Talk:Rocket Launcher: Difference between revisions
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:: Aimed is of course the most effective means of using it, but snaps have their uses when you've got good chances at landing near if not spot-on hits. | :: Aimed is of course the most effective means of using it, but snaps have their uses when you've got good chances at landing near if not spot-on hits. | ||
:: As for using dual rockets, I suppose dual rockets could be handy when you're firing down at the ground or right into something solid like the side of a UFO and need to twice in quick succession. But unless you planned for that to happen from the get-go, you're generally better off with two soldiers and two rocket launchers. The reload time on the next turn could slow you down a bit too if one soldier had to reload both. It's better to spread the re-load expense over several soldiers. | :: As for using dual rockets, I suppose dual rockets could be handy when you're firing down at the ground or right into something solid like the side of a UFO and need to do it twice in quick succession. But unless you planned for that to happen from the get-go, you're generally better off with two soldiers and two rocket launchers. The reload time on the next turn could slow you down a bit too if one soldier had to reload both. It's better to spread the re-load expense over several soldiers. | ||
:: Just had a thought on accuracy. Would a high TU soldier be able to carry a loaded launcher in the hand and one in the backpack, fire the one in the hand, drop it, get out the other one and fire it as well? That has the potential to eliminate the firing penalty if it can be done. Alternately, fire one at the -20% penalty, drop it the fire the other without a penalty. | :: Just had a thought on accuracy. Would a high TU soldier be able to carry a loaded launcher in the hand and one in the backpack, fire the one in the hand, drop it, get out the other one and fire it as well? That has the potential to eliminate the firing penalty if it can be done. Alternately, fire one at the -20% penalty, drop it the fire the other without a penalty. | ||
:: Dual [[Small Launcher]]s could be useful. With them, you can happily fire them at almost close range as long as you're wearing power suits. -[[User:NKF|NKF]] 00:05, 24 October 2008 (CDT) | :: Dual [[Small Launcher]]s could be useful. With them, you can happily fire them at almost close range as long as you're wearing power suits. -[[User:NKF|NKF]] 00:05, 24 October 2008 (CDT) | ||
Revision as of 05:08, 24 October 2008
Wouldn't you be able to get two snap shots off in one turn if you dual-wield rocket launchers? NightChime 22:43, 23 October 2008 (CDT)
- Yes, however your base accuracy with both attacks would be 44%, multiplied by the soldiers Firing Accuracy and then accounting for any Fatal Wounds. So yes, from a game mechanics standpoint, it's possible. But in practice it's not a particularly hot idea given how much damage a misfire can do, the fact that with such a low accuracy, you WILL misfire, how heavy two loaded RLs are(32-36, depending on loadout), and the fact that this burns through rather limited ammo even faster. In fact, the Rocket Launcher's Snap accuracy is so low that it's widely opined that only the Aimed is worth anything. And if you've managed to build up a soldier to the point that he can accurately use two snap-fired Rocket Launchers, as well as tote them, there are far better weapons for such a soldier. Arrow Quivershaft 23:34, 23 October 2008 (CDT)
- Aimed is of course the most effective means of using it, but snaps have their uses when you've got good chances at landing near if not spot-on hits.
- As for using dual rockets, I suppose dual rockets could be handy when you're firing down at the ground or right into something solid like the side of a UFO and need to do it twice in quick succession. But unless you planned for that to happen from the get-go, you're generally better off with two soldiers and two rocket launchers. The reload time on the next turn could slow you down a bit too if one soldier had to reload both. It's better to spread the re-load expense over several soldiers.
- Just had a thought on accuracy. Would a high TU soldier be able to carry a loaded launcher in the hand and one in the backpack, fire the one in the hand, drop it, get out the other one and fire it as well? That has the potential to eliminate the firing penalty if it can be done. Alternately, fire one at the -20% penalty, drop it the fire the other without a penalty.
- Dual Small Launchers could be useful. With them, you can happily fire them at almost close range as long as you're wearing power suits. -NKF 00:05, 24 October 2008 (CDT)