So recently, I've noticed as an anomaly, prisoner, heister/CI, and foundation that the Rocket Launcher is too easy to use. It's the closest thing to point and click in this game. Let's look at the other heavy weapons and how they're balanced. Flamethrower: Cannot damage anomalies, short range, canisters cost money, and has a high cost.. Minigun: Rev up time leaves you vulnerable, inaccurate, requires an anomaly, canisters cost money, and high cost. Rocket Launcher: Only has 1 shot per clip, Buggy, and that's about it. The ammo isn't even a concern since duping rockets with the demoman perk exists, and is considerably cheaper than the minigun part B or the flamethrower part B. There is no good counter to it. The locket can't tank an RPG unless the rocket lands far enough away, the projectile travels very fast and is laser accurate, can be equipped from ANY merchant, and can hit multiple people at the same time (The Flamethrower can do this too but it has drawbacks).
My ideas: Rocket Launcher now takes 5 ammo can slots. Demoman perk items now need to be equipped from an ammo can or a vendor. Speed decrease while holding the Rocket Launcher and takes time to equip it. Military training perk gives a 15% resistance to the rocket (damage reduction of 60 if a direct impact for 400 damage). The Rocket Launcher must be reloaded every time upon equipping it and reloads don't save (You don't lose the rocket if you load then unequip, it gets added to your inventory). The RPG now has spread and won't fire always on your crosshair unless standing perfectly still.
Of course, all of these would make the RPG useless and are intended for only 1 to be chosen. I want to hear your ideas.