Triple rocket launcher

From RimWorld Wiki
Revision as of 00:03, 18 November 2023 by Hordes (talk | contribs) (→‎Summary)
Jump to navigation Jump to search

Triple rocket launcher

Triple rocket launcher

A single-use rocket launcher that fires a cluster of three large-bore explosive rockets. Good against small groups of tough targets.
Because of its unwieldiness, single-use limitation, and the massive destruction it causes, it's said that one must be slightly crazy to use this weapon.

Base Stats

Type
EquipmentWeapons
Tech Level
Spacer
"Modern Weapons" is not in the list (Neolithic Weapons, Medieval Weapons, Industrial Weapons, Spacer Weapons, Ultra Weapons, Mechanoid Weapons) of allowed values for the "Class" property.
Weapon Class
Modern
Market Value
1000 Silver
Mass
7 kg

Ranged Combat

Mode
Single-Use
Damage
50 dmg (Bomb)
Armor penetration
10%
Warm-Up
270 ticks (4.5 secs)
Cooldown
270 ticks (4.5 secs)
Range
36 tile(s)
Velocity
50 (m/s)
Burst Count
3 (per burst)
Burst Ticks
20 ticks (0.33 secs)
(180 RPM)
Miss Radius
2.9 tile(s)
Blast Radius
3.9
DPS
15.52
Stopping power
0.5

Melee Combat

Melee Attack 1
Barrel
11.7 dmg (Blunt)
18% AP
2.6 seconds cooldown
Technical
Has Quality
False
weaponTags
Gun, GunSingleUse
thingSetMakerTags
SingleUseWeapon, RewardStandardLowFreq
tradeTags
ExoticMisc


The triple rocket launcher is a single use rocket launcher that fires 3 rockets, one after the other in short succession and will not stop until all three rockets are fired, even if the target is dead.

Acquisition

Triple rocket launchers cannot be crafted, and must be either acquired through trade, as a quest reward, found in ancient shrines or looted from Raiders, specifically from Heavy Mercenaries in Outlander and Pirate raids. In the last case, care must be taken to kill or down the raider before they can fire the single use weapon.

Raider Kind Chance Average Quality Health
Heavy mercenary ?% - 70-230%

Summary

The triple rocket launcher is a single-use consumable, unlike most weapons. Once fired a single time, the launcher disappears completely. It cannot be reloaded, nor can any resources be salvaged from it. When fired, the cooldown time of the weapon is still observed. It is similar to the doomsday rocket launcher in this respect.

As its name implies, the triple rocket launcher fires a burst of three rockets with a 20 ticks (0.33 secs) delay between rockets. Each rocket lands within a 2.9 of the target tile and explodes in 3.9 tile radius explosion doing 50 bomb damage.

If it is damaged in item form, i.e. not held by a pawn, by Flame damage, it may explode[Detail needed]. The launcher will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 50 Bomb damage in a 3.9 tile radius around itself.

Analysis

The triple rocket launcher is less effective against large raids. But the 3 shots, each just as strong as a doomsday launcher's main shot, are effective at harming bulky targets like centipedes. Regardless, the large explosion and very large range (36 tiles, only beaten by the sniper rifle) make it an effective crowd control weapon. The forced miss radius means that a pawn's own shooting accuracy (thus, skill) doesn't matter, though trigger-happy has a positive effect and careful shooter, a negative one.

Bomb type damage is effective against buildings, dealing 2x damage against passible structures, a 4x multiplier against impassible targets, and an 8x multiplier against walls. This is especially useful against mechanoid clustersContent added by the Royalty DLC. While it is out ranged by most mech weapons, the raw damage is an effective (but not perfectly safe or reliable) way to destroy clusters from a distance. This is most useful against objects that are urgent to destroy such as auto mortarsContent added by the Royalty DLC and EMI dynamosContent added by the Royalty DLC, where your own mortars are too slow for the job.

Compared to doomsday rocket launchers

Doomsday rocket launchers fire a single rocket with a very large radius, then 3 secondary explosions which deal fire damage. The large AOE and secondary flame explosions make it much more effective at disabling organic raiders; a doomsday launcher can easily end high-tier raids that a triple launcher couldn't clear. Doomsday launchers are less effective against mechanoids, who are immune to fire. However, the large radius is still effective against weaker ones, like lancers.

The similar cost of the doomsday and the triple places the triple on the backfoot, as it is less effective in its niche than the doomsday is in its niche. There also exists opportunity cost - you may only have triple or doomsday rocket launchers available, so don't be picky about either one. You may want to "save" doomsday launchers against particularly devastating raids.

Fighting against

As expected, triple rocket launchers in the hands of raiders are incredibly dangerous, and should be made priority targets. You can either focus fire on them, or by getting them to waste their single shot on an inconsequential or difficult to hit target.

Psychic shock lances and psychic insanity lances have a comparable range (1 tile shorter) and fire much faster (0.5s warmup vs 4.5s warmup), which will make the target a nonthreat. PsycastsContent added by the Royalty DLC can also berserk the pawn in question for the same effect.

Wealth management

Rocket launchers are very effective form of wealth management. Wealth controls raid strength. Items are almost always bought at a market loss, so Silver 1000 is a fair decrease in market value. And, you get a strong last ditch weapon against a tough raid - using the rocket will completely expend the wealth. Therefore, converting some excess wealth into rocket launchers is a good idea.

Melee attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Triple rocket launcher Triple rocket launcher Barrel (Blunt) Human: Left & right fist (Blunt) HP Value
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    4.42 16.5% 11.7 2.6s 18% 4.5 75% 8.2 2s 12% 4.1 12.5% 100 1000 Silver
    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Version history