Last Updated 02-23-2025.
Rocket Ammo stacks like common ammo does, up to 60 in 3 bars. 80 in 4 for Assault. If Rampart gets her LMG passive then 80 in 4 bars while she carries a Rocket LMG.
Update: light/heavy/energy ammos now stack 90/120assault. Rampart can get a ammo capacity upgrade. The above^ is irrelevant now.
Update July 20, 2024.
Replayed Titanfall 2 a few days ago and forgot about this tab of this page, but coming back now I can compare and make adjustments.
SMR:
low damage
slower velocity than sniper rounds, moving in a circular spiralling fashion rather than straight and falling.
Rounds do not fall, unlike snipers, light, and heavy ammo weapons. In that regard is sort of like Energy weapons.
Moderate mag size.
Apex-like velocity 100-300 m/s
Mag reload
EPG
very slow rounds with massive damage and blast radius
projectiles don't fall
slow firerate
5 ammo, 8 extended (Apex probably +1 per mag quality [+1W, +2B, +3P/G])
Velocity roughly 25-50 m/s, so sniping isn't an option, they'll be long gone by the time it hits
Mag reload
Softball
naturally has sticky rounds with decent-ish blast radius, although with how fast people move in Apex it would be rather small a radius.
stick it to someones face it kills them. In Apex that would instead be 60-100 damage.
Base mag 6 shots.
You can fire that thing like a mortar if you so wish. Maybe you'll get lucky. I did.
Apex Ranges
out range = ~50m
Max range on level plain = ~100m
max height = ~100m
velocity = ~100m/s
If you fire from that tower around caustic treatment and map station, you could probably fire 250m out. Same for that other tower by the Cage, or on top of Cage.
Reloads one shot at a time
Cold War
Quad burst impact softball with a small decrease in damage and slight decrease in radius.
Tap the trigger, it takes 0.75-1 second then fires the burst, no stopping it.
In Titanfall 2 it one bursts foes. 4 bursts per mag. I use speedloader and gunrunner. Extended Mag only made 5 bursts. 16 ammo, 20 extended, 4 ammo used per burst.
Has a bit more falling (projectile falloff) than Softball.
Mag Reload
SMR = 20-24 base mag, fires 1 ammo at a time in full auto
deals 13-20 damage
minor seeking (supposedly)
EPG = Heavy Power, uses 2-3-5 Rocket Ammo per shot
deals 70-100 damage
slow moving rounds with big blast, try not to kill yourself with it
not good for sniping or close quarters, better for medium ranges
Ammo usage
at least 2 per shot, up to 5 per shot, probably 3 per shot
Softball = 6 shots per mag (base), but uses 2 rounds per shot, so 12 round mag (base)
Hop-Up = Sticky Rounds: allows rounds to stick where they hit instead of bouncing all over the place
Hop-Up2 = Impact Rounds: Why wait for an explosion? Explode on impact instead.
Fires Grenades essentially, but then they might be less powerful a little bit
Mag upgrades grant it +2 shots, allowing it up to 12 shots per mag (24 mag capacity), like LongbowDMR gets
Cold War = 4 round burst after a charge delay, 16 round mag, can use Turbocharger Hop-Up
each round deals 13-20 damage, similar to SMR, but more than SMR I think
Similar DPS
Faster Firerate in burst but overall slower firerate due to charge time
becomes faster overall with Turbocharger on