Black Box

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The Black Box is a craftable primary weapon for the Soldier class and is also a part of The Tank Buster item set. 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 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 such that it collides with the shooter or another 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.

Demonstration

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

As a Crafting Ingredient

Refined Metal Black Box Grenadier's Softcap
Item icon Refined Metal.pngx4 + Item icon Black Box.png = Item icon Grenadier's Softcap.png

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 times the number of players hit but the green HUD notification always says +15.
  • Hitting a Scout who is using Bonk! Atomic Punch will still award the 15 health, despite not damaging the Scout.

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 the Homewrecker.
  • The Black Box was also the name of an unreleased compilation of the new content in The Orange Box.

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.