Heavy Missile Launcher I (46 / 1160 / 7.45s)
‘Limos’ Rapid Heavy Missile Launcher I (49 / 1160 / 8.37s)
‘Malkuth’ Rapid Heavy Missile Launcher I (43 / 1160 / 8.84s)
Caldari Navy Rapid Heavy Missile Launcher (59 / 1060 / 6.51s)
Domination Rapid Heavy Missile Launcher (43 / 1160 / 7.21s)
Dread Guristas Rapid Heavy Missile Launcher (59 / 1060 / 6.51s)
Estamel’s Modified Rapid Heavy Missile Launcher (72 / 1060 / 5.21s)
Gotan’s Modified Rapid Heavy Missile Launcher (50 / 1160 / 6.33s)
Hakim’s Modified Rapid Heavy Missile Launcher (48 / 1160 / 6.7s)
Kaikka’s Modified Rapid Heavy Missile Launcher (62 / 1060 / 6.19s)
Mizuro’s Modified Rapid Heavy Missile Launcher (45 / 1160 / 7.07s)
Republic Fleet Rapid Heavy Missile Launcher (43 / 1160 / 7.21s)
Shaqil’s Modified Rapid Heavy Missile Launcher (50 / 1060 / 5.96s)
Thon’s Modified Rapid Heavy Missile Launcher (66 / 1060 / 5.86s)
Tobias’ Modified Rapid Heavy Missile Launcher (52 / 1160 / 5.96s)
True Sansha Rapid Heavy Missile Launcher (43 / 1160 / 7.21s)
Vepas’ Modified Rapid Heavy Missile Launcher (68 / 1060 / 5.54s)
YO-5000 Rapid Heavy Missile Launcher (51 / 1160 / 7.91s)

As you can see, we are going to put in a full range of meta levels for Rapid Heavy Launchers and they will all be attained in the same way you would get the Cruise or Torpedo launcher counterpart at a given meta. They will drop at the same rates and obtained at the same LP. The manufacturing costs will be between the cost of torpedo and cruiser launchers which should lead to prices that are very similar.

If you have questions or feedback let us know and I’ll do my best to answer.
Thanks <3

edit:

Forgot to mention something important – Battleships with Damage bonuses (like Raven and Typhoon rate of fire) will have those bonuses applied to the new launchers. Any bonuses to damage projection or application will NOT be applied (such as Raven missile velocity or Typhoon explosion velocity).

- CCP Rise

6 Comments

  1. orly?

    It will probably be a tough sell in some situations. The left-out ship bonuses is, I think wrong. Perhaps the bonus should be halved but not left out. Otherwise you waste one of the ship’s better qualities.

    October 7, 2013 at 9:48 pm Reply
    1. Sold

      If CCP included the application bonuses, heavies in these launchers would be good vs even small ships. Trust me, RHMLs will be the best choice unless you are shooting torps at extremely large and slow objects, or targets that are far away (cruises).

      October 8, 2013 at 4:58 pm Reply
  2. Billbo

    So this doesn’t mean we’ll be getting “Cylon Baystars” then….

    October 8, 2013 at 3:14 am Reply
  3. Ze Noob

    guys guys guys listen nah seriously what if we buffed the titan and took away it’s bridge then we created us a new cheaper sorta t2 cap which now has the ability to bridge this would allow everyone to have a bridging capable ship ofc titans need to actually be useful again b4 this can happen just an idea thoughts ?

    October 8, 2013 at 6:16 am Reply
  4. Alison King

    can you not just stick heavey launchers on your raven and be done with it ?

    October 8, 2013 at 11:26 am Reply
  5. GlennF

    The split way the bonuses apply are going to make the Navy Typhoon (which only has damage bonus) an obvious choice over the standard Typhoon for fits using these.

    October 9, 2013 at 10:36 pm Reply

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