Difference between revisions of "Rocket Launcher"
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<p>The Rocket Launcher is the most common rocket launcher used in [[6v6|6s]] play despite some leagues allowing alternatives such as the [[Direct Hit]]. The Rocket Launcher is usually the favourable choice due to a good <br>balance between damage, explosion radius and ammo clip size.</p> | <p>The Rocket Launcher is the most common rocket launcher used in [[6v6|6s]] play despite some leagues allowing alternatives such as the [[Direct Hit]]. The Rocket Launcher is usually the favourable choice due to a good <br>balance between damage, explosion radius and ammo clip size.</p> | ||
<p>A soldier's main source of mobility stems from the Rocket Launcher through the technique of [[Rocket Jumping]].</p> | <p>A soldier's main source of mobility stems from the Rocket Launcher through the technique of [[Rocket Jumping]].</p> | ||
− | <p>Similar to most | + | <p>Similar to most projectile weapons, the rockets fired are not exactly the same direction as the player is looking as they are created at the side of the player rather than the center. This can make close-range<br> rockets (where the effect is most noticeable) harder to connect. By default, rockets are created from the right-hand side but if the player uses flipped viewmodels they are produced on the left. Many players feel <br>they play better without this effect and use the [[Original]] which produces rockets at the center of the screen.</p> |
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Revision as of 18:07, 2 August 2013
The Rocket Launcher is the default primary weapon for the Soldier. The Rocket Launcher is the most common rocket launcher used in 6s play despite some leagues allowing alternatives such as the Direct Hit. The Rocket Launcher is usually the favourable choice due to a good A soldier's main source of mobility stems from the Rocket Launcher through the technique of Rocket Jumping. Similar to most projectile weapons, the rockets fired are not exactly the same direction as the player is looking as they are created at the side of the player rather than the center. This can make close-range | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | Yes | |
ETF2L HL legal? | Yes |
Statistics
Damage and function times | |
---|---|
Direct damage | |
Maximum ramp-up | 112 |
Base damage | 90 |
Maximum fall-off | 48 |
Point blank | 105-112 |
Medium range | 50-90 |
long range | 48-60 |
Critical | 270 |
Mini-crit | 122-151 |
Function times | |
Attack interval | 0.8 s |
Initial reload | 0.92 s |
Consecutive reload | 0.8 s |