Rocketeer Rework

Deploy explosive weaponry in the battlefield! Equipped with Enemy Piercing Shells.
―Store Description
Shoot fast rockets that deal large damage, in a large radius!
―Former Store Description
Shoot out fast rockets that large damage in a large radius.
―Former Store Description

Description

The Rocketeer, formerly known as the Rocketer, is an intermediate ground tower which deals splash damage. It is purchasable in the store for  4,500.

The Rocketeer is a splash damage tower that deals very high damage to enemies within an explosion radius. However, the Rocketeer has a mechanic wherein the shells explode when it pierces a set number of enemies. At Level 0, the shell explodes when it hits at least 2 enemies. The explosion is separated into two spheres. Enemies in the inner sphere will be dealt 100% of the stated damage, while the damage in the outer sphere is decreased linearly. Since it is a splash tower, it completely ignores defense dealing full damage to the enemy. Additionally, it can also damage Lead enemies because of this, and it can detect Hidden enemies. It also has decent range meaning that it can perform quite well against hordes.

The Rocketeer has two range rings; the white range ring, which is its attack range; and a red range ring, which is its deadzone range. Enemies within this range will not be targeted by the Rocketeer, potentially limiting the Rocketeer's flexibility.

The Rocketeer at Levels 0 to 3, are considered single target and a crowd-controller. If it only shoots one enemy, it will only deal damage from Normal Damage. Although, at Level 4, it only deal Splash Damage.

The Rocketeer is mostly considered a mid- to late-game tower due to its relatively high cost, as well as its ability to take down hordes of strong enemies with its high damage.

The Rocketeer has a placement limit of six per player.

Upgrades

Upgraded Specs
Level 1 • Cost: Upgraded Specs -  $800

4.008 > 3.758 Firerate  

+15 Splash Damage  

+5 Damage  

+2 Range  

-2 Deadzone Range  


Sell Price changes to  $833

 
Sharper Shells
Level 2 • Cost: Sharper Shells -  $2,000

3.758 > 3.208 Firerate  

+5 Splash Damage  

+15 Damage  

+2 Range  

-2 Deadzone Range  

+1 Max Hits

3.5 > 4 Explosion Range  

+Hidden Detection  


Sell Price changes to  $1,333

 
Heavier Shells
Level 3 • Cost: Heavier Shells -  $7,500

3.208 > 2.808 Firerate  

+50 Splash Damage  

+45 Damage  

+4 Range  

-2 Deadzone Range  

4 > 4.5 Explosion Range  

Sell Price changes to  $4,000

 
Pulverizing Howitzer
Level 4 • Cost: Pulverizing Howitzer -  $16,000

2.808 > 2.758 Firerate  

+200 Splash Damage  

-75 Damage  

+6 Deadzone Range  

4.5 > 5.5 Explosion Range  

Sell Price changes to  $9,333

 

Stats Table

Level Total Price Normal Damage Splash Damage[3] Firerate[4] Max Hits Range Deadzone Range Explosion Range DPS[5] Cost Efficiency
0  $1,700 10 30 4.008 2 20 10 3.5 9.98  $170.34
1  $2,500 15 45 3.758 2 22 8 3.5 15.96  $156.64
2  $4,500 30 50 3.208 3 24 6 4 24.93  $180.5
3  $12,000 75 100 2.808 3 28 6 4.5 62.32  $192.55
4  $28,000 N/A 300 2.758 N/A 28 12 5.5 108.77  $257.42

Strategy

  • The Rocketeer should not be used as an early game tower because of its high cost. If you want to have splash damage in the early game, towers like the Demoman are better options.
  • The Rocketeer has a deadzone range, in which it cannot attack enemies.
    • At level 4, it's deadzone range is almost half of the main range.
    • Because of its size, you should place the Rocketeer away from the path in a spot that still covers a decent amount of the path.
    • The Rocketeer is very map-dependent because of this feature. While more open maps like Deserted Village and Forest Camp benefit the large range of the Rocketeer, smaller maps like Toyboard and Iceville do not allow the Rocketeer's full potential to come into play.
  • The Rocketeer should be utilizing it's piercing to the maximum potential. Like placing it on straight paths. It may deal lower damage when its place around a curve, compared to placing it on straight path.
    • Because when it doesn't hit it's required pierce, the shell do not explode.
    • Using it as a single target should be your last resort.
    • At level 4, it completely ditches the pierce and in return for more splash damage and better explosion radius.
  • Despite dealing a bit less DPS compared to the Mortar, the Rocketeer has a cheaper cost, along with having a higher splash damage at Level 4, allowing for more potential DPS. It also has hidden detection, which the Mortar does not have.
    • On the other hand, the Mortar has a farther range, a bigger explosion radius, stun immunity, flying detection and lacks the deadzone range that the Rocketeer has.
  • The Rocketeer can be useful against high health hidden enemies, such as the Shadow Boss.
    • An explosion may indirectly damage a hidden enemy on Levels 0-1 if there are other detectable enemies nearby.
  • Firerate can be decreased marginally if the Rocketeer is set to Closest, as the rocket explodes within a shorter period. Though, be wary of an enemy that approaches the base.
    • This is more likely applies to Level 4, as it attack using an arc. While the earlier levels uses pierce, which helps remedy it's projectile-based attack.
    • The Commander can also be useful for decreasing its firerate.
  • Since the Rocketeer deals splash damage, it completely ignores defense, making it useful against hordes of enemies with defense, such as Giant Bosses.

Notes

  1. ↑ For Levels 0-1, through splash damage, hidden enemies may be hit indirectly if another detectable enemy is nearby.
  2. ↑ Through splash damage, flying enemies may be hit indirectly if another detectable enemy is nearby, but this tower can never directly target flying enemies.
  3. ↑ Number is the damage dealt in the inner explosion sphere. Splash damage is decreased linearly if the enemy is in the outer explosion sphere.
  4. ↑ Firerate does not account for projectile travel time.
  5. ↑ DPS assumes one bullet successfully hits at least one enemy and receives full splash damage.
    Total DPS is calculated as (Normal Damage + Splash Damage) ÷ Firerate.
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