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 Rocket Propelled Grenade (RPG)

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PostSubject: Rocket Propelled Grenade (RPG)   Mon Apr 25, 2011 11:29 pm

Rocket Propelled Grenades are powerful explosives delivered to a target via a man-portable launcher. Their main use on the battlefield is to deal damage to Armoured targets that are resistant or completely immune to small arms fire. The propelled charge can do a significant amount of damage to such targets, but has very little splash damage. A player who equips one will be slowed down significantly by it and will loose his ability to sprint, but can move at normal speed when it's put away again, even though it's still in his inventory.

Standard RPG's will travel in a slow arc after launch, making it tricky to hit a target (and trickier still if the target is moving). Players can purchase a variant of the standard launcher which makes hitting targets far easier, as it allows them to gain a target lock on hostile vehicles and turrets and fire a charge that can home in on them, adjusting it's path mid-flight until impact. Both launcher types are innefective against infantry, as the projectile cannot lock on to soldiers and moves slowly , making it tricky to even harm a small, fast-moving target. It also does very little splash damage, so it cannot be used effectively as an area of effect weapon. Stick to grenades when you want to do explosive damage to a group of enemies.

There are several skills that allow players to reload quicker, gain a faster lock-on to enemy targets, and retain more mobility when a launcher is equipped., making it slightly more practical to use at the cost of several skill points.

It's a good idea to have an RPG launcher equipped in at least one loadout set as your squad will at some point encounter armoured targets or recieve orders to destroy a vehicle prototype on Acuisition maps. The most common scenario in which a launcher is needed, however, is to take out bunker turrets. Using RPG's on a turret works twofold as not only will you be able damage and (hopefully) take down the turret, but it's gunner will normally begin targeting the source of the rockets rather than your advancing teammates, allowing you to work as both damage-dealer and distraction for your squad.

Damage ChartEditInfantry: 1 Rocket (If direct hit)
Light Vehicles: 2 Rockets
Helicopter: 2 Rockets
Transport Vehicle: 3 Rockets
Bunker Turret: 3 Rockets
APC: 4 Rockets

This article is a stub. You can help Mag Wiki by expanding it.
Tier 1 Rocket Propelled GrenadesEdit
Each factions RPG is the same besides the aesthetics. You have access to it immediately. This RPG is recommended unless you are EXTREMELY bad at aiming. When shooting at long ranges, aim higher, due to the fact that the rocket arcs. Each little marking on your crosshair represents roughly 50–75 meters.

Tier 2 Rocket Propelled GrenadesEdit
This RPG is the same in aesthetics as the previous but has a limited homing ability against vehicles and bunker turrets. It has the ability to lock on to vehicles and bunker turrets. To lock on, aim directly at your target and wait until it makes a continuous long beep. Many people believe this RPG is not worth the 800cc for a limited homing ability but it does make aiming considerably easier and as well as making the job considerably quicker. It should also be noted that anyone inside a bunker turret/ vehicle that is being locked on to will hear a beeping noise that will sound more frequently as the RPG locks on and fires. When you do not scope in, unlike the arc that the T1 rocket produces, the rocket on the T2 will travel in a staight line that gradually travels upwards.
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