Rocket

Overview

 * The Rocket is a relatively cheap crowd controlling tower, like the ACP, with a long range superiority like the Violators. It launches a cluster of rockets upward that soon lands on enemies, dealing damage in a certian field.
 * The rockets deal damage in an area, making it good against groups of enemies.
 * Like Violators, Rockets have high range, although with the cost of lower DPS.
 * A new rocket tube is acquired on each rank up. Therefore, the damage value displayed in the game for rank 2 should be multiplied by two, and the value displayed for rank 3 should be multiplied by 3 (as noted on the chart on right).
 * Bobble Heads, Hoverers, Hoverer queen & Fiskeplaske are invulnerable to the rockets, regardless of where they fall.

Notes & tactics

 * The Rocket towers tend to work better if they are some more in numbers, e.g. 6 of them (since the level 2 & 3 Rocket towers have 1/6 of the ACP's attack speed), that to be upgraded gradually, or to mix them with certain other towers. The reason is mainly the low fire rate, that can be mostly overcame if there are more Rocket towers. On the other side, there is a leap in damage output for each rank up, so it is good to get the towers to rank 3 sooner, preferrably before the other types of damage-towers in the maze. Mixing these towers with random other tower types is mostly fine, but one should be wary about the sight obstructions that these towers might cause, especially if using Focus or Gatling.
 * Rockets are launched upward before homing in on the target. This makes this tower useful for attacking over low & medium obstacles or over other towers, but rather weak in enclosed or partially obstructed areas. If there are big obstacles like high walls or rocks, the tower would fire rockets, that would just break into the obstacle, without damaging the targeted enemies on the other side. Said in other words, the Rockets suffer from sight/space obstructions, like the other projectile-using towers, but in a different way, usually without issues with nearby towers, similarly to the Orbital strike relays.
 * Projectile-using towers that suffer from random sight/space obstructions are the Scatter lasers & the ones with targeting system.
 * When there are lumes with partial invulnerabilities like Bobble heads, Hoverers, Hoverer queens or Fiskeplaske in a wave, it is recommended to set the targeting system carefully to "Least Health", "Most Health" or "closest", depending on the scenario, in order to target other enemies instead of wasting potential vs the invulnerable ones.
 * This tower can be called a burst-tower like the Violators, since it lacks attack speed, but also deals a noticeable amount of damage when it hits, especially if there are bunched enemies to suffer the damage. Its theoretical DPS is seemingly not very high, but if there is enough space, the heavy range of the tower can overcome this weakness. The main advantage of the tower is the range, similarly to the Violators - it's good to use Rockets at maps in a large scale, where enemies take a longer passageway to the core, to utilize the high range.
 * Support tower recommendations
 * Mind control spire(s) can do good job in assisting vs the lumes via holding them and potentially engaging multiple aggressive lumes in the process.
 * The Kairos has a good area of effect and, unlike Slow fields, allows for better kiting and therefore holding the lumes under the delayed fire of the Rockets.
 * The Range spire & the Amp might sometimes have difficulty boosting all Rockets if they are many, although a range-boosted Amp might grab them all in range.
 * Overcharging this tower grants 160 damage per 100 resources (=1,6 dmg per resource). This means that overcharging gives 75,51% of the damage, gained by building level 3 Rockets.
 * Amp spire correlations
 * A level 1 Amp adds the same amount of dmg as overcharging a Rocket to more than 1477 damage and adding such Amp before further overcharging makes for a bigger damage gain.
 * A level 2 Amp adds the same amount of dmg as overcharging a Rocket to more than 1849 damage and adding such Amp before further overcharging makes for a bigger damage gain.
 * A lvl 3 Amp adds the same amount of dmg as overcharging a Rocket to above 2500 damage and adding such Amp before further overcharging makes for a bigger damage gain.
 * Overcharging the Amp adds the same amount of damage as overcharging a Rocket to above 8000 dmg and from then on, max dmg gain can be reached by putting equal amounts of resources between them.
 * These correlations are valid for damage value, reached only via overcharging, without Tinkerer, Engineer, Core-tower synergy or already existing Amp spire. If any of these is in action, it is needed to calculate the damage, gained only by overcharging (or to remove the buffs) to see the real efficiency stats. These 4 mentioned buffs stack additively with each other.
 * The fire rate of the tower in-game is converted into rocket/clusters sent per second this way: One in-game speed unit is 1/60 shots per second and therefore come the calculations:
 * level 1 Rocket towers send 8/60 ~ 0,13 rockets per second (= 8 rockets per minute = a rocket every 7,5 seconds);
 * lvl 2 & 3 ones send 10/60 ~ 0,17 rocket clusters per second (= a cluster per 6 seconds = 10 clusters per minute).
 * Rockets find use mainly in low-resource games in the Campaign & Easy modes, since in mid/high-resource games, including Survival, they tend to go behind some other towers such as the ACP, Drone, Anti-air & Gatling. The ACP leaves their multi-targeted damage behind at ease, since the Rockets need the crowds to be with lumes too close to each other to offer something more. The Drone, Anti-air & Gatling have higher single-target DPS than the Rocket. If there is a Range spire, this might easily exclude the Rocket tower as an option, since the range support would allow lower-ranged towers to reach their targets and deal the desired damage. Rockets are way behind the Drone and the Gatling at making more Soakers more vulnerable.