Editing Soldier

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

This page supports semantic in-text annotations (e.g. "[[Is specified as::World Heritage Site]]") to build structured and queryable content provided by Semantic MediaWiki. For a comprehensive description on how to use annotations or the #ask parser function, please have a look at the getting started, in-text annotation, or inline queries help pages.

Latest revision Your text
Line 85: Line 85:
 
|rgl6s  = false
 
|rgl6s  = false
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Cow Mangler 5000''' has infinite ammo, and can slowly charge a powerful shot that mini-crits, disables Engineer's buildings and sets enemies on fire. However, it only deals 20% damage to buildings and only mini-crits when it would normally crit, preventing Soldier from making much use of a [[Medic#Secondary|Kritzkrieg]] ÜberCharge. In the standard 6v6 format, however, Engineer is rarely run outside of last point holds, and Medics almost always run the stock Medi-Gun, making the Cow Mangler a direct upgrade to the stock Rocket Launcher in nearly all situations. As a result, this weapon is banned in most 6v6 leagues. In Highlander, it can be used to disable a Sentry, allowing Soldier's teammates to follow up without being killed.
+
|description = The '''Cow Mangler 5000''' has infinite ammo, and can slowly charge a powerful shot that mini-crits, disables Engineer's buildings and sets enemies on fire. However, it only deals 20% damage to buildings and only mini-crits when it would normally crit, preventing Soldier from making much use of a [[Medic#Secondary|Kritzkrieg]] ÜberCharge. In the standard 6v6 format, however, Engineer is rarely run outside of last point holds, and Medics almost always run the stock Medi-Gun, making the Cow Mangler a direct upgrade to the stock Rocket Launcher in nearly all situations. As a result, this weapon is banned in most 6v6 leagues. Its main use in Highlander is to disable a Sentry, allowing Soldier's teammates to follow up without being killed.
  
 
}}
 
}}
Line 108: Line 108:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Liberty Launcher''' fires faster rockets, has an extra rocket in its clip, and reduces self-damage by 25%, but deals 25% less damage. While the extra projectile speed and clip size make it excellent for catching fast-moving Scouts, and the reduced self-damage can be combined with Gunboats for extremely low Health costs on rocket jumps, its reduced base damage allows enemies more time to retreat or counter-attack. While it deals respectable damage, the stock Rocket Launcher grants Soldier much greater firepower, making the Liberty Launcher a rare sight in competitive games.
+
|description = The '''Liberty Launcher''' fires faster rockets, has an extra rocket in its clip, and reduces self-damage by 25%, but deals 25% less damage. While the extra projectile speed and clip size make it excellent for easily catching fast-moving Scouts, and the reduced self-damage can be combined with Gunboats for extremely low Health costs on rocket jumps, its reduced damage allows enemies more time to retreat or counter-attack. While it deals respectable damage, the stock Rocket Launcher grants Soldier much greater firepower, making the Liberty Launcher a rare sight in competitive games.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 143: Line 143:
 
|rgl6s  = always
 
|rgl6s  = always
 
|rglhl  = always
 
|rglhl  = always
|description = The '''Shotgun''' is the go-to secondary for Pocket Soldiers in the standard 6v6 format. It grants Soldier vastly increased staying power, which allows him to remain in battle after firing all of his rockets.
+
|description = The '''Shotgun''' is the go-to secondary for Pocket Soldiers in the standard 6v6 format. It grants Soldier vastly increased staying power, which allows him to protect his Medic should he be harassed after firing all of his rockets.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 165: Line 165:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = When activated, the '''Battalions Backup''' provides a defensive boost to Soldier and all nearby teammates, with even greater resistance to Sentry Guns. It completely negates the effects of a [[Kritzkrieg]] ÜberCharge, blocks critical hits, and grants Soldier 20 extra points of max health. The buff, which requires 600 points of damage to charge, allows Soldier to protect his team during pushes and retreats, but shares a weakness with the other banners: Soldier loses his Shotgun, preventing him from following up after running out of rockets. As Soldier's team size increases, his buff becomes more powerful - as such, it is rarely run in 6s. In Highlander, it can be used for both offensive pushes and defensive holds.
+
|description = When activated, the '''Battalions Backup''' provides a defensive boost to Soldier and all nearby teammates, with even greater resistance to Sentry Guns. It completely negates the effects of a [[Kritzkrieg]] ÜberCharge, blocks critical hits, and grants Soldier 20 extra points of max health. The buff allows Soldier to protect his team during pushes and retreats, but shares a weakness with the other banners: Soldier loses his Shotgun, preventing him from following up after running out of rockets.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 176: Line 176:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Buff Banner''' grants Soldier and nearby teammates mini-crits. It is not widely used in sixes due to requiring Soldier to deal 600 points of damage to charge, but is sometimes used in the slower-paced Highlander. It can be useful during team pushes, or to halt an enemy push, but replaces Soldier's shotgun, reducing his staying power. While rarely used in 6s, it can be used to great effect in Highlander, especially during defensive holds; Soldier and Demoman can use the mini-crits to quickly force enemies off the objective.
+
|description = The '''Buff Banner''' grants Soldier and nearby teammates mini-crits. It is not widely used in sixes due to requiring Soldier to deal 600 points of damage to charge, but is sometimes used in the slower-paced Highlander. It can be useful during team pushes, or to halt an enemy push, but replaces Soldier's shotgun, reducing his staying power.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 186: Line 186:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Concheror''', requires 20% less damage to charge than the other banners, When activated, it provides a speed boost and heals Soldier and his teammates by 35% of damage dealt. When equipped, Soldier gains passive health regeneration, which starts at 1 HP/second increases to 4 HP/second if he avoids taking damage for a while. The buff, which requires only 480 points of damage to charge, is extremely useful for improving a team's survivability during a push or hold, but like the other banners, denies Soldier use of his Shotgun. In Highlander, it can be used similarly to the Battalion's Backup, though its protection is less potent than its counterpart.
+
|description = The '''Concheror''', requires 20% less damage to charge than the other banners, When activated, it provides a speed boost and heals Soldier and his teammates by 35% of damage dealt. When equipped, Soldier gains passive health regeneration, which starts at 1 HP/second increases to 4 HP/second if he avoids taking damage for a while. The buff is extremely useful for improving a team's survivability during a push or hold, but like the other banners, denies Soldier use of his Shotgun.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 196: Line 196:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Gunboats''' reduce health lost from rocket jumps by 60%, at the cost of Soldier's Shotgun. The reduced rocket jumping damage allows Soldier to [[bomb]] enemies with a far lower health cost, making it the go-to Secondary for Roaming Soldiers in 6v6 and for many Soldiers in Highlander. For more information on this item, see [[Gunboats]].
+
|description = The '''Gunboats''' greatly reduce health lost from rocket jumps at the cost of Soldier's secondary. The reduced rocket jump damage allows Soldier to [[bomb]] enemies with a far lower health cost, making it a common choice for Roaming Soldiers in 6v6 and for Soldiers in Highlander. For more information on this item, see [[Gunboats]].
 
   
 
   
 
}}
 
}}
Line 207: Line 207:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Mantreads''' give the Soldier a passive 75% knockback resistance, the ability to deal 3x falling damage to enemies he lands on, and 200% more air control. This weapon is rarely used in competitive play, as the minor increase in movement control is almost never worth losing the Shotgun or Gunboats.  
+
|description = The '''Mantreads''' give the Soldier a passive 75% knockback resistance, the ability to deal 3x falling damage to enemies he lands on, and 200% more air control. This weapon is rarely used in competitive play, as the minor increase in mobility is almost never worth losing the Shotgun or Gunboats.  
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 218: Line 218:
 
|rgl6s  = false
 
|rgl6s  = false
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Reserve Shooter''' deals mini-crits to airborne enemies. It has 4 shots in its clip, and deploys 15% faster. While the stock Shotgun is usually superior for the Pocket Soldier, the Reserve Shooter's stellar damage against explosive-launched opponents makes it extremely powerful for a Roamer to follow up with after bombing the enemy combo, as staying power is less of an issue. As such, this weapon is banned in most 6v6 leagues. In Highlander, Soldier's mobility is greatly restricted by Engineer and Heavy, so the weapon remains whitelisted.
+
|description = The '''Reserve Shooter''' deals mini-crits to airborne enemies. It has 4 shots in its clip, and deploys 15% faster. While the stock Shotgun is usually superior for the Pocket Soldier, the Reserve Shooter's stellar damage against blast jumping opponents makes it extremely powerful for a Roamer to follow up with after bombing the enemy combo, as staying power is less of an issue. As such, this weapon is banned in most 6v6 leagues. In Highlander, Soldier's mobility is greatly restricted by Engineer and Heavy, so the weapon remains whitelisted.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 229: Line 229:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Righteous Bison''' functions as an extremely situational alternative to the Shotgun that can only be used effectively when spamming through a choke point. It has four shots in its clip, reloads faster, and fires a single piercing energy bolt. While it can hit multiple opponents, enemies tend to spread out to avoid Soldier's splash damage, and the Bison projectile is slow and easy to dodge. This weapon is almost never seen in competitive matches, as it its damage output is severely lacking.
+
|description = The '''Righteous Bison''' functions as an extremely situational alternative to the Shotgun that can only be used effectively when spamming through a choke point. It has four shots in its clip, reloads faster, and fires a single piercing energy bolt. While it can hit multiple opponents, enemies tend to spread out to avoid Soldier's splash damage, and the projectile is slow and easy to dodge. This weapon is almost never seen in competitive matches, as it its damage output is severely lacking.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 241: Line 241:
 
|rglhl  = true
 
|rglhl  = true
 
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].
 
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].
The Panic attack has a straight 20% damage penalty from the stock shotgun, but it fires 50% more  bullets per shot, and deploys 50% faster. At point-blank range, it deals more damage than the stock shotgun, but even at short-to-mid range, it is often weaker, thanks to its reduced accuracy. This weapon excels at clearing out enemies at point-blank range, and can be used to follow up on Rocket Launcher damage near-instantly. However, it is nearly useless at medium range, leaving Soldier vulnerable to Scouts and Demomen, who can stay out of his effective range and attack with little threat of retaliation.
+
The Panic attack has a straight 20% damage penalty from the stock shotgun, but it fires 50% more  bullets per shot, and deploys 50% faster. At point-blank range, it deals more damage than the stock shotgun, but even at short-to-mid range, it is often weaker, thanks to its reduced accuracy. This weapon excels at clearing out enemies at point-blank range, and can be used to follow up on Rocket Launcher damage near-instantly. However, it is nearly useless at medium range, leaving Soldier vulnerable to Scouts and Demomen, who can stay out of his effective range and counterattack.
 
}}
 
}}
 
{{Class Weapon Table End}}
 
{{Class Weapon Table End}}
Line 255: Line 255:
 
|rgl6s  = always
 
|rgl6s  = always
 
|rglhl  = always
 
|rglhl  = always
|description = Like most stock weapons, the '''Shovel''' deals 65 damage every 0.8 seconds, allowing Soldier to do moderate damage when out of ammo. In competitive games, however, melee weapons are almost never used to deal damage, as players will almost always be able to shoot down a melee attacker before he can reach his target. Thus, utility weapons are almost always preferred over straight damage. As the Shovel has no special qualities, it is never used in serious games.
+
|description = Like most stock weapons, the '''Shovel''' deals 65 damage every 0.8 seconds. In competitive games, however, melee weapons are almost never used to deal damage, so utility weapons are almost always preferred. As the Shovel has no special qualities, it is never used in serious games.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 266: Line 266:
 
|rgl6s  = false
 
|rgl6s  = false
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Disciplinary Action''' is a melee weapon used as a [[rollout]] tool for Highlander play. It deals 25% less damage, but has a greatly increased melee range, making it arguably better than the stock Shovel in a fight. When Soldier hits a teammate with this weapon, both he and his teammate gain a significant speed boost for a few seconds. It is extremely powerful in getting teammates to the front lines, and thus is banned in most 6v6 leagues. In Highlander leagues, however, it is outclassed by Engineer's Teleporter, so it remains whitelisted.
+
|description = The '''Disciplinary Action''' is a melee weapon used as a [[rollout]] tool for Highlander play. It deals 25% less damage, but has a greatly increased melee range, making it arguably better than the stock Shovel in a fight. When Soldier hits a teammate with this weapon, both he and his teammate gain a significant speed boost for a few seconds. It is extremely powerful in getting teammates to the front lines, and is banned in most 6v6 leagues. In Highlander leagues, however, it is outclassed by Engineer's Teleporter, so it remains whitelisted.
  
 
}}
 
}}
Line 289: Line 289:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = When deployed, the '''Escape Plan''' increases Soldier's speed as he takes damage. The lower his health is, the faster Soldier will run; at 40 health and below, he becomes almost as fast as a Scout. As a downside, the weapon reduces Medic's healing (both Medi-Guns and Crossbow) by 90% while active, and all incoming attacks will mini-crit. This weapon is especially useful to flee from fights when Soldier has open ground to run through, and is the most common melee choice for all [[6v6]] Soldiers. Additionally, the increased movement speed paired with Soldier's ability to damage himself allows him to perform certain rollouts much faster.  
+
|description = When deployed, the '''Escape Plan''' increases Soldier's health as he takes damage. The lower his health is, the faster Soldier will run; at 40 health and below, he becomes almost as fast as a Scout. As a downside, the weapon reduces Medic's healing by 90% weapons while active, and all incoming attacks will mini-crit. This weapon is especially useful to flee from fights when the user has open ground to run through, and is the most common melee weapon for all [[6v6]] Soldiers. Additionally, the increased movement speed paired with the Soldier ability to damage himself also allows the Escape Plan to be used to run faster during a rollout.  
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 299: Line 299:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = '''The Half-Zatoichi''' heals Soldier by 100 health on kill, possibly overhealing him, but if he deploys and holsters it without landing a kill, he will lose 50 health. If holstering the weapon would kill him, Soldier will be unable to do so. As such, the Half-Zatoichi is rarely used in 6v6, but is sometimes equipped by roaming Highlander Soldiers to increase survivability.
+
|description = '''The Half-Zatoichi''' heals Soldier by 100 health on kill, and will overheal him, but if he deploys and holsters it without landing a kill, he will lose 50 health. If holstering the weapon would kill him, Soldier will be unable to do so. As such, the Half-Zatoichi is rarely used in 6v6 but is sometimes equipped by roaming Highlander Soldiers for healing as an alternative to the Black Box.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 310: Line 310:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Market Gardener''' is used as a pick weapon, most often by Roaming Soldiers. If Soldier hits an enemy while airborne from a blast jump, he will deal a critical hit. This makes it a high-risk, high-reward weapon. If Soldier lands a hit on the enemy Medic, he is guaranteed a kill, as opposed to simply forcing the Medic to use his ÜberCharge. If Soldier misses, he will die and accomplish nothing. The Market Gardener is far less popular than the Escape Plan; unless Soldier can remain undetected until the last second, he will almost certainly be shot down by the enemy combo before reaching his target.
+
|description = The '''Market Gardener''' is used as a pick weapon, most often by Roaming Soldiers. If Soldier hits an enemy while airborne from a blast jump, he will deal a critical hit. This is a high-risk, high-reward weapon. If Soldier lands a hit on the enemy Medic, he is guaranteed a kill, as opposed to simply forcing the enemy Medic to use his ÜberCharge. If Soldier misses, he will die and accomplish nothing. The Market Gardener is far less popular than the Escape Plan because unless Soldier can remain undetected until the last second, he will almost certainly be shot down by the enemy combo before reaching his target.
  
 
}}
 
}}
Line 322: Line 322:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Pain Train''' increases the user's capture rate by 1 (from 1x to 2x), at the cost of a 10% bullet damage vulnerability. In the standard 6v6 format, Demoman often equips the Pain Train in order to capture points faster, though Soldier can also do so to benefit his team.
+
|description = The '''Pain Train''' increases the user's capture rate by 1 (from 1x to 2x), at the cost of a 10% bullet damage vulnerability. In the standard 6v6 format, the Demoman often equips the Pain Train in order to capture points faster, though the Roaming Soldier can also do so to benefit his team.
 
}}
 
}}
 
{{Class Weapon Table End}}
 
{{Class Weapon Table End}}

Please note that all contributions to comp.tf may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see comp.tf:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)