I've had the idea for a while now and after much further thinking and rethinking, here's what i've come up with.
Missiles
General Traits: Like the bomb, the rockets need to charge before they can be deployed. They are deployed by releasing the attack button after it's fully charged. While firing, the user cannot move. The rocket launchers will have a knockback(that's greater than the charged handgun one) and the others will also have some knockback, more than the handgun's charge attack but less than the rocket launcher's.
Here are weapon lines under the missiles weapon type:
Rocket Launcher Line
These are the basic line for this weapon type, this is like the rocket version of the brandish/calibur line, this is where the proto rocket would come from. The user cant move while firing and the user will be knocked back. The rocket will be around the size of the shadowtech alchemer's bullets. The rockets travel very fast in a straight line from the origin and will explode upon contact with anything. The rocket will only "cease to exist" when it explodes, meaning it has an infinite range.
Possible Alchemy Paths Include:
Bazookas- deals normal damage, explosion looks like the explosive cube explosion.
Elemental Bazookas- Pretty much Bazooka that deals less, split elemental/normal damage and can cause status effects. I think fire and shock are the most possible status effects with these.
Appearance: The launcher would look like a bazooka with a 'thick', long, cylindrical body. The ammo would look like small rockets.
Heat Seeking/Homing Missiles Line
Slower than the rocket launchers but more accurate. These already exist in spiral knights, with the tier two and three rocket puppies and howlitzer head. These are faster than the rocket puppy missiles and howlitzer heads but behave in the same way. I think these are more viable for status effect causing missiles. A shadow themed rocket here could be a howlitzer head firing bazooka.
Appearance: Similar to the rocket launchers
Hand Mortar Line
A single large shell will travel in an arc and explode or cause an instant damage in an area when it reaches the ground. Unlike straight moving projectiles, these can hit a target on higher ground. The distance the ammo will travel will be about the length a regular handgun bullet can travel. The projectile will move in a regular speed, by regular I mean not very fast and not very slow, but right down in the middle. The projectile will leave a cloud as it moves through the air, making it clearly visible and warning enemies.
Possible Alchemy Paths Include:
Piercing Oriented Ammo- I can imagine the ammo being a single, large shell then it will explode or break apart into smaller long thin diamond-shaped(double pointed) shards that will form a circular layer of shards when it reaches the highest point of it's arc and shower the unfortunate target with the shards dealing piercing damage and, depending on the theme, cause status effects(like in an ice themed one, it will be ice shards that cause freeze, in plant themed ones, barbs that cause poison, etc.), the shards will hit the ground(in a circular AOE like in bombs) and stay there for a few seconds as angled spikes and will also inflict piercing damage and also cause status effects if they are stepped on.
Exploding Ammo- Ammo explodes on contact with the ground or other solid objects. Can also inflict statuses, the most likely status for this one is fire.
I suggest that there should be a mark that shows where the projectile is going to land so it won't be so hard to use.
Appearance: Something like this: http://upload.wikimedia.org/wikipedia/commons/f/f8/Hand_mortar_in_the_br...
Grenade Launcher Line
These are pretty much bombs that are deployed from a distance. You can incorporate every bomb here, i think this would be pretty cool. The way it's deployed is pretty much the way the hand mortar with exploding ammo is deployed but travels a bit faster. I think this wouldn't be bad for the bombs because unlike the bombs, this wont be much help in a short range situations, especially in arena type areas and it's even a very poor choice since the time it takes to fire and to recover from the knockback will make you very vulnerable and the range will make it almost impossible to affect any monsters that are chasing you around.
Again I suggest the same thing here as I did with the hand mortars.
Appearance: Something like this: http://upload.wikimedia.org/wikipedia/commons/e/e2/Mortiers-p1000558.jpg
or this: http://upload.wikimedia.org/wikipedia/commons/3/36/M79_afmil.jpg
I'm not sure if these guns are overpowered or underpowered. It seems like they're pretty balanced. The rocket launcher line is fast and has an infinite range but it's hard to aim and it's risky to just fire recklessly since you will take some time firing and recovering from a strong knockback. The heat seeking missiles can home on to enemies but, being slower than the rocket launcher, might allow time for enemies to evade or raise their shields. With the hand mortar it's pretty hard to get enemies, smart ones, to get in the AOE of the handgun, and if they see it coming, they wont just stay in the same spot. Grenade launchers could be useless or even be disadvantageous if the user does not know how to use it effectively, as the rest of these weapons are.
The reason why I think these new weapons should be implemented is simply to add to the fun spiral knights game. I have pictured how these would affect the current game and I don't see how it would imbalance the game or cause any bad effects. These new weapons don't push aside the current ones, instead it will take on vacant functions and an vacant range which is the long range.
Edits: Made concepts clearer, etc.
Thoughts?