Difference between revisions of "Soldier weapons (competitive)"
m (Fixing a couple of things.) |
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* '''Point-Blank Mini-Crit:''' 75-151 | * '''Point-Blank Mini-Crit:''' 75-151 | ||
* '''Over 512 units Mini-Crit:''' 61-122 | * '''Over 512 units Mini-Crit:''' 61-122 | ||
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | |
* '''Attack:''' 0.8s | * '''Attack:''' 0.8s | ||
* '''Reload Start:''' 0.8s | * '''Reload Start:''' 0.8s | ||
* '''Reload More:''' 0.92s | * '''Reload More:''' 0.92s | ||
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | Effective for [[juggling]] and rocketjumping. |
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<br> | <br> | ||
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* '''Backlash:''' 45-88 | * '''Backlash:''' 45-88 | ||
* '''[[Jumping#Rocket Jump|RJ]] Backlash:''' 27-49 | * '''[[Jumping#Rocket Jump|RJ]] Backlash:''' 27-49 | ||
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | |
* '''Critical:''' 169-338 | * '''Critical:''' 169-338 | ||
* '''Point-Blank Mini-Crit:''' 95-189 | * '''Point-Blank Mini-Crit:''' 95-189 | ||
* '''Over 512 units Mini-Crit:''' 76-152 | * '''Over 512 units Mini-Crit:''' 76-152 | ||
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | |
* '''Attack:''' 0.8s | * '''Attack:''' 0.8s | ||
* '''Reload Start:''' 0.8s | * '''Reload Start:''' 0.8s | ||
* '''Reload More:''' 0.92s | * '''Reload More:''' 0.92s | ||
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | |
* Mini-Crits if target is airborne due to explosive force. | * Mini-Crits if target is airborne due to explosive force. | ||
* Splash radius -70%. | * Splash radius -70%. | ||
* Rocket speed +80%. | * Rocket speed +80%. | ||
* Rockets have the same knockback for rocket jumping. | * Rockets have the same knockback for rocket jumping. | ||
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<br> | <br> | ||
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* '''Reload Start:''' 0.8s | * '''Reload Start:''' 0.8s | ||
* '''Reload More:''' 0.92s | * '''Reload More:''' 0.92s | ||
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | |
* '''Banned in most leagues for acquisition time.''' | * '''Banned in most leagues for acquisition time.''' | ||
* Heals user 15 health per hit per rocket. | * Heals user 15 health per hit per rocket. | ||
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* '''Reload Start:''' 0.8s | * '''Reload Start:''' 0.8s | ||
* '''Reload More:''' 0.92s | * '''Reload More:''' 0.92s | ||
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | |
* '''Banned in most leagues for acquisition time.''' | * '''Banned in most leagues for acquisition time.''' | ||
* Stores 60 reserve ammo instead of 20. | * Stores 60 reserve ammo instead of 20. | ||
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* '''Reload More:''' 0.8s | * '''Reload More:''' 0.8s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
+ | * Effective for [[Juggling]] and [[Rocket Jumping]]. | ||
* +40% projectile speed | * +40% projectile speed | ||
* -25% clip size | * -25% clip size | ||
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'''Note: The Battalion's Backup is banned or restricted in some leagues.''' | '''Note: The Battalion's Backup is banned or restricted in some leagues.''' | ||
− | The | + | The Battalion's Backup is rarely used in competitive play, as it restricts the soldier to only one ranged weapon. It is usually better to let a Pocket take the Battalion's Backup, as the Roamer is less likely to survive long enough to build up his rage meter without a Medic. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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'''Note: Half-Zatoichi is banned in some leagues for acquisition time.''' | '''Note: Half-Zatoichi is banned in some leagues for acquisition time.''' | ||
− | The Half-Zatoichi presents the advantage of full health granted upon a melee kill. However, once the player has drawn their Half-Zatoichi, they are unable to switch to another | + | The Half-Zatoichi presents the advantage of full health granted upon a melee kill. However, once the player has drawn their Half-Zatoichi, they are unable to switch to another weapon until they have made a kill. The soldier's slower speed combined with this handicap makes the Half-Zatoichi impractical at best in competitive play. |
{| class="wikitable grid" | {| class="wikitable grid" |
Revision as of 21:23, 17 February 2012
The community competitive scene changes frequently. Some or all info may be outdated.
The Soldier is a class that is highly dependent on his primary weapon. The primary weapons available are unique to the Soldier, and allow him to accomplish many things, including Rocket Jumping to obtain a height advantage and juggling enemies. The Soldier's secondary and melee weapons grant him additional abilities, but the focus is usually on the Rocket Launcher, Black Box, or the Direct Hit.
Primary Weapon
The Soldier’s versatility is built into his Rocket Launcher. Important uses of the Rocket Launcher include rocket jumping, spam, and aerials. Übercharged players can still be juggled with the knockback from rockets, although they will take no damage.
Rocket Launcher
The stock Rocket Launcher is useful for dealing large quantities of damage to a variety of enemies. It deals great splash damage, which allows the soldier to hit scouts, but it also can be aimed at specific enemies to deal greater damage. It serves as the best for rocket jumping, which is the main tactic in the soldier arsenal. Although it cannot finish off targets in one shot, it deals impressive damage when crit-boosted, making the soldier a good target for a Kritzkrieg Übercharge.
The Original has the same stats as the Rocket Launcher.
Weapon | Damage | Critical Damage | Function Times | Special |
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Rocket Launcher |
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Effective for juggling and rocketjumping. |
Direct Hit
The Direct Hit's deals increased damage, allowing the soldier to finish off enemies. Its rockets fly faster, providing less time for enemies to dodge incoming fire. However, it deals little splash damage, removing the soldier's ability to deal large quantities of damage to many targets at once. It deals mini-crits to any explosion-launched airborne target, such as another rocket-jumping soldier. Overall, its reduction of splash damage removes the soldier's primary damage dealing method.
Weapon | Damage | Critical Damage | Function Times | Special |
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Direct Hit |
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Black Box
Note: The Black Box is banned or restricted in some leagues.
The Black box is functionally identical to the stock Rocket Launcher, except in two key regards. It provides 15 health for every rocket hit, but only hold three rocket in its clip. The health can be useful for a roaming soldier, as it allows him to survive longer without getting healed by a medic.
Weapon | Damage | Critical Damage | Function Times | Special |
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Black Box |
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Rocket Jumper
Note: The Rocket Jumper is banned or restricted in some leagues.
The Rocket Jumper is a Rocket Launcher that deals no damage to any player, and knockback only to its firer. It is useful for practicing rocket jumps. It deals consistant damage when used in conjunction with the market gardener, allowing the soldier to deal guaranteed critical hits while taking little to no damage. The rocket jumper doubles the damage that the soldier takes from bullets, explosions, or fire.
Weapon | Damage | Critical Damage | Function Times | Special |
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Rocket Jumper |
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Liberty Launcher
The Liberty Launcher's projectiles move 40% faster, and deal the same quantity of splash damage. This makes hitting aerials slightly easier, but since the rocket launcher holds only three ammunition in its clip, it makes drawn out battles worse for this soldier.
Weapon | Damage | Critical Damage | Function Times | Special |
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Liberty Launcher |
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Usage
Soldiers will usually use the Rocket Launcher instead of Direct Hit. The Direct Hit’s main weaknesses is its inability to deal damage to many enemies at once. Pocket Soldiers in particular are more suited to the standard Rocket Launcher, as defending the team’s Medic from Scouts is usually easier at close range with the Rocket Launcher's splash radius. The Black Box, when available, is good for a roaming soldier to stay alive for longer. The Liberty Launcher is useful for aerials, however the loss of a rocket is hard to compensate for. The rocket jumper is useful with the market gardener or pain train, for fast back caps, but otherwise makes the soldier useless.
Secondary Weapon
Soldiers have seven choices for their secondary weapon, all of which are very different.
Shotgun
The Shotgun is a reliable sidearm for the Soldier. It deals significant damage at medium range and almost as much damage as the Rocket Launcher at close ranges. The Shotgun is highly effective at finishing off wounded foes, and can be useful against Scouts, who can dodge rockets but cannot dodge hitscan weapons such as the Shotgun. Switching to the Shotgun in order to conserve loaded rockets can be very helpful when faced with multiple enemies. Because the Shotgun is a hitscan weapon, it can be useful in finishing off fleeing foes who are low on health.
Weapon | Damage | Critical Damage | Function Times | Special |
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Shotgun |
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Affected by fixed weapon spread (1 extra pellet at center). |
The Buff Banner
Note: The Buff Banner is banned or restricted in some leagues.
The Buff Banner is rarely used in competitive play, as it restricts the soldier to only one ranged weapon. It is usually better to let a Pocket take the Buff Banner, as the Roamer is less likely to survive long enough to build up his rage meter without a Shotgun.
Weapon | Damage | Critical Damage | Function Times | Special |
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Buff Banner |
N/A | N/A |
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The Gunboats
The Gunboats reduce damage from rocket jumps, allowing a Soldier using them to safely traverse a map. However, the loss of a shotgun greatly reduces the soldier's damage output. The gunboats are well suited to a roaming soldier who can quickly push forward without losing much health.
Weapon | Damage | Critical Damage | Function Times | Special |
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Gunboats |
N/A | N/A | N/A |
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The Battalion's Backup
Note: The Battalion's Backup is banned or restricted in some leagues.
The Battalion's Backup is rarely used in competitive play, as it restricts the soldier to only one ranged weapon. It is usually better to let a Pocket take the Battalion's Backup, as the Roamer is less likely to survive long enough to build up his rage meter without a Medic.
Weapon | Damage | Critical Damage | Function Times | Special |
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Battalion's Backup |
N/A | N/A |
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The Concheror
Note: The Concheror is banned or restricted in some leagues.
The Concheror is rarely used in competitive play, as it restricts the soldier to only one ranged weapon. It is usually better to let a Pocket take the Concheror, as the Roamer is less likely to survive long enough to build up his rage meter without a Medic.
Weapon | Damage | Critical Damage | Function Times | Special |
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Concheror |
N/A | N/A |
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The Mantreads
As with other secondaries, the lack of a shotgun leaves soldiers weak in combat. However, the Mantreads reduce knockback by 75%, which makes the soldier hard to move. The Mantreads "stomp" damage is more of a gimmick, but a good soldier can deal an easy 100 damage to a target, or more if falling from a rocket jump.
Weapon | Damage | Critical Damage | Function Times | Special |
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Mantreads |
N/A | N/A | N/A |
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Reserve Shooter
Righteous Bison
The Righteous Bison is useful when ammo is scarce. However, the reload time is slower than the Shotgun, and damage dealt to buildings is neglidgible. It can however damage multiple enemies at the same time.
Weapon | Damage | Critical Damage | Function Times | Special |
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Righteous Bison |
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Usage
The Shotgun is the most common choice for Soldiers, as it is a reliable weapon useful for finishing off foes to conserve rockets. The Gunboats may be useful in 5-CP maps for quickly traversing the map, especially for Roaming Soldiers. The extra mobility compensates for the lack of a sidearm. The Buff Banner has yet to prove its worth in competitive play, as it is rarely if ever used.
Melee Weapon
While melee combat rarely comes into play, a Soldier's choice of melee weapon may result in benefits outside of melee combat.
The Shovel
The Shovel is the Soldier’s standard melee weapon. It deals some damage, but has alternatives which are strictly better.
The Frying Pan has the same stats as the Shovel.
Weapon | Damage | Critical Damage | Function Times | Special |
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Shovel |
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The Equalizer
Due to the “last resort” nature of melee weapons, the Equalizer can be put to good use in combat. At low health, a single strike with the Equalizer can deal over 100 damage. More importantly, the Equalizer’s speed boost can be used to escape situations that would normally result in a Soldier’s death. Although Soldiers wielding the Equalizer cannot be healed by their Medics, this is only a concern when a Soldier is being pursued near his team's Medic.
Weapon | Damage | Critical Damage | Function Times | Special |
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Equalizer |
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Cannot be healed by Medics while wielding.
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The Pain Train
Note: The Pain Train is banned in some leagues for acquisition time.
The double capture speed that the Pain Train provides allows Soldiers to perform back-caps on unguarded capture points more effectively. This can be useful in forcing advancing enemies to abandon a push in order to save their besieged point. Soldiers using the Pain Train must be wary, however, as they become slightly more vulnerable Shotguns, Scatterguns, and Pistols.
Weapon | Damage | Critical Damage | Function Times | Special |
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Pain Train |
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Half-Zatoichi
Note: Half-Zatoichi is banned in some leagues for acquisition time.
The Half-Zatoichi presents the advantage of full health granted upon a melee kill. However, once the player has drawn their Half-Zatoichi, they are unable to switch to another weapon until they have made a kill. The soldier's slower speed combined with this handicap makes the Half-Zatoichi impractical at best in competitive play.
Weapon | Damage | Critical Damage | Function Times | Special |
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Half-Zatoichi |
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Disciplinary Action
Since the soldier's melee weapon is rarely used, the decreased damage dealt is rarely bad. The boost granted can be useful at the beginning of a 5CP map, to allow the team to reach the point faster.
Weapon | Damage | Critical Damage | Function Times | Special |
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Disciplinary Action |
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Market Gardener
The Market Gardner grants critical hits while rocket jumping. This means that a soldier skilled enough to rocket jump to the location of an enemy player can be almost guaranteed a kill, which can be useful in picking off an enemy unit such as a Medic. In competitive play, random critical hits are disabled, so the Market Gardner functions as a direct upgrade from the shovel.
Weapon | Damage | Critical Damage | Function Times | Special |
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Market Gardener |
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Usage
The Equalizer is the most commonly used melee weapon for most Soldier. The Equalizer is generally superior in melee combat to its counterparts, and, more importantly, it provides the advantage of allowing Soldiers low on health to quickly escape what could possibly be certain death. Its high-health damage reduction is rarely an issue, as melee is not a common occurrence at high health. The pain train, at the cost of increased damage, can be useful for a roaming soldier for a backcap. The Disciplinary Action can be useful for a pocket, as he will frequently have a medic, making the equalizer's healing prevention problematic. The market gardener can be used as a niche weapon, which can pick up a quick kill on a medic, but provides no additional advantages.
See Also
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