Guide To The Engineer’s Rocket Launcher

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The Engineer class in Battlefield: Bad Company 2 has gotten a much needed overhaul from the previous Battlefield games; utilizing characteristics that either allow the player to dominate in armored warfare, or equipment to provide the role of anti-tank and emplacements, the Engineer Class is a very versatile pick.

The Engineer’s main strength is its Anti tank/vehicle/emplacement rocket launcher, and there are 3 very distinct launchers to choose from; this guide will deal with all three of them and describe their strengths and characteristics.

The rocket launchers are very accurate, and will almost always land in the same horizontal plane that you aimed it at. However, at long range gravity plays a distinctive role in how you deploy them; just like with sniping, the player needs to aim a bit higher to compensate. There is no definitive guide for compensation, but the player will be able to judge it pretty well after they learn the game mechanics, not to mention a bit of experience. Another thing worth mentioning is that with the RPG-7 and the M2CG, you can “Fire and Forget”. Unlike the M136-AT4, you don’t need to guide the rockets in, so it is advised that you aim, shoot, and run for cover.

Against Vehicles

To lock onto a tracer dart, hold the cross-hair on the little square until the square stops blinking; the distance numbers will pop up right underneath.

How to use a tracer – Video Tutorial

Against Infantry

When launching rockets at infantry, aim at their feet. Much like Team Fortress 2, the rockets will do the most splash damage if it hits the enemy’s feet, and although direct hits are better, they are still hard to accomplish. It also helps if you have the height to your advantage.


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The RPG-7 AT has a base 350 damage. It has a speed of “40” during free fire, and a speed of “50” when locked on to tracer. The blast radius is 6m, 2m are lethal to full health soldier. The RPG-7 is best used against any kind of foe: armor, infantry, emplacements, and helicopters.

  • It CAN lock onto tracer darts.
  • It performs WELL against Armor.
  • It performs AVERAGE against infantry.
  • It performs WELL against helicopters. Usually one shot brings them down, or at the least knocks them out of control.

    Remember, if either the pilot, gunner or passenger of a helicopter has equipped the upgraded armor package for their vehicle specialization, the rockets will not usually bring them down in one hit. It usually brings them down the 20% health or so, so advise your teammates to hit the helicopter with Anti-Aircraft (AA) or some .50 Cal fire.

  • It performs AVERAGE against buildings.


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The CARL GUSTAV is the first unlockable rocket launcher. The Carl Gustav deals a base 275 damage, and travels with a speed of “75” both free fire and locked. The largest blast radius by far with 8m, 4.8m are lethal to full health soldier. The Carl Gustav is best used against infantry, but its high speed also aids it well against helicopters. However, the Carl Gustav does very poorly against armor.

  • It CAN lock onto tracer darts.
  • It performs POOR against armor.
  • It performs WELL against infantry.
  • It performs WELL against helicopters.
  • It performs WELL against buildings. Its large blast radius will usually kill the opponent on behind walls.


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The M136 AT4 is the last unlockable rocket launcher. The AT-4 deals the most damage at 420. Due to its guided characteristics, its initial speed is “25” but accelerates up to “50” while being in flight.
It has the smallest blast radius of 3m, with only 0.6m being lethal to soldier at full health. The AT-4 M136 is best used against armor.

  • It DOES NOT lock onto tracer darts. It acts much like the rocket launcher in Battlefield: 2, or the one from Half Life: 2. When you fire the launcher, you “guide it in” to the target. Wherever the crosshair points, the rocket follows.
  • It isn’t a one time use, it reloads just like the other launchers. The character model just throws the current one away and grabs another one from his back.
  • Its reload time is the longest of them all. This is obviously a tradeoff for guidability and high damage output.
  • It performs VERY WELL against armor.
  • It performs POORLY against infantry.
  • It performs AVERAGE against Helicopters.

    The guided characteristic will help against slow moving or stationary helicopters, but it’s initial slow speed is a drawback. A good characteristic countered by a poor one.

  • It performs POORLY against buildings.
  • It gains speed over time, but is initially very slow. It is inadvisable to use against gun emplacements. You may destroy the gun, but the player will be out of harms way before impact. In addition, you have to have line of sight to guide the rocket in. If you can see him, in most cases he can see you, too.

The guided characteristic of this launcher may be beneficial; guiding the rocket to a weaker area of the armor is always an advantage, but it does expose the Engineer to small arms fire, and more importantly, pose as a sweet, non-moving target to any lurking snipers.

Tank Armor

The armor strength is different at different parts of the tank, see our pictures (about 1/2 way down on the page) of where the weak spot is on vehicles. For an example, we’ll use the T-90 or M1A1 Main Battle tank, and without any specializations. No vehicle armor or explosives enhancer. The front armor is strongest, and may take up to 5 shots to bring it down; by the 3rd shot, the tank driver will have most likely retreated to get repaired. So aim for either the side or rear armor where the rockets can deal up to twice as much damage. Most times, it will take about two shots in the rear to destroy a Main Battle Tank, and approximately 3 shots in the side. With tracer darts, rockets tend to hit the top armor, which is roughly split the same as the rest of the tank.

As you can see, each launcher serves different purposes; bringing down a tank is a lot harder with an M2CG, while bringing down a building is a bit harder with an RPG-7. Teamwork is essential; the more your team knows to trace a target with a tracer dart, the sooner the armor can be dealt with.

Medics need to make sure to revive any fallen engineers; tanks viewing in 3rd person will easily see the smoke trail, and return fire in the given direction. The Assault class needs to constantly protect the Engineer, and resupply them; no rockets, no armor protection. If you see an engineer launch a rocket, toss an ammo pack at them – they’re likely to be shooting more. The Recon class needs to spot, spot, spot! Tanks are big, so there is no excuse for not spotting them. The sooner an engineer knows where the armor is, the faster he can start shooting it. Tanks will stay back if they know they are in range of anti-tank rockets. Remember; teamwork wins the round!

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