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Rocket Launcher: Difference between revisions

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m tips vs reaction fire
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Most powerful projectile weapon early in the game before you research alien tech. Direct hits with this baby pretty much guarantee kills against anything short of a Sectopod, or Mutons on higher difficulties.
= General Information =
The rocket launcher is the equaliser of the conventional ranged weapons. It's slow, it's heavy, and it's severely limited ammunition is overshadowed by its sheer brute force. Although the alien [[Blaster Launcher]] is superior, the Rocket Launcher is cheap and ammunition is easy to obtain in large quantities.<br>
<br>
The rocket launcher is the most accurate weapons that can be fired in a straight line, surpassing even the dreaded [[Heavy Plasma]] and the X-Com Standard [[Rifle]]. It's slow, but the amount of firepower packed into that single shot makes up for this many times over.  
<br>
The Rocket Launcher comes with three rocket flavours, each with its distinct advantage and disadvantage. See the respective paragraphs for more information on these rockets.  


Blast radius is pretty huge! Not a close combat weapon by any means!


Blasts expand horizontally only! Strange but true.
== Weapon Statistics ==
Rocket Launcher


Shooting into the ceiling will cause the explosion to occur on the floor above! More weird physics in play here...
* Firing Cost:
** Auto: n/a
** Snap: 45%
** Aimed: 75%


You can carry the same number of large rocket reloads as small rockets. Difference in weight and cost... all in all considered, it's usually best to just stick with large rockets for this baby. You might also like the [[incendiary]] rockets.
* Firing Accuracy:
** Auto: n/a
** Snap: 55%
** Aimed: 115%


Your units CAN and often WILL reaction fire with this weapon. ... This has been the bane of many missions, as soldiers either miss and blow themselves/ their teammates up, or score direct hits and blow themselves and their teammates up anyhow... or, heck, just miss and waste ammo.*
Grip: [[Two Handed]]


On that note, it's QUITE hard to carry enough ammo for this weapon. Though, when you think about it, you can "comfortably" carry 3 reloads +1 missile in launcher, and will usually get at least 1 kill per missile, so 4 kills per soldiers not really too shabby!
* Weight: 10
* Width: 2
* Height: 3  


Try leaving reloads on the floor of your craft, or carried by team mates.
* Cost: $4000
* Selling Cost: $3000


In this case, pistols are definitely a nice side-arm to have.
* Production Costs: n/a  


(* As a tip, even if all your other soldiers are saving TUs for a snap shot, the dude with the rocket launcher should use up TUs so he has none left for reaction fire. For example move him to a better position for support fire. -JFG)
== Ammo Vital Statistics ==
=== Small Rockets ===
Small Rockets are literally light rocket propelled grenades. They are the lightest of the rockets and well suited for weak recruits. Unfortunately, light rockets do not work very well against heavily armoured units, like the [[Cyberdisc]].<br>
<br>
*Type: High Explosive
*Stopping Power: 75
*Capacity: 1
*Weight: 6
*Width: 1 
*Height: 3
 
* Cost: $600
* Selling Cost: $480
 
* Production Costs: n/a
 
 
=== Large Rockets ===
Large rockets are the mainstay ammunition of the rocket launcher. They are identical in function with the small rocket, but have twice the firepower, and are unfortunately slightly heavier. Strong soldiers are required in order to carry a full compliment of large rockets. Despite this, the large rocket is one of the most powerful ranged weapons available to X-Com personnel at the beginning of any new campaign.<br>
<br>
*Type: High Explosive
*Stopping Power: 100
*Capacity: 1
*Weight: 8
*Width: 1 
*Height: 3
 
* Cost: $900
* Selling Cost: $720
 
* Production Costs: n/a
 
===Incendiary Rockets===
These special white peter rockets serve a variety of purposes, depending on the situation and the tactics employed. One of the most common uses is to illuminate a battlefield at night, the other primary use is to set fire to it. The one thing the incendiary rocket cannot do is provide instant kills on most enemies. The Large Rocket serves that role a lot better.<br>
<br>
The incendiary rocket has the highest detonation radius of all the incendiary weapons, thus it will cause a lot of fire to form on the battlefield, perfect for illumination or to clear the battlefield of thick shrubs and to slowly roast aliens to death.<br>
<br>
To better understand how the incendiary effect work, refer to the [[incendiary]] section.<br>
<br>
*Type: Incendiary
*Stopping Power: 90
*Capacity: 1
*Weight: 8
*Width: 1 
*Height: 3
 
* Cost: $1200
* Selling Cost: $960
 
* Production Costs: n/a
 
 
See also: [[Heavy Cannon]], [[Small Launcher]], [[Blaster Launcher]]
 
[[Category:Equipment (UFO Defense)]]

Revision as of 09:31, 27 August 2005

General Information

The rocket launcher is the equaliser of the conventional ranged weapons. It's slow, it's heavy, and it's severely limited ammunition is overshadowed by its sheer brute force. Although the alien Blaster Launcher is superior, the Rocket Launcher is cheap and ammunition is easy to obtain in large quantities.

The rocket launcher is the most accurate weapons that can be fired in a straight line, surpassing even the dreaded Heavy Plasma and the X-Com Standard Rifle. It's slow, but the amount of firepower packed into that single shot makes up for this many times over.
The Rocket Launcher comes with three rocket flavours, each with its distinct advantage and disadvantage. See the respective paragraphs for more information on these rockets.


Weapon Statistics

Rocket Launcher

  • Firing Cost:
    • Auto: n/a
    • Snap: 45%
    • Aimed: 75%
  • Firing Accuracy:
    • Auto: n/a
    • Snap: 55%
    • Aimed: 115%

Grip: Two Handed

  • Weight: 10
  • Width: 2
  • Height: 3
  • Cost: $4000
  • Selling Cost: $3000
  • Production Costs: n/a

Ammo Vital Statistics

Small Rockets

Small Rockets are literally light rocket propelled grenades. They are the lightest of the rockets and well suited for weak recruits. Unfortunately, light rockets do not work very well against heavily armoured units, like the Cyberdisc.

  • Type: High Explosive
  • Stopping Power: 75
  • Capacity: 1
  • Weight: 6
  • Width: 1
  • Height: 3
  • Cost: $600
  • Selling Cost: $480
  • Production Costs: n/a


Large Rockets

Large rockets are the mainstay ammunition of the rocket launcher. They are identical in function with the small rocket, but have twice the firepower, and are unfortunately slightly heavier. Strong soldiers are required in order to carry a full compliment of large rockets. Despite this, the large rocket is one of the most powerful ranged weapons available to X-Com personnel at the beginning of any new campaign.

  • Type: High Explosive
  • Stopping Power: 100
  • Capacity: 1
  • Weight: 8
  • Width: 1
  • Height: 3
  • Cost: $900
  • Selling Cost: $720
  • Production Costs: n/a

Incendiary Rockets

These special white peter rockets serve a variety of purposes, depending on the situation and the tactics employed. One of the most common uses is to illuminate a battlefield at night, the other primary use is to set fire to it. The one thing the incendiary rocket cannot do is provide instant kills on most enemies. The Large Rocket serves that role a lot better.

The incendiary rocket has the highest detonation radius of all the incendiary weapons, thus it will cause a lot of fire to form on the battlefield, perfect for illumination or to clear the battlefield of thick shrubs and to slowly roast aliens to death.

To better understand how the incendiary effect work, refer to the incendiary section.

  • Type: Incendiary
  • Stopping Power: 90
  • Capacity: 1
  • Weight: 8
  • Width: 1
  • Height: 3
  • Cost: $1200
  • Selling Cost: $960
  • Production Costs: n/a


See also: Heavy Cannon, Small Launcher, Blaster Launcher