Difference between revisions of "Rocket Launcher"
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==Previous Changes== | ==Previous Changes== | ||
'''[[February 28, 2008 Patch]]''' | '''[[February 28, 2008 Patch]]''' | ||
− | * Reduced Soldier's maximum [[rocket]] reserve ammo from 36 to 16 | + | * Reduced Soldier's maximum [[rocket]] reserve ammo from 36 to 16. |
'''[[March 6, 2008 Patch]]''' | '''[[March 6, 2008 Patch]]''' | ||
* Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended. | * Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended. | ||
'''[[February 2, 2009 Patch]]''' | '''[[February 2, 2009 Patch]]''' | ||
− | *Increased Soldier's primary ammo count from 16 to 20 | + | *Increased Soldier's primary ammo count from 16 to 20. |
==Trivia== | ==Trivia== |
Revision as of 03:05, 25 December 2010
“ | I joined this team just to kill maggots like you.
Click to listen
— The Soldier
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” |
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 projectiles at a speed of around 1100 Hammer units 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.
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 upwards. Simultaneously crouching increases the height and length of the jump. This technique can be used to reach areas not accessible to other classes.
Contents
Damage
- Base: 90
- Max Ramp Up: 125% (112 damage)
- Max Fall Off: 53% (48 damage)
- Splash Damage Reduction: 1% per 2.88 Hammer units 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 ft/1m: 226 Crit, Splash at 6 ft/2m: 140 Crit)
- Rocket Jump Damage to Self: 27-46
- Critical Hit: Deals same amount of self damage as a regular rocket jump (27-46).
- Splash Damage to Self: 27-89
- Critical Hit: Deals same amount of self damage as regular self damage (27-89).
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 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.
Function times
- Attack Interval: 0.8
- 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.
Demonstration
Related Achievements
Soldier
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Pyro
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Heavy
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Previous Changes
- Reduced Soldier's maximum rocket reserve ammo from 36 to 16.
- Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended.
- Increased Soldier's primary ammo count from 16 to 20.
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 oversized and it seems to fire modified PG-2 HEAT grenades. Certain attributes of its design are based, like many weapons in the game, on musical instruments.
- 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.
- 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.
- The Rocket Launcher was originally single-rocket loaded, like in 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.
Gallery
See also