The weapon fires accelerating missiles which explode on impact with enemies causing a large amount of damage.
The launcher can carry 16 missiles at once. They don’t fly in a perfectly straight line, but wobble slightly causing them to spread apart irregularly. Automatic rate of fire would be around 10 shots per second, allowing the player to quickly fire a barrage of missiles.
The warhead consists of a shaped charge, not having any area effect but delivering a massive amount of damage to the target (2500 damage + additional damage to metal/armored enemies).
The rear panel of the weapon contains:
- A massive red ON/OFF switch (every missile launcher needs one, right?)
- A giant red power indicator light (which turns off when the weapon has ran out of ammunition)
- The ammo indicator (read: “the only useful thing on the rear panel”). It works as follows: the rightmost light represents the top tubes of the launcher, the leftmost one represents the bottom tubes. The brighter it glows, the more rockets there are left in the launcher.
(On the model it’s controlled by the mix shader nodes: when the mix shader is set to 0, the light glows at it’s full power, meaning there are 4 missiles left. When there’s 3, 2 or 1 missile left the mix shader is set to 0.6, 0.8 and 0.95 respectively. When it’s set to 1 the light is off meaning there are no missiles left.)
Due it’s low ammo capacity and the lack of AoE it is more suited for use against bosses or enemies with large amounts of health, perhaps to be used for a quick damage boost.
Blender project file: https://drive.google.com/open?id=1iPlJ1azaOPzd-rfgjaAof0NpWuPCMRlx