Skip to content
Part 19
Unreal Tournament 2004

Part 19

Unreal Tournament 2004 Rocket Launcher guide: Learn primary and secondary fire modes, aiming tactics, lock-on mechanics, and effective strategies for all ranges.

By ···10 min read·Multi-source verified
1 reading this guide  

Unreal Tournament 2004 Rocket Launcher guide: Learn primary and secondary fire modes, aiming tactics, lock-on mechanics, and effective strategies for all ranges.

Primary Fire Mode:

The Rocket Launcher fires rockets that travel in a straight line until they hit a player, vehicle, or wall, exploding on impact and dealing splash damage. The weapon can lock onto a target if the crosshair remains on or near it for 2 seconds, indicated by a beeping sound. Losing sight of the target or moving the crosshair away will break the lock, requiring another 2 seconds to reacquire. Rockets only home in if fired while locked on and will not lose lock even if the weapon does. Firing a single rocket while locked also breaks the lock. A distinct beep warns players when an enemy has locked onto them. The lock-on range is limited.

Tactics for Primary Fire:

  • Close Range: Focus on aiming and leading targets, as direct hits are rare and splash damage is crucial. Aim at the enemy's feet to maximize splash. Utilize constant movement, including jumping, double-jumping, dodge-jumping, and wall-jumping, as the high rate of fire allows for accurate shooting while moving. Double-jumping is particularly effective for gaining height and easier aiming. Be cautious of self-inflicted splash damage, as it's a common cause of player deaths.
  • Medium Range: Using single rockets is sometimes successful but rarely effective due to the need for forward planning and the enemy's ability to evade. Even direct hits do little damage at this range.
  • Long Range: Not recommended due to the significant time required to lock on, fire, and wait for the rocket to hit.
  • Against Vehicles: Effective against light vehicles by targeting the driver, but avoid using them against tanks. Do not attempt to lock onto Raptors; direct-fire weapons are generally better.

Secondary Fire Mode:

This mode allows for charging shots. It loads one rocket into each of the three barrels and launches them simultaneously in a horizontal line (referred to as "line triple rockets"). Pressing Primary Fire just before launching can alter the path to a corkscrew pattern ("corkscrew triple rockets"). Releasing Secondary Fire at any point during loading fires however many rockets are loaded. Rockets auto-fire once all three are loaded; the weapon cannot be held fully loaded. All primary fire lock-on rules apply. The Rocket Launcher can acquire lock even while loading rockets.

  • Damage vs. People: 90 per single tap rocket | 3x90 per fully charged shot (3 rockets)
  • Damage vs. Vehicles: 90 per single tap rocket | 3x90 per fully charged shot (3 rockets)
  • Rate of Fire: 10/10s (single tap) | Chargeable
  • Ammo per Shot: 1 (single tap) | 3 (fully charged)
  • Max. Ammo: 30
  • Charge Time: 2.5s
  • Special Features: Projectile; knockback; detonates on contact; unlimited fuse; homing*; can lock on to players and occupied vehicles; limited turning curve; chargeable; splash damage.

*It takes 2 seconds to acquire target and lock on. Crosshair changes color and a beep sounds upon locking.

Tactics for Secondary Fire:

  • Triple rockets (in either line or corkscrew formation) are effective at any range and against vehicles.
  • The loading mechanic is split into three periods, each adding a rocket. Be aware that approximately one-third of the time is spent loading the first rocket, which can lead to firing fewer than intended.
  • Short Range: Triple rockets behave similarly to single rockets but require more skill due to fewer firing opportunities. Firing from high jumps is recommended, timing shots to be airborne for increased hit probability. Line triple rockets are generally preferred here for their wider coverage and less spread.
  • Medium Range: Corkscrew triple rockets are recommended as line triple rockets spread too much. Anticipate enemy movement to land shots. The combined damage and splash from three rockets can be lethal.
  • Long Range: Always lock on before firing. Start charging the weapon shortly after aiming. Corkscrew rockets are also better at this range.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content