M41 SPNKR/Gameplay: Difference between revisions

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*Never aim directly at an enemy player on foot with a rocket launcher. The small, fleet tendencies of an enemy soldier makes it nearly impossible to score a direct hit. Instead, aim for their feet, and perhaps a little bit a head of where they are. Players near the rocket's splash radius can be killed, and if they aren't killed, keep a secondary weapon (preferably a precision one) to finish them off with a quick headshot.
*Never aim directly at an enemy player on foot with a rocket launcher. The small, fleet tendencies of an enemy soldier makes it nearly impossible to score a direct hit. Instead, aim for their feet, and perhaps a little bit a head of where they are. Players near the rocket's splash radius can be killed, and if they aren't killed, keep a secondary weapon (preferably a precision one) to finish them off with a quick headshot.
* Despite the obvious intended use of a rocket launcher (that being anti-vehicle combat), the rocket launcher is not actually as effective against vehicles at it would at first seem. The sheer maneuverability of most light vehicles means that they can easily avoid a slow-moving rockets at anything other than near-point blank range, and heavy vehicles can shrug off entire magazines worth of rocket hits (assuming you get close enough to accurately fire without being killed by said vehicles). Save your ammunition for infantry, or for use against stationary vehicles (such as a Warthog awaiting an objective carrier, or any vehicle hit with the EMP pulse of a Plasma Pistol).
* Despite the obvious intended use of a rocket launcher (that being anti-vehicle combat), the rocket launcher is not actually as effective against vehicles at it would at first seem. The sheer maneuverability of most light vehicles means that they can easily avoid a slow-moving rockets at anything other than near-point blank range, and heavy vehicles can shrug off entire magazines worth of rocket hits (assuming you get close enough to accurately fire without being killed by said vehicles). Save your ammunition for infantry, or for use against stationary vehicles (such as a Warthog awaiting an objective carrier, or any vehicle hit with the EMP pulse of a Plasma Pistol).
*Halo 5 features multiple variations of the SPNKr, ranging from the SPNKr EM, featuring four rockets per magazine instead of two and the ability to lock onto both ground AND air vehicles, the SPNKr EX, which fires hardlight explosive rounds, and the SPNKr Prime, which not only boosts speed and jump height but fires insanely fast rockets.
[[Category:Gameplay guides]]
[[Category:Gameplay guides]]
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