Rocket Launcher
|
Additional Details
- Launcher isn't actually as big as you'd expect; easy to maneuver with
- Has missiles too
- Recoil means you need to have a certain strength to wield it properly
- Ammo can be selected at any time from what you choose to carry with you
- Explosions are very large
- Missiles have a tendency to hit walls and ceilings directly in front of you in tight spaces
- For the love of god, please don't be like Bob
- Takes some time to reload - twice as long as most weapons
- Can fire up to two rockets on a single turn without accuracy penalty
- 1.5km range, maximum
Rockets/Missiles
Standard Dumbfire Rocket
- Good all-around weapon
- Decent destructive power
- Good in tight spaces
- Large blast radius
- If you fire it at yourself it shows how dumb you are, hence the name
Anti-personnel Rocket
- Good against all organics in general
- Extra boost when trying to hit and kill organics
- Flings shrapnel in all directions
- Not so good against ships or thick armor
- Larger, if weaker, blast radius
Anti-armor Rocket
- Much more power than missiles, making it excellent against ships
- Must be aimed manually
- Smaller, more condensed blast radius than the anti-personnel rocket
- Packs a lot of punch
- Aim carefully; best to wait for the attacking ship to come close or slow down
Shield Disruptor
- Rocket: Must be aimed manually
- Really only good against shields, regardless of type
- Does approximately 4x damage to a shield
- Activates electrical disruptor systems right before impact for maximum effect
- Causes shields to expend a great deal of extra energy
- Pretty much useless against anything that isn't a shield
Heatseeker Missile
- Follows the nearest and strongest source of IR heat, be it man or machine
- Not good against significantly cold targets
- Fire it and it guides itself from there on out, even around mountains and other obstacles
- Somewhat standard blast radius
- Somewhat easily distracted by chaff
- Like all missiles, not wise to use in enclosed spaces
Laser Guided Missile
- After launch, follows a laser from your launcher to the target
- Launcher must remain properly aimed for the duration
- Good against any kind of target, provided nothing gets in the way
- Not entirely wise to use in tight spaces, even though less dangerous
- Impervious to chaff
- Accurate over longer ranges
Lock-on Missile
- Can lock on to any kind of target
- Can be dumbfired - dumbfire is much less accurate
- Takes some time to lock on; user is vulnerable during this time
- Once locked on, will chase the target to the bitter end
- "Bitter end" can also mean "the target went behind a mountain"
- Impervious to chaff
- Accuracy is excellent
- After lock-on, must be immediately fired or lock-on will be canceled
Ingame Example
Technical Details
Infantry: Conventional | |
Infantry: Unconventional | |
Infantry: Exotic |
• Charismatic Amp Unit • CRISP • Electro Amp Unit • Gravity Amp Unit • Kinetic Battlestaff • Kinetic Chakram • Mass Manipulation Amp Unit • Microwave Amp Unit • Nanobot Pack • Nanobot Swarm • Nullfield Amp Unit • OMEGA Gun • Psi Pack • Quantum Lash • Quantum Minidrone • Stasis Amp Unit • Telepathic Amp Unit |
Infantry: Tools |
• Advanced Medical Kit • Airdome • Anti Shock Meds • Blowtorch • Breachkit • Claymore Pack • Coagulant Boosters • Crowbar • Cymek Reboot Kit • Dropshield • First Aid Kit • Grapple Set • Layer Scanner • Medical Kit • Multiscanner • Painkillers • Portal Can • QuickDraw Slot • Radar Scanner Pack • Riot Shield |
Infantry: Suits | |
Infantry: Anatomical | |
Infantry: Standard | |
Infantry: Drugs |
Tag as ship gear | Tag as infantry gear
Tag as WIP | Remove WIP tag
Tag as has image | Remove has image tag
page revision: 5, last edited: 09 Nov 2018 22:16