Discussion On The Rocket Launchers

I love the allied rocket on ava.Nothing better than going into the orange apt and being able to fire prety much anywhere in the square

Nothing better than firing at the top of church and getting three kills--woot
 
They're a little underpowered than usual...just takes time getting used to them. Sucks when you hit their feet and it only does 90 damage though.
 
The allied rocket is my favourite weapon, i love holding the field in donner and watch players like Xolican and EGO wolf go flying as they try to take field from connector, it makes my day :D

No problems with rocket atall, just wish team mates would give me more ammo, so many people don't

Grr

Good weapon! best out there
 
Yeah the ammo is on the low side, but it is realistic because you cant really carry 20 bazooka shells in your pocket :)
 
I switch to the Bazookas from time to time trying to learn that weapon better. I think one could absolutely dominate with that weapon and the alternative machine pistol.
 
I think one can absolutely dominate with that weapon and the secondary machine pistol. Probably more difficult to master.
 
You have to play the rocket right. Wait around corners, up hidden by double person flag caps. Not to mention the allies rocket comes with the carbine which is an all around great weapon. I've played both Cal Main, and Invite and allies side I would always rocket.. axis not so much.

-Igor
 
I hate em! Not just because I'm constantly killed by them after killing the shooter. I hate them because they're completely unrealistic. The bazooka and the panzershreck were anti armor weapons (aka: Tank Terror) and were never deployed as an anti-personal weapon. I'm into the realism factor, I just don't like seeing anti-tank-sniper people running around the field. A direct hit should be the only thing that'd kill as they were not made to throw shrapnel, neither of these weapons was an RPG, they were not grenades, they were rocket propelled shaped charges for taking out armor.

-$0.02

(my apologies for reviving such an old thread)
 
Not entirely true I have actually shot shoulder fired rocket launchers and trust me you don't want to be anywhere near it when it hits. 3.5 pounds of high explosive is no joke shaped or not its going to hurt.
 
the rocket class is very useful if you know how to use it. The trick is to not aim at the enemy directly. The rocket follows an arc path. If you aim your rocket slightly above their head, it should land a direct hit or at least hit at their feet and possible a kill.
 
[quote1202776270=Selmuir =FL=]
Hmm there not weak, there one of the most powerful (providing you use them correctly), if you can use a bazooka the right way you can be the best on the feild,
dont underesamate (probz not spelt right lol) them
[/quote1202776270]
lol for building, rocket is really powerful
but yes, u need to practice and get use to it
defense is a bit weaker, just like sinper
people tend to like sinper on the axis sid, cuz it's a bit stable
i don't know, i am a little like that,
still, i use sinper on allies side and still get really nice score
 
Here is part of a strategy guide i did for Kalt. I only put what would be universal for rocket launchers. (Can't let the other houses know our play book. ;) )

Rocket Launcher Strategy Guide for Kalt.

Tips to remember on both sides.

1. Remember to have your secondary weapon on the que key. Immediately switch to your secondary weapon after launching, unless you are 100% SURE you will not be rushed. Wait until you know you are safe to reload the launcher.

2. You start off with 5 rockets and only get 3 clips per turn (getting extra ammo from others will not give you more clips either), so ammo is scare. Try to Conserve, make your shots
count.

3. Reload when ever you get the chance, especially when playing on the axis.

4. Only launch at close ranges when no other choice is available. Odds are you will hurt or kill yourself too. (and possibly team mates if FF is on)

5. Rocket launchers are medium to long range weapons. How ever you do have to take distance into account in two ways. First you must know that they will "drop" the further they travel. This can be over came for long distance launches by aiming high. The further the target, the more you compensate. The second thing to consider when launching at long distance targets, is the fact that the rocket travels at a speed much slower then conventional bullets. When shooting at a long distance taget, do not shoot at a strafing person, he will dodge it. Which leads me to my next tip.

6. Do not aim AT someone, aim NEAR someone. Aim your rockets at the floor, wall, or ceiling right in front, behind, beside, or other wise near your intended target. Rockets are like grenades and horse shoes: Close counts. An enemy given enough time, can dodge a rocket and watch it fly by. There is a higher probability of a wound or kill when aimed to explode right next to. This gives you the advantage of not having to nessisarily exposing your self while still launching a rocket to explode right next to an enemy.

7. Take into account how it will explode. A rocket will explode towards the direction it was launched. however aiming at a corner will cause it to have an irratic and wider blast radius. Keep that in mind.

Tasks of the Rocket Launcher Class:

1. Choke Point Defense. Rocket launchers are Choke point weapons. Great for when you can aim at a small area knowing that is the only way the enemy can come from. Aim them at doors, Corridors, allies, sewers, rooms, bridges, and halls for a solid defense over a specific area.

2. Getting rid of snipers, mg's, and other enemy targets in windows, rooms or other hard to hit positions. You may likely die, but so will that MG keeping your team pinned.

3. Pushing the ememy back, esecially around a corner. Will explain more later.

Team Specific Tips: Being that there are differences between both the primary weapons (the bazooka and panzer-faust) and the secondary weapons, (the carbine and C-96) the tips and strategies differ between the teams as well.

Americans: The American rocket launcher uses the Bazooka with the carbine as a secondary weapon.

Bazooka: The bazooka is the better of the two rocket launchers. This is because of how it works when set and fired. When set, the player will be able to move around and aim faster then with its german counterpart. After launching the player can immediately switch to their qued weapon. The player can move at normal speed or run immediately after launching.

Carbine: a short to semi-long range semi-automatic with little to no recoil. The lack of recoil does allow one to shoot it as fast as one can pull the trigger. Most are able to get slighly slower then a thompson or STG-44. The weapons average hitting power is worth 30-40 points, depending on range and area of body hit. These factors make it best at roughly a 20 to 100 yard range. This weapon is weak in close range combat with assault and support class weapons, as they either have a higher fire rate, hitting power, or both. Weapon is stronger on the streets of Kalt then in the sewers or other small camped rooms and corridors.

Germans: The German rocket launcher uses the Panzer-Faust with the C-96 automatic machine pistol.

Panzer-faust: The Panzer-Faust is the lesser of the two rocket launchers. This is because of how it works when set and firing. Moving around and aiming while set is slower then with its american counterpart. After launching, there is a 1.5 second period where you are still moving slow and can not change your weapon. This can be compensated by upsetting. This does how ever means it has a slightly slower rate of rocket fire then the bazooka.

C-96 Automatic Machine Pistol: A close to semi-medium range fully automatic pistol with little to medium recoil. The recoil is not that bad, however you should still shoot in 2 to 3 shot spurts to conserve ammo. The weapons average hitting power is worth 30-40 points, depending on range and area of body hit. These factors make it best a roughly 0 to 20 yard range weapon. Due to its fast rate of fire, it is King of Point blank combat. This weapon is stronger in the sewers of Kalt then an the streets or other open areas where someone can fire at you outside of your effective range.

If you follow these tips, one should have at least a good beginning on becoming a successful rocket launcher.
 

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