Difference between revisions of "Rocket Jumper"
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*[[Airblast|Reflected]] rockets fired from the Rocket Jumper will only deal damage to the [[Pyro]] reflecting it beneath himself (ie. attempting a [[rocket jump]] with a deflected rocket). | *[[Airblast|Reflected]] rockets fired from the Rocket Jumper will only deal damage to the [[Pyro]] reflecting it beneath himself (ie. attempting a [[rocket jump]] with a deflected rocket). | ||
* This weapon has some use in legitimate play, as one could quickly reach the front lines or the enemy flag by rocket jumping without having to worry about conserving rockets or taking self-damage. With a good Shotgun, this can be somewhat effective on maps with no setup, specifically 5 point and [[Capture the Flag|CTF]] maps. Combined with the [[Pain Train]], it could be possible to quickly capture control points, or with the [[Equalizer]], it is possible to "[[Kamikaze]] jump" higher than a rocket jump. | * This weapon has some use in legitimate play, as one could quickly reach the front lines or the enemy flag by rocket jumping without having to worry about conserving rockets or taking self-damage. With a good Shotgun, this can be somewhat effective on maps with no setup, specifically 5 point and [[Capture the Flag|CTF]] maps. Combined with the [[Pain Train]], it could be possible to quickly capture control points, or with the [[Equalizer]], it is possible to "[[Kamikaze]] jump" higher than a rocket jump. | ||
− | * Equipping the Rocket Jumper grants the player immunity to the blast damage from exploding pumpkins in [[Harvest]]. | + | * Equipping the Rocket Jumper grants the player immunity to the blast damage from exploding pumpkins in [[Harvest]] and [[Mann Manor]]. |
* It is possible for the player to survive fall damage if a rocket is fired at the ground and the explosion radius makes contact with the player almost simultaneously before the player lands. Knowing the constant speed of the rocket and the rate of which the player is falling are factors that determine the timing of this strategy. | * It is possible for the player to survive fall damage if a rocket is fired at the ground and the explosion radius makes contact with the player almost simultaneously before the player lands. Knowing the constant speed of the rocket and the rate of which the player is falling are factors that determine the timing of this strategy. | ||
* Despite not doing any self-damage, the Soldier still yells out in pain and the red hit indicator still shows up on the screen. | * Despite not doing any self-damage, the Soldier still yells out in pain and the red hit indicator still shows up on the screen. |
Revision as of 04:24, 28 October 2010
Template:Targeted Template:Weapon infobox
“ | And that is how you do it, men!
Click to listen
— The Soldier on proper rocket-to-foot measurements
|
” |
The Rocket Jumper is a training primary weapon for the Soldier Class which was released with the Mann-Conomy Update. Its appearance is identical to the Rocket Launcher.
As the first training item, the Rocket Jumper fires completely harmless rockets allowing players to freely practice Rocket jumping techniques. The ammo count is also tripled, giving the user forty extra rockets.
Contents
Blueprint
Scrap Metal | [[Soldier Token|Template:Dictionary/items/soldier token]] | [[Primary Token|Template:Dictionary/items/primary token]] | Rocket Jumper | |||
+ | + | = |
Note: The blueprint simply makes a Soldier's primary weapon, there is still a chance of getting the Direct Hit or Black Box instead. There will be a 33% chance of crafting this item.
Trivia
- With this weapon equipped, it is possible to survive the Kamikaze taunt of the Equalizer; the player will only suffer fall damage after being launched into the air. This is similar to an early bug that existed when the Gunboats were first implemented.
- Reflected rockets fired from the Rocket Jumper will only deal damage to the Pyro reflecting it beneath himself (ie. attempting a rocket jump with a deflected rocket).
- This weapon has some use in legitimate play, as one could quickly reach the front lines or the enemy flag by rocket jumping without having to worry about conserving rockets or taking self-damage. With a good Shotgun, this can be somewhat effective on maps with no setup, specifically 5 point and CTF maps. Combined with the Pain Train, it could be possible to quickly capture control points, or with the Equalizer, it is possible to "Kamikaze jump" higher than a rocket jump.
- Equipping the Rocket Jumper grants the player immunity to the blast damage from exploding pumpkins in Harvest and Mann Manor.
- It is possible for the player to survive fall damage if a rocket is fired at the ground and the explosion radius makes contact with the player almost simultaneously before the player lands. Knowing the constant speed of the rocket and the rate of which the player is falling are factors that determine the timing of this strategy.
- Despite not doing any self-damage, the Soldier still yells out in pain and the red hit indicator still shows up on the screen.
- As of the October 27, 2010 Patch, Soldiers carrying the Rocket Jumper lose 100 max health, making it significantly less useful in actual combat.
Gallery
- Rocket Launcher 1st person cropped.png
1st person view.
See also
References