This mod was inspired by Bazooka Quake 3, a Q3A mod where you only have the rocket launcher and pick up
different types of ammunition for it, like concussion missiles or rocket pods.
Equally, in Rockets UT you only have the rocket launcher, but it can use several types of ammunition.
Most of the new rockets were taken from Descent 2 by Interplay Productions and Parallax Software or Descent 3 by Interplay Productions and Outrage Entertainment.
Rockets UT 1.1 beta 5 includes 20 rocket launchers and six new pickups. There's also the Weapon Priority Menu to change the switching priority of the rocket launchers.
|Concussion Missile Launcher||
Primary: Instant Concussion Missile
Secondary: Load up to 6 Concussion Missiles (inaccurate)
Secondary + Primary: Load up to 6 Concussion Missiles (tight pack)
|Concussion Missiles fly straight forward until they hit something and explode with medium damage. The Concussion Missile Launcher is the default weapon.|
|Napalm Rocket Launcher||
Primary: Instant Napalm Rocket
Secondary: Instant Napalm Grenade
|Napalm Rockets burst into a load of burning globs upon impact. The explosion is not very powerful but direct hits are deadly due to the burning load of napalm.|
|Toxic Rocket Launcher||
Primary: Instant Toxic Rocket
Secondary: Instant Toxic Grenade
|Toxic Rockets burst into wads of Tarydium byproduct when they explode. The explosion is not very powerful but the Tarydium byproduct can cause dangerous chain reactions.|
|Flash Missile Launcher||
Primary: Instant Flash Missile
Secondary: Load up to 4 Flash Grenades
|Flash Missiles explode with a very bright flash. Flash explosions can completely blind players who look directly into the explosion, including yourself. Damage amplifying items affect the size of the explosions and the radius of the blinding effect.|
|Plasma Rocket Launcher||
Primary: Load up to 3 Plasma Rockets
Primary + Secondary: Load up to 3 Plasma Rockets (tight pack)
Secondary: Load up to 6 Plasma Grenades
Secondary + Primary: Load up to 6 Plasma Rockets (tight pack)
|Plasma Rockets explode with a shockwave that pushes away players, but does only a small amount of damage. (Not available in Rockets UT 1.0)|
|Homing Missile Launcher||
Primary: Instant Homing Missile
Secondary: Load up to 3 Homing Missiles
Secondary + Primary: Load up to 3 Homing Missiles (tight pack)
|Homing Missiles can follow any target and will try to avoid collision with any wall, floor or ceiling. To get rid of a Homing Missile you'll have to hide behind a wall or run and dodge until it gets tired.|
|Laser-Guided Missile Launcher||
Primary: Instant Laser-Guided Missile
|Laser-Guided Missiles follow the red laser dot emitted by the rocket launcher. (Not available in Rockets UT 1.0)|
|Cyclone Missile Launcher||
Primary: Instant Cyclone Missile (short range)
Secondary: Instant Cyclone Missile (medium range)
|Cyclone Missiles burst into five small homing missiles with a big detection angle. These missiles will hunt down any opponent.|
|Blade Missile Launcher||
Primary: Instant Blade Missile
Secondary: Load up to 3 Blade Missiles
|Blade Missiles are very fast moving rockets with head-shot-capabilities. A Blade Missile can easily penetrate opponents not wearing armor items without exploding. Blade Missiles bounce off walls within the first two seconds of their lifetime. (Not available in Rockets UT 1.0)|
|Mercury Missile Launcher||
Primary: Instant Mercury Missile
Mercury Missiles are very fast moving rockets with head-shot-capabilities. A Mercury Missile can penetrate
opponents not wearing armor items without exploding. The missile is slows down a bit, but causes about the
same amount of damage.
You can also play InstaGib with Mercury Missiles if you like.
|Frag Missile Launcher||
Primary: Load up to 3 Frag Missiles
Primary + Secondary: Load up to 3 Frag Missiles (tight pack)
Secondary: Load up to 3 Frag Grenades
Secondary + Primary: Load up to 3 Frag Grenades (tight pack)
Frag Missiles spray out a lot of shrapnel when they explode. You should not be near the point of impact
even if you can't see it, since frag shrapnel bounces off walls.
However in really large rooms or outdoor areas Frag Missiles are not very dangerous.
|Seeking Grenade Launcher||
Primary: Instant Seeking Grenade (without lock: auto homing)
Secondary: Load up to 4 Seeking Grenades (not auto homing)
Seeking Grenades are lobbed out and ignite after a short time. The secondary grenades explode instead if
they have no target lock and Seeking grenades explode without targetis enabled.
If a target is locked, the grenade ignites and follows the target like a homing missile. The primary fire's auto homing feature is limited to 1000 UU, while the manual target lock has a distance of 4000 UU.
|UT Rocket Launcher||
Primary: Load up to 6 rockets
Primary + Secondary: Load up to 6 rockets (tight pack)
Secondary: Load up to 6 grenades
Secondary + Primary: Load up to 6 rockets (tight pack)
The UT Rocket Launcher fires normal UT rockets/grenades. The rockets do not follow their target as good as
Homing Missiles do. They are the strongest normal rockets and have a missile cam, too.
Note that these rockets are the only ones correctly recognized as "rocket ammo" by other mods. They are e.g. the only ones which can be used in Chaos UT to go kamikaze or refill the turret.
|Smart Missile Launcher||Primary & Secondary: Launch a Smart Missile.||Smart Missiles fly straight forward at medium speed and releases plasma balls on detonation. These plasma balls will follow any nearby enemy.|
|Mega Missile Launcher||
Primary: Launch auto-homing Mega Missile.
Secondary: Launch Mega Missile without homing feature.
|Mega Missiles are powerful auto-homing missiles. In newer versions of Rockets UT they can be destroyed by heavily damaging them, but this will not reduce their explosive power.|
Primary: Launch a Turret Placer missile.
Secondary: Toggle turret mode.
Turret Placer Missiles deploy a turret if they hit the ceiling. They can also refill your turrets or
destroy enemy ones with a direct hit. The Turrets shoot rockets at any visible enemy until their ammo is
used up or their life time expires.
In Rockets UT 1.1 you can destroy Turret Placer missiles by shooting them.
|Earth Shaker Launcher||Primary & Secondary: Launch an Earthshaker Missile.||
Earth Shaker Missiles fly straight forward at medium to high speed and detonate with a large explosion that
releases five smaller homing earth shaker childs, which are a bit less powerful than mega missiles.
Earth Shaker Missiles can also be destroyed in the newer Rockets UT versions. They will explode with their usual power, but do not release their child missiles.
|Black Shark Launcher||Primary & Secondary: Launch a Black Shark Missile.||
Black Shark Missiles fly straight forward at medium to high speed and implodeon impact. After
sucking in everything nearby the rocket finally releases a shockwave.
Destroying the Blask Shark Missile (not possible in Rockets UT 1.0) causes a less dangerous explosion.
Note: The Primary + Secondary (and vice versa) firing modes and the "hold" feature are not available in Rockets UT 1.0. Also some weapons work slightly different in the newer versions.
|Rocket Turret||Fires medium speed rockets at enemies. The rockets can "home in" on their target, but they can be dodged. This turret was already available in earlier versions of Rockets UT.|
|Phoenix Turret||The Phoenix Turret fires high speed energy balls which can bounce off walls. The turret has a high firing rate like the Phoenix Cannon from Descent 2.|
|Helix Turret||This turret wirks like the Helix Cannon in Descent 2: It always fires five shots at once which are spread in a rotating plane.|
|Fusion Turret||The Fusion Turret needs a little time to load up for a shot, but the large purple projectiles damage everything they touch. Usually they can only be stopped by a wall.|
|Rapid Fire||45 seconds||Spawns together with the Damage Amplifier. Increases the firing rate of the rocket launchers. This item is already available in Rockets UT 1.1 beta 4.|
|Cloak||30 seconds||Replaces Invisibility. Cloak makes the player completely invisible. However, the player can be seen when he fires his weapon or when he gets hit. Otherwise the player can only be seen by players who are really close to him.|
|Gravity Boots||5 jumps||Replace the AntiGrav Boots. These boots form an anti-gravity field around the player and allow him to jump higher and move a little faster.|
|Impact Armor||75 points||Spawns together with regular Body Armor. Impact Armor absorbs the kind of damage caused by direct hits with Mercury Missiles, Frag Missile shrapnel or the Impact Hammer. It can absorb 80% of this kind of damage and takes only half the damage from these attacks, but is almost useless against other types of damage.|
|Blast Protection Suit||unlimited||Spawns together with the Shieldbelt. The Blast Protection Suit protects against explosive splash damage, but should be combined with other types of armor to be most effective. It will protect from any amount of splash damage, but can be damaged and eventually destroyed through direct hits.|
|Thermal Protection Suit||unlimited||Spawns together with the Thigh Pads. The Thermal Protection Suit protects against extreme heat and is also somewhat effective against other hazzards like acid or Tarydium byproduct. However, like the Blast Protection Suit it can be damaged by other kinds of damage.|
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