Launchers

Today we are going to look at the Rocket Launcher Information for Modern Warfare. We also look at the statistics, compare the launchers, as well look at the comparative effectiveness.

PILA

Unlocks @ Level 1

Description: Portable infrared surface-to-air missile with a free-fire option. Self propelled missiles have a higher speed, and moderate explosive yield.

PILA Weapon Details - Modern Warfare

Strela-P

Unlocks @ Level 17

Description: 84mm recoilless rifle lobs an explosive projectile at a very high velocity. The unguided armor piercing round has a low key explosive yield, but is devastating against vehicles on contact.

Strela-P Weapon Information Modern Warfare & Warzone
Strela-P Rocket Launcher – Call of Duty: Modern Warfare

JOKR

Unlocks @ Level 35

Description: Fire and forget lock-on portable mission launcher with a large explosive yield. Infrared guided missiles take a top-attack trajectory, ensuring destruction of heavily armored vehicles.

JOKR Weapon Information Modern Warfare & Warzone
JOKR Launcher – Call of Duty: Modern Warfare

RPG-7

Unlocks @ Level 44

Description: Unguided, self-propelled rocket launcher fires a slower projectile with a high-explosive yield.

RPG Weapon Information for Modern Warfare & Warzone
RPG-7 Rocket Launcher – Call of Duty: Modern Warfare

Side by Side Launcher Comparisons

When looking at the Rocket Launcher Information side by side, the Joker has the highest kill radius at 15m, whereas the Strela-P has the smallest. The PILA is probably the most versatile Launcher, good for both aerial as well as ground killstreaks and fairly effective on infantry as well. The RPG is your go-to for infantry, however it has a slower projectile, and is harder to use against aerial killstreaks. The JOKR requires you to lock on to a vehicle, or a location, and will damage anything withing 15m at time of impact, but takes a long time to fire and for the round to impact.

Side by Side Rocket Launcher Comparisons for Modern Warfare

Launcher Effectiveness

This last image here is just a general rundown of the Launcher effectiveness vs. infantry, aerial and ground killstreaks. It also includes how many shots to destroy certain common killstreaks, such as the IAV, VTOL & Chopper Gunner.

Note that the PILA and JOKR require 1 extra shot to take down VTOL’s & Chopper Gunners due to them shooting flares because of the Lock-On effect.

Rocket Launcher Effectiveness comparison

Camouflage Requirements to get Gold

These camouflage requirements were somewhat of a controversy early on, as the descriptions didn’t fully match how to unlock the Camo’s. In many cases, some of the patterns require certain perks to be active in order for it to count the kill towards your camo. These have also been highly talked about how there is a lot of leeway with some of the kills counting or not counting

  1. Spray Paint – 125 Kills
  2. Woodland – 40 Attacker Kills
  3. Digital – 40 Defender Kills
  4. Dragon – Kill 75 Airstreaks
  5. Splinter – 75 (Destroy Ground Killstreaks)
  6. Topo – 50 Spotter Destroys (use Spotter Perk)
  7. Tiger – Kill 50 Support Streaks
  8. Stripes – 50 Killstreaks destroyed with Cold Blooded Active
  9. Reptile – 50 Kills with Amped Perk
  10. Skulls – 50 Vehicles Destroyed

Keep in mind you can only complete the objectives after unlocking the pattern.

For a good video with additional details on unlocking the launcher camo’s, see the following Launcher Videos from SOur on Youtube. First is the original video, followed by an updated video.

Video update to the prior video

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4 thoughts on “Launchers

  • June 15, 2020 at 6:07 pm
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    I appreciate all the tons of analysis that has gone into this website; it’s without a doubt the single best quantitative data resource I’ve found for weapons Modern Warfare 2019.

    Is there any chance you could expand the Launchers section a bit? With, for instance, some details on each launcher’s max damage amount, explosion size, time-to-launch/-reload, and other related information? Maybe even the max HP values of various vehicles as well (both regular vehicles and the various aerial and ground killstreaks). I would find that super useful.

    To me, the mechanics of launchers (aside from the most basic stuff), are kind of a muddled mystery; the game itself really doesn’t explain anything, except via some mostly-meaningless bar graphs and potentially-misleading description text. And I haven’t seen much detailed information anywhere else on the Internet either. But I would be interested to know things like how the explosion radius works (does it inflict max damage uniformly across the entire sphere; or does the damage drop off linearly from max at the center down to zero at the radius linearly; or does it work some other way?), as well as whether the game is indeed lying to the player’s face when it implies that the Strela-P is the most “devastating” launcher for vehicle damage (which I have heard is actually misleading/wrong, with other launchers actually doing more damage to vehicles).

    A million thanks for all the analysis you’ve already done for the game; this website is an incredibly valuable resource.

    • June 16, 2020 at 11:20 am
      Permalink

      Justin, thanks for the feedback! I really haven’t spent a lot of time focused on the launchers, but knowing that there is an interest, I’ll put that in the list of things to work on for the site. I’m glad you’re finding the content useful. Rob

    • June 18, 2020 at 1:20 pm
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      Justin, I just updated the Launcher’s page with some new content, much of what you requested. I hope it helps when you’re looking to compare the various launchers.

      • June 25, 2020 at 6:59 pm
        Permalink

        Thanks very much, I appreciate it greatly! 😀

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