...let's consider that. First, the "inferior to guaranteed specials/assemblies" argument.
Missile Launcher has perfect accuracy, 0.8 fire time, 4 rockets on-hand and a pretty slow reload. Clearly perfect as a special-case weapon for those without Rocket Launcher traits; anybody can use it to unload four rockets in somebody's face really quickly. Micro-Launcher is similar - a basic assembly (i.e. anybody can make it) with +7 accuracy and major fire/reload time boosts. Why do these exist? Because the Rocket Launcher wants Reloader and Eagle Eye, typically mutually-exclusive traits, either in pragmatic necessity or in actual fact (MAc, for instance.) On the other hand you're very likely to have
one of those traits, so covering the other with mods is easy. Thus it meshes well as a secondary weapon. Then there's Micro Launcher/Missile Launcher for the builds with neither EE or Rel - a Launcher for everybody! This leads people to conclude you don't
need a Rocket Launcher. Well, duh - Kornel obviously had consideration for the many builds that would never find the vanilla launcher useful.
But some people take this further and claim the Rocket Launcher is
inferior even if you specialize in it.
These people are
barking mad. just being dramatic not hatinLet's start with the Tactical Launcher. 1.0 fire time, 0.8 reload time, 5 round magazine. That's 0.8 seconds to reload 5 rockets. The Missile Launcher takes 4.8 to refill four. As a
primary weapon for extended fights, I know which one I'd be using. Tactical Launcher has the smallest blast radius of any Launcher, only 2 tiles. That's a
good thing; much more precise firepower lets you use rockets liberally without worry of nuking powerups/items/ammo. Unlike the Micro-Launcher, it takes no damage nerf. And the Tac Launcher, unlike the Missile, can still Rocket Jump. The wonders of the Rocket Jump have been discussed more as of late, but it bears repeating - the uses are endless. Lava Pits with one enviro-suit? Rocket Jump. Getting past those
effing Lost Souls at the Anomaly? Rocket-Jump. Closing with the Arena Master? Rocket Jump. Mortuary? Rocket-Jump out of a pack of Barons and surf the explosion right into an Arch-Vile's face. And best part is the enemies nearby take the full brunt of those blasts. The damage you take is acceptable with blue armor on, minor with Red, and negligible with Fireproof, which you should really make.
If you've got Eagle Eye, the Tactical Launcher makes the Missile Launcher look like a chump. And you don't even need Reloader.
And then there's the vanilla Rocket Launcher, which is to the Tactical Launcher as the Double Shotgun is to the Combat Shotty. One-shot, slow reload, average fire-time... and biggest blast radius of any launcher; 4 tiles. If you specialize in it - that means Eagle Eye and Reloader, perhaps a Bulk mod if you really want - it becomes moderately terrifying. Yeah, Rocket Launchers don't have Master traits. When you're dishing out 6d6 damage to everything in an 8-tile sphere,
who needs them? Unlike shotguns there's no damage drop-off at range and no doubled enemy armor. And most satisfyingly the blast propagates without regard for monsters in LOS of one another, so those
miserable cowardly Arch-Viles can't use monsters as meatshields nearly as well.
And most damningly... MAD removes armor problems.
If you've got MAD I feel bad for ya son I've got 99 problems but speed ain't one. MAD works best with Elephant Guns, and the Elephant Gun works best with Active Defense, the traits for which are blocked by MAD. And tanking/corner-shooting wants lightning-fast attacks, but MAD blocks finesse. What you
can do with MAD is hurt multiple enemies at decent range every 1.0 seconds.
Like the Rocket Launchers do. Except they don't need Master traits to do it.
The Rocket Launcher's drawbacks are primarily ammo-related; they tend to blow up their own ammo when dropped by enemies just rocketed, and as plentiful as rockets are, they've got small stacks and you can
really pump them out fast. Much like anything shooting power cells it should be paired with a low-tier weapon for finishing blows, mop-up, small fry, etc. If you go with the vanilla Launcher you'll probably take Reloader... so pick up a Chaingun or Plasma Rifle. Yes, you heard me. Even without SoB. Just make it a High-Power weapon and get the equivalent of 2 SoB levels. Reduced magazine size is horrific anethma to most rapid-fire builds but you don't care, you clever Reloader you. You'll already have Eagle Eye anyways. May as well slap it on a Plasma Rifle for the halved armor damage and more common ammo late-game - with the Rocket Launchers massive blast radius you'll find yourself wanting the precision option more often, which means a backup weapon with a bit more oomph then a shotty.
If you go with the Tactical Launcher (which simply doesn't need Reloader) then I'd take a Combat/Tac shotty. With the reduced blast radius the Tactical Launcher can be employed more flexibly and more often, so you'll need your "backup" less - usually as the Final Blow on a pack of Mancubi so you can harvest delicious rocket, for example. Tac Shotties only need Reloader for extended fights, but your Launcher's doing the heavy lifting, so that's no problem.