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Author Topic: From Rocketspam to Rocketman  (Read 4195 times)
Flandre
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« on: February 26, 2010, 12:23:27 am »

From Rocketspam to Rocketman
S-Z's [Actually being worked on] how to on becoming a Grade-A Rocketman.

[Index]
I. General Stats
II. Class Match-ups
III. Teaming-Up
IV. The Playing Field
V. General Tactics and Strategy

I. General Stats
> Rocketman's stats
HP
The Rocketman's HP is 175, the second highest in the game. This makes the Rocketman an effective medi-buddy, as well as a meat-sheild.
Speed
He's the second slowest character in the game, tied with Rifleman, but faster then the Overweight.
Jumping
His jump is 8 pixels, but can be boosted up to an average of 40 pixels by rocket-jumping, and 50 pixels if you're gun-spinning. You can rocket-jump up to 8 times without dying, at maximum.

> Rocket stats
Damage
Direct hits with rockets causes 25 damage, while splash can only cause up to 30, combining to make a total of 55 damage per shot at maximum. You lose 8 damage per ally the rocket goes through. The most splash damage you can receive from your own rocket is 20.
Range, Speed, and Knock-back.
The rocket-launcher reloads every 1.2 seconds, and has the ability to fire 1 rocket per second. His rockets are faster then the Runner, but considered to be the slowest bullet in the game, aside from the Detonator's mines. The blast radius is 65 pixels, which is slightly bigger then the Detonator's mine, and knock-back is 8 pixels. The rocket can go 501 pixels
Not accurate, but gives a good gist of the damage splash.
As far as your rocket will go. Not that it ever should go that far.

> Minimum Shots to kill, per class
Runner - 2
Firebug - 3
Rocketman - 4
Overweight - 4
Detonator - 3
Healer - 3
Constructor - 3
Infiltrator - 2
Rifleman - 3
Quote/Curly - 3
« Last Edit: May 20, 2010, 09:41:06 am by hjihjihji? » Logged
Flandre
Guest
« Reply #1 on: February 26, 2010, 12:25:03 am »

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:
High
Medium
Low

THESE ARE ALL 1V1, MEDICS MAKE YOUR LIFE HARDER.

> Runner

Minimum 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.

> Firebug

Minimum 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.

> Rocketman

Minimum 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. z5
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.

> Overweight

Minimum 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.

> Detonator

Minimum 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.

> Healer

Minimum 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.

> Constructor

Minimum 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' Infiltrator

Minimum 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.

> Rifleman

Minimum 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 Curly

Minimum 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.
« Last Edit: June 20, 2010, 02:27:47 pm by S-Z » Logged
Flandre
Guest
« Reply #2 on: February 26, 2010, 12:25:41 am »

III. Teaming-Up

[Index]
I. General Stats
II. Class Match-ups
III. Teaming-Up
IV. The Playing Field
V. General Tactics and Strategy

> Runner

Strong points: The Runner is effective in luring and weakening foes.
Weak points: Chaotic. Especially with an enemy Runner.
Effective Use: Dominating the room while allowing the Runner to escape with the intel. Not a lot of defensive purpose.

Strategy and Tactics:
The Runner and Rocketman duo is a situational team-up. Rocketman is too slow to keep up with the Runner, but the Rocketman's presence allows the Runner to fall back on his rockets for protection and space control. Most likely, a Runner falling back is a Runner retreating from a foe. You are the backbone of the Offense, so watch out for the Runner.

> Firebug

Strong points: Protection. Mutual, strong, protection.
Weak points: Nothing effective enough to point out.
Effective Use: The Firebug is effective for covering the Rocketman up close. If the Firebug is smart, he can re-reflect rockets. You protect the Firebug from long range attacks.

Strategy and Tactics:
This is arguably the best non-healer combo for me. The Firebug has the ability to cover the Rocketman entirely. Infiltrators can be found and then destroyed due to lingering flames, and you also have reflected rocket protection. Provided that he's close to you, of course. You can protect the Firebug from long range attackers, and you can always aid the Firebug from a distance. Played correctly, this is a dominating team.

> Rocketman

Strong points: Double the fire-power!
Weak points: No real diversity there.
Effective Use: 1-2 rockets, sweeping.

Strategy and Tactics:
What's better then running around gibbing people? How about two people running around gibbing people! Honestly there isn't much to say about this combination. You don't have to worry about falling back as much because you have support fire. Though this combination is normally frowned upon. Unless the rage factor is something you're going for.

> Overweight:

Strong points: Pure space denial and high damage output.
Weak points: Slow movement.
Effective Use: Space denial, sheer power.

Strategy and Tactics:
The Rocketman covers Overweight's lack of range, and the Overweight denies Runner and other foes the ability to heckle the Rocketman up close. Overweight has a constant high damage output, and combined with Rocketman's high damage hits, this is an amazing defensive combination. Though they both move very slowly, so expect to fight often. Make sure to fire a couple of shots when the Overweight uses his Manvich for space control against spies.
« Last Edit: May 20, 2010, 09:53:48 am by hjihjihji? » Logged
Flandre
Guest
« Reply #3 on: February 26, 2010, 12:26:18 am »

IV. The Playing Field

[Index]
I. General Stats
II. Class Match-ups
III. Teaming-Up
IV. The Playing Field
V. General Tactics and Strategy

NOTE: This cuts out all of the scout paths. It should be fairly obvious that you can rocketjump up them.

> Classicwell

Gunspinjumping and Rocketjumping:
Under the bridge, a common dead end for other classes.
This is undoubtfully my favourite rocketjumping area. Runners can't do this. This path is best used when you have the enemy intel and the outside is completely covered. This allows you, and really only you, a safer location to get away to. I can't tell you how many times I saved my ass escaping through this part, especially when it allows you to give yourself distance from foes that happened to stupidly follow you. Careful though, this part is also a likely Infiltrator hiding spot.
Newbies think this of this to be a dead end, but it's jumpable.
For the love of god, don't waste a rocketjump on this section, unless you are being chased down. This jump is easily cleared with a gunspinjump, even if you have the intel. If you have a medibuddy, try to get them to do the same. This is also a useful escape path. Watch out though, this is also another likely Infiltrator hiding spot. Spycheck for the sake of your buddy. I haven't tested to see if this still works after the update, as most severs have removed classicwell from their rotation.


> ZVector

Gunspinjumping and Rocketjumping:
Thanks to RebelINS
A tricky jump that's easily done with some practice. Saves you a trip up that awfully cramped and dangerous stairs, or can be used to flank a foe, provided that you have someone blocking the lower route.
« Last Edit: May 20, 2010, 09:54:24 am by hjihjihji? » Logged
Flandre
Guest
« Reply #4 on: February 26, 2010, 12:26:58 am »

V. General Tactics and Strategy

[Index]
I. General Stats
II. Class Match-ups
III. Teaming-Up
IV. The Playing Field
V. General Tactics and Strategy

> Rocket-jumping:
Rocket-jumping is ether an extremely good way to separate yourself from your foe, or a useless way to take damage. Learning when to rocket-jump, and how to do it is both important and critical to making use of this tactic. Don't waste time trying to boost a healer or a teammate, the updated rocket-jump makes the timing more of a waste then helping.

When to rocket-jump: When high mobility classes are directly on you, or about to be. But you want to have plenty of room to make your aerial escape, or you're just pinned on a wall. Make sure you have another shot, or else you just shot yourself for almost nothing. Aim, and aim quickly, or gain enough ground to get yourself at a better angle to shoot them. When fighting Rocketmen, if you can't get out of the way in time, attempt to use your own rocket's knock-back or rocket-jump away from your foe. It's less costly then the full 55 damage.
When not to rocket-jump: Don't rocket-jump low on ammo. Unless you can gain safety by jumping away far enough to reload or escape, it's useless. If the enemy moves in and out of your body, instead of staying close, fire at them as they go away, not as they come to you. Resist the urge to rocket-jump against infiltrators, as they can use that time to make their escape.
Know what kind of rocket-jump to use: There's really two ways to do this. Now just pointing at the ground and firing won't get you far. It makes you look stupid if you try it like that. But it has it's own uses too! If someone's at close range, like a dancing Runner, try doing this to launch them into the air, rather then you. This leaves them open for a minute and you with more options.

> Stalling:
Oh no! Your foe is superbursted! You must be totally helpless now, right? No, not at all. Your rockets still have their trusty knock-back, which can ruin any overweight superburst. Your job is to stall, stall, stall. If you can, use their overconfidence to force some distance between the duo. If you can't, just make sure you have enough ammunition for when they're weak, as a common superburst is so that the healer/medibuddy doesn't die(This is not always true, I sometimes use superbursts so that we all have the ammunition edge over a group.). A good healer will charge in front of the medibuddy so that your knockback wouldn't stall them, though.
« Last Edit: May 20, 2010, 09:45:55 am by hjihjihji? » Logged
Chicken Soup
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I'm not the Breakman.


« Reply #5 on: February 26, 2010, 12:29:45 am »

Woo! It's back! Gunna reread this later/tomorrow.
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Flandre
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« Reply #6 on: February 26, 2010, 12:30:19 am »

There's ?'s in my guide.

Is it me or did I have something really gay there.
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Speed of Dark
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oh my god


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« Reply #7 on: February 26, 2010, 12:47:07 am »

There's ?'s in my guide.

Is it me or did I have something really gay there.
Probably a unicode letter or something that Notepad turned into a ? when you saved it.

Or it's just gay.
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Shorty
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« Reply #8 on: February 26, 2010, 03:04:13 pm »

I thought i was the first one to discover taht Zvector thing D: Sad(((
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Techno Viking
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« Reply #9 on: February 26, 2010, 03:05:53 pm »

i add to list of guide ok you graze liek toho
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Quote from: Wareya
I know more about this shit than you do
Quote from: Wareya
I consistently beat you during your prime days of playing Quote
Quote from: Wareya
You have never displayed complex tactics around me. Not a single time
Quote from: Wareya
If you don't think that a pyro rush is gamebreaking you seriously don't fucking understand gg2
Quote from: [NIGA] Luchadore Chalupa
Take a mother fucking chill pill Wareya, holy shit
Drone
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« Reply #10 on: February 26, 2010, 10:47:33 pm »

I noticed you spelled destroy wrong (medic part)
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Flandre
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« Reply #11 on: February 27, 2010, 03:25:20 am »

I thought i was the first one to discover taht Zvector thing D: Sad(((
I've only played Rocketman on Zvector a couple of times, so I didn't know.
i add to list of guide ok you graze liek toho
sexy
I noticed you spelled destroy wrong (medic part)
k
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Flandre
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« Reply #12 on: March 16, 2010, 09:04:39 pm »

Hm, I never thought about the ordeal with running out of rockets, as I never seemed to back then.

S-Z is questing out on various ways to deal with ammo when dealing with more then one player and solo.

I should also try to figure out more effective medic killing tactics.
My favorite part is that most medibuddies won't jump into the rocket to protect the medic, as I angled it to hit him.
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Techno Viking
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im am viking


« Reply #13 on: March 16, 2010, 09:14:28 pm »

Hm, I never thought about the ordeal with running out of rockets, as I never seemed to back then.

S-Z is questing out on various ways to deal with ammo when dealing with more then one player and solo.

I should also try to figure out more effective medic killing tactics.
My favorite part is that most medibuddies won't jump into the rocket to protect the medic, as I angled it to hit him.

play ultra conservative

thats what i do now anyways, keeping the game midrange against most classes will keep your medic safe, rocketman can't really head a combo by himself anymore.
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Quote from: Wareya
I know more about this shit than you do
Quote from: Wareya
I consistently beat you during your prime days of playing Quote
Quote from: Wareya
You have never displayed complex tactics around me. Not a single time
Quote from: Wareya
If you don't think that a pyro rush is gamebreaking you seriously don't fucking understand gg2
Quote from: [NIGA] Luchadore Chalupa
Take a mother fucking chill pill Wareya, holy shit
Flandre
Guest
« Reply #14 on: March 16, 2010, 09:15:55 pm »

Yeah, it's annoying me, I keep getting the medic airborn, about to shoot, see him go z4 or  z1 and then I click. Nothing comes out. I lack ammo.

Then again all day I haven't had a medic so. =/
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