$300 Turret ID: Rocket-IDF
[Splash: 50 - radius 0.5 | indirect kinetic artillery rocket]
| Base | Upgraded | |
|---|---|---|
| Damage: | 45s | 146s |
| ROF: | 7.9 | 14.4 |
| DPS: | 3.7 | 32.6 |
| Accuracy: (close-long) | 40-80% | 56-112% |
| Range: (close-long) | 8- 86 | |
| Base | Upgraded | |
| HP: | 15 | |
| Weight: | 10000 | |
New Rocket Available
Rocket artillery; can be assigned to a sensor
Best Targets: Vehicles and Emplacements
Body Points: Very Low
Prerequisites: Research Ripple Rockets
Upgrades
Damage upgrades
- 125% - HE Rockets
- 150% - HE Rockets Mk2
- 175% - HE Rockets Mk3
- 200% - HEAT Rocket Warhead
- 225% - HEAT Rocket Warhead Mk2
- 250% - HEAT Rocket Warhead Mk3
- 275% - HESH Rocket Warhead
- 300% - HESH Rocket Warhead Mk2
- 325% - HESH Rocket Warhead Mk3
ROF upgrades
- 118% - Rocket Autoloader
- 143% - Rocket Autoloader Mk2
- 182% - Rocket Autoloader Mk3
Accuracy upgrades
- 110% - Stabilized Rockets
- 120% - Improved Rocket Wire Guidance
- 130% - Rocket Laser Designator
- 140% - Thermal Imaging Rockets
Commentary
Shadow Wolf TJC wrote on Apr 18, 2011:
Personally, I find howitzers (especially Hellstorms) much more preferable both as siege weapons and as long range defensive artillery due to their higher rate-of-fire (meaning less chance of overkill when massed) compared to firing whole salvos of ripple rockets. However, I find that ripple rockets (and later Archangel Missiles) excel at counter-battery work when you place mobile ripple rocket units close to counter-battery towers, but assign each one to another tower that's covering another ripple rocket battery some distance away. That way, if any of your units that are within range of your counter-battery sensors comes under fire from artillery (whether it's from attacking forces or enemy counter-battery fire), then your chain of ripple rocket units would return fire one at a time (until either you have no more ripple rockets left that can readily fire, or enemy counter-battery fire stops), thus reducing the likelihood of overkill.
Anonymous wrote on Dec 12, 2011:
Personally I have had very bad experience with Ripple Rockets. If the enemy sends many units towards your base and some manage to come close to defensive positions, the rockets will fire at your own position! Because of the high 'Splash' value, your weakened units die immediately. I call it the Suicide Rocket.
You should use Ripple Rockets only when you have established a firm control over the map, and can restrict enemy's movement. In that way you can use it and artillery to 'soften' the enemy base before invading. But do not rush to research or build Ripple Rocket. Use resources elsewhere.
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