Rocket Jumper

by Blue Demoman on 31/08/2020

Salutes 5

"Stubby" Voltaic SMG

"Stubby" Voltaic SMG icon
+3 Direct Damage
+25% Chance to Electrocute an enemy
+120 Max Ammo
+10 Magazine Size
x0.7 Recoil
+3 Rate of Fire
+3 Direct Damage
+120 Max Ammo
+25% Weakpoint Bonus
+25% Direct Damage dealt to enemies either being Electrocuted or affected by Scout's IFG grenade
+250% Armor Breaking
+20 Magazine Size
Every time the SMG applies its Electrocute DoT, there's a 25% chance that all enemies within a 2.75m radius of the primary target will be electrocuted as well.
x0.6 Base Spread, -25% Max Spread, and -13.33% Spread per Shot
Light-Weight Rounds

Deepcore 40MM PGL

Deepcore 40MM PGL icon
+1m AoE Radius
+2 Max Ammo
+20 Area Damage
+2 Max Ammo
+20 Area Damage
Lose 50% of Direct, Area, and Armor Damage, and convert it to Heat that will ignite enemies
+500% Armor Breaking
+180% Projectile Velocity
Anywhere from x0.8 - x1.4 damage per shot, averaged to x1.1
+1m AoE Radius
Stuns creatures within the blast radius for 3 seconds
After 0.2 seconds of arming time, any grenade that passes within 2m of an enemy will detonate after a 0.1 second delay. After being armed, grenades will emit a green light. Grenades no longer explode upon impacting terrain, but instead automatically self-detonate 3.3 seconds after being fired or when they stop moving. Additionally, x1.1 AoE Radius.
+60 Direct Damage to any target directly impacted by a grenade.
Changes the PGL to add the player's current velocity to the grenades being fired, instead of using a flat velocity for every grenade.
RJ250 Compound

Platform Gun

Platform Gun icon

LMG Gun Platform

LMG Gun Platform icon

Engineering Suit

Engineering Suit icon

Loadout Guide

a highly mobile engineer loadout utilizing RJ compound. once learned it can be surprisingly effective if you can adjust to using the RJ compound effectively and keeping tabs on your primary ammo. Be mobile, be aggressive, and show them intoxicated freedom.

RJ is pretty simple for the build, however if you're not used to the gun I suggest using incendiary instead of AP. I might make a guide for using it effectively another time. if your struggling with the delay of the gun's launch then use the projectile speed mod.

There are three options for primary's I feel you can use with this, anything works but these will likely work the best for most. remember that this is your main source of damage, and if you run dry you're not gonna be a happy dwarf.

The first option is using mini-shells, essentially turning you into a constant source of damage, great for the neverending grunt swarms and ass blasting. however, it is very important to keep tabs on ammo with this, because you will get caught in the frenzy and suddenly run out of ammo. not a bad choice

your second is using lightweight rounds with the volt. with a heavy elec build on it you can be an even greater asset to your team and can help get out of sticky situations where RJ cant. try to limit your fire into groups of 3 or more, as preats will soak up your bullets, and may Karl be on your side when an oppressor rushes you. I wouldn't recommend this on dreads since your single target damage won't be great and you'll run dry fast.

The third is a bit more of a meme but fits well and can be terrifying if you can pull it off. using this turns you into a heavy-hitting, burst damage god. if you get in position you can easily shred hordes and high-value targets. provided of course you hit all your shots, as your going to essentially slam fire a shotgun. the recoil mod can help if you cant land all of them on target due to it, but try to stick to the reload mod to keep the bursts going. If you want to become maximum soldier from the award-winning valve classic team fortress 2, use this, your basically going to be playing comp soldier and constantly bomb.

The last is for the stubby, using either slim rounds or well oiled, depending on your preference. if you want a more consistent gun that can be used at longer ranges or you can hit smg shots well, then use slim rounds. try to keep a bit more distance with this than usual, and use RJ to reposition you or your team if needed. if you want to turn the game into a bullet hell then use well oiled. keep tabs on ammo, it will run out fast, so true with your shots, unless your solo or you're overstocked with ammo, then just hold m1. I do not suggest em refire as you burn ammo way to fast.

Now that you have weapons ready, lets talk your utility. your platform gun is going to be critical for this, as it will let you set up areas to launch to with much less risk. don't forget your job, but don't be afraid to set up a few along the wall, and try to launch into one when you launch yourself. be smart about it and it'll be fine.

keep tabs on your turret, while you are mobile you still need to babysit your gun a bit. don't be afraid to recall or refill it, and feel free to change the 2nd tier to your choice, ammo for general use, rapid build for recall and redeploy starts, and widemouth to let other engi's and yourself restock it much faster to hold a new location.

Keep tabs on your shield at all times. try to launch yourself while your shield is still active to negate chip damage from any launches. don't be afraid to launch if it's down, but be aware that falls are much more of a hazard now that you don't have any buffer against it, making a minor mistake far more costly than if a shield could tank it.

I'll be getting to work on a guide for using the RJ effectively. until then that is all. if you have any comments about this, dm me on discord or let me know in the drg server.