Soldier weapons (competitive)

From Team Fortress Wiki
Revision as of 07:43, 9 November 2011 by Pootis9000 (talk | contribs) (removed some weapons that are banned in all 3 competition types.)
Jump to: navigation, search
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 Some or all info may be outdated.

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 Soldier’s primary weapon include rocket jumping, spam, and juggling foes with knockback from rockets. THe knockback that it produces can be useful even when the target is ubered as they can be juggled and the uber wasted.

Rocket Launcher

Rocket launcher.png

The standard Rocket Launcher is an incredibly useful and versatile weapon. It is effective against Scouts, who can dodge rockets but have a harder time dodging splash damage at close range. The Rocket Launcher’s key strengths are the ability to damage multiple enemies at once, and the ability to deal significant damage to targets, even with a missed shot. Its weakness is the ease with which enemies can avoid rockets at long range. The Rocket Launcher’s damage output is quite high, but it cannot kill any enemy in one shot, except for a Scout wielding the Sandman.

The Original is a reskin of the Rocket Launcher, and therefore has the same stats as the Rocket Launcher.

Weapon Damage Critical Damage Function Times Special
Rocket Launcher
Rocket launcher.png
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

Directhittransparent.png

The Direct Hit's usefulness lies in its increased damage and rocket speed. Thanks to the Direct Hit’s increased damage, Direct Hit rockets cause greater knockback than rockets from the standard Rocket Launcher. While the Direct Hit is powerful and is more effective for performing aerials against rocket-jumping foes than its counterpart, it is lacking in certain situations. The Direct Hit contributes poorly to [[spam (competitive) spam, due to the decreased slash radius of its rockets. In addition, despite being capable of killing Scouts in one hit at close ranges, the Direct Hit is usually less effective against them because missed shots will rarely inflict any damage.

Weapon Damage Critical Damage Function Times Special
Direct Hit
Directhittransparent.png
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%.
Effective for juggling and rocketjumping.


Black Box

Item icon Black Box.png

Note: The Black Box is banned or restricted in some leagues.

The Black Box is very similar to the Rocket Launcher, but its clip size is smaller: the Black Box has a clip size of only three rockets, while the Rocket Launcher stores four. To compensate for this disadvantage, the Black Box grants its user an additional 15 health for every hit, which can be useful if a Soldier is in dire need of health and lacks a Medic.

Weapon Damage Critical Damage Function Times Special
Black Box
Blackbox.png
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
Banned in most leagues for acquisition time.
Heals user 15 health per hit per rocket.
Stores only 3 ammo instead of 4.
Effective for juggling and rocketjumping.


Rocket Jumper

Rocket launcher.png

Note: The Rocket Jumper is banned or restricted in some leagues.

The Rocket Jumper is essentially a Rocket Launcher that deals no damage to players, including its wielder. It is (as its name suggests) meant for rocket-jumping, and it is quite effective for doing so, but the Rocket Jumper's total lack of offensive capabilities generally make it a less than ideal choice.

Weapon Damage Critical Damage Function Times Special
Rocket Jumper
Rocket launcher.png
All: 0 All: 0 Attack: 0.8s
Reload Start: 0.8s
Reload More: 0.92s
Banned in most leagues for acquisition time.
Stores 60 reserve ammo instead of 20.
Effective for rocketjumping.
100% damage vulnerability to bullets, explosives, and fire


Liberty Launcher

Liberty Launcher.png

The Liberty Launcher is useful for hitting moving targets in a face-to-face battle, as the projectile speed is much faster than the standard Rocket Launcher. However, at the cost of faster projectile movement, the clip only holds 3 rockets, compared to the standard Rocket Launcher's 4.

Weapon Damage Critical Damage Function Times Special
Liberty Launcher
Liberty Launcher.png
Point-Blank: 93
512 units: 62
Over 1024 units: 34
Backlash: 61
RJ Backlash: 37
Critical: 250
Point-Blank Mini-Crit: 114
Over 512 units Mini-Crit: 89
Attack: 0.8s
Reload Start: 0.92s
Reload More: 0.8s
  • +40% projectile speed
  • -25% clip size


Usage

Soldiers will usually opt for the Rocket Launcher over the Direct Hit. The Direct Hit’s main weaknesses is its inability to spam effectively or defend against enemy Scouts, limiting its usefulness in many situations. 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. While the Rocket Launcher is generally considered the most versatile and reliable of the Soldier's primary weapons, the Direct Hit may be used in specific plays where focused damage is required to accomplish a task. The Rocket Jumper is ineffective for performing any task that a Soldier is generally sent to perform, save for perhaps a back-cap attempt while wielding the Pain Train.

Secondary Weapon

Soldiers have five choices for their secondary weapon, and all five have noticeable impacts on the Soldier’s playstyle.

Shotgun

Shotgun IMG.png

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 IMG.png
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

Buff Banner Buffpack.png

Note: The Buff Banner is banned or restricted in some leagues.

The Buff Banner is seldom used in competitive play and thus has yet to show its usefulness or lack thereof. 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 Bugle.png
N/A N/A Trumpeting: ~3s
Buff: 10s
Banned or restricted in some leagues.
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 equipped.


The Gunboats

Gunboats.png

The Gunboats reduce damage from rocket-jumps greatly, allowing a Soldier using them to quickly traverse a map. However, Soldiers using the Gunboats experience a disadvantage in damage output due to their lack of a Shotgun. To compensate for this disadvantage, Soldiers using the Gunboats are most effective when they take advantage of their ability to move quickly and secure a height advantage without losing much health. At the start of 5-CP maps, a Roaming Soldier with the Gunboats can quickly reach the middle point and obtain a height advantage. Such a tactic can provide the Soldier with relative safety from enemy Scouts, and put pressure on the enemy Demoman early on. A skilled Roaming Soldier can arrive before even the Scouts in many 5-CP maps, allowing him to keep the enemy at bay with spam and help his team's Demoman deny the enemy team easy access to the middle point.

Weapon Damage Critical Damage Function Times Special
Gunboats
Gunboats.png
N/A N/A N/A Reduces rocketjump damage by 60%.
Reduces all backlash damage that doesn't hit other players.


The Battalion's Backup

Battalion's Backup Backpack.png

Note: The Battalion's Backup is banned or restricted in some leagues.

The Battalion's Backup is generally banned in competitive play for acquisition time and thus has yet to show its usefulness or lack thereof. It is usually better to let a Pocket take the Battalion's Backup, as the Roamer usually plays farther from the rest of the team than the Pocket, is less likely to find opportunities to use the Battalion's Backup to great effect, and is more likely to be in need of a Shotgun than a Pocket Soldier.

Weapon Damage Critical Damage Function Times Special
Battalion's Backup
Battalion's Back-up Bugle.png
N/A N/A Trumpeting: ~3s
Buff: 10s
Banned or restricted in most leagues for acquisition time.
Grants self and allies within 450u Crit immunity and 35% damage reduction.
Gains rage equal to damage taken (350 needed to fill).


The Concheror

RED Concheror Buffpack.png

Note: The Concheror is banned or restricted in some leagues.

Weapon Damage Critical Damage Function Times Special
Concheror
Concheror Bugle.png
N/A N/A Trumpeting: ~3s
Buff: 10s
Banned or restricted in some leagues.
While the buff is active, allies within 450 units are healed for 35% of the damage they deal.


The Mantreads

Mantreads.png

As with the Gunboats, the lack of a shotgun leaves the player defenseless in close combat. However, the Mantreads reduce knockback by 75%, which leaves the player (with the exception of rocket jumping, obviously) rooted to the spot. The Mantreads also triple 'stomp' damage, rendering maps with high platforms, such as Badlands, perfect ambush points.

Weapon Damage Critical Damage Function Times Special
Mantreads
Mantreads.png
N/A N/A N/A
  • -75% reduction in push force taken from damage
  • Deals 3x falling damage to the player you land on


Righteous Bison

Righteous Bison.png

The Righteous Bison is useful in large maps, where ammo is far apart, as it does not require ammo. However, the reload time is slower than the Shotgun, and damage dealt to buildings is severely reduced. Also, it is useful against Pyros, as its projectiles cannot be reflected, and can also be used to light the Huntsman arrows of friendly Snipers.

Weapon Damage Critical Damage Function Times Special
Righteous Bison
Righteous Bison.png
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.
  • Projectile penetrates enemy targets
  • Projectile cannot be deflected.
  • Deals only 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 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

Shovel IMG.png

The Shovel is the Soldier’s standard melee weapon. Like other standard melee weapons, it deals moderate damage, but because most weapons are far more effective than the Shovel, the Shovel is only good as a novelty or a weapon of last resort.

The Frying Pan is a reskin of the Shovel, and therefore has the same stats as the Shovel.

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


The Equalizer

Equalizer.png

Due to the “last resort” nature of melee weapons, the Equalizer can actually be put to good use in combat. At low health, a single strike with the Equalizer can deal upwards of 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
Equalizer
Equalizer.png
Melee (at 200+ HP): 33
Melee (at 126 HP): 63
Melee (at 86 HP): 75
Melee (at 64 HP): 88
Melee (at 35 HP): 100
Melee (at 1 HP): 113
Mini-Crit (200 hp+): 44
Mini-Crit (150 hp): 71
Mini-Crit (100 hp): 99
Mini-Crit (52 hp): 125
Mini-Crit (7 hp): 150
Mini-Crit (1 hp): 153
Attack: 0.8s Cannot be healed by Medics while wielding.
Changes speed based on health range.
Changes damage based on exact health, as follows.
Base Damage = 32.5 + (0.4063*[lost hp]).
Mini-Crit Damage = 43.88 + (0.5484*[lost hp]).
Has no method of getting Crits in competitive play.


The Pain Train

Paintrain.png

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 to enemy Scouts.

Weapon Damage Critical Damage Function Times Special
Pain Train
Paintrain.png
Melee: 65 Critical: 195
Mini-Crit: 88
Attack: 0.8s Banned in some leagues for acquisition time.
Gives user double capture speed (like Scout).
Increases taken damage from hitscan by 10%.


Half-Zatoichi

Half Zatoichi.png

Note: Half-Zatoichi is banned in some leagues for acquisition time.

Weapon Damage Critical Damage Function Times Special
Half-Zatoichi
Half Zatoichi.png
Melee: 65 Critical: 195/Instant
Mini-Crit: 88
Attack: 0.8s Banned in some leagues for acquisition time.
On kill: restores you to 100% health
This weapon is Honorbound and once drawn cannot be sheathed until it kills.


Disciplinary Action

Backpack Disciplinary Action.png

The Disciplinary Action, because of its speed boost, makes a great addition to your arsenal, but because of its damage penalty, it is less of a melee weapon, and more of an 'addon'.

Weapon Damage Critical Damage Function Times Special
Disciplinary Action
Backpack Disciplinary Action.png
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

Market Gardener.png

The Market Gardener is useful for rocket jumpers that come across an ambush in mid-jump. However, its lack of random crits leaves earth-dwelling players irritated.

Weapon Damage Critical Damage Function Times Special
Market Gardener
Market Gardener.png
Melee: 65 Critical: 178
Mini-Crit: 81
Attack: 0.8s
  • Deals crits while the wielder is rocket jumping
  • No random critical hits


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. This advantage greatly outweighs any benefits conferred by the Shovel. However, in certain situations where double capture speed may be significant, the Pain Train may be used to accomplish a task.

See Also

Soldier (competitive)