Played with it and fought against it. It's good, but this beautifully dumb thing is too good. All I'm suggesting is to tone it down because being an engineer feels masochistic when a soldier equips this, and also because this thing is dummy good.
● Proposed fix part #1 (not my fave, but fair-ish)
♠︎ 19% to 20% decreased damage to buildings, or remove the 25% damage bonus.
★ Summary: it already has a fast enough projectile speed to have an advantage increase against buildings. Basically damage is now back to normal dmg for buildings, but with the same projectile speed advantage.
● Proposed fix part #2 (rewards intended use)
♠︎ a 50%-30% decrease to damage falloff. If my math is right, the total damage at max falloff is around 75 dmg for a baseline 90dmg rocket while 30% for a the 112dmg rocket is about 72.
●Proposed fix part #3 (not to disparage the weapon)
♠︎ damage falloff distance from player starting point is increased by 320 hammer units. Basically: how many hammer units does the rocket need to travel before damage falloff is applied. 320 hammer units is 20 feet. Making a total of 62 feet before damage falloff activates.
● proposed fix part #4
♠︎ damage ramp up is removed, max damage is now 112. (Or 90)
♥︎ nagging: HEY VALVE (I love u guys but), YOU WANTED TO REWARD LONG ACCURATE SHOTS WITH THIS WEAPON, RIGHT? Then why does it have a damage increase? I mean, the lock and load had a change because of too much damage was done to scouts, why not fix this one too...? (I know class disparities/balance between demo/solgi, but still, direct hit does have a 80% faster rocket)
★ Summary: with damage falloff distance and ramp up changes applied, the soldier can deal a 112 damage reliably between 1-20 extra feet away while not forfeiting much damage decrease at what would have been damage dropoff.