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Difference between revisions of "Rocket Launcher"
From Liandri Archives
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* Does not have lock on ability. | * Does not have lock on ability. | ||
− | == | + | ==Unreal 2== |
A.K.A. Shark. Behaves the same as the Unreal:RTNP Marine Rocket Launcher, with slightly different timing. | A.K.A. Shark. Behaves the same as the Unreal:RTNP Marine Rocket Launcher, with slightly different timing. | ||
==[[Unreal Tournament]]== | ==[[Unreal Tournament]]== | ||
Line 32: | Line 32: | ||
Direct hit by rocket or grenade delivers 112 damage to a target. | Direct hit by rocket or grenade delivers 112 damage to a target. | ||
− | == | + | ==Unreal Tournament 2003== |
;Primary Fire | ;Primary Fire | ||
Fires a single rocket. | Fires a single rocket. | ||
Line 40: | Line 40: | ||
Rocket Launchers have 12 rockets when they are picked up, and they can hold a maximum of 30. Rocket Launcher Ammo Packs hold 9 rockets each. It takes a bit under 1 second to load a rocket. | Rocket Launchers have 12 rockets when they are picked up, and they can hold a maximum of 30. Rocket Launcher Ammo Packs hold 9 rockets each. It takes a bit under 1 second to load a rocket. | ||
;Damage | ;Damage | ||
− | ==[[Unreal Tournament 3 | + | ==Unreal Tournament 2004== |
+ | The Rocket Launcher in [[UT2004]] is nearly identical to the [[UT2003]] variation but has a slightly different Rate of Fire and the rockets travel at a different speed. | ||
+ | ==Unreal Tournament 3== | ||
The UT3 Rocket Launcher is reportedly about the same as that of UT2003/4, possibly without the capability to shoot only two rockets in a spiral. | The UT3 Rocket Launcher is reportedly about the same as that of UT2003/4, possibly without the capability to shoot only two rockets in a spiral. | ||
− | == | + | ==Unreal Championship== |
;Primary Fire | ;Primary Fire | ||
;Secondary Fire | ;Secondary Fire | ||
;Ammo | ;Ammo | ||
;Damage | ;Damage | ||
− | == | + | ==Unreal Championship 2== |
;Primary Fire | ;Primary Fire | ||
Fires a single rocket. | Fires a single rocket. |
Revision as of 11:04, 29 July 2007
The Rocket Launcher (or RL, as it's known) is a weapon that has appeared in various incarnations in all of the Unreal series.
Contents
Unreal
The Rocket Launcher in Unreal is called the 8ball Launcher. This is due to the ammo it uses, 8ball rockets, and is based on the eight ball in pool.
- Primary Fire
Can load up to six 8ball rockets and fire them in a straight line or a spiral configuration by holding down the alternate fire button while the rockets are being loaded.
- Secondary Fire
Can load up to six 8ball rockets as grenades. The rockets will bounce around before they detonate.
- Ammo
- Damage
Unreal: RTNP
Unreal - Return to Na Pali has the same 8ball Launcher as Unreal does but it also adds a standard Marine Rocket Launcher to your arsenal.
- Primary
- Unguided rocket projectile.
- Secondary
- Guided rocket. No camera. Guided by moving/aiming weapon.
- Does not have lock on ability.
Unreal 2
A.K.A. Shark. Behaves the same as the Unreal:RTNP Marine Rocket Launcher, with slightly different timing.
Unreal Tournament
- Primary Fire
Fires up to 6 rockets at a time, released in a horizontal line formation or, by pressing alternate fire while loading, in a tight cluster.
- Secondary Fire
Fires up to 6 grenades at a time. Grenades bounce from obstacles and explode after a certain amount of time or on contact with player.
- Ammo
Upon pick up Rocket Launcher will contain 6 rockets, maximum ammo capacity being 48. Default ammo pack has 12 rockets in it.
- Damage
Direct hit by rocket or grenade delivers 112 damage to a target.
Unreal Tournament 2003
- Primary Fire
Fires a single rocket.
- Secondary Fire
Fires three rockets in a horizontal line, and, by pressing primary fire while loading, can shoot up to three rockets in a tight spiral.
- Ammo
Rocket Launchers have 12 rockets when they are picked up, and they can hold a maximum of 30. Rocket Launcher Ammo Packs hold 9 rockets each. It takes a bit under 1 second to load a rocket.
- Damage
Unreal Tournament 2004
The Rocket Launcher in UT2004 is nearly identical to the UT2003 variation but has a slightly different Rate of Fire and the rockets travel at a different speed.
Unreal Tournament 3
The UT3 Rocket Launcher is reportedly about the same as that of UT2003/4, possibly without the capability to shoot only two rockets in a spiral.
Unreal Championship
- Primary Fire
- Secondary Fire
- Ammo
- Damage
Unreal Championship 2
- Primary Fire
Fires a single rocket.
- Secondary Fire
Charges up to three rockets, each of which can split in two if activated in midair.
- Ammo
- Damage
Tactical Use
The Rocket Launcher's rockets fly straight, do a lot of damage in a direct hit, and have a fair-sized splash damage radius. (Because of the splash damage, Rocket Launchers are less than ideal for close-range fighting and are notorious for causing suicides in this situation.)
Since Rocket Launchers are the most powerful standard weapon except a sniper and they have a reasonably fast reload rate and a large splash damage radius (hence the RL is called a "spammy" weapon), they are a favorite of new players. Because it's much more rarely used by advanced players, the Rocket Launcher is often found opposite the Flak Cannon in Capture the Flag, Double Domination, and Bombing Run maps, and in either wide-open or very tight places in Deathmatch or Domination. The theory behind the latter locations is that a weapon is most balanced if it is placed in a location where it is least useful; since the RL is usually considered a mid-range weapon, these locations make sense.
(The following ideas (but not the text) are mostly copied from UnrealWiki)
Use in Onslaught (UT2004 only)
- Rockets have a lot of momentum, so they will temporarily stop or slow down Scorpions and usually change their direction slightly, disorienting the driver. Three rockets kills a scorpion.
- Since Rocket Launchers are the second-most-powerful weapon against vehicles (factoring in their rate of fire) they are the most useful weapon to combat Goliath tanks and other large, slow vehicles (not including the Hellbender unless it's coming straight at you) after AVRiLs. However, Mantas and Raptors are usually too agile to be hit by rockets.
- Because rockets fly very straight and cannot be shot down, they are ideal for shooting Power Nodes from a distance. A useful tactic if you're bad at aiming is to line up using the Lightning Gun or Sniper Rifle and then switch to the RL without moving.
Use in Deathmatch and other Gametypes
- Loading up on rockets before bursting in to an area where you know there are enemy players allows you to unleash a powerful attack on multiple enemies before they know what's going on.
- Players in the damage radius of a Rocket are lifted off the floor, preventing them from jumping or dodging. Good players can predict the landing spot and send another rocket there to greet the enemy. This ability can also be used to boost players themselves, although the Impact Hammer (in UT) and Shield Gun (in UT2003/4) usually take this role.
- Hitting the ground near a player's feet is easier than hitting a player because, well, it's a larger target and it's not moving. Often the splash damage is plenty to hurt the enemy. Jumping in the air gives an easier angle from which to aim at a player's feet.