Difference between revisions of "Rocket Launcher"

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{{Other uses|this=the Soldier's stock primary weapon|for=other rocket launchers|Rocket Launcher (disambiguation)}}
 
{{Item infobox
 
{{Item infobox
| type         = weapon
+
| type           = weapon
| image       = Rocket_launcher.png
+
| image         = Rocket_launcher.png
| used-by     = [[Soldier]]
+
| 3d-image-1    = Rocket Launcher
| slot         = primary
+
| 3d-image-2    = Rocket
| availability = Stock
+
| 3d-image-3    = Rocket Launcher Festive
| ammo-loaded = 4
+
| 3d-image-5    = Rocket Launcher Festivized
| ammo-carried = 20 <small> / {{tooltip|36|On PS3/X360 versions}}</small>
+
| 3d-image-7    = Rocket Launcher Australium
| reload       = Single
+
| 3d-image-8    = Rocket Launcher Australium Festivized RED
| loadout     = yes
+
| 3d-image-9    = Rocket Launcher Australium Festivized BLU
   | quality    = normal
+
| 3d-image-10    = Rocket Launcher Botkiller Rust
   | level     = Level 1 Rocket Launcher
+
| 3d-image-11    = Rocket Launcher Botkiller Blood
 +
| 3d-image-12    = Rocket Launcher Botkiller Carbonado
 +
| 3d-image-13    = Rocket Launcher Botkiller Diamond
 +
| 3d-image-14    = Rocket Launcher Botkiller Silver Mk.I
 +
| 3d-image-16    = Rocket Launcher Botkiller Gold Mk.I
 +
| 3d-image-18    = Rocket Launcher Botkiller Silver Mk.II
 +
| 3d-image-20    = Rocket Launcher Botkiller Gold Mk.II
 +
| 3d-button-1    = default_half
 +
| 3d-button-2    = default_half
 +
| 3d-button-3    = colored_pair
 +
| 3d-button-5    = colored_pair
 +
| 3d-button-7    = australium
 +
| 3d-button-8    = australium_half
 +
| 3d-button-9    = australium_half
 +
| 3d-button-10  = default_half
 +
| 3d-button-11  = default_half
 +
| 3d-button-12  = default_half
 +
| 3d-button-13  = default_half
 +
| 3d-button-14  = colored_pair
 +
| 3d-button-16  = colored_pair
 +
| 3d-button-18  = colored_pair
 +
| 3d-button-20  = colored_pair
 +
| 3d-viewname-1  = Default
 +
| 3d-viewname-2  = Projectile
 +
| 3d-viewname-3  = Festive
 +
| 3d-viewname-5  = Festivized
 +
| 3d-viewname-7  = Australium
 +
| 3d-viewname-8  = Australium Festivized<br>(RED)
 +
| 3d-viewname-9  = Australium Festivized<br>(BLU)
 +
| 3d-viewname-10 = Rust
 +
| 3d-viewname-11 = Blood
 +
| 3d-viewname-12 = Carbonado
 +
| 3d-viewname-13 = Diamond
 +
| 3d-viewname-14 = Silver Mk.I<br>
 +
| 3d-viewname-16 = Gold Mk.I<br>
 +
| 3d-viewname-18 = Silver Mk.II<br>
 +
| 3d-viewname-20 = Gold Mk.II<br>
 +
| used-by       = {{used by|Soldier}}
 +
| slot           = primary
 +
| weapon-script  = tf_weapon_rocketlauncher
 +
| availability   = {{avail|stock|crate20-strange|crate35-festive|crate44-strange|case93|case94|case99|case100|mvm-both-types|contract|warpaint}}
 +
| marketable    = yes
 +
| numbered      = no
 +
| medieval      = no
 +
| ammo-loaded   = 4
 +
| ammo-carried   = 20 <small> / {{tooltip|36|On PS3/X360 versions}}</small>
 +
| reload         = Single
 +
| loadout       = yes
 +
   | quality     = normal
 +
  | item-kind   = {{item kind|Rocket Launcher}}
 +
   | item-level   = 1
 
}}
 
}}
{{Quotation|'''The Soldier'''|I joined this team just to kill maggots like you.|sound=Soldier_taunts13.wav}}
 
The '''Rocket Launcher''' is the [[primary]] weapon for the [[Soldier]] class. It is a typical rocket-propelling device with a protruding metal side and a wide exhaust port.
 
  
The launcher can hold up to four rockets and fires them as [[projectile]]s at a speed of around 1100 [[Hammer unit]]s per second, roughly 47 mph. 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 opponent.  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.  
+
{{Quotation|'''The Soldier'''|I joined this team just to kill maggots like you.|sound=Soldier taunts13.wav}}
  
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 upwards. Simultaneously crouching increases the height and length of the jump. This technique can be used to reach areas not accessible to other classes.
+
The '''Rocket Launcher''' is the default [[Weapons#soldierprimary|primary weapon]] for the [[Soldier]]. It is a stylized rocket-launching device with wooden grips, a large front sight, and a wide exhaust port.
  
== Damage ==
+
The Rocket Launcher holds up to four rockets, firing them as [[projectiles]] at a speed of around 1100 [[Hammer unit]]s per second (roughly 76 km/h or 47 mph). Rockets travel in a straight line, unaffected by gravity, [[Projectiles#Explosions|exploding]] on contact with any surface or player. Rocket explosions deal damage in a set radius; damage inflicted decreases the further the distance from the center of the explosion, with a player taking only 50% of the normal damage at the very edge of the blast radius. Rockets also have damage falloff over long distances. Players killed by rockets explode into [[gibs]] if they take 10 damage more than their current health.
* Base: 90
 
* Max Ramp Up: 125% (112 damage)
 
* Max Fall Off: 53% (48 damage)
 
* Splash Damage Reduction: 1% per 2.88 [[Hammer unit]]s away from epicenter to a minimum of 50% at 9 feet (144 Hammer units)
 
* Splash Radius: 9 feet (144 Hammer units)
 
* Point Blank: 105-112
 
* Medium Range: 50-90
 
* Long Range: 45-60
 
* [[Mini-Crit]]: 122
 
*[[Critical hit]]: 270
 
**(Splash at 3&nbsp;ft/1m: 226 Crit, Splash at 6&nbsp;ft/2m: 140 Crit)
 
  
* Rocket Jump Damage to Self: 27-46
+
As the explosion from rockets causes [[knockback]], an experienced player can launch opponents into the air by aiming at their feet, causing them to take [[fall damage]] or potentially pushing them into environmental hazards. The player can also use the knockback in order to perform a [[Jumping#Soldier jumps|rocket jump]] by firing at the ground beneath themselves, catapulting themselves vertically and/or horizontally. Crouching during the explosion increases the height and length of the jump while also decreasing the self-inflicted damage. This technique can be used to reach areas inaccessible to other classes, quickly advance, or escape from a bad situation.
** Critical Hit: Deals same amount of self damage as a regular rocket jump (27-46).
 
  
* Splash Damage to Self: 27-89
+
== Damage and function times ==
** Critical Hit: Deals same amount of self damage as regular self damage (27-89).
+
{{Damage table
 +
| type              = [[Projectiles|Projectile]]
 +
| damagetype        = Explosive
 +
| rangetype        = Ranged
  
Medium range is defined as the main resupply door to the opposite wall on the upper level of [[2Fort]]. Long range is defined as battlement to battlement on 2Fort. Base damage is the damage done at 512 [[Hammer unit|units]] before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Explosive damage varies depending on how it hits a player, the larger the classes hit box and the closer you are to the explosion the more damage you will take, the further away from the explosion the less damage you can take. Explosions do the most damage when they happen at the mid point of a player model, the explosion will cover more of the hit box and thus do the most damage. Damages are approximate and determined by community testing.
+
| damage            = yes
 +
|  base            = 90
 +
|  ramp up %        = 125
 +
|  ramp up          = 112
 +
|  fall off        = 48
 +
|  point blank      = 105-112
 +
|  medium range     = 50-90
 +
| long range       = 24-48
 +
|  minicrit        = 122-151
 +
|  crit            = 270
 +
|  splash damage    = yes
 +
|  splash min %    = 50
 +
|  splash radius    = {{Tooltip|2.8m|9.1 ft, 146 Hammer units}}
 +
|  splash reduction = 1% / {{Tooltip|2.88|Hammer units}}
 +
|  selfdamage      = 27-89
 +
|  selfdamage jump  = 27-46
  
==Function times==
+
| function times  = yes
 +
|  attack interval = 0.8 s
 +
|  reload first    = 0.92 s
 +
|  reload more    = 0.8 s
 +
}}
  
* Attack Interval: 0.8
+
{{Weapon Demonstration}}
* Reload Base: 0.8
 
* Additional Reload: 0.92
 
Reload base is the time it takes to reload the first rocket. Additional reload is the time it takes to reload each rocket after the first. All times are in seconds. Times are approximate and determined by community testing.
 
  
{{Weapon Demonstration|gQgFEHSh_4g}}
+
== Strange variant ==
 +
{{Strange item info
 +
| item-type = {{item kind|Rocket Launcher}}
 +
| rankson = kills
 +
| festive = yes
 +
| botkiller = yes
 +
| australium = yes
 +
| can deal gib damage = yes
 +
| can deal posthumous damage = yes
 +
| can be equipped by soldier or demo = yes
 +
| can deal long range damage = yes
 +
}}
  
==Related Achievements==
+
== Related achievements ==
===Soldier===
+
=== {{Class link|Soldier}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Soldier|Backdraft Dodger}}
 
| 1 = {{Show achievement|Soldier|Backdraft Dodger}}
 
       {{Show achievement|Soldier|Crockets Are Such B.S.}}
 
       {{Show achievement|Soldier|Crockets Are Such B.S.}}
       {{Show achievement|Soldier|For Whom the Shell Trolls}}
+
       {{Show achievement|Soldier|Death from Above}}
| 2 = {{Show achievement|Soldier|Mutually Assured Destruction}}
+
      {{Show achievement|Soldier|Duty Bound}}
 +
| 2 = {{Show achievement|Soldier|For Whom the Shell Trolls}}
 +
      {{Show achievement|Soldier|Mutually Assured Destruction}}
 
       {{Show achievement|Soldier|Tri-Splatteral Damage}}
 
       {{Show achievement|Soldier|Tri-Splatteral Damage}}
 
       {{Show achievement|Soldier|Where Eagles Dare}}
 
       {{Show achievement|Soldier|Where Eagles Dare}}
 
}}
 
}}
===Pyro===
+
 
 +
 
 +
=== {{Class link|Pyro}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Pyro|Hotshot}}
+
| 1 = {{Show achievement|Pyro|Hotshot}}
 +
| 2 = {{Show achievement|Pyro|Pilot Light}}
 
}}
 
}}
===Heavy===
+
 
 +
 
 +
=== {{Class link|Heavy}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|heavy|Crock Block}}
+
| 1 = {{Show achievement|heavy|Crock Block}}
 
}}
 
}}
  
==Previous Changes==
 
'''[[February 28, 2008 Patch]]'''
 
* Reduced Soldier's maximum [[rocket]] reserve ammo from 36 to 16
 
'''[[February 2, 2009 Patch]]'''
 
*Increased Soldier's primary ammo count from 16 to 20
 
  
==Trivia==
+
=== {{Class link|Sniper}} ===
*The weapon seems to be a heavily stylized [http://world.guns.ru/grenade/gl02-e.htm RPG-7]. The handle and the grip have been switched around, the rear exhaust port and the sights are cartoonishly oversized and it seems to fire modified [http://world.guns.ru/grenade/gl01-e.htm PG-2 HEAT] grenades. Certain attributes of its design are based, like many weapons in the game, on musical instruments.
+
{{Achievement table
*Contrary to what many people think, it actually is 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 2 era "Bazooka" one the Soldier uses; these could only hold one rocket at a time.
+
| 1 = {{Show achievement|Sniper|Eagle Eye}}
*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 of the two handles, and rockets are now loaded directly into the barrel.
+
| 2 = {{Show achievement|Sniper|Jumper Stumper}}
*The Rocket Launcher was originally single-rocket loaded, like in [[Team Fortress Classic|TFC]]. An animation of this still exists in the game files (seen in the gallery below).
+
}}
*Despite the kill notification of the Rocket Launcher showing a checkered rocket as the kill icon, the rocket in game has no checkered pattern.
+
 
 +
 
 +
=== {{Achiev type link|snakewater}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Snakewater|Mutually Air-Sured-Destruction}}
 +
}}
 +
 
 +
== Update history ==
 +
{{Update history|
 +
'''{{Patch name|10|25|2007}}'''
 +
* Fixed rocket explosions being able to impart damage through thin ceilings.
 +
 
 +
'''{{Patch name|12|20|2007}}'''
 +
* Fixed Rocket trail effects sometimes existing permanently in world.
 +
 
 +
'''{{Patch name|2|28|2008}}'''
 +
* Reduced Soldier's maximum rocket reserve ammo from 36 to 16.
 +
 
 +
'''{{Patch name|3|1|2008|xbox}}'''
 +
* Fixed exploit with rockets explosions being able to impart damage through thin ceilings.
 +
 
 +
'''{{Patch name|3|6|2008}}'''
 +
* Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended.
 +
 
 +
'''{{Patch name|2|2|2009}}'''
 +
* Increased Soldier's primary ammo count from 16 to 20.
 +
 
 +
'''{{Patch name|1|7|2011}}'''
 +
* The Rocket's [[kill icon]] was updated.
 +
 
 +
'''{{Patch name|2|22|2011}}'''
 +
* {{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.
 +
 
 +
'''{{Patch name|6|23|2011}}'''
 +
* {{Undocumented}} Added [[Strange]] quality.
 +
 
 +
'''{{Patch name|6|28|2011}}'''
 +
* Refined all Rocket Launcher recoil forces to feel more true to recoil animation.
 +
 
 +
'''{{Patch name|12|15|2011}}''' ([[Australian Christmas 2011]])
 +
* Added [[Festive weapons|Festive]] variant.
 +
 
 +
'''{{Patch name|12|19|2011}}'''
 +
* Festive Rocket Launchers can now be [[Gift Wrap|gifted]].
 +
 
 +
'''{{Patch name|8|15|2012}}''' ({{update link|Mann vs. Machine (update)}})
 +
* {{Undocumented}} Added Silver and Gold [[Botkiller weapons|Botkiller]] variants.
 +
 
 +
'''{{Patch name|10|9|2012}}'''
 +
* Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
 +
 
 +
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])
 +
* Added Silver and Gold Botkiller Mk. II variants.
 +
 
 +
'''{{Patch name|5|13|2013}}'''
 +
* Fixed the Botkiller Rocket Launcher using incorrect team materials for the arms.
 +
 
 +
'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])
 +
* {{Undocumented}} Added [[Australium weapons|Australium]] variant.
 +
 
 +
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])
 +
* Converted the Rocket Launcher models to use the <code>c_models</code> system.
 +
 
 +
'''{{Patch name|9|25|2014}}'''
 +
* {{Undocumented}} Corrected the iron sight for the Rocket Launcher.
 +
 
 +
'''{{Patch name|1|5|2023}}'''
 +
* Fixed entities being considered static props after long server times.
 +
** Fixed rockets occasionally being solid.
 +
}}
 +
 
 +
== Unused content ==
 +
* In the VPK's <code>w_rocketlauncher</code> folder, there exists the worldmodel texture of the [[Rocket Launcher (Classic)|old TFC Rocket Launcher]]. The texture is listed as <code>new_worldrpg_combo</code>.
 +
* Another alternate Rocket Launcher texture is included in the VPK, being just Ambient Occlusion. It is in a folder listed as <code>W_RPG</code>, with the texture is listed as <code>w_rocketlauncher01</code>. It's also worth noting that there is a rocket on the texture sheet, implying that this could presumably be a texture for an earlier incarnation of Soldier's Rocket Launcher, as the Club and Branding Iron appear with similar textures.
 +
* There is yet another Rocket Launcher in the game files. It is in a folder listed as <code>v_rocketlauncher</code>; all the files except <code>v_rocket</code>, <code>v_rocketlauncher01.vtf</code> and <code>v_rocketlauncher01_gold.vtf</code> are unused. These textures are from Team Fortress Classic.
 +
 
 +
== Bugs ==
 +
* While reloading, the Rocket Launcher occasionally appears to load an extra rocket.
 +
* Sometimes, the player stays stuck in the reload position. This can be fixed by switching weapons.
 +
* Rockets fired underwater that leave the water retain their trail of bubbles instead of using the regular flame particles used on land.
 +
 
 +
== Trivia ==
 +
* Despite the Rocket Launcher's animation indicating high recoil, real rocket launchers have no recoil at all, as the reaction force is released through the exhaust port.
 +
* 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 weapons|Stock]] [[Flame Thrower]] were obtainable in ''[[w:Saints Row IV|Saints Row IV]]'' by pre-ordering the game on [[Steam]].
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
File:Rocket Launcher 1st person.png|1st person view.
+
File:Rocket Launcher 1st person.png|First-person view.
 +
File:Festive Rocket Launcher 1st person red.png|[[RED]] [[Festive weapons|Festive]] variant.
 +
File:Festive Rocket Launcher 1st person blu.png|[[BLU]] Festive variant.
 +
File:Botkiller Rocket Launcher 1st person.png|[[Botkiller weapons|Botkiller]] variant.
 +
File:Australium rocketlauncher.png|[[Australium weapons|Australium]] variant.
 +
File:Rocket Launcher_First Person Festivized RED.png|RED [[Festivizer|Festivized]] variant.
 +
File:Rocket Launcher_First Person Festivized BLU.png|BLU Festivized variant.
 +
File:Rocket Launcher_First Person Festivized Australium RED.png|RED Festivized Australium variant.
 +
File:Rocket Launcher_First Person Festivized Australium BLU.png|BLU Festivized Australium variant.
 
File:Rocket.png|Projectile.
 
File:Rocket.png|Projectile.
 +
File:W rocketlauncher.png|The W_RPG texture.
 +
File:New World RPG.png|''Team fortress Classic'' RPG texture.
 
File:Soldieroldreload.png|Old Rocket Launcher reload animation.
 
File:Soldieroldreload.png|Old Rocket Launcher reload animation.
 +
File:Rocketlauncher concept.png|Rocket Launcher concept art.
 +
File:RPG concept.jpg|RPG concept art.
 +
File:Mega Beth's In-game Rocket Launcher 1.png|Megabeth's Crossover Rocket Launcher in the inventory menu in ''Super Monday Night Combat''.[https://mondaynightcombat.wikia.com/wiki/Monday_Night_Combat_Wiki]
 +
File:Mega Beth's Rocket Launcher 2.png|Megabeth holding the Crossover Rocket Launcher with her Soldier Crossover suit in ''Super Monday Night Combat''.
 +
File:TF2 Teaser Rocket Launcher.PNG|Original design for the Rocket Launcher shown in the 2006 EA Summer Showcase event.[https://wiki.teamfortress.com/wiki/Trailer_1]
 +
File:Standard icon Rocket Launcher.png|Icon from the TF2 DIY kit.
 +
File:Rocket Launcher Comparison.png|Comparison between the model w_rocketlauncher.mdl (top, unused) and c_rocketlauncher.mdl (bottom, used)
 +
File:Stocket Launcher Saints IV.png|The Rocket Launcher in ''Saints Row IV''.
 
</gallery>
 
</gallery>
  
==See also==
+
== See also ==
*[[Soldier strategy#Rocket Launcher|Rocket Launcher strategy]]
+
* [[Basic Soldier strategy#Rocket Launcher + reskins|Rocket Launcher strategy]]
*[[Jumping#Rocket jumps|Rocket jump]]
+
* [[Jumping#Soldier jumps|Rocket jumping]]
*[[Juggling]]
+
* [[Festive weapons]]
 +
* [[Botkiller weapons]]
 +
* [[Australium weapons]]
  
{{Allweapons Nav}}<br/>
+
{{Standard Weapons Nav}}
 +
{{Allweapons Nav}}
 
{{Soldier Nav}}
 
{{Soldier Nav}}
 +
 +
[[Category:Weapons using the CommunityWeapon material proxy]]

Latest revision as of 19:53, 7 November 2024

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 stylized rocket-launching device with wooden grips, a large front sight, and a wide exhaust port.

The Rocket Launcher holds up to four rockets, firing them as projectiles at a speed of around 1100 Hammer units per second (roughly 76 km/h or 47 mph). Rockets travel in a straight line, unaffected by gravity, exploding on contact with any surface or player. Rocket explosions deal damage in a set radius; damage inflicted decreases the further the distance from the center of the explosion, with a player taking only 50% of the normal damage at the very edge of the blast radius. Rockets also have damage falloff over long distances. Players killed by rockets explode into gibs if they take 10 damage more than their current health.

As the explosion from rockets causes knockback, an experienced player can launch opponents into the air by aiming at their feet, causing them to take fall damage or potentially pushing them into environmental hazards. The player can also use the knockback in order to perform a rocket jump by firing at the ground beneath themselves, catapulting themselves vertically and/or horizontally. Crouching during the explosion increases the height and length of the jump while also decreasing the self-inflicted damage. This technique can be used to reach areas inaccessible to other classes, quickly advance, or escape from a bad situation.

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.


Tf snakewater salesman.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.

January 5, 2023 Patch

  • Fixed entities being considered static props after long server times.
    • Fixed rockets occasionally being solid.

Unused content

  • In the VPK's w_rocketlauncher folder, there exists the worldmodel texture of the old TFC Rocket Launcher. The texture is listed as new_worldrpg_combo.
  • Another alternate Rocket Launcher texture is included in the VPK, being just Ambient Occlusion. It is in a folder listed as W_RPG, with the texture is listed as w_rocketlauncher01. It's also worth noting that there is a rocket on the texture sheet, implying that this could presumably be a texture for an earlier incarnation of Soldier's Rocket Launcher, as the Club and Branding Iron appear with similar textures.
  • There is yet 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. These textures are from Team Fortress Classic.

Bugs

  • While reloading, the Rocket Launcher occasionally appears to load an extra rocket.
  • Sometimes, the player stays stuck in the reload position. This can be fixed by switching weapons.
  • Rockets fired underwater that leave the water retain their trail of bubbles instead of using the regular flame particles used on land.

Trivia

  • Despite the Rocket Launcher's animation indicating high recoil, real rocket launchers have no recoil at all, as the reaction force is released through the exhaust port.
  • 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.

Gallery

See also