The launchers in this category are designed for inflicting maximum explosive damage, effective against both infantry and Titans. But these highly specialized weapons leave Pilots somewhat vulnerable. So when carrying a launcher, consider selecting a pistol as your secondary weapon.
Sidewinder SMR
| Description | Rapidly fires micro-missiles. |
| Magazine Capacity | 20 |
| Unlocks at | Level 1 |
| Cost | 100 |
| Strengths | High magazine capacity; decent rate of fire |
| Weaknesses | Low damage output; mediocre accuracy |
Field Notes
Formerly an anti-Titan weapon in Titanfall, the Sidewinder has returned as a primary weapon. The weapon is essentially a fully-automatic missile launcher. But the missiles are unguided and have a tendency to stray from the point of aim. This makes the Sidewinder unpredictable when you’re engaging targets beyond intermediate ranges.
At close range, the Sidewinder can perform admirably against enemy Pilots. The weapon’s high rate of fire and the splash damage caused by impacting missiles makes it tough for enemy Pilots to escape or retaliate. Still, this is not the ideal weapon for Pilot hunting. Swap to a pistol when encountering enemy Pilots.
As when engaging Pilots, the Sidewinder can be effective against grunts, Spectres, Stalkers, and even Reapers. For best results, toss a Gravity Star Grenade at a group of minions, drawing them all to one spot. Then unleash a salvo from the Sidewinder to rapidly take them out. This is more effective than targeting minions individually.
While the Sidewinder already has a decent magazine capacity, it never hurts to have more ammo. So consider choosing the Extra Ammo mod. Since you’ll likely have to swap frequently between the Sidewinder and a secondary weapon, the Quick Swap mod also makes perfect sense.
EPG-1
| Description | Single fire, direct energy-propelled launcher. |
| Magazine Capacity | 5 |
| Unlocks at | Level 5 |
| Cost | 100 |
| Strengths | Impressive damage output; unparalleled range and accuracy |
| Weaknesses | Low rate of fire; slow projectile speed |
Field Notes
The EPG-1 is one of the most powerful (and fun) primary weapons available. It fires a blue ball of energy that continues moving across the battlefield in a perfectly straight line. Upon making contact with any object, the ball explodes, dealing damage over a wide blast radius. Direct hits instantly kill Pilots and minions.
In a pinch, the EPG-1 can prove effective against enemy Pilots, particularly at close range. Just make sure you fire from a safe enough distance to avoid the weapon’s blast radius. But the projectile’s slow velocity makes it difficult to hit fast-moving Pilots at intermediate ranges and beyond. The weapon is far more effective against slow-moving Titans, particularly if they’re already damaged.
Despite its low magazine capacity, the EPG-1 is extremely effective when you’re engaging grunts, Spectres, and Stalkers. Fire at the feet of minions and watch as the weapon’s generous blast radius annihilates the targets. If possible, fire from an elevated position to make the most of the weapon’s splash damage. However, when taking on Reapers, try to score direct hits to inflict optimal damage.
The weapon’s biggest shortcoming is its 5-round magazine capacity. Increase the magazine size with the Extra Ammo mod. Since reloads are frequent, opt for the Speedloader mod to decrease reload times.
R-6P Softball
| Description | Adhesive grenade launcher. |
| Magazine Capacity | 6 |
| Unlocks at | Level 6 |
| Cost | 100 |
| Strengths | Good damage output; decent accuracy |
| Weaknesses | Extremely low rate of fire; slow reload |
Field Notes
The Softball functions much like the MGL Grenade Launcher anti-Titan weapon. But instead of firing magnetic grenades, it fires explosive munitions that adhere to objects before detonating. Performing like a standard grenade launcher, the weapon lobs rounds in an arc-like trajectory. Aim the weapon to preview the projectile’s flight path, visible as a holographic line. Raise the weapon’s barrel as necessary when engaging distant targets.
Due to the weapon’s limited magazine capacity, slow rate of fire, and arduous reload process, this is not an ideal option for taking out Pilots. However, with practice, you can lob shots into the path of moving Pilots. For example, if you spot an enemy Pilot running along a wall, fire these adhesive rounds along the wall to disrupt the Pilot’s movements.
While attacking grunts with the Softball is effective, it’s a bit of an overkill. However, it is ideal for eliminating harder-to-kill units like Spectres and Stalkers. Simply score a direct hit on these units to guarantee a kill. The splash damage may also injure nearby enemies. Although not as effective as an anti-Titan weapon, the Softball is also capable of dealing significant damage to Reapers and Titans.
When the Softball’s rotary drum magazine is depleted, it must be reloaded one grenade at a time. You’re extremely vulnerable during this lengthy reload process, so find a safe location. The Extra Ammo and Speedloader mods help mitigate this problem, but you’ll still need a few seconds to reload before returning to action.
EM-4 Cold War
| Description | Four-round burst grenadier weapon. |
| Magazine Capacity | 12 |
| Unlocks at | Level 45 |
| Cost | 100 |
| Strengths | Excellent damage output; impressive rate of fire |
| Weaknesses | Lengthy charge before firing; poor accuracy |
Field Notes
Of the grenadier weapons, the Cold War is the most versatile, performing more like an assault rifle than a launcher. After you pull the trigger, there’s a short delay while the weapon charges, before unleashing a devastating four-round burst. The blue energy projectiles travel at an impressive velocity and explode upon contact with an object. The blast radius of each shot is much less than the EPG-1, but the four rounds tend to overlap, spreading damage over a wide area.
While the Cold War can be effective against enemy Pilots, the weapon’s charging delay is a serious liability. In the time it takes you the charge the weapon, an enemy Pilot can take you down with a faster firing weapon. Therefore, the Cold War is best used against enemy Pilots who haven’t yet detected you. Consider carrying a pistol as a backup for those inevitable close encounters.
Like the EPG-1, the Cold War is an absolute joy when engaging grunts, Spectres, and Stalkers. The weapon’s burst fire and damage output make it easy to take down entire squads within a matter of seconds. Find an elevated position and fire down on minions to take advantage of the blast radius created by each impacting shot. When taking on Reapers, score direct hits, ensuring all four rounds make contact to inflict maximum damage.
The 20-round magazine may seem sufficient, but when you consider the burst fire rate, you only get five shots with the Cold War before a reload is necessary. This makes the Extra Ammo and Speedloader the go-to mods for this weapon. If you’re afraid of getting jumped by Pilots, consider choosing the Quick Swap mod to decrease the time it takes to switch to a pistol.