![]() Charge the barrage from behind cover or while rocket jumping to catch opponents by surprise. Its rockets have some random deviation and a smaller explosive radius, making individual shots, especially aerials, less reliable. The Beggar's Bazooka has the ability to store up to three rockets, then release them in one barrage after loading it up. Whilst left corners will be easier to shoot behind, it will be more difficult to fire around right corners without exposing yourself. This subtle change means that all shots fired by the Original will be consistently accurate at close range. However, its rockets travel directly down the crosshair, rather than slightly to the right as those from the other rocket launchers do. The Original is statistically identical to the Rocket Launcher. It also has infinite reserve ammo, meaning you do not need to search for ammo pickups or Dispensers. This weapon is ideal for defensive scenarios when dealing with Sentry Guns is very uncommon. However, if you come across a troublesome Sentry Gun, the charged shot can disable it before you switch to the Shotgun or let teammates finish the job. In return, the Cow Mangler 5000 deals heavily reduced damage to Engineer buildings and cannot deal critical hits normally (instead only dealing mini-crits though applied conditions such as the Kritzkrieg). The charged shot is best used at long range or on groups of enemies, as the damage it deals can be matched by just a few standard rockets and is not worth using an entire clip at close range. ![]() The Cow Mangler 5000 is comparable to the standard Rocket Launcher in damage, but it has the special ability to fire the entire clip at once as a charged shot that deals mini-crits and ignites enemies. Its high clip size and 40% faster rockets benefit immensely from crit boosts, such as that from the Buff Banner. Prioritize light, injured, and retreating enemies while using your increased mobility to avoid unfavorable match-ups. Its rockets deal 25% reduced damage, which weakens your offensive ability in a direct fight, especially against tankier targets like the Heavy or an Engineer's Sentry Gun. The Liberty Launcher comes with 25% increased clip size and reduces self-damage from rocket jumps, allowing you to rocket jump more often and still have rockets to spare. ![]() It has some synergy with the Market Gardener, a melee weapon that deals critical hits while you are rocket jumping, but is overall ineffective in a serious fight because you are left with only a Shotgun as a reliable ranged weapon. This allows you to practice rocket jumping without taking any self-damage. The Rocket Jumper is almost identical to the Rocket Launcher, but its rockets do absolutely no damage. Use the Black Box alongside the Shotgun, for a reliable backup weapon, or the Concheror, which has additional healing properties. Use it in prolonged combat, where you will have time to constantly reload and outlast your enemies. However, the reduced clip size impairs your immediate staying power in particular, offensive rocket jumping becomes less effective due to your lack of ammunition and long reload time. The Black Box heals you for a small amount of health when damaging an enemy with a rocket. You will have a more difficult time holding areas on your own. You can no longer spam rockets down chokepoints and have to put yourself out in the open to line up direct hits. However, rockets from the Direct Hit have an extremely small explosive radius. For example, you can instantly gib weaker classes like the Scout, more easily catch other rocket-jumping Soldiers in the air, or overpower immobile Sentry Guns. The Direct Hit's rockets are faster and deal more damage, which is great for dueling single enemies. The Direct Hit promotes landing direct hits instead of utilizing your splash damage. You can use the explosion from a rocket to rocket jump at the cost of health, a technique which is commonly used to approach enemies from unexpected angles or travel quickly across the map. If you run out of rockets, use the Shotgun to finish off weakened enemies, as reloading is slow. Using a rocket to bounce an enemy into the air makes them an easy target for a follow-up shot from either a rocket or your Shotgun. Lead your targets to account for the rockets' slow movement speed, and aim at their feet to damage them with the explosions. The Rocket Launcher only holds four rockets at a time, so make each shot count. The Rocket Launcher fires slow-moving rockets that deal heavy damage in a wide splash radius, with the most power at the center of the explosion. Primary weapons Rocket Launcher + reskins ![]()
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