When playing battleships, hitting small frigates and drones with your torpedoes can be annoying in a long fight,especially when all of your drones are turned into fireworks. The cluster rocket launcher provides a new way to deal with frigates and drones.
Cluster Rocket Launcher I
does not require a launcher hardpoint
Activation cost: 0GJ
uses rockets as ammo(Only T1 rockets and T1 auto targeting missiles can be used in this module)
When loaded with auto-targeting missiles, this module automatically searches for the smallest ship in range, but prioritizes ewar frigates over all frigates.
Fires 16 rockets, dealing a total of 500 damage of the corresponding type (not reliant on ammo type).
Each rocket flies at 6.5km/s, is guaranteed to do at least 450damage(total) but has 1 hp only(regardless of ammo type), making small smartbombs worth fitting, however small smartbombs drain capacitor relatively quickly.
This range makes any unwary frigate pilot susceptible to the launcher damage, but if they point the battleship over 20km with proper range control, the battleship will have to neut the frigate, and attempt to scratch it to death with torpedoes.
After a round of use, it cannot be re-activated for 20 seconds.(only 25 DPS addition)
This module can only be fitted to battleships and dreadnoughts, but it can be activated on any ship.
No more than 2 of this module type can be fitted on one ship.
Changes to the game:
Battleship pilots can easily punish interceptor pilots if they get too close, forcing them to either repair off-grid, or get healing on-grid, diverting the attention of the field healer.However, even with the 2 modules together, the maximum damage would only be 1000, making a battleship unable to instantly remove a frigate from the battlefield. Combined with drones, it can, but it risks losing a precious drone, which reduces the ship’s effectiveness against other frigates. Most missile ships cannot use lots of drones, and the rattlesnake would have to use its only utility high slot on a neutralizer, which is effective against all ships, thus more useful in general.
Marauders have lots of utility high slots, making the golem harder to troll because the golem pilot could always run 2 of these launchers, which,combined with drones, could quickly take out frigate rats.They now have less reliance on large smartbombs.
Small smartbombs would be useful in roams and kitchen sink fleets, since the Interceptors would need this to save their ship. They would be able to see the slow projectile coming at them at 6.5km/s, and activate the smartbomb to negate the damage. However, with the MWD,point and smartbomb on, it’ll only take 50 seconds before the ship runs out of juice.