The Black Box is a craftable primary weapon for the Soldier. It appears as a black, rectangular Rocket Launcher, sporting two fastening bands near the front end and case coverings hanging open at both ends of the weapon.
For every enemy successfully hit with the Black Box, the player will be awarded 15 health points, regardless of how much damage is dealt. For example, hitting one enemy awards 15 health, and hitting two rewards 30. The Soldier will not receive health if the target is a disguise-wearing Spy or an enemy under the effects of the Medi Gun's ÜberCharge, however health will still be awarded if the target is using Bonk!.
Unlike the Powerjack and Eyelander, health gained through Black Box hits cannot grant overheal. Health gains are indicated by the health counter in the Head-up display. The downside of this weapon is that it can only hold three rockets. This makes using the Black Box a good choice for improving survivability, at the expense of the amount of damage that can be dealt.
Should a Pyro successfully reflect a Black Box rocket in such a way that it collides with the shooter or another enemy, the health bonus will be given to the Pyro.
Damage
Point Blank
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105-112
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122
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270
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Medium
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50-95
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Long
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45-65
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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.
- Note: Pyros reflecting Black Box rockets will receive the health gain instead.
- Note: Soldier will not receive the 15 health points if the rocket only hits a disguised Spy, a ÜberCharged 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 rocket. Additional reload is the time it takes to reload each rocket after the first. All times are in seconds. Times are approximate and determined by community testing.
Item set
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Leave a Calling Card on your victims
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Demonstration
Blueprint
Related Achievements
Soldier
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Backdraft Dodger Kill a Pyro who has airblasted one of your rockets in the last 10 seconds.
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Crockets Are Such B.S. Shoot two non-boosted crit rockets in a row.
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For Whom the Shell Trolls Bounce an opponent into the air with a rocket and then kill them with the shotgun before they land.
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Mutually Assured Destruction Kill an enemy sniper with a rocket after he kills you.
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Where Eagles Dare Get the highest possible rocket jump using jump and crouch.
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Pyro
Heavy
Previous changes
January 7, 2011 Patch
- This weapon was given a unique kill icon.
Bugs
- Like the Direct Hit, when reloading the Soldier's hand will animate as if he's putting in rockets; however, the rockets are heard, not seen.
- Hitting multiple targets with a single rocket will heal 15 HP for each player hit, but as this all happens at the same time, the HUD healing notification will only show one +15 (likely displaying multiple "+15"s on top of each other, making only one visible).
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.
- The Black Box was also the name of an unreleased compilation of the new content in The Orange Box.
Gallery
See also
- Jump up ↑ 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.
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