Tf2 Rocket Knockback Values

Okay, so picture this: I'm playing TF2, right? Dustbowl, last point, total chaos. I'm a Soldier, naturally, because who doesn't love blowing things up? Anyway, I see this Medic healing a Heavy, completely oblivious to the danger. I fire a rocket… and nothing. Well, not nothing, but the Heavy barely budges. I’m thinking, “Did I just shoot a wet noodle? Is this game gaslighting me?”
That’s when it hit me: I didn't understand rocket knockback as well as I thought. I mean, I knew it existed – everyone who's ever been launched across the map by a Soldier knows it exists – but the values, the nitty-gritty details? Total mystery. And let me tell you, diving into this stuff is a rabbit hole, but a fascinating one.
So, what are we talking about exactly? Rocket knockback, or "blast jump" (or "rocket jump", tomato, tomato) as many people call it, is basically the force applied to both you (the Soldier) and your target when a rocket explodes. It's what sends you soaring through the air for epic flanks, or sends enemies flying into pits of despair (or, you know, just slightly inconveniences them, depending on how well you aimed… no judgement!).
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Different factors influence knockback. We’re not talking about a simple "rocket = goes boom = stuff flies" equation, friends. Oh no, it's way more nuanced than that.
Distance Matters (Duh!)
Alright, this one’s pretty obvious, but needs to be said: the closer you are to the explosion, the more knockback you receive. Stand right on top of it? Prepare for liftoff. A mile away? You might feel a slight breeze.

This is super important for rocket jumping! Getting that sweet spot where you launch yourself the perfect distance is key to becoming a competent Soldier. And it takes practice, believe me. I still occasionally launch myself into the ceiling.
Weight Classes: Heavy Doesn't Budge, Scout Goes Bye-Bye!
Each class in TF2 has a different weight value, which directly impacts how much they get knocked around. The Heavy is the tank, the immovable object (unless a really good Demoman shows up, then all bets are off). The Scout, on the other hand, is basically a feather in the wind. A gentle breeze could probably knock him over.

This explains why my rocket barely affected that Heavy in my earlier anecdote. He's designed to be difficult to move! (Although a direct hit with a Crit rocket will still make him think twice, I assure you).
Weapon Variations: Not All Rockets Are Created Equal
This is where things get really interesting. Different rocket launchers have different knockback values! I'm talking about the Direct Hit, the Black Box, the Liberty Launcher… they all have their own unique quirks when it comes to shoving people around.

For instance, the Direct Hit has increased projectile speed and damage against airborne targets, but often has a lower knockback value than the stock rocket launcher. So while you'll nail those jumping Scouts, you might struggle to move a Heavy out of your way.
It is crucial to remember that weapon stats may vary slightly between patches. You always need to stay alert.

The Secret Sauce: Math (Don't Panic!)
Okay, I know, I know, nobody wants to think about math when they're fragging. But trust me, understanding the underlying calculations can really up your game. There are formulas online that detail exactly how knockback is calculated, taking into account distance, weapon type, weight class, and even movement speed. (I’m not going to copy and paste them here, that would be boring, but feel free to Google them!)
Knowing this information helps you predict how much force you need to apply to send someone flying. It turns rocket jumping from a lucky accident into a calculated maneuver.
So, next time you're playing Soldier and wondering why your rockets aren't having the desired effect, remember: knockback is complex! But hopefully, this has given you a better understanding of the forces at play. Now go forth and launch people (and yourself) into the stratosphere!
