M19 SSM Rocket Launcher

From Halopedia, the Halo wiki

Revision as of 11:48, March 8, 2010 by Chakravartin (talk | contribs) (Undo revision 983525 by Lord Hyren (talk) Dude, stop!)

Template:Ratings

Were you also looking for the M19-B SAM Missile Launcher, mentioned in Ghosts of Onyx, or the M41 SSR MAV/AW Rocket Launcher, used in Halo 3?

Template:Weapon The M19 SSM Rocket Launcher[1][2] alternatively called the Jackhammer, or SPNKr is a United Nations Space Command heavy ordnance weapon. It appears in Halo: Combat Evolved and Halo 2.

Design Details

M19 Schematic.

The M19 SSM is the UNSC's primary anti-vehicle weapon that is often used in ground engagements. It fires a 102mm Shaped-Charge High-Explosive Surface to Surface Missile.[3] The launcher has a 2x scope and can fire rockets over long distances with devastating accuracy, although it falls in altitude and moves at a very slow rate if fired from a long distance. The weapon consists of two disposable barrels and the weapon unit, allowing two consecutive shots. When reloading, the spent barrels are discarded and a new pair is inserted. With this mechanism, a Marine can greatly reduce the weight he carries without throwing the weapon away, and reduced production costs as only the barrels are thrown away.

Advantages

The Rocket Launcher spreads a huge amount of damage over a large area. It is capable of taking out entire groups of infantry at any range and can kill both the passengers and crew of nearly any vehicle with the exception of the Scorpion Tank or Wraith which takes two to three hits with. For an anti-tank weapon it is capable of inflicting massive damage to tanks because of its ability to quickly launch two consecutive shots.

Disadvantages

Several things counterbalance the M19's sheer power the rocket, though powerful, is implemented in-game as an anti-vehicle weapon, not designed for engaging infantry. Thus its reload time is quite slow, as it takes about three to five seconds for the M19 to be fully reloaded. The rockets leave a trail of smoke in their wake, giving away the operator's position and necessitating a fire-and-displace strategy of engagement. Ammunition is often limited or unavailable, and the operator can carry only 6 extra rockets at once, for a total of 8 rounds. The speed of the rocket itself is slow. A skilled user can be effective against a moving target at medium to long range. The biggest disadvantage to the operator is the blast range of a rocket; if fired too close the splash damage can severely injure or kill its operator if fired carelessly into surrounding terrain or at an enemy. An explosion near a rocket in flight will cause it to deflect. Deflected rockets tumble end over end, and will explode if they strike an object.

Influences

On the side of the M19, the labeling on the launcher and the rectangular cases that contain rocket ammunition has the words SPNKr. The M19 SSM is essentially a Halo Universe copy of the SPNKR-X17/18 SSM Launcher (Lazyboy) from the Marathon (Video Game Series). The word "SPNKr" is a short abbreviation of the word Spanker and the line serves as an inside joke for both fans and Bungie of their former series.

Changes from Halo: Combat Evolved to Halo 2

  • Different firing sound effect.
  • Faster reload.
  • Faster melee.
  • Locks on to vehicles.
  • Ammunition indicated in scope when zoomed in.
  • HUD ammo indicator illustration changed.
  • Less firepower and splash damage.

Tactics

Campaign

  • On Assault on the Control Room it is best to conserve the use of the Rocket Launcher unless going up against light and heavy armor like the Wraith and the Ghost.
  • Flood will use Rocket Launchers on the levels The Library and Two Betrayals it is best to engage them at long ranges as their accuracy with it at close range is good. Be wary, however, around choke points and narrow hallways. One always seems to be stationed at areas such as these.

Multiplayer

  • When attacking an enemy Warthog or Ghost with the rocket launcher, wait until the vehicle approaches. Get a slight lead on it before pulling the trigger. You don't need that much of a lead: about the size of the targeting reticule will suffice, depending on how far away the target is.
  • The rockets take a while to reload, make sure you find a safe place before filling the launcher. If you are compromised, pull out your secondary weapon to fend off any opponents.
  • Rockets are more for counter vehicle purposes, but are still quite valuable for their instant kill against infantry in a large splash damage radius.
  • Often during the start of the match there is often a rush for rockets. Try to stay back and cover your teammates by picking off single enemies and grenading groups, making the rockets ripe for claiming by one of your team.
  • In a game of Rockets, players often jump while firing. Timing to fire where the player lands is critical. If done right you can send many to their inevitable deaths.

Trivia

  • The M19 Rocket Launcher has a "test" button that, when pressed, spins the barrels around. This animation only happens when the player is idle.
  • In the novel Halo: The Flood, Hunters can actually deflect rockets (that is, redirect it). This is highly improbable, as the rocket explodes the moment it comes in contact with anything, unless it is hit at its side. John-117 performed a similar feat with the help of Cortana during a test on Reach.
  • In Halo 2, if a player drives a vehicle to the top of the hill in a given map, and another player stands a certain distance away, locks on, drags the aiming reticule away to a certain point, and releases, the rocket will actually fly around the vehicle in a perfect circle until something gets in the way or the hill player moves. Furthermore, if the player in the vehicle gets out, the rocket will stop homing on to the vehicle and fly off at a random circular trajectory. This glitch is also seen in Halo 3 with the missile pod.
  • While your shields are upgraded to Overshield status, aim at the ground, jump, and fire a rocket at your jumps peak to be given a moderate jump boost. This is because the explosive shock wave of the rocket launcher causes you to fly a little, but is also only possible because during the short time (around 2.5 seconds) that your overshields charge, you are temporarily invincible.
  • Strangely, in Halo: CE, it is the only weapon which Marines cannot pick up, even if you bump-possess them. This is because they do not have the animation for it.
  • If you seat yourself as a passenger in an enemy's Warthog in Halo 2, and have the Rocket Launcher with you, you can lock onto to the vehicle as long as the driver is not on your team. It takes one to two shots to kill you both, although the gunner can survive.
  • Strangely, the M19 is written as "M41 SSR MAV/AV" in-game. This is wrong, as it is actually a M19 SSM.
  • In the Halo PC instruction manual it was stated that the maximum range of zoom scope was x8. However, the maximum only reaches 2x. This could have been an overlooked typo.
  • The Rocket Launcher in Halo 2 prevents weapons from being carried over in two-part levels (specifically Outskirts and Metropolis, Delta Halo and Regret, and Sacred Icon and Quarantine Zone). Finishing Outskirts, Delta Halo or Sacred Icon with a Rocket Launcher will result in you starting Metropolis, Regret or Quarantine Zone with default weapons rather than having the weapons you finished the level with.
  • Interestingly, spare ammo can be found at the Last Exit in Halo 3: ODST. this is odd as a different version of the rocket launcher is featured in this game.
  • In "Halo: The Flood", Marines trained on this weapon are called "Rocket Jockets"

Gallery

Sources

Related Pages


Template:UNSC Infantry Weapons