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Bir çeviri sorunu bildirin
fine as is, let the 12 year old pubbers suck at solly
And a penalty for having pin-point accuracy with it, I personally see no redeeming attributes that the weapon has. Other launchers have a significantly higher margin of error than this one.
Yeah, you can RJ better with the Gunboats; but you sacrifice a Secondary to do so. Yeah you can pop-up-and-skeet better with a stock Rocket Launcher, but you make yourself more vulnerable when Rocket Jumping. Yeah you can Trolldier better with the Rocket Jumper, but you sacrifice AOE damage to do so.
You should be using it to Market Garden or pop-up and skeet with the Reserve Shooter for Combo kills; and delivering some AOE damage here and there to soften up groups of enemies or help take out buildings from long range.
much good
No point in making a weapon that is a direct downgrade.
Black Box negated the 10 damage you save if you hit any enemy while rocket jumping, which isn't a problem when you rocket jump half the time for a height advantage. I see where you are going with the jack-of-all-trades approach, but the BB essentially is a direct upgrade to the LL in any type of combat, with or without the introduction of rocket jumping, because it heals more damage than the LL actually saves in a jump.
The BB has no damage penalty, can be used with a secondary and heals more than the LL saves in a jump when it hits someone (which isn't hard to do).
I suppose it doesn't, if you're mostly hitting immobile unaware permascoped snipers, or shooting at point blank. But most players will notice rockets heading in their direction and attempt to dodge, which is going to be much easier with the BB than the LL.
Training weapons are essentially worthless in any type of serious combat, Valve should put more effort into weapons that make a lasting impression and have utility value rather than a weapon that is great until a skill quota is reached.
That's a big if, and it's considerably harder to do multi-jumps AND secure some damage if you've only got 3 rockets in your tube. Unless you hit multiple enemies with a single rocket, or hit an enemy with a rocket you are using to jump with, you're not going to negate as much damage as the LL does if you double-jump; AND the LL has a rocket left for pogos / walljumps / whatever.
It might save you a jump, (or it might not depending on the breaks), but you can't USE that jump because you've got no rockets left in your tube.
Not really, it really doesn't if it isn't outside a critical zone ( extreme values). Many Soldiers apparently feel the same way, as Soldier is still a viable competitive class. And outside of opinion, rocket speed at Soldier's optimum range, close-medium, is largely unaffected by the 40% extra speed the LL has, the difference between when a Rocket Launcher rocket will hit opposed to a LL rocket is suprisingly low.