From TF2 Wiki
The Rocket Launcher is the primary weapon for the Soldier. It fires rocket projectiles 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 reach areas that may normally be inaccessible to Soldiers or other classes.
- 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.
- 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.
- 1100 Hammer Units per second / 68.75 feet per second / 46.875 MPH / 75.438 KPH
- A soldier can use his Rocket Launcher to jump by firing a rocket downwards and jumping at the same time. These jump are quite powerful and can send the soldier higher and/or farther than scout could in most circumstances.
- A more skilled soldier can do a more powerful jump by crouching when you jump, making your hit box smaller, and more aerodynamic. These can be used to get to places where a regular jump can't bring you.
- The most important thing to remember about jumping is the self damage. The chart for self damage is above.
- 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 projectile 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 actual rockets that are shot in game are too large to fit in the Rocker Launcher more resembling the size of the one in the second trailer of the game
- A modified version of the Rocket Launcher can be seen in the backround of the weapons room in episode 9, season 2 of the popular FX show Archer. The exhaust port is elongated, and there is a bizzare aiming attachment.
- the stock rocket launcher is the only rocket launcher whose killcon is the projectile itself.
- The rocket that is seen in the Soldier's hand that is loaded into the launcher is actually hiding under the launcher and flys in to the soldier's hand, creating the illusion of him picking it up. They can be seen by increasing your view model FOV high enough.
- When the end of round initiates a team switch quickly jumping will cause the screen to shake rapidly. This can be fixed by crouching.
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