The Rocket Launcher (often abbreviated as RL) is a weapon that has appeared in various incarnations in all of the Unreal series. With the Rocket Launcher equipped, hovering the crosshairs over another player for a brief amount of time will cause the Rocket Launcher to "lock on." While locked on to a player, rockets fired will curve slightly towards that player. However, this lock-on attack can usually be easily avoided.
Rocket Launcher | |
Primary Damage Type: | Projectile Splash |
Alt. Damage Type: | Projectile Splash |
Manufacturer: | {{{manufacturer}}} |
Contents
Unreal
- Primary fire
- Type: Projectile
- Damage: 85
- Fire rate: 1,2/s
- Secondary fire
- Type: Projectile
- Damage: 100
- Fire rate: 1,2/s
- Ammunition
- Weapon pickup: 6
- Ammo pickup: 12
- Maximum: 48
The Rocket Launcher in Unreal is called the Eightball Launcher. This is due to the ammo it uses, Eightball rockets, and is based on the eight ball in pool.
- Primary Fire
- Can load up to six Eightball 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. If you aim long enough, you can even make it follow what it was fired at, like a tracking missle.
- Secondary Fire
- Can load up to six Eightball rockets as grenades. The rockets will bounce around before they detonate.
Ammunition
The Eightball Launcher uses cans of 12 Eightballs for ammunition. When you get close to a can, its lid opens and five bars land on the base. After that, the lid floats down and rests on the ring of bars. As one can provides 12 Eightballs, it's a valuable pickup. It's a common item in the single player campaigns. There are usually cans of Eightballs before and after a boss fight, especially against a Titan. In the multiplayer map DmMorbias, Eightball cans are the only ammunition available.
Unreal: RTNP
- Primary fire
- Type: Projectile
- Damage: 80
- Fire rate: 0.9s
- Secondary fire
- Type: Projectile
- Damage: 80
- Fire rate: 0.9s
- Ammunition
- Weapon pickup: 5
- Ammo pickup: 10
- Maximum: 100
Unreal - Return to Na Pali has the same Eightball Launcher as Unreal does but it also adds a standard UMS Rocket Launcher to your arsenal.
- Primary Fire
- Unguided rocket projectile.
- Secondary Fire
- Guided by moving/aiming crosshairs.
Ammunition
Unreal - Return to Na Pali has the same Eightball cans as in Unreal, but as it adds a new type of a Rocket Launcher, there is additional ammunition for them. It is never officially named. In the code it is named simply as RLAmmo (Rocket Launcher Ammo), and when picked up, it simply says "You got 10 rockets". It is believed that the most precise name for it would simply be "Rocket Pack". As the Rocket Launcher of Return to Na Pali is very powerful, Rocket Packs are very useful. They are found in UMS drop boxes throughout the mission. They appear to be light-weight as the total ammo capacity of the Rocket Launcher is 100, so it takes even 10 Rocket Packs to fill the Rocket Launcher with ammo. As the rockets generally hit more than the Eightballs, Rocket Packs are as valuable as cans of Eightballs. Rocket Packs are found a lot less frequently. They are not animated, but have the words "AIM AWAY FROM FACE" written on them.
Unreal II
- Primary fire
- Type: Projectile
- Damage: 200
- Fire rate: 1/s
- Reload time: 3.5s
- Secondary fire
- Type: Projectile
- Damage: 70-85
- Fire rate: 1/s
- Reload time: 3.5s
- Ammunition
- Weapon pickup: 5
- Ammo pickup: 5
- Clip capacity: 5
- Maximum: 40
Nothing beats the primary fire mode for accurate, long-range devastation with significant splash damage. The alt-fire drunken missiles are wildly unpredictable, but are good for saturating an area or providing suppressing fire.
The Shark of Unreal II is a Rocket Launcher which is more similar to the RTNP Rocket Launcher. It can only load one rocket at a time. The Rocket Launcher, sometimes called MP3 (Man Portable Rocket Launcher Type 3) is useful in medium range as it has a very big splash damage radius but is somewhat slow and easy to avoid at long ranges. The Shark is a favourite weapon of the Heavy human class in Unreal II.
- Primary Fire
- Unguided rocket projectile that consists of four small rockets.
- Secondary Fire
- Rocket breaks into four smaller projectiles that fly around drunkenly if are not locked when secondary fire button is released. Holding down the secondary fire button and moving the crosshairs over enemies before release will lock each rocket to a target, one at a time.
- Techniques
- When using the Rocket Launcher against a tough enemy like a heavy-armored troop, if you're pretty sure you can hit him with the first trigger, then use it so you can pump out ammo as quickly as possible. Locking on becomes more useful at longer ranges, especially as multiple weaker enemies advance on you. In Unreal II your character wears a heavy suit of power armor, so rocket jumping is not possible.
Ammunition
The ammo for the Shark, Rocket Launcher of Unreal II, is called a Rocket Pack as well. They only contain 5 rockets, up to 40 maximum. Rocket Packs are very rare in the game and the main supply for rockets are Sharks, either dropped by enemies or as pickups. So the Rocket Packs are very useful, as rockets deal loads of damage and quite quickly use up ammo. You need 8 Rocket Packs to get the full backpack of rockets. The Rocket Pack looks like a holder for three rockets (two are behind the first three and not shown), each of which have 4 warheads.
Unreal Tournament
- Primary fire
- Type: Projectile
- Damage: 112
- Fire rate: 1,2/s
- Secondary fire
- Type: Projectile
- Damage: 120
- Fire rate: 1,2/s
- Splash radius
- primary fire: 220uu
- secondary fire: 200uu
- Ammunition
- Weapon pickup: 6
- Ammo pickup: 12
- Maximum: 48
Classification: Heavy Ballistic
- Primary Fire
- Slow moving but deadly rockets are aimed at opponents. Trigger can be held down to load up to six rockets at a time, which can be fired at once. Multiple rockets are fire in a flat, horizontal spread unless the secondary fire button is pressed while they are loading. This will cause them to fire in a tight spiral formation.
- Secondary Fire
- Grenades are lobbed from the barrel. Secondary trigger can be held as well for up to six grenades. If the primary fire button is pressed while the grenades are loading, they will be fired in a tight cluster instead of spread out.
- Tactics
- Keeping this weapon pointed at an opponent will cause it to lock on, and while the gun is locked the next rocket fired will be a homing rocket. Because the Rocket Launcher can load up multiple rockets, it fires when you release the fire button. If you prefer, it can be configured to fire a rocket as soon as you press the fire button down, at the expense of the multiple rocket load-up feature. This is set in the Input Options menu.
Ammunition
The Rocket Launcher of Unreal Tournament uses Rocket Packs almost the same way cans of Eightballs are used in Unreal. Rocket Packs, however, no longer animate and are slimmer. They are a little more valuable, as rockets of Unreal Tournament deal somewhat more damage than Eightballs. They are very common in multiplayer maps, as they are fired quite rapidly, in a "spammy" way.
Unreal Tournament 2003
- Primary fire
- Type: Projectile
- Damage: 90
- Fire rate: 1.22/s
- Secondary fire
- Type: Projectile
- Damage: 90 x1-3
- Load rate: 1.16/s
- Full hold time: 0.36s
- Ammunition
- Weapon pickup: 12
- Ammo pickup: 9
- Maximum: 30
- 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.
Ammunition
The Rocket Launcher of Unreal Tournament 2003 uses Rocket Packs as well. They are even more valuable than the other ammo versions, as the Rocket Launcher fires rockets extremely rapidly, and each Rocket Pack only gives 9 rockets, up to 30. That means you need more than 3 Rocket Packs to get the full inventory of rockets. They are common in maps, so they shouldn't cause too many problems.
These Rocket Packs have a small, usually unnoticeable warning written on them: WARNING: IF YOU TOUCH THIS THEN YOU HAVE A PROBLEM.
Unreal Tournament 2004
- Primary fire
- Type: Projectile
- Damage: 90
- (vs vehicles: 117)
- Fire rate: 1.22/s
- Secondary fire
- Type: Projectile
- Damage: 90 x1-3
- (vs vehicles: 117)
- Load rate: 1.16/s
- Full hold time: 0.36s
- Ammunition
- Weapon pickup: 12
- Ammo pickup: 9
- Maximum: 30
The Trident Tri-barrel Rocket Launcher is extremely popular among competitors who enjoy more bang for their buck. The rotating rear-loading barrel design allows for both single- and multi-warhead launches, letting you place up to three dumbfire rockets on target. The warheads are designed to deliver maximum concussive force to the target and surrounding area upon detonation.
- Primary Fire
- Fires a single rocket.
- Secondary Fire
- Loads up to three rockets which are fired in a flat spread, or can be fired in a cluster by pressing the primary fire button while loading.
Ammunition
Just like the Rocket Launcher of Unreal Tournament 2004, Rocket Packs are unchanged from UT2003. Only their size has been modified so they would look more realistic, but the collision radius isn't changed so it is actually just like the Rocket Pack of Unreal Tournament 2003.
Unreal Tournament 3
- Primary fire
- Type: Projectile
- Damage: 100
- (vs vehicles: 80)
- (vs nodes: 110)
- Fire rate: 1.1/s
- Secondary fire
- Type: Projectile
- Damage: 100 x1-3
- (vs vehicles: 80)
- (vs nodes: 110)
- Load rate: 1.05/s
- Full hold time: 0.82s
- Ammunition
- Weapon pickup: 9
- Weapon locker: 18
- Ammo pickup: 9 (Version 1.0-1.3)
6 (As of Version 2.0) - Maximum: 30
Each year, more accidental deaths are caused by the Trident Tri-barrel Rocket Launcher than in vehicular accidents and extreme sports combined. The kill radius for its standard dumbfire rocket is surprisingly high by design -- so accidentally firing upon a nearby wall, or a nearby enemy soldier, can be quite fatal for the operator. The alternate fire adds to this suicidal lethality by loading and firing up to three rockets at once, in a spread, tight spiral, or lobbed like grenades. Regardless of the grim statistics, veteran soldiers still consider the 'old 8 ball' the most expedient way to put explosive ordnance on target.
- Primary Fire
- Fires a single, non-seeking rocket.
- Secondary Fire
- By default, this fires rockets in a spread formation. Tapping Fire once while loading will change to a spiral, while tapping it twice will release grenades. Tapping it a third time will restore the default spread pattern.
Unreal Championship
- Primary fire
- Type: Projectile
- Damage: 110
- Fire rate: 3.9
- Secondary fire
- Type: Projectile
- Damage: 100-168
- Fire rate: 4.0
- Ammunition
- Weapon pickup: ?
- Ammo pickup: ?
- Maximum: ?
The Rocket Launcher of Unreal Championship is supposed to be identical to the one of Unreal Tournament 2003, except for the mesh. The weapon is one of the few UC weapons that also have ammo with a different mesh than in UT2003.
- Primary Fire
Fires one rocket.
- Secondary Fire
Fires up to three rockets in a flat spread. It can also fire them in a tight cluster by pressing the primary fire button while they are loading.
Unreal Championship 2
- Primary fire
- Type: Projectile
- Damage: 75
- Fire rate: ?
- Secondary fire
- Type: Projectile
- Damage: 75-225
- Fire rate: ?
- Weapon Combo
- Type: Projectile
- Damage: 37-222
- Fire rate: ?
- Ammunition
- Ammo pickup: ?
- Maximum: ?
The rocket launcher fires single or grouped rocket-propelled explosives. Pull fire for a single rocket, or pull and hold alt-fire to launch up to three rockets.
To launch drunken rockets, fire three rockets and continue to hold alt-fire. Then, to split the rockets into six drunken rockets, pull fire while still holding alt-fire.
Classification: Heavy Concussion
- Primary Fire
- Fires a single rocket.
- Secondary Fire
- Launches up to three rockets simultaneously. All three rockets can be deflected at once.
- Weapon Combo (Drunken Rockets)
- This can only be done by holding down the left trigger. After the three rockets fire, continue to hold down the left trigger, and pull the right trigger. Each rocket will split into two "drunken rockets". This ability is disabled if you release the left trigger too soon.
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.
Use in Onslaught
- 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. Rocket Jumps don't work in Unreal II because of the heavy armor worn.
- Hitting the ground near a player's feet is easier than hitting a player because it's a larger target and doesn't move. 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.