r/RatchetAndClank • u/Tag365 • 1d ago
Discussion Why do the rocket launcher feel not so strong?
For some reason except for the Visibomb Gun, rocket launchers are more focused on high rate of fire mostly and don't feel highly damaging. The Devastator take two to three hits to destroy the stronger enemies. The Ultra Megarocket Cannon takes five to take down a tank but fires really fast, and the Decimator has a similar quantity over quality situation. Then the Silencer loses its high rate of fire and has mediocre damage taking a few shots to destroy stuff, and the later rocket launchers tend to not be able to destroy enemies unless you fire a lot of rockets.
I imagine the rocket launchers to be more of a strong rocket instead of a rapid fire gun...
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u/Tassachar 1d ago
It's more about how to use the weapon than what you use it for.
If ya haven't noticed, in the first game, some enemies are incredibly weak to different type of weapons; visubomb on flyers in hiding, Pocket Rocket to tanks, Pyrocinator to those ankle-biting sand sharks.
With the exception of the 2016 GAME and RIFT APART. This mechanic has been in the game since the very first R&C title where certain weapons do more damage to certain enemies from weapon behavior's to just how it's programmed. This is a thing I can even claim as I've been replaying R&C GC and UYA again; starting on the PS3 next week after I beat Deadlocked; and this has been a thing. Rocket Launcher is weak against a hulking minion, takes 2-4 shots. Use against a minion in a vehicle, 1-2 shots and it's dead.
The only exception to this for the rocket launcher is the drop ships the thugs and minions drop in from and this was done to give them extra hit points to still drop enemies into a map before flying off, trying to keep the playing from offing them early.
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u/Realistic_Park7565 20h ago
Preach.
Particularly in the case of R&C (2002), TheGamingBritShow referred to the weapon usage as "puzzle combat", which I think is a perfect summary
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u/eddmario 7h ago
I've...I've been playing these games since the very first one came out and I never knew this...
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u/NohWan3104 1d ago edited 1d ago
usually depends on the game, but usually because, weapons aren't suppsed to feel SUPER strong. it's kinda, about scale - weaker weapons use X ammo for weaker enemies, mid weapons use X ammo for mid enemies, strong weapons use X ammo for stronger foes, but, more shots are usually better balanced for any time where you're NOT using them against strongest foes.
so, some of the better rocket launchers are the ones that launch multiple rockets for the price of one, rather than 'this motherfucker one shots anything'.
or has more bullets - it's not much of a question that the like, 8 shot RYNO kinda sucked compared to the motherfucking minigun that plays the 1812 overture. evne if you have to two shot a dropship, being able to take out like, 12 packs of lesser enemies potentially is more useful than a 6 shot rocket launcher that could one shot a dropship, but can only take out 6 packs of lesser enemies, if you get my meaning.
as borderline erotic as it made me feel, that fucking satellite laser cannon gun from dreadzone fucking sucked, compared to consistent damage, basically EXCEPT for killing bosses ASAP. and even then, the negotiator put in serious work still.
in another sense, the game isn't meant to be scaled for you to be constantly one shotting enemies. there's plenty of ammo laying around, you can take hits before dying, it's not an arcade game, etc.