Difference between revisions of "Black Box"
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* '''Health Gain:''' 15hp | * '''Health Gain:''' 15hp | ||
** '''Note:''' [[Pyro]]s reflecting Black Box rockets will receive the health gain instead. | ** '''Note:''' [[Pyro]]s reflecting Black Box rockets will receive the health gain instead. | ||
+ | ** '''Note:''' Soldier will not receive 15hp if rocket only hits an Uber'd player, or an Engineer building. | ||
==Function times== | ==Function times== |
Revision as of 17:12, 13 October 2010
“ | Each and every one of you will be sent home to your mama in a box!
Click to listen
— The Soldier on his enemies' future prospects
|
” |
The Black Box is a craftable primary weapon for the Soldier class. It appears as a black, rectangular-shaped Rocket Launcher, sporting a couple of fastening bands near the firing end, and case coverings hanging open at both ends of the weapon.
On every successful hit with the Black Box, the player will be awarded 15 health points, regardless of how much damage is dealt. Health gains are indicated by the health counter in the HUD. The downside of this weapon is that it can only hold three rockets. This makes the Black Box a choice of survivability over ability to deal damage.
Should a Pyro successfully reflect a Black Box rocket and it collides with an enemy, the health bonus will be given to the Pyro.
Contents
Damage
Range[1] | Damage per Rocket | Mini-Crit Damage | Critical damage |
---|---|---|---|
Point Blank | 105-112 | 122 | 270 |
Medium | 50-95 | ||
Long | 45-65 |
Notes
- Base: 90
- Max Ramp Up: 125% (112 damage)
- Max Fall Off: 53% (48 damage)
- Splash Damage Reduction: 1% per 2.88 Hammer Units away from epicenter to a minimum of 50% at 9 feet (144 Hammer Units)
- Splash Radius: 9 feet (144 Hammer Units)
- Splash at 3 ft/1m: 226 Critical hit
- Splash at 6 ft/2m: 140 Critical hit
- Rocket Jump Damage to Self: 27-46
- Critical Hit: Deals same amount of self damage as a regular rocket jump.
- Splash Damage to Self: 27-89
- Critical Hit: Deals same amount of self damage as regular self damage.
- Health Gain: 15hp
- Note: Pyros reflecting Black Box rockets will receive the health gain instead.
- Note: Soldier will not receive 15hp if rocket only hits an Uber'd player, or an Engineer building.
Function times
- Attack Interval: 0.8
- Reload Base: 0.8
- Additional Reload: 0.92
Reload base is the time it takes to reload the first ammo. Additional reload is the time it takes to reload each ammo after the first. All times are in seconds. Times are approximate and determined by community testing.
Item set
The Tank Buster | |
---|---|
Effect |
Leave a Calling Card on your victims |
Blueprint
Direct Hit | Reclaimed Metal | Black Box | ||
+ | = |
Trivia
- The Black Box was originally based on the real world M202 FLASH incendiary Rocket Launcher, the four barrel holes were swapped for one due to gameplay issues.
- Larolaro, creator of this weapon, also created and submitted the Homewrecker.
- The rear lid of the Black Box is not fixed and has a jigglebone effect. This has resulted in clipping issues, most noticeably with the Buff Banner and Battalion's Backup weapons worn on the Soldier's back.
- In science and engineering, a Black Box is a device, system or object which can be viewed solely in terms of its input, output and transfer characteristics.
- The Black Box's name may also be a reference to Valve's scrapped Black Box colletion, which would have contained Half life episode 2, Portal and Team Fortress 2. this was never released and the orange box replaces it.
- Unlike the health buff given by the Pyro's Powerjack, this weapon cannot overheal the Soldier with its effect.
- Despite having new firing sounds, this weapon has not received any custom animations, kill icons or taunts.
- Much like the Direct Hit, the Soldier will animate the reload animation, but with invisible rockets.
Gallery
- Black Box 1st person cropped.png
1st person view.
See also
Footnotes
- ↑ Medium range is defined as the main resupply door to the opposite wall on the upper level of ctf_2fort. Long range is defined as battlement to battlement on ctf_2fort. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Explosive damage varies depending on how it hits a player, the larger the classes hit box and the closer you are to the explosion the more damage you will take, the further away from the explosion the less damage you can take. Explosions do the most damage when they happen at the mid point of a player model, the explosion will cover more of the hit box and thus do the most damage. Damages are approximate and determined by community testing.