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Miss Launcher: Misc

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Fallout

Up to date as of February 01, 2010

From The Vault

For an overview of rocket launcher types in various games, see Rocket Launcher.
Miss Launcher
Attack statistics
dmg/attack: 20 + 200 explosion
DPS: 220
attacks/sec: 1 (unmodified: 1.5789)
# of projectiles: 1
spread: 0.5
Criticals
crit dmg: 0
crit chance: x 0
Ammunition
ammo type: Missile
ammo per shot: 1
ammo capacity: 1
shots/reload: 1
Other
skill: Big Guns
AP: 55
item HP: 100
repair: Missile Launchers
weight: 15
value: 400
base id: 000B2644

The Miss Launcher is a unique Missile Launcher. It is comparable to a grenade launcher, as it has an arcing flight similar to the Fat Man. If used non-VATS it is excellent practice for the Fat Man, as you won't kill yourself with a badly placed shot (most of the time).

Notes

  • Standard missiles fired from this weapon do not fly; instead, the missile-tube itself has been converted to propel them pneumatically. In doing so both the missile's explosive warhead and unused solid rocket fuel are free to detonate together, increasing the missile's explosive damage potential by 30%.
  • The damage bonus comes at the cost of range; Miss Launcher's drastically underpowered propulsion system renders it incapable of hitting targets farther than 30 feet away, half the range possible with thrown grenades.
  • A side-effect of the Miss Launcher's pneumatic propulsion and delayed fuse is its unique underwater behavior; when fired at a body of water it becomes the functional equivalent of a torpedo launcher.
  • Research Terminal reports in Fort Independence reveal that Outcast researcher J.J. Browne attempted to modify the Miss Launcher to increase its accuracy. After numerous failed attempts, the ultimately broken Miss Launcher was thrown into storage until someone else could be tasked with working on it. (See "Research Note -- Missile Launcher")
  • It is unclear as to why Browne would have tried to make the launcher more accurate in such a strange way as making it air powered (which does the opposite), so either he was trying to make it into an accurate mortar (which it also isn't) or the missile launchers (more are noted on the computer) that he was given were already defective, likely damaged during the Great War.
  • Because of the nature of the weapon's sharp ballistic trajectory it can be an extremely challenging weapon to aim in real-time. Using this weapon outside of V.A.T.S. isn't recommended. However, even in VATS, this weapon is horribly inaccurate. The game fails to take into account projectile arc, meaning any shots fired usually fall completely short at medium ranges. In conclusion, practice and experience will help a player determine when to fire real-time or when to use V.A.T.S.
  • The Miss Launcher can be used in large areas (like the Capitol Building) as a mortar, because the pneumatic mechanism allows you to fire over walls.
  • Unlike regular missiles, missiles fired from Miss Launcher will not explode on impact and instead are triggered like grenades, i.e. when hitting a target in V.A.T.S. or after a specific time limit. The Explosives skill determines how long it will take for the missile to explode after hitting the ground. 100 explosives will cause the missile to explode a few short milliseconds after landing.
  • If you only have one missile in your inventory and you fire this weapon, and the shot lands close enough to you, you can actually pick up the fired missile (has 1 weight and -- value). You can only do this if you only have one shot because it won't trigger the reload animation which does not allow you to pick stuff up.
  • The projectile shot out, if highlighted, shows "Missile Value 0 Weight -".
  • When observing the Missile it appears to have it's thrusters on, it may be a graphical bug as a missle mesh was unmade for the one fired out of the Miss Launcher, or it may be that the missle does launch, but has such a weak boost that it acts as a grenade launcher.

Location

The Miss Launcher is located in a weapons storage room inside Fort Independence. You will always have to pick the lock on the front door (unless you pickpocket Defender Rockfowl, Defender Morgan, or Protector Casdin); however, if you don't want to have to fight everyone inside it is recommended that the player completes the unmarked Outcast Collection Agent quest up to the point when Casdin will trust the player. Once you gain the trust of the Outcasts, you can kill the three outside to get all the stuff you gave in back. This will also give you the key to enter Fort Independence. This is not recommended, however, for players who plan to use Protector Casdin for equipment repair purposes (See his article). Once inside you need to go down to the lower level. There are two entrances into the basement. The first way is through an entrance outside that leads directly to the lower level. It, like the main entrance, is a hard locked door. The other way is to go through the main entrance and then proceed down to the lower level from the ground level. However, the second method will lead to a locked door that can only be opened with a hard locked terminal. The password is in the desk next to the door if the player does not wish to or cannot hack it. Once through the door, the two Outcasts guarding it will usually be armed with a Ripper and a Laser Rifle. Deal with them (if they're hostile), and then go to the research room with several computers in it. In here go to the computer in the corner; there is a file on the computer called "Research - Missile Launcher". Read the note and you will learn that the Miss Launcher is in the storage room (locked 100 skill needed). You can get the key from one of the footlockers in the bedroom (room full of beds). (The other computers in the research room tell you about the other projects e.g. Enclave Power Armor, Minigun, Plasma Rifle)

(Note: you can also fire at the door once or twice to alert those inside, once the door is opened you can charge in before the Outcasts have a chance to close the door behind them)

Bugs

  • Sometimes at close range, V.A.T.S. is exited before the missile detonates, negating the benefit of temporary 1/10 damage and potentially killing you. This close-range bug may also lead to freezing issues on the Xbox 360: the controller will remain rumbling and the console will freeze.
  • If you place this item in your house it may move and glitch into walls. In time, it will disappear from your house altogether.
  • It has been found that upon glitching into the 'void', the Miss Launcher will sometimes reappear upon re-entering the house.
  • If you don't read the note before entering the storage room the miss-launcher may disappear forever.
Weapons of Fallout 3
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This article uses material from the "Miss Launcher" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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