Difference between revisions of "Rocket Launcher"

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The launcher can hold up to four loaded rockets and fires them as [[projectile]]s at a speed of around 1100 [[Hammer unit]]s per second, roughly {{Tooltip|76 km/h|47 mph}} from an off-angle, starting on the right-hand side of the crosshair and traveling to the center. The trajectory of these rockets are not affected by gravity; they will travel in a straight line until exploding on contact with any surface or player. Rockets inflict damage in a set splash radius; damage inflicted decreases the further the distance from the center of the explosion. Normal rockets have significant damage falloff over long distances, while [[Critical hits|critical]] rockets suffer no such falloff. Upon a kill, players will most likely explode into [[gibs]].
 
The launcher can hold up to four loaded rockets and fires them as [[projectile]]s at a speed of around 1100 [[Hammer unit]]s per second, roughly {{Tooltip|76 km/h|47 mph}} from an off-angle, starting on the right-hand side of the crosshair and traveling to the center. The trajectory of these rockets are not affected by gravity; they will travel in a straight line until exploding on contact with any surface or player. Rockets inflict damage in a set splash radius; damage inflicted decreases the further the distance from the center of the explosion. Normal rockets have significant damage falloff over long distances, while [[Critical hits|critical]] rockets suffer no such falloff. Upon a kill, players will most likely explode into [[gibs]].
  
As the explosion from rockets causes [[knockback]] on enemies, an experienced player can [[juggling|juggle]] opponents. Doing so can deal [[fall damage]] to these enemies when they land. The player can use the knockback effect on themselves in order to perform a [[Jumping#Rocket jumps|rocket jump]] by firing at the ground beneath them and catapulting themselves vertically and/or horizontally. Simultaneously crouching increases the height and length of the jump while also decreasing damage inflicted to self. This technique can be used to reach areas not accessible to other classes, to give an advantage on the battlegrounds, so the player can damage their enemies and kill them, making it easier to fight an enemy Soldier as they will usually have to rely on direct hits.
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As the explosion from rockets causes [[knockback]] on enemies, an experienced player can [[juggling|juggle]] opponents. Doing so can deal [[fall damage]] to these enemies when they land. The player can use the knockback effect on themselves in order to perform a [[Jumping#Rocket jumps|rocket jump]] by firing at the ground beneath them and catapulting themselves vertically and/or horizontally. Simultaneously crouching increases the height and length of the jump while also decreasing damage inflicted to self. This technique can be used to reach areas not accessible to other classes, giving a height-advantage on the battlegrounds against the other grounded enemies. This also makes it easier to fight an enemy Soldier as they will usually have to rely on direct hits to damage a jumping Soldier.
  
 
== Damage and function times ==
 
== Damage and function times ==

Revision as of 18:27, 25 February 2021

This article is about the Soldier's stock primary weapon. For other rocket launchers, see Rocket Launcher (disambiguation).
I joined this team just to kill maggots like you.
The Soldier

The Rocket Launcher is the default primary weapon for the Soldier. It is a typical rocket-propelling device with a protruding metal side and a wide exhaust port.

The launcher can hold up to four loaded rockets and fires them as projectiles at a speed of around 1100 Hammer units per second, roughly 76 km/h from an off-angle, starting on the right-hand side of the crosshair and traveling to the center. The trajectory of these rockets are not affected by gravity; they will travel in a straight line until exploding on contact with any surface or player. Rockets inflict damage in a set splash radius; damage inflicted decreases the further the distance from the center of the explosion. Normal rockets have significant damage falloff over long distances, while critical rockets suffer no such falloff. Upon a kill, players will most likely explode into gibs.

As the explosion from rockets causes knockback on enemies, an experienced player can juggle opponents. Doing so can deal fall damage to these enemies when they land. The player can use the knockback effect on themselves in order to perform a rocket jump by firing at the ground beneath them and catapulting themselves vertically and/or horizontally. Simultaneously crouching increases the height and length of the jump while also decreasing damage inflicted to self. This technique can be used to reach areas not accessible to other classes, giving a height-advantage on the battlegrounds against the other grounded enemies. This also makes it easier to fight an enemy Soldier as they will usually have to rely on direct hits to damage a jumping Soldier.

Damage and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage type Explosive
Ranged or Melee damage? Ranged
Damage
Maximum ramp-up 125% 112
Base damage 100% 90
Maximum fall-off 52.8% 48
Point blank 105-112
Medium range 50-90
Long range 24-48
Critical 270
Mini-crit 122-151
Splash damage
Minimum splash 50% 2.8m
Damage reduction 1% / 2.88
Self-damage 27-89
Self damage (rocket jump) 27-46
Function times
Attack interval 0.8 s
Reload (first) 0.92 s
Reload (consecutive) 0.8 s
Values are approximate and determined by community testing.

Demonstration

Strange variant


Related achievements

Leaderboard class soldier.png Soldier

Backdraft Dodger
Backdraft Dodger
Kill a Pyro who has airblasted one of your rockets in the last 10 seconds.


Crockets Are Such B.S.
Crockets Are Such B.S.
Shoot two non-boosted crit rockets in a row.


Death from Above
Death from Above
Rocket jump and kill 2 enemies before you land.


Duty Bound
Duty Bound
While rocket jumping kill an enemy with the Equalizer before you land or just after landing.
For Whom the Shell Trolls
For Whom the Shell Trolls
Bounce an opponent into the air with a rocket and then kill them with the shotgun before they land.


Mutually Assured Destruction
Mutually Assured Destruction
Kill an enemy sniper with a rocket after he kills you.


Tri-Splatteral Damage
Tri-Splatteral Damage
Kill 3 enemies with a single critical rocket.


Where Eagles Dare
Where Eagles Dare
Get the highest possible rocket jump using jump and crouch.


Leaderboard class pyro.png Pyro

Hotshot
Hotshot
Kill a Soldier with a reflected critical rocket.
Pilot Light
Pilot Light
Ignite a rocket-jumping Soldier while he's in midair.


Leaderboard class heavy.png Heavy

Crock Block
Crock Block
Survive a direct hit from a critical rocket.


Leaderboard class sniper.png Sniper

Eagle Eye
Eagle Eye
While using The Classic, kill a rocket/grenade jumping enemy in midair with a full charge, no-scope headshot.
Jumper Stumper
Jumper Stumper
Kill a rocket or grenade-jumping enemy in midair with your Sniper Rifle or the Huntsman.


Menu photos cp snakewater final1.png Snakewater achievements

Mutually Air-Sured-Destruction
Mutually Air-Sured-Destruction
While rocket jumping, use a rocket to kill a rocket jumping enemy who also kills you with a rocket.


Update history

October 25, 2007 Patch
  • Fixed rocket explosions being able to impart damage through thin ceilings.

December 20, 2007 Patch

  • Fixed Rocket trail effects sometimes existing permanently in world.

February 28, 2008 Patch

  • Reduced Soldier's maximum rocket reserve ammo from 36 to 16.

March 1, 2008 Patch (Xbox)

  • Fixed exploit with rockets explosions being able to impart damage through thin ceilings.

March 6, 2008 Patch

  • Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended.

February 2, 2009 Patch

  • Increased Soldier's primary ammo count from 16 to 20.

January 7, 2011 Patch

February 22, 2011 Patch

  • [Undocumented] Several particle effects, including critical rockets, pipes, and stickies, were altered to appear brighter. These changes do not apply to ATI graphics card users and some others.

June 23, 2011 Patch

  • [Undocumented] Added Strange quality.

June 28, 2011 Patch

  • Refined all Rocket Launcher recoil forces to feel more true to recoil animation.

December 15, 2011 Patch (Australian Christmas 2011)

December 19, 2011 Patch

  • Festive Rocket Launchers can now be gifted.

August 15, 2012 Patch (Mann vs. Machine Update)

  • [Undocumented] Added Silver and Gold Botkiller variants.

October 9, 2012 Patch

  • Added Rust, Blood, Carbonado, and Diamond Botkiller variants.

December 20, 2012 Patch (Mecha Update)

  • Added Silver and Gold Botkiller Mk. II variants.

May 13, 2013 Patch

  • Fixed the Botkiller Rocket Launcher using incorrect team materials for the arms.

November 21, 2013 Patch (Two Cities Update)

June 18, 2014 Patch (Love & War Update)

  • Converted the Rocket Launcher models to use the c_models system.

September 25, 2014 Patch

  • [Undocumented] Corrected the iron sight for the Rocket Launcher.

Unused content

  • In the VPK's Rocket Launcher folder, there exists a texture of the old TFC Rocket Launcher. The texture is listed as new_worldrpg_combo.
  • Another Rocket Launcher is included in the VPK, with a white, outlined Rocket Launcher texture. It is in a folder listed as W_RPG. The texture is listed as w_rocketlauncher01.
  • There is even another Rocket Launcher in the game files. It is in a folder listed as v_rocketlauncher, all the files except v_rocket, v_rocketlauncher01.vtf and v_rocketlauncher01_gold.vtf are unused. It's currently unknown from what game this was recycled or if it was created in an alpha stage of Team Fortress 2.

Bugs

  • While reloading, the Rocket Launcher will occasionally appear to load an extra rocket.
  • Sometimes, the player will stay stuck in the reload position. This can be fixed by switching to either secondary or melee weapon.
  • When shooting a rocket while under the water, if it comes out of the water it will still have the bubble particle following it. Instead of the regular flame particle.

Trivia

  • The weapon seems to be a heavily stylized RPG-7. The handle and the grip have been switched around, the rear exhaust port and the sights are cartoonishly over-sized and it seems to fire modified RPG-2 grenades.
  • It is actually possible to hold 4 rockets in a real Rocket Launcher at one time. However, the launchers that can do this are modern designs with a protruding "magazine", not the traditional World War II era "Bazooka" the Soldier uses; these could only hold one rocket at a time.
  • Despite the heavy recoil animation, real Rocket Launchers have no recoil, as the reaction force is released through the exhaust port.
  • Upon comparing the Rocket Launcher seen in the original Team Fortress 2 trailers to the current in-game Rocket Launcher, it can be seen that the trigger was originally placed on the front handle of the launcher and that rockets were loaded at the muzzle. In-game, the trigger is located on the rear handle, although the reload animation remains the same.
  • The Rocket Launcher was originally single-rocket loaded, much like its Team Fortress Classic counterpart. An animation of this still exists in the game files.
  • The Soldier's Rocket Launcher was usable by Megabeth in Super Monday Night Combat as part of a cross-promotion.
  • The Rocket Launcher, along with the Rainblower and Stock Flame Thrower were obtainable in Saints Row IV by pre-ordering the game on Steam.
  • The Rocket Launcher's sight is a slightly bent M79 Grenade Launcher sight.

Gallery

See also