Rocket Launcher

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The Rocket Launcher is the primary weapon for the Soldier. It fires rockets which move at a speed of around 1100 hammer units per second (~47 mph) and the trajectory of these rockets is not affected by gravity, unlike projectiles fired from the Grenade Launcher or Syringe Gun. Rockets inflict damage in a set splash radius, and damage inflicted decreases the further from the centre of the explosion an enemy is. Testing has shown that normal rockets have significant damage falloff over long distances, however Critical rockets do not suffer from this.

The 'bounce' effect that is created by exploding rockets makes it possible for Soldiers to juggle their enemies, sending them in the air and possibly dealing fall damage to enemies upon them landing. The Rocket launcher is also used to rocket jump to areas that may normally be inaccessible to Soldiers or other classes.


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 ctf_2fort. Long range is defined as battlement to battlement on ctf_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 ammo. Additional reload is the time it takes to reload each ammo after the first. All times are in seconds. Times are approximate and determined by community testing.

Projectile Speed

  • 1100 Hammer Units per second / 68.75 feet per second / 46.875 MPH / 75.438 KPH

Trivia

  • The Rocket launcher has Developer weapon variants.
  • 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.
  • Contrary to what many people think, it actually is possible to hold 4 rockets in a 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.

See also


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