Rocket Launcher

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ROCKET LAUNCHER
Rocket Launcher Render
Rocket Launcher HUD
Primary Fire
Damage 3.5 Rocket
7 (Airshot Explosion) Rocket Airshot
Cooldown 1 second
Damage Modifiers
Rockets Rockets
Cerberus Cerberus:
150%
Explosions Explosions
Filth Filth:
50%

Soldier Soldier:
25%

Streetcleaner Streetcleaner:
50%

Swordsmachine "Tundra" Swordsmachine "Tundra":
175%

Malicious Face Malicious Face:
0%
Obtained in
5-3: SHIP OF FOOLS
ROCKET LAUNCHER

The Rocket Launcher is the fifth base weapon found in ULTRAKILL, first unlocked in 5-3: SHIP OF FOOLS with its blue variant, the Freezeframe. Its green variant, the S.R.S. Cannon, and its red variant, the Firestarter, can both be purchased in the shop for 75,000P each.

It resembles an orange-colored traditional rocket launcher, but features an arm-mounted design requiring the user to insert their forearm into a circular slot at the back of the weapon to operate. The middle portion of the weapon is telescopic, and retracts the muzzle when firing rockets. It also possesses a scope towards the back of the weapon, with a holographic UI resembling a dial.

Mechanics

The Rocket Launcher's primary fire launches fast-moving rocket projectiles, with a global 1 second firing cooldown shared between all Rocket Launcher variants. When hitting a surface, rockets will create a harmless explosion that pushes the player and enemies outward. When hitting an enemy, they will create an explosion dealing 3.5 damage. When hitting an airborne grounded enemy, a rocket will detonate in a stronger red explosion with a larger radius, dealing twice as much damage. Rockets also explode normally if they come into contact with certain projectiles like coins or magnets. Rockets will not explode when hitting each other, though they can still collide and push one another.

Shockwaves from a rocket impacting a surface can push the player. However, each successive shockwave becomes less effective at moving the player, only being reset when the player touches the ground.

Rockets can be ridden on by the player by landing directly on top of them. While riding a rocket, its travel speed is significantly reduced, and it can be guided using movement keys, allowing for extended air travel. Rockets will gradually lose power the longer the player rides them, eventually starting to lose control and descend downward as they run out. The fourth rocket ridden before touching the ground will start off with only half the amount of power before descending downward, and the fifth onwards will have gradually less and less until the ninth and and subsequent rockets have no power whatsoever. This can be reset by touching the ground at any point after rocket riding. Rockets do not lose power while underwater.

The magnets fired by the Attractor Nailgun Attractor Nailgun, when stuck to an enemy, will cause rockets to be pulled toward the enemy. Hitting an enemy with a magnet on them with a rocket three times will cause the magnet to break, with airshots counting as two hits. Rockets fired before the magnet is launched from the Nailgun will not magnetize towards the enemy.

Rockets can be struck and pulled by the Whiplash Whiplash, following the hook until eventually hitting something. Rockets do not change their rotations when struck by the Whiplash, meaning they will travel on the same path they were fired in after being released. The Whiplash can hook up to five rockets before any following rocket is ignored. If a rocket is pulled back to the player, it will detonate in an explosion at their position, producing a red explosion instead if the player is airborne.

When shot with a hitscan weapon, rockets will detonate, creating an ordinary explosion. When hit by the Malicious Railcannon Malicious Railcannon, it will produce both the regular explosion with a significantly increased radius and the Malicious Railcannon explosion.

Rockets are one of the first objects which coins from the Marksman Revolver Marksman Revolver prioritize, directly behind other coins, and on equal priority with cores. Rockets fired by the Rocket Launcher have the ability to receive and transmit conductor hitscans created by shocks from the Jumpstart Nailgun Jumpstart Nailgun and Electric Railcannon Electric Railcannon on enemies embedded with nails.

Usage

Rockets provide excellent explosive mid-range damage, and the Rocket Launcher's high switch speed allows it to be quickly pulled out and fired in between other attacks. While its need for direct hits to deal damage makes accuracy more important when compared to the Shotgun Shotgun's projectile boosts, it is much easier to fire in quick succession. Magnets stuck to an enemy will pull rockets in, making aiming from a distance much more manageable. However, it should be noted that rockets can prematurely destroy magnets attached to an enemy, preventing other projectiles like Nails Nails and Saws Saws from getting value out of the magnets.

Airshots deal massive amounts of damage and knockback, allowing each one to lead into another. Lighter enemies can be knocked upwards by various means, from the shockwave of the Rocket Launcher itself, punches and shockwaves from the Knuckleblaster Knuckleblaster, shockwaves generated by consuming 1 stamina when ground slamming, or other explosive attacks. Some grounded enemies too heavy to knock into the air may jump upwards when performing some of their attacks, giving an opening to strike them.

While shockwaves from indirect hits do not deal damage by themselves, this is not necessarily a negative. Shockwaves can launch lighter grounded enemies into the air, stunning them and setting them up for either airshots or other combos. Its non-damaging nature also means that Soldiers Soldiers will not block shockwaves and they won't kill Stalkers Stalkers, allowing the player to send them upwards and disable them without issue. In addition, since shockwaves deal no damage to the player, they can be used to safely rocket jump, granting a quick boost in momentum by shooting the ground below the player's feet without dealing any damage.

Rocket riding allows for extended aerial maneuvering, allowing the player to stay out of reach of grounded enemies and navigate terrain much more quickly. In addition, the consistent speed and high degree of turning control allow the player to evade ranged attacks very easily. It is most useful in open areas, where players can freely navigate without major risk of hitting something. In The Cyber Grind, rocket riding also offers the benefit of allowing the player to recover after falling off the arena, with it being one of the best methods of recovery thanks to the amount of airtime and lack of damage.

Variants

FREEZEFRAME ROCKET LAUNCHER
Freezeframe Viewmodel
Freezeframe HUD
Primary Fire
Damage 3.5 Rocket
Cooldown 1 second
Alternate Fire
Duration 5 seconds Rocket Freeze
Cooldown 10 seconds
Damage Modifiers
Rockets Rockets
Cerberus Cerberus:
150%
Explosions Explosions
Filth Filth:
50%

Soldier Soldier:
25%

Streetcleaner Streetcleaner:
50%

Swordsmachine "Tundra" Swordsmachine "Tundra":
175%

Malicious Face Malicious Face:
0%
Terminal Info
Press Alt Fire to freeze rockets.

Frozen rockets have a larger
blast radius and will
stay frozen even when
switching weapons.
Obtained in
5-3: SHIP OF FOOLS
FREEZEFRAME

The Freezeframe Rocket Launcher is the blue variant of the Rocket Launcher, first obtained in 5-3: SHIP OF FOOLS. Its alternate fire temporarily freezes all rockets fired by the player in midair.

Mechanics

The alternate fire of the Freezeframe Rocket Launcher freezes all rockets, player- or enemy-fired, in the air for up to 5 seconds, requiring 10 seconds to recharge fully. Rockets can be unfrozen at any time by reusing the alternate fire. The effect will automatically disable if all rockets are destroyed while the effect is active.

Frozen rockets have an increased blast radius on detonation. This stacks with the boost provided when shot with the Malicious Railcannon Malicious Railcannon, causing the boosted radius to be almost as large as a core nuke performed using the Core Eject Shotgun Core Eject Shotgun.

While frozen, rockets have their positions locked, though they can still be rotated. An exception to this is with the Whiplash Whiplash, which can interact with and pull rockets even if frozen. Rockets that have been unfrozen after previously freezing have a much tighter lock-on to enemies with magnets embedded in them, allowing them to track enemies more effectively.

Rockets that have been frozen longer than one second will produce a red explosion no matter what when hitting a target, in a state called "freeze-charging". A rocket entering this state is indicated by the orange lines on the side of the rocket turning blue and an electric zap playing as it becomes freeze-charged. Rockets fired by enemies such as Guttertank Guttertanks will not have the ability to become freeze-charged until ridden on by the player.

Usage

The Freezeframe's abilities offer many utilities, some unrelated directly to damage. The increased blast radius on frozen rockets can allow the player up frozen rockets for enemies to hit, allowing for even greater crowd control than that provided by most of the Shotgun Shotgun's explosive capabilities.

Freezing rockets allows the player to mount a rocket easily by simply jumping on it. In addition, a rocket can also be paused in the middle of a rocket ride, allowing the player to stop midair in a pinch and fire at enemies more easily.

Frozen rockets can be used as traps for enemies to either walk or fall into, especially Streetcleaners Streetcleaners, as they cannot shove rockets out of the way, eventually resulting in the rocket colliding with their back and sending them into the air. While only lasting for 5 seconds, the rate of fire means that the player will still be able to fire up to five rockets before it expires reasonably. Firing a rocket into the air and pausing it before slamming the enemies up into it can be an excellent way to execute airshots.

Rockets can be stacked into a single barrage by halting them, allowing all of them to home into one enemy with a magnet attached and making rockets breaking magnets mostly a non-issue, allowing more rockets to hit than if each one were to be fired individually. This is especially helpful if the enemy has a short airborne window, allowing up to three to four airshots simultaneously.

Allowing rockets to freeze-charge can be an excellent way to clear a room of enemies due to their guaranteed red explosion. It's also an effective way to perform this action if the player's Railcannon Railcannon is currently charging, as without the Malicious variant active, one cannot perform core nukes. It should be noted that this requires some set-up, as a rocket is only freeze-charged after a full second spent being frozen, meaning this is not as fast as the aforementioned core nuke strategy.

Additionally, the Freezeframe Rocket Launcher's alternate fire will also freeze Guttertank Guttertank rockets, as their rockets share similar mechanics to the player's, including the ability to be mounted and redirected into nearby enemies as well as other Guttertanks. Hitting a Guttertank while on a mounted rocket will instantly kill it, and the frozen rockets can otherwise be used to the player's advantage in inflicting area damage to any closeby enemies or to take out Guttertanks safely from farther distances in the brief duration that the freeze effect remains active.

S.R.S. CANNON ROCKET LAUNCHER
S.R.S. Cannon Viewmodel
S.R.S. Cannon HUD
Primary Fire
Damage 3.5 Rocket
Cooldown 1 second
Alternate Fire
Damage 2 (Uncharged) Cannonball
5 (25%+ Charged) Cannonball
5 (Explosion) Cannonball Explosion
7 (Parry) Parried Cannonball
Cooldown 8 seconds
Damage Modifiers
Rockets Rockets
Cerberus Cerberus:
150%
Explosions Explosions
Filth Filth:
50%

Soldier Soldier:
25%

Streetcleaner Streetcleaner:
50%

Swordsmachine "Tundra" Swordsmachine "Tundra":
175%

Malicious Face Malicious Face:
0%
Cannonballs Cannonball
Cerberus Cerberus:
200%
Terminal Info
Press Alt Fire to launch cannonball.

Hold to charge distance.

Nobody knows what S.R.S. stands for.
Obtained in
Terminal Shop
(75,000P)
S.R.S. CANNON

The S.R.S. Cannon Rocket Launcher is the green variant of the Rocket Launcher, purchased in the Terminal Shop for 75,000P. Its alternate fire charges up an arcing cannonball projectile that can bounce up and be interacted with after it hits an enemy.

Mechanics

The alternate fire of the S.R.S. Cannon Rocket Launcher, when held, begins to charge a cannonball shot which fires in an arc, with projectile speed and damage scaling with momentum. Damage starts at 2 at 0% charge, when the cannonball will launch with low momentum, and reaches its maximum of 5 at 25% charge, when it will launch with higher momentum. After launching a cannonball, the alternate fire will begin to recharge over the span of 8 seconds.

When hitting a surface, cannonballs will break and produce a harmless flat shockwave that instantly launches any enemies in its radius upwards at the same height, with the radius and force scaling to charge. Cannonballs will not break on impact with an enemy, and will instead bounce upwards, being able to crush enemies with enough airtime at the cost of breaking it. Rebounding cannonballs will produce the same shockwave and deal the same damage as a minimum charge cannonball, though damage slowly increases back to 5 based on momentum in the air.

Cannonballs can be shot using hitscan weapons at any time after they are fired, creating an explosion with a slightly larger radius that deals 5 damage. The explosion of a detonated cannonball, uniquely, lingers slightly longer than most explosions. Shooting the ball with the Malicious Railcannon Malicious Railcannon causes the two explosions to overlap.

Cannonballs can be punched by the Feedbacker Feedbacker, boosting them in the direction that the player is facing at high speeds and increasing cannonball damage and shockwave to their maximum power if charge is less than 25%. Boosted cannonballs do not lose their momentum, though cannot bounce, and will instantly break once they reach their pierce limit of 2 or hit an enemy that can survive the damage of the cannonball.
If cannonballs are boosted after they strike and bounce off of an enemy, they will instead deal 7 damage and have unlimited pierce, only being stopped when they either hit a surface or an enemy able to survive the cannonball.

Cannonballs are able to be grappled at any point by the Whiplash Whiplash, causing them to follow the trajectory of the spear. Reeling the cannonballs in will reset their momentum once they touch the player, while releasing the hook mid-throw will retain their momentum from the pull.

When hitting a Sisyphean Insurrectionist Sisyphean Insurrectionist with a cannonball, they will be knocked down and temporarily stunned, cancelling any attack that they are performing. Shooting them while they are in the air will not stun them and only cancel their jump, making them fall back down. However, hitting them with a cannonball as they are about to land from the air will cause the stun to be extended. Further cannonball hits during the Insurrectionist's stun animation will not extend nor reset the stun.

Usage

The S.R.S. Cannon's cannonballs have good burst damage and can be used relatively often. The cannonball also offers a use for creating a big shockwave to launch enemies upwards evenly, allowing for easy follow-up rocket airshots. While the base impact from a charged cannonball is enough to kill a Schism Schism in a single hit, remove half of a Cerberus Cerberus' health, and stun an Insurrectionist, getting the most value out of each shot in terms of damage requires taking advantage of its post-impact interactions.

Shooting a cannonball after it hits an enemy can both inflict heavy damage on the target and kill lighter enemies in a radius around them, while being simple to perform thanks to the cannonball's momentum being reset on impact. The lingering trait of the explosion means that it has a higher chance to clip enemies that walk into its radius, and makes it one of the easiest ways to deflect enemy projectiles back into themselves for friendly fire kills. Shooting the cannonball can also have great synergy with the Electric Railcannon Electric Railcannon. Due to the Railcannon's pierce, it is able to both detonate and penetrate the cannonball, allowing it to hit enemies behind it. By first landing the cannonball's initial impact on an enemy, then lining up an Electric Railcannon shot to both hit the ball and the enemy, it can deal up to 18 damage in total to the target and create an explosion. This can also be combined with other Electric Railcannon tech to further increase damage.

Parrying a cannonball after its impact deals 7 damage and grants the cannonball infinite pierce against enemy who cannot survive the impact, making it excel in both single target damage and crowd control. Combined with the base cannonball's maximum of 5, striking an enemy with a cannonball then punching it at them again can deal 12 damage in total, enough for a single cannonball to kill a Sentry Sentry, Virtue Virtue, or, with its 200% damage multiplier against them, Cerberus Cerberus. While parrying a cannonball before its impact on its own does not offer much other than skipping the required charge and unlimited range, it is a good way to immediately expend the charge without having to charge a shot or line-up interactions, giving it some utility against bosses that are hard to track.

Hooking a cannonball with the Whiplash Whiplash, while not offering much benefit beyond recovering a missed cannonball before it impacts an enemy, can be useful after the impact. After the impact, grabbing a cannonball allows the player to bring it back to interact with from a distance, without having to be in close distance of the impact point. The player can use this to follow up cannonball attacks with a parry or close-range detonation. It can also allow a cannonball to be juggled by sending it upwards, then attaching it to the hook to reel it in before once again firing the hook to push the cannonball upwards again before it reaches the ground.

Insurrectionist Insurrectionist stuns can be useful for temporarily disabling them, though the stun animation may cause their body to clip into walls and terrain, making it hard or even impossible to properly hit them. Striking an Insurrectionist mid-fall can be difficult and risky, but rewarding, providing an extended stun. However, even when missing the stun window on initial impact, a cannonball may still be able to bounce and land on the Insurrectionist again once it touches the ground, stunning it. It is recommended to set the Insurrectionist on fire first with a rocket from the weapon's primary fire or set it alight with gasoline from the Firestarter before launching a cannonball, to increase its damage.

FIRESTARTER ROCKET LAUNCHER
Firestarter Viewmodel
Firestarter HUD
Primary Fire
Damage 3.5 Rocket
Cooldown 1 second
Alternate Fire
Damage 1 (On Ground) (Per Burn Tick) Grounded Gasoline
0.5 (On Enemy) (Per Burn Tick) Covered Gasoline
Cooldown 3 seconds
(Dispense)
8 seconds
(Recharge)
Damage Modifiers
Rockets Rockets
Cerberus Cerberus:
150%
Explosions Explosions
Filth Filth:
50%

Soldier Soldier:
25%

Streetcleaner Streetcleaner:
50%

Swordsmachine "Tundra" Swordsmachine "Tundra":
175%

Malicious Face Malicious Face:
0%
Fire Fire
Schism Schism:
50%

Insurrectionist Insurrectionist:
200%
Terminal Info
Hold Alt Fire to spray gasoline, making
non-flammable enemies flammable.

Can also be sprayed on the environment to
create walls of fire.
Obtained in
Terminal Shop
(75,000P)
FIRESTARTER

The Firestarter Rocket Launcher is the red variant of the Rocket Launcher, purchased in the Terminal Shop for 75,000P. Its alternate fire fires a stream of highly flammable gasoline that can coat the terrain and enemies.

Mechanics

The alternate fire of the Firestarter Rocket Launcher spews out a stream of flammable gasoline that coats either surfaces or enemies. It can be held for up to 3 seconds before becoming empty and recharging. While recharging, gasoline will become unable to be fired until the cooldown has reached 25% again. Gasoline shoots at a rate of 30 drops per second.

When moving on gasoline, the player will slide across its surface, their momentum preserved without friction. If moving across gasoline on a sloped or angled surface, the player and grounded enemies will slowly accelerate down the surface, with the rate of acceleration dependent on how steep the slope is.

Gasoline can be set on fire by most damaging explosions and rockets from the Rocket Launcher, creating a large volley of flames that will spread to any other gasoline on surfaces directly surrounding it. Lit gasoline on surfaces will burn for 6 seconds, then slowly disappear and stop burning over the course of 2 seconds. While disappearing, gasoline will deal damage to the player for 1 second, and deal damage to enemies for 1.7 seconds. Gasoline fire will deal 1 damage to enemies and 10 self-damage to the player per burn tick, with burn ticks being once every 0.5 seconds. When shot by an explosive underwater, gasoline-covered surfaces will immediately turn into a chain of explosions rather than burning over time.

Enemies directly hit by gasoline will begin to appear coated gradually up their body as they are covered in more gasoline. Enemies have an amount of "fuel" determining the amount of gasoline covering them that has not been consumed. Each drop of gasoline shot by the Firestarter is equivalent to 0.15 fuel, and the maximum amount of fuel a single enemy can have is 5. When shot by an explosive or set on fire by other means, the gasoline on an enemy will be set alight. This causes the enemy to take 0.5 damage on every burn tick, consuming 0.175 fuel per tick until the gasoline is fully consumed, at which point the enemy will burn normally. Enemies which are normally non-flammable will still take burn damage when covered in gasoline until the gasoline is consumed, at which point they will no longer burn at all. Malicious Face Malicious Faces and Soldier Soldiers also completely lose their explosive immunities and resistances when coated in gasoline.

Usage

The Firestarter functions extremely well as a support weapon due to its damage-over-time capabilities, ensuring that the player can keep pressure on and weaken enemies that they're unable to fight directly by quickly setting them alight with gasoline and focusing on other threats. The ability for it to turn normally non-flammable enemies flammable also means that it always has the capability to pressure targets from a distance, and can leave many big or tanky enemies more vulnerable to other attacks. As well as this, gasoline burn tick damage is greater than normal burn damage, at 0.5 as opposed to 0.2, and can extend the lifetime of fire on an enemy, ensuring that even against already-flammable enemies it can be a powerful tool.

Gasoline can make certain enemies much more vulnerable to attacks than they otherwise would be, as well. When on fire, Insurrectionist Insurrectionists take 1.5x damage from all non-explosive attacks, which stacks on top of gasoline's already-increased burn damage, meaning that the Firestarter can quickly deteriorate Insurrectionist health with ease. Gasoline also exposes vulnerabilities in the normally explosive-resistant Malicious Face Malicious Face and Soldier Soldier, making it a great support tool against those enemies which works well in conjunction with projectile boosts from the Shotgun Shotgun to pick them off from a mid-range distance.

The Firestarter can also make a powerful trap weapon when used on surfaces, dealing strong damage and working in situations where the Nailgun Nailgun or Sawblade Launcher Sawblade Launcher's magnet traps may be unable to. The Firestarter's versatility as a trap weapon lies in its ability to freely attach to walls, slopes and fit into small or unusually-shaped areas that magnet-based traps would be unable to. Gasoline can be placed nearly anywhere, and set alight, igniting pathways that enemies may take or quickly clearing crowds of grounded targets, and having the capability to be set up well in advance as gasoline cannot dissipate over time unless ignited. This comes at the cost of being more volatile towards the player due to gasoline fire dealing self-damage.

Additionally, gasoline used on surfaces can work as a movement tool due to its unique ability to conserve player momentum while walking across. The player can slide or dash onto a surface while coating gasoline ahead of them and retain their speed while not needing to waste more stamina in the process. They can also use the Firestarter's gasoline to quickly accelerate speed down sloped surfaces, which leads itself well into explosive boosts or rocket jumps at high velocity.

Advanced Techniques

Rocket Slide Jump
Performing a rocket jump and a slide jump simultaneously can catapult the player forward at great speeds, equivalent to a slam storage slide jump. This can allow the player to close gaps or dodge incoming attacks easily.

Whiplash Quickmount
Using the Whiplash Whiplash to grab a rocket fired under the player's feet can be a consistent and easy way to mount a rocket in midair. This does not work if the angle at which the rocket is pulled is too horizontal or comes for over the player, instead resulting in a red explosion that deals 35 self-damage.

Freezeframe Quickmount
While mid-air, by freezing, firing a rocket at a slightly downwards angle right before dashing forward and unpausing the rocket, the player can reset their momentum and allow the rocket to fly right under their feet, allowing the player to mount a rocket from midair and ride it. While costing a stamina bar and being considerably more difficult to execute, it has no potential to backfire on the player and is very quick to perform.

Frozen Unfriendly Pull-It
Often referred to as a "FUP," this technique consists of firing a rocket in the air, freezing it, and using the Whiplash Whiplash to pull it back to the player in quick succession, creating a large explosion. This action will deal 35 self-damage and launch the player slightly upwards and in the direction they were going towards. If this action is done while airborne, the explosion will be a red one instead. This can also be executed without freezing the rocket, but the resulting explosion will be smaller.

Push Unfriendly Frozen
Often referred to as a "PUF," this technique consists of firing a rocket in the air, freezing it, and pushing the rocket using the Whiplash Whiplash to send it into an enemy, creating a large explosion. A rocket pushed this way will always explode on contact with enemies, even if they usually reflect rockets. This is an efficient way to instantly kill Malicious Face Malicious Faces using the rocket launcher, as this will instantly kill them if done at the right time while they fire a volley of hell orbs. This can also be executed without freezing the rocket, but the resulting explosion will be smaller.

Cannonball Quick Dunk/Melter
After striking an enemy with a cannonball, if the player is within significantly close range, they can almost immediately parry the cannonball to redirect it back into the enemy, as well as any enemies that may be nearby or behind it, dealing great damage near-instantly. This technique is particularly effective on enemies that die to a cannonball impact and parry, such as a Cerberus Cerberus, Virtue Virtue, or Sentry Sentry.

Rocket/Cannonball Stacking
When the Whiplash Whiplash hooks a rocket, the spear won't stop and will keep traveling forward and connecting other objects, including other rockets. By launching rockets in a line and attaching them to the Whiplash hook before pulling them back and rethrowing the hook to push them back again, rockets can be stacked up to five times to create a dense explosion on impact.

Hooking a cannonball with the Whiplash Whiplash also does not stop the spear from hooking more projectiles. Juggling cannonballs long enough for another one to recharge allows the player to hold multiple cannonballs at once, to either impact enemies, detonate all at once with the Electric Railcannon Electric Railcannon, or both if none of the balls have made impact or been boosted. This, like other Whiplash juggles, can be used in conjunction with one another. However, a Whiplash hook is only able to hold up to five cannonballs or rockets, capping the possible damage.

Gasoline Rocket Jumps
Although rocket jumps with the Rocket Launcher can be hard to use for momentum, using gasoline from the Firestarter can send the player much farther very quickly. By placing a small amount of gasoline below the player while grounded, and immediately firing a rocket at it, the player can quickly propel themselves very far in different directions at the cost of 35 self-damage.

Style Bonuses

Name Points Description
+ EXPLODED 45 Kill any enemy with an explosion.
+ FINISHED OFF 50 Kill any enemy that is on fire.
+ FRIED 20 Kill any enemy with fire damage.
+ AIRSHOT 50 Kill any non-flying airborne enemy.
+ FIREWORKS 120 Kill any non-flying airborne enemy with an explosion or the Electric Railcannon Electric Railcannon.
+ JUGGLE 20 Hit any non-flying airborne enemy with an explosion or the Electric Railcannon Electric Railcannon.
+ CANNONBALLED 50 Kill any enemy with a cannonball from the S.R.S. Cannon, or by parrying an Sisyphean Insurrectionist Sisyphean Insurrectionist's Malicious Face or a Virtue Virtue's core.
+ CANNONBOOST 50 Parry a cannonball from the S.R.S. Cannon into an enemy before it has bounced off another enemy.
+ DUNKED 150 Parry a cannonball from the S.R.S. Cannon into an enemy after it has bounced off another enemy.
+ TIME OUT 60 Hit a Sisyphean Insurrectionist Sisyphean Insurrectionist with a cannonball while it's falling.
+ SLIPPED 50 Kill a Guttertank Guttertank with the damage it takes from hitting the ground after missing a punch.

Media

Trivia

  • To the side of the Rocket Launcher is a small screen with red displays that normally can't be seen when holding the weapon. The displays will turn grey when using the custom colors or color presets that aren't the default.
  • The ticking sounds played when the Freezeframe effect will begin to diminish in volume and pitch the longer the alternate fire effect remains active, eventually becoming silent, though this will not occur normally in gameplay without cheats as it only happens long after the 5 second duration of the Freezeframe runs out.

Terminal Entry

DATA:

Another weapon that used to be an industrial tool, as is visible from it and the railcannon's more vibrant color schemes compared to guns such as the revolver, shotgun and the nailgun, which uses a bullet weapon as its base.

As with most advanced technologies, it was originally created for use in war, as its explosive-generating system was extremely fast at digging trenches, destroying obstacles or resupplying explosive weapons.

However, this tool itself could not be used as a launcher. Early models doubled as weapons, but including the systems for triggering the explosives often caused accidental chemical reactions during their generation process, detonating the explosives before they had been completed.

Since then, the process has been split in two between the generating device and a separate rocket launcher, where the explosives generator builds the rest of a rocket and the rocket launcher applies the triggering mechanism.

As machines rarely have the luxury of co-operation due to sharing blood with others being seen as a waste, the machine that created this weapon instead modified the generation process to work with just a single user and repurposed parts from a jackhammer for launching the projectile.

Instead of using a normal explosion triggering mechanism, the rockets instead use the blood of the target to complete the chemical reaction, making the generation process safe, though the weapon is more difficult to use as it requires direct hits to cause damage.

The skill required for effective use makes it daunting, though its power more than makes up for it, and many of its wielders specifically chose to use it as a symbol of their skill at marksmanship.

STRATEGY:
- Rockets only cause a damage-dealing explosion when hitting a living target directly, but missing on purpose can be used to launch an enemy into the air, since a direct hit on a falling enemy causes a larger, more damaging explosion.

- Rockets that have been frozen with the Freeze Frame[sic] variation for longer than a second will always cause this higher damage explosion on impact with an enemy.

- The launcher requires very little preparation to be used, meaning it can be quickly pulled out, fired and put back away to deal a quick burst of extra damage in the middle of another weapon switching combo.

- Rockets are pulled by the Attractor nailgun's magnets, though not as strongly as nails. the accuracy of the tracking can be increased by freezing rockets with the Freezeframe variation.

- When hit with the Whiplash, a rocket will be attached to the spear without stopping the throw. If the spear doesn't collide with anything else, the rocket will be pulled back with it, exploding on collision with the user.

- The cannonballs from the S.R.S. Cannon can be punched to launch them with greater force, shot with a hitscan weapon for an explosion or dropped onto the ground to launch enemies.

ADVANCED STRATEGY:
- Light enemies will be airborne when pulled by the Whiplash, making them very easy targets to hit for the falling enemy explosion bonus. However, this requires a lot of distance from the target if the user wishes to avoid the explosion's increased radius.

- Some machines, such as V1, are light enough to ride a rocket. This can be achieved by freezing a rocket with the Freezeframe variation and jumping onto it. Even with the low weight, the rocket will eventually lose power, causing it to drop gradually, but when underwater, V1 is light enough to not cause this drop.

- Although the cannonballs from the S.R.S. Cannon variation can be punched the moment they've been launched, they will have greater durability if punched after they've bounced off an enemy.

Color Customization

Each unlockable preset is reproducible one-to-one with custom colors; their corresponding color and hex codes are also in the table below.

Name Soul Orbs Color Code
STANDARD
Model RocketLauncher1.png
0 N/A
RUSTIC
Model RocketLauncher2.png
10
#804040
R: 0.50
G: 0.25
B: 0.25
#FFD999
R: 1.00
G: 0.85
B: 0.60
#A6A6A6

R: 0.65
G: 0.65
B: 0.65

LIPSTICK
Model RocketLauncher3.png
25
#A8A8A8
R: 0.66
G: 0.66
B: 0.66
#FF006B
R: 1.00
G: 0.00
B: 0.42
#707070

R: 0.44
G: 0.44
B: 0.44

EGGPLANT
Model RocketLauncher4.png
50
#B2FF00
R: 0.70
G: 1.00
B: 0.00
#990066
R: 0.60
G: 0.00
B: 0.40
#A3007A

R: 0.64
G: 0.00
B: 0.48

NIGHT AMETHYST
Model RocketLauncher5.png
100
#000000
R: 0.00
G: 0.00
B: 0.00
#523399
R: 0.32
G: 0.20
B: 0.60
#000000

R: 0.00
G: 0.00
B: 0.00

Weapons
Variant 1 Variant 2 Variant 3 Variant 4
Arms Feedbacker Feedbacker Knuckleblaster Knuckleblaster Whiplash Whiplash FistIcon4.png ???
Slot 1 Standard Revolvers
Alternate Revolvers
Standard Piercer Standard Piercer
Alternate Piercer Alternate Piercer
Standard Marksman Standard Marksman
Alternate Marksman Alternate Marksman
Standard Sharpshooter Standard Sharpshooter
Alternate Sharpshooter Alternate Sharpshooter
Slot 2 Standard Shotguns
Alternate Shotguns
Standard Core Eject Standard Core Eject
Alternate Core Eject Alternate Core Eject
Standard Pump Charge Standard Pump Charge
Alternate Pump Charge Alternate Pump Charge
Standard Sawed-On Standard Sawed-On
Alternate Sawed-On Alternate Sawed-On
Slot 3 Standard Nailguns
Alternate Nailguns
Standard Attractor Standard Attractor
Alternate Attractor Alternate Attractor
Standard Overheat Standard Overheat
Alternate Overheat Alternate Overheat
Standard JumpStart Standard JumpStart
Alternate JumpStart Alternate JumpStart
Slot 4 Railcannons Electric Electric Screwdriver Screwdriver Malicious Malicious
Slot 5 Rocket Launchers Freezeframe Freezeframe S.R.S. Cannon S.R.S. Cannon Firestarter Firestarter
Slot 6 Spawner Arms Move Move Alter Alter Destroy Destroy Prop Prop
Washing Tools Washer Washer Vacuum Vacuum
Unordered Variants
Miscellaneous Fishing Rod Fishing Rod Black Hole Cannon Black Hole Cannon Beamcutter Beamcutter