MIRV Launcher

* Item

8 + 1-9 (Nano)

12 (Renegade)

21 (Renegade + Bulk)

12 + 1-9 (Renegade + Nano)

160 (Blast , Power)

18.0/-18.0 - Extremely high (Sub , Nano)

## Class Perks

**Fireangel (Demolitionist)**Splash damage immunity

50% less ammo consumed

**Scavenger (Technician)**Convert weapon to a modpack

**Shellshock (Renegade)**50% more rockets per shot

## In-game Description

*From the looks of it, this weapon was ripped from some sort of mech or vehicle, and is so heavy you can barely wield it.*

*Rapidly loading great amounts of missiles, this weapon will unleash devastating explosive barrages that will flatten anything you point it at.*

*Beware the huge ammo consumption*

## Tactical Analysis

There are two types of rockets in each salvo, a single main rocket and the rest are called submunitions. the main rocket will always be very accurate, almost always hitting the player's crosshair. While the submunitions are extremely inaccurate.

A direct hit from an MIRV rockets deals only 10 points of damage. less than a standard Rocket Launcher (20 per direct hit)

Has marginally faster projectile speed than normal rockets (25 map units per tic vs 20 map units per tic)

Has 64 blast damage, much lower than the normal Rocket Launcher (256). The blast radius stays the same.

Assuming all rockets hit the same target. the minimum damage will be 592. With the direct hit can have a damage randomization of 10-80, the maximum damage possible per salvo will be 1,152.

Synergize with the Renegade's Shellshock perk, increasing the number of rockets by 4, totalling at 12 rockets per salvo.

Synergize with the Demolitionist, reduces the number of rocket ammo used per salvo from 2 to 1.

## Modpack Analysis

**Bulk** - Increases projectile counts from 8 to 14 per salvo, and 21 for a Renegade user.

A bulk modded MIRV Launcher is superior to Nano MRIV Launcher especially as a Renegade player because the damage gain from Bulk mod is immediate and requires no "windup" shots in order to reach its maximum damage output like Nano mod. A rare moment where a basic modpack complete outshines all the unique bonus granted by exotic modpack.

**Power** - Increases the blast damage by 96, up to 160 per blast.

Unlike most explosive weapons, a Power modpack do not grants direct damage to the MIRV Launcher, only blast damage.

**Agility** - Despite the description says the modpack reduces projectile spread, it actually increases the speed of each rocket from 25 to 50 map units per tic. (by comparison, the default **Rocket Launcher** have projectile speed of 20 map units per tic)

**Firestorm** - Turns all rockets into extremely inaccurate missles. But the real effect that is not listed in the description is the massive increase in rate of fire. The user can empty his entire rocket reserve pack in less than 30 seconds with a Firestorm modded MIRV Launcher, saturate an entire battlefield with a hurricane of explosions in the process.

Absolutely not recommended unless there's more than one slaughter map in the run. Or playing as a **Demolitionist**, as his Efficiency perk allows twice more rockets to be spend.

**Nano** - By holding down the fire button. each firing cycle will add one more rocket to the cluster. Up to 9 cycle + default rocket counts. The effect ends when the button is release.

One of the less thoughtful mod effect, especially with the new update that allows normal modpack to be use with Unique weapon. In this case, the effect from the Nano modpack is completely overshadowed by that of a Bulk modpack, making a Nano modded MIRV Launcher completely rebundant.

**Sniper** - Changes the elemental damage from **Fire** to **Plasma.** No changes to damage, fire rate, blast radius whatsoever.

A true specialization effect. Makes the modded MIRV Launcher extremely effective against one group of monsters and completely ineffective against another.