For information about the other variants, see Rocket Launcher (disambiguation).
The S.R.S. Cannon Rocket Launcher (Shitty Rock Shooting Cannon) is the green variant of the Rocket Launcher, purchasable for 75,000P after obtaining the Freezeframe Rocket Launcher in [ 5-3: SHIP OF FOOLS ].
Primary fire shoots rockets identical to the Freezeframe, while alt-fire launches a powerful cannonball that bounces off enemies. A number of different follow-up actions are possible on the cannonball after it rebounds.
Description[]
Press Alt Fire to launch cannonball.
Hold to charge distance.
No one knows what S.R.S. stands for.
- The Terminal.
Mechanics[]
Primary Fire[]
The primary fire shoots a rocket identical to the Freezeframe, requiring direct hits to inflict damage. Rockets from either variation have no interaction with the Cannonball projectile, simply passing through it. If the Freezeframe's Alternate Fire is activated, rockets fired from the S.R.S. Cannon variant will also be frozen.
Alternate Fire[]
Pressing alternate fire and releasing will fire a cannonball from the Rocket Launcher, while holding it down increases firing distance in a similar way to Core Eject Shotgun's alt fire. Damage increases with charge, starting from 2 damage at minimum charge to 5 damage at 25% charge or higher. The cannonball will give the [+CANNONBALLED] style bonus and bounce upward upon hitting an enemy. When it hits the ground, the cannonball will create a shockwave, launching nearby enemies into the air. The cannonball can also be punched with the Feedbacker after rebounding or immediately after firing similarly to projectile boosting, turning it into a high-speed piercing projectile that is unaffected by gravity, albeit with a pierce cap if it was not bounced off an enemy first. This will also increase it to max damage if it had been fired at minimum charge. Killing an enemy with this technique gives [+CANNONBOOST] style bonus. Punching the cannonball after it bounces off of an enemy makes it deal 7 damage instead of 5 and killing an enemy with that method gives [+DUNKED] style bonus. Hitting the cannonball with a hitscan weapon will create a big explosion, though unlike with ejected cores, explosive hitscans such as from the Malicious Railcannon will not change the cannonball explosion's properties. The two resultant explosion hitboxes, however, will overlap for additional damage, similar to the inner radius of a Core Nuke explosion.
The cannonball takes 8 seconds to recharge, regardless of charge level.
Cannonballs are capable of knocking over the Sisyphean Insurrectionists, which interrupts any attacks they are performing and stuns them for several seconds while they get back up. Cannonballs do not need to be fully charged to do this. Insurrectionists only get knocked over if they are on the ground, meaning it is not possible to interrupt their air attacks.
Additionally, cannonballs can be pulled by the Whiplash, which can subsequently be punched. If the cannonball is close to the enemy, it can immediately collide, which deals the same damage as it had been punched. The cannonball can hit enemies from the back while it is being reeled in by the Whiplash.
Magnet Guidance[]
The magnets from the Attractor Nailgun, if stuck on an enemy, will also attract the S.R.S's rockets. They are very effective for landing direct hits. Magnets are destroyed with 3rd hit on an enemy although red explosions count as two hits.
Cannon Ball Tech (CBT)[]
Whiplash Parry[]
By using the Whiplash to grapple the cannonball back to V1 after it bounces off an enemy, and then parrying it back into an enemy, one can deal massive damage, further assisted by the fact that a parrying a bounced cannonball deals increased damage. This is known as a Whiplash Parry and will instantly kill Cerberi due to their 200% weakness to the SRS Cannonball.
Cannonball Dribbling[]
By holding down the Whiplash button to grapple a cannonball, letting it go before it reaches any other object, and holding it again before it reaches you, you can keep the cannon ball suspended in the air for an indefinite period of time. This is called Cannonball Dribbling.
Cannonball Stacking[]
Using the Whiplash, up to 5 cannonballs can be stacked on top of each other by juggling them in the air using Cannonball Dribbling. Parrying the cannonballs will result in only one being parried, though the whiplash can be used to launch all 5 into an enemy.
Railcannonball[]
The Electric Railcannon can pierce the cannonball while detonating it, allowing both the cannonball explosion and the Railcannon to hit an enemy, dealing a lot of damage. Using this against Hideous Masses is a great way to heavily damage them.
This can be combined with Railcoining to create a Railcoinball. By shooting the target with a cannonball, tossing a coin behind the target, and one in front of the target, and then shooting the behind coin with the Electric Railcannon. If done right, most non boss enemies will instantly die to it.
Cannonball Projectile Boost[]
By whiplashing a cannonball, firing the shotgun and then hitting the cannonball and shotgun pellet with the same punch, a Cannonball parry and projectile boost can be stacked, dealing massive damage.
Strategy[]
The S.R.S Cannon is a good way to deal quick damage, akin to the Piercer Revolver's Charge Shot. By hitting the cannonball and parrying it, you can deal 12 damage quite easily (Not to mention that's an easy Sentry Instant kill,) exemplified by the infinite piercing of the parried cannonball. Although its primary fire may be identical to the Freezeframe Rocket Launcher, Rocket Swapping is a good way to maintain weapon freshness along with slightly increasing your DPS while using them.
The best use for the S.R.S. Cannon is to use it against medium to high health enemies. The cannonball projectile deals double damage against Cerberi, with a fully charged shot dealing nearly half of their full health in damage. Parrying the cannonball back into them will finish them off. The fastest way to achieve that is to fire a cannonball towards an enemy at point-blank range and then immediately use the Feedbacker.
The cannonball projectile will temporarily put a Sisyphean Insurrectionist out of action, allowing you to get in close and recover health, or to deal with other enemies while it recovers. Hitting an Insurrectionist with the cannonball in midair or directly after the Insurrectionist lands stuns it for longer, giving you more breathing room if your timing is good.
The damage boost gained from punching the cannonball after a rebound guarantees a kill on any Cerberus with half-health or less, easily distinguishable from healthy Cerberi by their cracked appearance. Since a punched cannonball only pierces enemies it kills, this can be a good way to ensure maximum return on a cannon charge.
Trivia[]
- The weapon is a direct reference to the SBC Cannon from the Serious Sam game series, having most of the functionality of its precursor.
- Contrary to popular belief, we do know what S.R.S means. It is a common abbreviation of "serious", alluding to the weapon's parentage.
- However, the S.R.S. cannon does not perform sex reassignment surgery on transgender individuals (big sad)
- A well-timed cannonball shot can be used to block a Malicious Beam fired by a Malicious Face, acting as if it was hit by a Malicious Railcannon.
- Like with explosions from shooting a core from the Core Eject Shotgun, this deals no damage to the Malicious Face, but hits any other enemies in range of the explosion.
- Cannonballs shot from the weapon can be pulled by the Whiplash and punched repeatedly, although doing so doesn't provide any additional damage aside from the initial damage.
- When shooting a Sisyphean Insurrectionist in the air during his ground pound attack, he immediately falls to the ground and gets stunned for longer than he would when shot on the ground. Prior to Patch 12b, he would get frozen in the ground, along with other bugs. A demonstration can be found here.
- In 2-3, if you shoot a cannonball into the heart-shaped pool, it breaks upon reaching the surface. The same however, can't be said for the opposite, as the cannonball flies through the surface with no issue. This seemingly is the only pool of water in the game that has this unique interaction.
- By firing a cannonball, grappling it back with the Whiplash, and then parrying it with the Feedbacker, you can essentially play paddleball with the cannonball, granted that it doesn't hit a wall or enemy. This is completely useless, but it's there if you have nothing better to do.
Gallery[]
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