Frozen Synapse

Frozen Synapse

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Rocket Launcher guide (Updated)
By firefox
Comprehensive guide for Rocket Launcher. Now with contextual Screenshots and new strategies section.
   
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Basics
Area Damage

First of all, the Rocket Launcher cannot directly hit the enemy units. You have to aim at the surrounding walls, objects etc to create an explosion which kills the enemies in the area of effect.

Blasting covers, half- height objects

To hit half height objects, you have make the unit duck. Though it is obvious, it is common mistake new players make in multiplayer.





Range

Unlike any other unit in the game, Rocket Launcher has an infinite range and the rockets will cross the map without creating an explosion if there isn't any obstacle in the path of the rocket which may occur due to careless planning or negligence to review the turn. So, make sure the rocket exploded at the desired target before hitting the prime button.

Bye bye rocket.

Timing

The Rocket Launcher can only fire once per 5 seconds. So use the rockets intelligently. Make Sure the rocket explodes within the current turn by using it at the turn start.

It is advisable to time your rocket such that it explodes in the same turn in which it is fired. If you fire a rocket very late or planned the explosion to occur in the next turn after firing it in the present turn, the path of your rocket in the next turn is now predictable to your enemy and it won't be difficult for him to dodge it. (Some players may deliberately use this to clear an area in the next turn, but a grenade would be more efficient in most of the cases if available)


So assume the turn ended as in the above pic. Now the Red player knows the rocket path and moves his unit away from the blast radius. The rocket just went waste which would have killed the enemy unit if it had exploded within the turn it was fired.

Specifications

Here are the specifications for the unit from the frozen synapse wiki.
  • Animation length: 0.65s, which means a unit which is not in cooldown takes 0.65 seconds to launch a rocket after receiving the fire order.
  • Cooldown: 4.35s, the unit cannot fire for next 4.35 seconds after launching a rocket. It implies that only one rocket can be fired for every 5 seconds.
  • Range: Infinite i.e.,the unit can hit obstacles at any distance and as already stated above, the rocket will cross the boundaries of the map if it doesn't encounter any obstacles to it's path.
Strategies
Since the maps and combination of units are all randomly generated there are no fixed strategies like other games. The mentioned strats are the roles assigned to the unit for best possible outcome which is dependent on terrain, style of play, position in match. The strats may not be fixed for entire match and may vary turn to turn depending on the outcome of previous turn.

As an Offensive unit:

Rocket Launcher is often used as a offensive unit during first couple of turns for early picks. This basically requires out thinking the enemy player and blasting off those spots where you think the enemy would most probably move his units. This can be game changer as the first few turns are the ones which decides who has the upper hand in game. The even 4 vs 4 boils down to advantageous 4 vs 3 or even better 4 vs 2 if your offensive plan worked.

eg: match id: 806642, turn 1.


c'mon bro, move your unit to the cover ................... boom. hostile down.

As an Aiding Unit:

Rocket Launcher can be used as an aiding unit to clear the view for your direct fire units especially a machine gunner.

eg: match id: 806642, turn 3.
eg1:
Godamnit why did you waste two rockets to blast the walls when the enemy ain't there?
Cuz my machine gunner is in advantageous position to pick a hostile unit other side but the walls are blocking his view.


eg2:
clearing view blocking walls for machine gunner.

Pre Clearing

Pre Clearing involves blasting off the terrain that you think would be advantageous to enemy in later turns. You don't see players using rocket for this purpose regularly in multiplayer but few players do, often when the player is in a dominating position.

eg: match id: 806642, turn 4

no cover bonus in case any red unit moves to the spot that has been blasted off by the rocket in later turns. green machine gun will have upper hand because of stillness bonus.


As already stated, it is the style of play and position in the match that decides which role a unit takes in a particular turn and experienced players often have their own strategies.

Thanks for reading and leave a comment if you have any suggestions or queries.
18 Comments
icebrain_fs 7 Oct, 2020 @ 7:01am 
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Mad Pigeon 7 Mar, 2018 @ 3:09pm 
And what about interactions with shields?
Soxxox Smox 20 Feb, 2015 @ 9:08pm 
This is a helpful guide. I would suggest making it a bit more in-depth, so it can be useful to more experienced players as well.

Something fun I learned from dark maps: You can use explosive units as bait on dark maps. As soon as you shoot, the enemy knows where you are, so you can use that to lure them in and ambush them.

Thank you for mentioning the grenadier's area denial abilities. Often people try to use it exclusively as an offensive weapon, but it's fantastic for defending a chokepoint or capture point.

One strategy I know that I think you could include: When you have multiple rockets, you can stack their firing, so that one rocket passes through the hole created by another. Most player think being behind two walls will keep them safe from rockets, so this can be used to catch enemies off guard. Being able to change the battlefield terrain twice in one turn is an extremely valuable strategy.

Thank you for the guide. I hope suggestions are of some use.
1913 28 Sep, 2014 @ 12:53pm 
I evolved the habit of moving the rocket unit to the either safest or most unpredictable spot nearby, right after the launch. I do this because, as mentioned above, the enimy sees where the rocket came from.
Leatherhide 24 Apr, 2014 @ 8:14am 
Also, the opponents I usually face make the mistake of firing the rocket to where my units currently are, instead of where they could possibly go to. If you have a rocket and your opponent is in your sights, they will usually move away as fast as possible.
yaoi witch 20 Apr, 2014 @ 12:14pm 
You can also use it to blast a wall and have someone go through where the wall was on the same turn if you shift-click to place a node.
Capo 7 Feb, 2014 @ 4:54am 
Thank you for teaching.

Perhaps its obviously, but I've learned: be allways on the move with your rocketeer.
Move, fire, move and it will be hart to get him.
addisch 3 Jan, 2014 @ 6:49pm 
very helpful
:redorb:
firefox  [author] 30 Nov, 2013 @ 9:36am 
@Epucurus, yeah i think it should be covered in Aiding unit strat.. definitely the rocket is most used for that purpose, especially in later turns.
Epicurus 30 Nov, 2013 @ 9:19am 
Good guide! I think overall the most powerful use of rockets is to clear out walls so that a machine gunner or sniper behind cover can now control the map. You might also mention the old "blow up a wall and run through the gap" tactic. (hold shift when ordering movement to allow units to be ordered to move through walls in anticipation of them being blown up)