Difference between revisions of "Rocket Launcher"

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(Seems like it should be the other way around. Feel free to correct me if I'm wrong, but it looks to me as if the consecutive reloads are faster.)
(Trivia)
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==Trivia==
 
==Trivia==
* 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.
+
* The weapon seems to be a heavily stylized {{w|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 {{w|RPG-2}} grenades. Certain attributes of its design are based, like many weapons in the game, on musical instruments.
 
* 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.
 
* 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.
 
* 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.
 
* 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.

Revision as of 04:01, 13 August 2011

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 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. 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 upwards. Simultaneously crouching increases the height and length of the jump. This technique can be used to reach areas not accessible to other classes.

Damage and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage
Maximum ramp-up 125% 112
Base damage 100% 90
Maximum fall-off 53% 48
Point blank 105-112
Medium range 50-90
Long range 45-60
Critical 270
Mini-crit 122
Splash damage
Minimum splash 50% 9 ft
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

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.


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.


Death from Above
Death from Above
Rocket jump and kill 2 enemies before you 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.
Hot Potato
Hot Potato
Reflect 100 projectiles with your compressed air blast.

Leaderboard class heavy.png Heavy

Crock Block
Crock Block
Survive a direct hit from a critical 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 causing damage through thin walls.

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

  • This weapon's kill icon was updated.

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 (Über Update)

June 28, 2011 Patch

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

Bugs

  • The back of the Rocket Launcher passes through the arm of the Soldier in third person view.
  • Even when fully loaded, the barrel of the Rocket Launcher is empty; a spectator is able to look through one end and see out of the other.
  • In first-person view, the bottom part of the Rocket Launcher's iron sight is hollow. However, in world-view, the bottom of the iron sight is solid.

Trivia

  • The weapon seems to be a heavily stylized Template:W. 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 Template:W grenades. Certain attributes of its design are based, like many weapons in the game, on musical instruments.
  • 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.
  • 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, much like its Team Fortress Classic counterpart. An animation of this still exists in the game files.
  • Despite the kill notification of the Rocket Launcher showing a checkered rocket as the kill icon, the rocket in game bears no such pattern.
  • The Rocket Launcher does not shoot from the middle of the screen, rather it shoots from the right - left if inverted models are enabled - making it possible to fire around corners while still being almost fully in cover.

Gallery

See also