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Rate of Fire .7 Magazine Size 4
Damage 102 Recoil 1
Projectile Info
Projectile Speed 1000    
Hitscan Info
Bullets To Shoot 1 Bullet Spread N/A
Pre Reload Time .3 Reload Time 0.9
Post Reload Time 1 Spintime (AC) N/A
Default Ammo Variable Max Ammo 50
Ammo Type Rockets    

A rocket launcher used by the Soldier.


The rockets are not affected by gravity, so they will move in a straight line when fired.

Special Abilities

Can be used to Rocket Jump.

Strategy And Tips

The RPG is a very versatile weapon. Its power makes it very effective against Scouts and Medics, making it invaluable playing defense. On offense, it can be used to Rocket Jump, bypassing certain parts of a map (and possibly fortified areas), in addition to softening up the enemy defense.

To effectively use the Rocket, aim at your target's feet. While you may not inflict a ton of damage and gib your target as often as you would aiming directly at him, aiming at the feet assures that the target will suffer a good portion of damage, no matter what.

Be sure to keep an eye out on your magazine; those four rounds disappear quickly. Whenever you have any downtime, reload. The game is set to reload automatically, so just stand in a corner for a few seconds and your magazine will be refilled without having to do anything. If you need to fire, the reloading process doesn't prevent you from firing a round or two.

FF Weapons
Melee Crowbar  •  Knife  •  Medkit  •  Spanner  •  Umbrella
Bullet Assault Cannon  •  Auto Rifle
Pelletgun  •  Sniper Rifle  •  Super Shotgun
Projectile Flamethrower  •  Grenade Launcher  •  Incendiary Cannon  •  Nailgun
Pipe Launcher  •  Railgun  •  RPG  •  Super Nailgun  •  Tranq
Misc Detpack  •  Dispenser  •  Sentry Gun  •  Jump Pad

Image Gallery

The RPG has the amount of rounds left in it's magazine showing.
Notice how the number and the amount of rockets decreased when fired.
The RPG being reloaded. Notice that even though the player has put in a new rocket, the RPG's ammo counter hasn't registered it yet.
A player rocket jumping.