Rocket Launcher
“ | I joined this team just to kill maggots like you.
Click to listen
— 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.
Contents
[hide]Damage and function times
[collapse]Damage and function times | ||
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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
[expand]Strange variant information |
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Related achievements
Soldier
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Pyro
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Heavy
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Sniper
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Snakewater achievements
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Update history
- Fixed rocket explosions being able to impart damage through thin ceilings.
- Fixed Rocket trail effects sometimes existing permanently in world.
- Reduced Soldier's maximum rocket reserve ammo from 36 to 16.
- Fixed exploit with rockets explosions being able to impart damage through thin ceilings.
- 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.
- The Rocket's kill icon was updated.
- [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.
- [Undocumented] Added Strange quality.
- Refined all Rocket Launcher recoil forces to feel more true to recoil animation.
December 15, 2011 Patch (Australian Christmas 2011)
- Added Festive variant.
- Festive Rocket Launchers can now be gifted.
August 15, 2012 Patch (Mann vs. Machine Update)
- [Undocumented] Added Silver and Gold Botkiller variants.
- Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
December 20, 2012 Patch (Mecha Update)
- Added Silver and Gold Botkiller Mk. II variants.
- Fixed the Botkiller Rocket Launcher using incorrect team materials for the arms.
November 21, 2013 Patch (Two Cities Update)
- [Undocumented] Added Australium variant.
June 18, 2014 Patch (Love & War Update)
- Converted the Rocket Launcher models to use the
c_models
system.
- [Undocumented] Corrected the iron sight for the Rocket Launcher.
- 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 asnew_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 asw_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 exceptv_rocket
,v_rocketlauncher01.vtf
andv_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
BLU Festive variant.
Botkiller variant.
Australium variant.
RED Festivized variant.
Megabeth's Crossover Rocket Launcher in the inventory menu in Super Monday Night Combat.[1]
Original design for the Rocket Launcher shown in the 2006 EA Summer Showcase event.[2]
See also
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[expand]Weapons |
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