Soldier weapons (competitive)

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This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Soldier weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

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, but shoots its rockets from the center of the player's screen instead of from slightly to the side. The Black Box has the same stats as the Rocket Launcher, but grants 15 additional health on hit, and holds only up to 3 rockets in the chamber. The Liberty Launcher has the same stats as the Rocket Launcher, but fires shots 40% faster, and holds only up to 3 rockets in the chamber.

Weapon Damage Critical Damage Function Times Special
Rocket Launcher
Rocket Launcher
  • Point-Blank: 56-112
  • 512 units: 45-90
  • Over 1024 units: 23-48
  • Backlash: 45-89
  • RJ Backlash: 27-49
  • Critical: 135-270
  • Point-Blank Mini-Crit: 75-151
  • Over 512 units Mini-Crit: 61-122
  • Attack: 0.8s
  • Reload Start: 0.8s
  • Reload More: 0.92s
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
Direct Hit
Direct Hit
  • Point-Blank: 70-140
  • 512 units: 56-112
  • Over 1024 units: 30-59
  • Backlash: 45-88
  • RJ Backlash: 27-49
  • Critical: 169-338
  • Point-Blank Mini-Crit: 95-189
  • Over 512 units Mini-Crit: 76-152
  • Attack: 0.8s
  • Reload Start: 0.8s
  • Reload More: 0.92s
  • Mini-Crits if target is airborne due to explosive force.
  • Splash radius -70%.
  • Rocket speed +80%.
  • Rockets have the same knockback for rocket jumping.


Rocket Jumper

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, and effecting back-caps.

Weapon Damage Critical Damage Function Times Special
Rocket Jumper
Rocket Jumper
  • All: 0
  • All: 0
  • Attack: 0.8s
  • Reload Start: 0.8s
  • Reload More: 0.92s


Cow Mangler

The Cow Mangler 5000 stocks one additional ammo than the Rocket Launcher, but has a significantly decreased reload time. If it is at full ammo, its alternate fire will consume all four ammunition, and charge up a laser, slowing down the Soldier. The laser deals Mini-Crits, but otherwise functions normally. This weapon has reduced damage against buildings, and cannot be crit-boosted by the Kritzkrieg.

Weapon Damage Critical Damage Function Times Special
Cow Mangler 5000
Cow Mangler 5000
  • Point-Blank: 96-101
  • 512 units: 45-81
  • Over 1024 units: 41-43
  • Backlash: 24-80
  • RJ Backlash: 24-41
  • Critical: N/A
  • Point-Blank Mini-crit: 136
  • Over 512 units Mini-crit: 109
  • Attack: 0.8s
  • Reload Start: 1.3s
  • Reload More: 0.85s
  • Has an alternate fire that expends all 4 shots to Mini-Crit and inflict afterburn.
  • Does not require ammo.
  • No critical hits, even if critboosted.
  • Deals 20% damage to buildings.


Beggar's Bazooka

The Beggar's Bazooka can unleash high damage quickly, but its overall firing time setback is a large loss and prevents the Soldier from reacting very quickly. Using multiple rockets for rocket jumping will not cause you to jump farther. The 3º deviation can be a huge penalty, as it reduces the effectiveness of airshots or long-range shots. Finally, the inability to grab ammunition from Dispensers is quite situational, but it reduces a Soldier's ability to spam on an Attack/Defend or Payload map.

Weapon Damage Critical Damage Function Times Special
Beggar's Bazooka
Beggar's Bazooka
  • Point-Blank: 56-112
  • 512 units: 45-90
  • Over 1024 units: 23-48
  • Backlash: 45-89
  • RJ Backlash: 27-49
  • Critical: 135-270
  • Point-Blank Mini-crit: 75-151
  • Over 512 units Mini-crit: 61-122
  • Attack: 0.8s + reload time
  • Reload Start: 1.3s
  • Reload More: 0.85s
  • Can load and fire up to three rockets at once.
  • +3 degrees random deviation.
  • Chamber overloading causes a misfire and damage to self.
  • Cannot collect ammunition from Dispensers.

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. The Cow Mangler 5000 has general functionality, and its increased ammunition makes it highly useful. However, if the Soldier does not win in a direct engagement, he will have to retreat due to reload times. The Beggar's Bazooka can be useful for ambushing and a quick spam, but remove the Soldier's ability to react quickly and constantly fend off the enemy team. Generally, soldiers use the stock Rocket Launcher due to its large clip size and strong splash damage. Some Soldiers will opt for the Original should they wish to use its center-firing rockets to push out from wrong-handed corners more effectively.

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
Shotgun
Shotgun
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 121
  • Over 512 units Mini-Crit 8/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s
Affected by fixed weapon spread (1 extra pellet at center).


The Buff Banner

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
Buff Banner
Buff Banner
N/A N/A
  • Trumpeting: ~3s
  • Buff: 10s
  • Grants self and allies within 450u Mini-Crits on use.
  • Gains rage equal to damage dealt (600 needed to fill).
  • Gains rage even when not active.


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
Gunboats
Gunboats
N/A N/A N/A
  • Reduces rocket jump damage by 60%.
  • Reduces all backlash damage that doesn't hit other players.


The Battalion's Backup

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
Battalion's Backup
Battalion's Backup
N/A N/A
  • Trumpeting: ~3s
  • Buff: 10s
  • Grants self and allies within 450u Crit immunity and 35% damage reduction.
  • Gains rage equal to damage taken (350 needed to fill).
  • Gains rage even when not active.


The Concheror

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
Concheror
Concheror
N/A N/A
  • Trumpeting: ~3s
  • Buff: 10s
  • While the buff is active, allies within 450 units are healed for 35% of the damage they deal and receive a speed boost identical to one from the Disciplinary Action.
  • Gains rage equal to damage dealt. Charges after 480 damage.
  • Gains rage even when not active.


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
Mantreads
Mantreads
N/A N/A N/A
  • -75% reduction in push force taken from damage.
  • Deals 3x falling damage to the player you land on.


Reserve Shooter

The Reserve Shooter allows the Soldier to deal increased damage to airborne targets. With decreased switching time, the Soldier can make it active and fire off a shell, dealing mini-crits to any airborne target. It has a reduced clip, but otherwise deals identical damage to the Shotgun.

Weapon Damage Critical Damage Function Times Special
Reserve Shooter
Reserve Shooter
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 121
  • Over 512 units Mini-Crit: 8/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • 15% faster weapon switch speed.
  • Mini-crits airborne targets for 3 seconds after switch.
  • Has a halved clip size.
  • Functions identically to the Pyro's 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
Righteous Bison
Righteous Bison
  • Point-Blank: 40
  • 512 units: 16
  • Over 1024 units: 12
  • Critical: 44
  • Point-Blank Mini-Crit: 31
  • Over 512 units Mini-Crit 15
  • Attack: 0.8s
  • Reload Start: 0.92s
  • Reload More: 0.4s
  • Does not require ammo.
  • Projectiles penetrate enemies.
  • Projectiles cannot be deflected.
  • Deals 20% damage to buildings.


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 faster rollouts, or quickly traversing the map, especially for Roaming Soldiers. The extra mobility compensates for the lack of a sidearm. The banners have yet to prove their worth in competitive play, as they are rarely if ever used. The Reserve Shooter can frequently deal more damage than the stock Shotgun, but must be used more sparingly due to reduced ammunition. The Righteous Bison can help deal with multiple enemies at once, and has unlimited ammo, if a reduced clip size. Overall, soldiers tend to use the stock Shotgun, but may use the Gunboats under some circumstances.

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 usually better. The Frying Pan has the same stats as the Shovel.

Weapon Damage Critical Damage Function Times Special
Shovel
Shovel
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Completely standard melee weapon.


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. You can't be healed by your team's Medic while wielding this weapon, though.

Weapon Damage Critical Damage Function Times Special
Equalizer
Equalizer
  • Melee (at 200+ HP): 33
  • Melee (at 114 HP): 65
  • Melee (at 52 HP): 88
  • Melee (at 1 HP): 107
  • Mini-Crit (200 hp+): 45
  • Mini-Crit (114 hp): 88
  • Mini-Crit (52 hp): 119
  • Mini-Crit (1 hp): 144
  • Attack: 0.8s
  • Cannot be healed by Medics while wielding.
  • Damage is based on exact health, as follows:
    • Base Damage = 107.25 - 0.375*Health.
    • Mini-Crit Damage = 144.79 + 0.5*Health.
  • Has no method of dealing Crits in standard competitive play.


The Escape Plan

The Escape Plan allows a Soldier better suvivability, as when he is deathmatching with another Soldier or Demoman, he can quickly escape if the fight turns against him. While active, he cannot be healed by a Medic, and his speed will not allow him to outrun Scouts. The Soldier is marked for death when the escape plan is active and for a short period after.

Weapon Damage Critical Damage Function Times Special
Escape Plan
Escape Plan
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Cannot be healed by Medics while wielding.
  • The Soldier runs 24 units per second faster for every 40 health lost.
  • Has no method of dealing Crits in standard competitive play.
  • Marked for death when the Escape Plan is active and a few seconds after holstering


The Pain Train

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
Pain Train
Pain Train
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Gives user doubled capture speed.
  • Increases taken damage from hitscan weapons by 10%.


Half-Zatoichi

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
Half-Zatoichi
Half-Zatoichi
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • On kill: restores you to 100% health
  • This weapon is Honorbound and once drawn cannot be sheathed until it kills.
  • Will deal 500 damage to an enemy Soldier or Demoman wielding the Half-Zatoichi.


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 5-Control Point map, to allow the team to reach the point faster.

Weapon Damage Critical Damage Function Times Special
Disciplinary Action
Disciplinary Action
  • Melee: 47
  • Critical: 147
  • Mini-Crit: 66
  • Attack: 0.8s
  • Can hit ally to boost both player and ally's speed for several seconds.
  • -25% damage penalty.


Market Gardener

The Market Gardener 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 Gardener functions as a direct upgrade from the Shovel.

Weapon Damage Critical Damage Function Times Special
Market Gardener
Market Gardener
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Deals crits while the wielder is rocket jumping.
  • No random critical hits.


Usage

The Equalizer is generally superior in melee combat to its counterparts, but prevents healing while active. The Escape Plan provides the advantage of allowing Soldiers low on health to quickly escape what could be certain death. 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 provide a surprising burst of damage, but is relatively easy to dodge.