Black Box

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Template:Targeted Template:Weapon infobox

Each and every one of you will be sent home to your mama in a box!
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 Rocket Launcher, sporting a couple of fastening bands near the firing 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 Medigun'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 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 that collides with an enemy, the health bonus will be given to the Pyro.

Damage

See also: 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.
    • Note: Pyros reflecting Black Box rockets will receive the health gain instead.
    • Note: Soldier will not receive 15hp if rocket only hits a disguised Spy, an ÜberCharge'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 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.

Effects

  • Heals 15 HP on hit (see also Healing).

Item set

Main article: Item sets
The Tank Buster
Backpack The Tank Buster Bundle.png
Effect

Leave a Calling Card on your victims

Blueprint

Direct Hit Reclaimed Metal Black Box
Item icon Direct Hit.png + Item icon Reclaimed Metal.png = Item icon Black Box.png

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.
  • Despite having new firing sounds, this weapon has not received any custom animations, kill icons or taunts.
  • 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.

Demonstration

Gallery

See also

Footnotes

  1. 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.