II. Class Match-Ups
[
Index]
I. General Stats
II. Class Match-ups
III. Teaming-Up
IV. The Playing Field
V. General Tactics and Strategy
> Scale of average threat:HighMediumLowTHESE ARE ALL 1V1, MEDICS MAKE YOUR LIFE HARDER.> RunnerMinimum shots to kill: 2 shots.
Gun stats: 4 shots and 2.2 seconds to kill you at a minimum. 6 bullets per shot, 8 damage per bullet, max of 48 damage. Cooldown time is 2/3's of a second.
Most dangerous when: At medium range.
Least dangerous when: Chasing.
Most dangerous attribute: Double jumping.
Biggest weakness: Low Health pool.
Strategy and Tactics:
The second most dangerous threat to a Rocketman. Even an unskilled scout can fairly easily evade your rockets due to their double jump. They're obviously much, much faster then you. Do not let them get into your blind spot, whatever you do. Back-peddle if you have to, look for cover from his shots, and force him into areas with low ceilings. Fire sparingly, and aim where they're going to be instead of where they are, even at close range. If you can, catch them running at you, they're more likely to run right into your rockets. If they get close, ether rocket-jump away or attempt to "smash" your rocketlauncher into them (Though this causes self splash). A useful thing to do when a Runner dances on you is to fire at them when they're going outwards, not towards you.
> FirebugMinimum Shots to kill: 3 shots.
Gun stats: I have to go check this again due to the update.
After-burn stats: I have to go check this again due to the update.
Air-blast stats: Radius of 150 pixels and prevents fire for almost 1 second, and the air-blast cannot be reused until after 1 second, about the same time that it takes to reload. Reflected rockets do the same amount of damage and knock-back.
Most dangerous when: At close range.
Least dangerous when: Medium-long range.
Most dangerous attribute: AIR-BLAST AND AFTER-BURN.
Biggest weakness: Short range.
Strategy and Tactics:
The Firebug is the greatest threat to the Rocketman. This class can easily wipe the floor with a skilled Rocketman. They can reflect as fast as you shoot and reload too, so don't let them get too far, yet not too close. If the Firebug is focused on reflecting, use the dead time to reload at least two rockets. Fire one, and make sure you have viable room to dodge it, and then proceed to attack with the second rocket right away. The Firebug is faster then you too, so watch out. Your knock-back will slow them down, though.
> RocketmanMinimum shots to kill: 4 shots.
Gun stats: Oh hey, it's YOUR GUN. He can kill you just as fast and just the same way.
Most dangerous when: Running away.
Least dangerous when: Chasing.
Most dangerous attribute: SPAM.
Biggest weakness: Taking the first hit.
Strategy and Tactics:
Rocketmen face-offs can be intense, but they're also known to be spam fests. There's not too much you can say about this battle. The chaser has the disadvantage of walking into the retreater's rockets. Utilize cover that has open ended areas to minimize splash damage. If you persue, don't follow too strongly. This is a test of patience and aim, but it's also easily lost if you allow yourself to be spammed.
> OverweightMinimum shots to kill: 4 shots.
Gun stats: 15 bullets per second at 8 damage each, which means 120 damage per second. Not even two seconds up close will cost you your life.
Most dangerous when: In a low ceiling area at close range.
Least dangerous when: Anywhere that isn't close range.
Most dangerous attribute: Their HP.
Biggest weakness: Range, size, and speed.
Strategy and Tactics:
Overweights are a joke to someone with range like yours. They slow down when they fire, and they're already slower then you. Their only threat is their massive HP and their deadly DPS. Though, you should never get close to an Overweight. They're huge targets that will have a hard time fighting back. Just maintain your distance and don't let them run away to heal. If you have a medic, don't fear this fool. This is one of the few classes I actually recommend spamming at. Though they're quite bothersome with support.
> DetonatorMinimum shots to kill: 3 shots.
Gun stats: He can fire 1 sticky in just under a second. At minimum, it'll take 4 stickies to kill you. These stickies can be detonated with your rocket's splash. Watch out though! The sticky's explosion still hurts you and your allies, but only the Detonator will be harmed by the explosion. Their Stickies also detonate your rockets.
Most dangerous when: They have the cover of a crate.
Least dangerous when: Medium-close range.
Most dangerous attribute: Ablity to block rockets.
Biggest weakness: Low damage ramp up close.
Strategy and Tactics:
Detonators are annoying when skilled, but a cakewalk when they aren't. Sticky carpeting is easy to avoid, you're able to destroy it, and you can stop them from intel camping. They have the advantage when someone hides behind cover, though, their stickies lob over crates. Their stickies can also stop your rockets in mid air by detonating. This fight requires you to play with the utmost care. Though this foe's bite becomes weaker with every shot he wastes.
> HealerMinimum shots to kill: 3 shots.
Gun stats: 10 needles per second 4 at damage, 40 damage per second. Has an annoying arc to his gun too... but loads very slowly
Medi-Gun: This weapon can easily cause any class to become a super man. If possible, destroy the medic when healing. Of course, the medi-gun won't save anyone that's about to die.
Most dangerous when: Running away and taking cover.
Least dangerous when: You can get all your shots in, an open area.
Most dangerous attribute: Constant HP regeneration.
Biggest weakness: Weak gun.
Strategy and Tactics:
Healer is an annoying, yet not devastating foe. Their HP regeneration will cause your shots to become useless if they hide from cover. Try not to waste your shots, you need three well placed ones to take this puppy down qickly. They're annoying to fight up close, though, because it's easy to lose health quickly due to self-induced splash. Fighting a healer's medi-buddy is a test of aim and skill, though. Your goal will be to defeat the medic by seperating the medibuddy with splash.
> ConstructorMinimum shots to kill: 3 shots.
Gun stats: 4 bullets per shot at 8 damage, and every 2/3'ds of a second. Maximum damage per shot is 32.
Autogun: A simple tool that can be destroyed in 2 shots. It does 8 damage per shot, and 48 DPS. Two shots can easily be aimed from out of range.
Most dangerous when: Near his Autogun.
Least dangerous when: Medium-Long range.
Most dangerous attribute: Autogun.
Biggest weakness: Being without his autogun.
Strategy and Tactics:
The Constructor is not a hard battle. Simply learn where his Autogun is placed, and aim from afar. The Constructor is weak alone, too. He's easier to kill then the scout, even though it takes 3 shots to kill. He's also rather slow, so you don't have to worry as much about him getting close. You're the greatest threat, aside from a sniper, to a camping Constructor and rambo Constructor. Just fire at him as he chases you, and don't be afraid to chase him ether. Do be aware of Autogun traps, though.
> Stabbin' Infiltrator/Shootin' InfiltratorMinimum shots to kill: 2 shots.
Gun stats: Each shot is 25 damage, firing 2 shots every second and a half. It takes 7 shots to kill you though, so they won't be killing you in a single load.
Stabbing: The most alert Rocketman should never be phased by a stab...mostly because they're so slow you should have the reaction time to do it. Just keep yourself looking forward, and spy checking when approaching common areas for spies (Crates, ledges, ect.).
Most dangerous when: Right on top of you.
Least dangerous when: Stabbing, ironically.
Most dangerous attribute: The revolver's range.
Biggest weakness: The ability to move a stabbing with your rockets and their low HP.
Strategy and Tactics:
A stabbing spy is easy prey for an alert player. You can get both shots in easly while they're stabbing. The only issue, is when a spy is lurking nearby and then does the unthinkable- He uncloaks and fires. If this happens to you, proceed to fire at the ground or back out of range. Get him out of your blind spot at all costs. He's easy to kill, but tricky to find. Fire into long hallways once or twice to make sure there's no spies lurking in the dead space. But do be careful when backpedaling, they have passive invisibility, and this is when you're most likely to be stabbed. Do not fire in an idle position. Also, if they retreat, do not waste all your ammo. It's what they want you to do. Fire, and be very alert, but careful.
> RiflemanMinimum shots to kill: 3 shots.
Gun stats: Depends.
The scope: Another annoying tool in a player's arsenal. The ability to see you before you see them.
Most dangerous when: Long range.
Least dangerous when: When medium-close.
Most dangerous attribute: The scope.
Biggest weakness: Up close combat.
Strategy and Tactics:
Rifleman is the anti-Rocketman class. There's little disputing this. At long range, your only hope is to advance and time your jumps well, firing ahead to get them off-guard and messing up their shots. Once you get up close, it's fairly easy to pump them full of rockets, provided that they haven't already shot you a couple of times. Just make sure to avoid their charge shots at all costs.
> Quote and CurlyMinimum shots to kill: 3 shots.
Gun stats: Laughable.
The Bubbler: Blocks bullets, and each bubble causes .35DPS. They can shoot 6 bubbles a second, with 36 bubbles able to be shot at a time.
Most dangerous when: Up close near crates and walls.
Least dangerous when: Medium-Long range, they can't fight back.
Most dangerous attribute: Their speed.
Biggest weakness: Short range and inability to block rockets.
Strategy and Tactics:
Most people presume that the dangerous part of Quote is his shortness, but I argue that it's really his really high speed against the Rocketman. They don't jump very high, so it's fairly easy to peg one running at you. The only issue is pegging him three times before he gets up close. But this class is no longer a threat, really.