Difference between revisions of "Soldier weapons (competitive)"

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m (Forgot to add banned weapons whoops)
(Added a lot of text, and updated information about primaries, since almost every single infobox was out-of-date.)
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{{hatnote|Some Soldier weapons may be banned in your league. For a list of banned weapons, please see the [[Competitive item restrictions#List of restricted items|Weapon Ban List]].}}
 
{{hatnote|Some Soldier weapons may be banned in your league. For a list of banned weapons, please see the [[Competitive item restrictions#List of restricted items|Weapon Ban List]].}}
  
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 Jump]]ing 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.
+
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 Jump]]ing to obtain a height advantage or reach a Control Point faster, and keeping enemies suspended in air, also known as [[juggling]]. The Soldier's secondary and melee weapons grant him additional abilities, but the focus is usually on his primary weapons. The Soldier is one of the core classes of the [[standard competitive lineup]], thanks to his good survivability and mobility. Rollouts are an important part of playing Soldier. Reaching the midfight first gives the team a big advantage in there, thus it often leads to winning the midfight. Winning the midfight gives the team an enormous advantage in trying to capture the next Control Points, which makes it very important for the Soldiers to learn their rollouts and rocket jumping in general before playing the game.
 +
 
 +
In competitive [[6v6]], the Soldier usually falls into one of the two categories: '''pocket''' or '''roamer'''.
 +
 
 +
A pocket Soldier's primary purpose is to keep their team's Medic alive. This means staying with the Medic at all times, and even sacrificing their life for the Medic's life if needed. He often calls out enemy locations in voice chat. The pocket Soldier also leads his team in pushes, because he can absorb higher amounts of damage than anyone else on his team, due to the fact that he is overhealed and paired with the team's medic most of the time. The pocket soldier usually equips the stock [[Rocket Launcher]] or the [[Original]], along with a [[Shotgun]] and the [[Escape Plan]]
 +
 
 +
The Roamer's main role often consists of getting important enemy picks. He gets overhealed and rocket jumps into the enemy, trying to kill their Medic, or force them to use their [[Übercharge]]. Roamers rely on health kits for maintaining their health, instead of using their Medics, leaving most of the heals for his Pocket Soldier and the rest of the team. Most roamers equip the [[Rocket Launcher]] or the [[Original]], the [[Gunboats]], and the [[Escape Plan]] for added mobility.
  
 
==Primary Weapon==
 
==Primary Weapon==
The Soldier’s versatility is built into his Rocket Launcher. Important uses of the Rocket Launcher include rocket jumping, spam, and [[aerials]]. Übercharged players can still be juggled with the knockback from rockets, although they will take no damage.
+
The Soldier’s versatility is greatly complimented through the usage of his Rocket Launcher. Important uses of the Rocket Launcher include rocket jumping, rollouts, spam angles, and [[aerials]], often referred to as airshots. Another important use of the Soldier's primary weapons is juggling enemies, thus even übercharged players can be juggled with the knockback from one's rockets, although they will take no damage while übered.
  
 
===Rocket Launcher===
 
===Rocket Launcher===
  
The stock Rocket Launcher is useful for dealing large quantities of damage to a variety of enemies. It deals great splash damage, which allows the Soldier to hit Scouts, but it also can be aimed at specific enemies to deal greater damage. It serves as the best for rocket jumping, which is the main tactic in the Soldier arsenal. Although it cannot finish off targets in one shot, it deals impressive damage when crit-boosted, making the Soldier a good target for a Kritzkrieg Übercharge.
+
The stock Rocket Launcher is useful for dealing large quantities of damage to a variety of enemies. It deals great splash damage, which allows the Soldier to hit Scouts, but it also can be aimed at specific enemies to deal greater damage. It serves as the best for rocket jumping, which is one of the main tactics in the Soldier's arsenal. Although it can not finish off targets in one shot, it deals impressive damage when crit-boosted using the [[Kritzkrieg]], making the Soldier a good target for a Kritzkrieg Übercharge.
  
 
The [[Original]] has the same stats as the Rocket Launcher, but shoots its rockets from the center of the player's screen instead of from slightly to the side.
 
The [[Original]] has the same stats as the Rocket Launcher, but shoots its rockets from the center of the player's screen instead of from slightly to the side.
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! style="background-color:#FFF4CC;" | [[Rocket Launcher]] <br>{{Item icon|Rocket Launcher}}
 
! style="background-color:#FFF4CC;" | [[Rocket Launcher]] <br>{{Item icon|Rocket Launcher}}
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Point-Blank:''' 56-112  
+
* '''Point-Blank:''' 105-112  
* '''512 units:''' 45-90  
+
* '''512 units:''' 50-90  
* '''Over 1024 units:''' 23-48
+
* '''Over 1024 units:''' 45-60
* '''Backlash:''' 45-89
+
* '''Backlash:''' 27-89
* '''[[Jumping#Rocket Jump|RJ]] Backlash:''' 27-49
+
* '''[[Jumping#Rocket Jump|RJ]] Backlash:''' 27-46
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Critical:''' 135-270
+
* '''Critical:''' 270
* '''Point-Blank Mini-Crit:''' 75-151
+
* '''Point-Blank Mini-Crit:''' 122-151
* '''Over 512 units Mini-Crit:''' 61-122
+
* '''Over 512 units Mini-Crit:''' 68-81
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.8s
+
* '''Attack Interval:''' 0.8s
* '''Reload Start:''' 0.8s
+
* '''First Reload:''' 0.92s
* '''Reload More:''' 0.92s
+
* '''Consecutive Reloads:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* Effective for juggling and rocketjumping.
 
* Effective for juggling and rocketjumping.
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===Direct Hit===
 
===Direct Hit===
  
The Direct Hit's deals increased damage, allowing the Soldier to finish off enemies. Its rockets fly faster, providing less time for enemies to dodge incoming fire. However, it deals little splash damage, removing the Soldier's ability to deal large quantities of damage to many targets at once. It deals mini-crits to any explosion-launched airborne target, such as another rocket-jumping Soldier. Overall, its reduction of splash damage removes the Soldier's primary damage dealing method.
+
The Direct Hit's deals increased damage, allowing the Soldier to finish off enemies. Its rockets fly faster, providing less time for enemies to dodge or airblast incoming projectiles. However, it deals little splash damage, removing the Soldier's ability to deal large quantities of damage to many targets at once. It deals mini-crits to any target launched airborne by an exlposion, such as another rocket-jumping Soldier. Overall, its reduction of splash damage removes the Soldier's primary method of dealing damage to many targets at once.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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* '''512 units:''' 112
 
* '''512 units:''' 112
 
* '''Over 1024 units:''' 59
 
* '''Over 1024 units:''' 59
* '''Backlash:''' 27-46
+
* '''Backlash:''' 27-89
* '''[[Jumping#Rocket Jump|RJ]] Backlash:''' 27-49
+
* '''[[Jumping#Rocket Jump|RJ]] Backlash:''' 27-46
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 169-338
 
* '''Critical:''' 169-338
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* '''Over 512 units Mini-Crit:''' 76-152
 
* '''Over 512 units Mini-Crit:''' 76-152
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.8s  
+
* '''Attack Interval:''' 0.8s  
* '''Reload Start:''' 0.8s
+
* '''First Reload:''' 0.92s
* '''Reload More:''' 0.92s
+
* '''Consecutive Reloads:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* Mini-Crits if target is airborne due to explosions or enemy attacks.
 
* Mini-Crits if target is airborne due to explosions or enemy attacks.
 
* -70% splash radius.
 
* -70% splash radius.
 
* +80% projectile speed.
 
* +80% projectile speed.
* +25% damage.
+
* +25% damage done.
 
|}
 
|}
 
<br>
 
<br>
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===Rocket Jumper===
 
===Rocket Jumper===
  
The Rocket Jumper is a Rocket Launcher that deals no damage to any player, and knockback only to it's user. It is mostly used for backcapping and practicing rocket jumps.
+
The Rocket Jumper is a Rocket Launcher that is mostly used for practicing rocket jumps and rollouts, as it has triple the ammo of the stock Rocket Launcher It deals no damage to any player, and deals knockback only to it's user, although the user is still subject to receiving fall damage from the rocket jumps. In some strategies, it is used to sneak past the enemy and quickly try to capture a Control Point.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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* '''All:''' 0
 
* '''All:''' 0
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Attack:''' 0.8s
+
* '''Attack Interval:''' 0.8s
* '''Reload Start:''' 0.8s
+
* '''First Reload:''' 0.92s
* '''Reload More:''' 0.92s
+
* '''Consecutive Reloads:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* Stores 60 reserve ammo instead of 20.
 
* Stores 60 reserve ammo instead of 20.
 
* Doesn't deal any damage.
 
* Doesn't deal any damage.
 +
** User can still take fall damage.
 
* Wearer cannot pick up the Intelligence or PASS Time JACK.
 
* Wearer cannot pick up the Intelligence or PASS Time JACK.
 
|}
 
|}
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===Cow Mangler 5000===
 
===Cow Mangler 5000===
  
The Cow Mangler 5000 is a rocket launcher that has a special ability. If it's clip is full, it's alternate fire will consume all ammo in the clip, and charge up a laser projectile while slowing down the Soldier. The laser deals Mini-Crits and ignites players that are hit by it, but otherwise functions similiarly to normal projectiles. This weapon has reduced damage against buildings, and cannot be Crit-boosted by the Kritzkrieg.
+
The Cow Mangler 5000 is a rocket launcher that functions similiarly to the Soldier's other primaries, but it has a special ability. If it's clip is full, using alternate fire will consume all ammo in the clip, and charge up a laser projectile while slowing down the Soldier. The laser deals Mini-Crits, ignites players that are hit by it, and disables buildings for 4 seconds, but otherwise functions like normal rockets. This weapon has reduced damage against buildings, and cannot be Crit-boosted by the Kritzkrieg, as it always Mini-Crits whenever it would normally Crit.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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! style="background-color:#FFF4CC;" | [[Cow Mangler 5000]] <br>{{Item icon|Cow Mangler 5000}}
 
! style="background-color:#FFF4CC;" | [[Cow Mangler 5000]] <br>{{Item icon|Cow Mangler 5000}}
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Point-Blank:''' 96-101
+
* '''Point-Blank:''' 105-112
* '''512 units:''' 45-81
+
* '''512 units:''' 50-90
* '''Over 1024 units:''' 41-43
+
* '''Over 1024 units:''' 45-60
* '''Backlash:''' 24-80
+
* '''Backlash:''' 27-89
* '''[[Rocket jump|RJ]] Backlash:''' 24-41
+
* '''[[Rocket jump|RJ]] Backlash:''' 27-46
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
 
* '''Critical:''' {{tooltip|N/A|This weapon cannot crit, even if critboosted}}
 
* '''Critical:''' {{tooltip|N/A|This weapon cannot crit, even if critboosted}}
* '''Point-Blank Mini-crit:''' 136
+
* '''Point-Blank Mini-crit:''' 137-151
* '''Over 512 units Mini-crit:''' 109
+
* '''Over 512 units Mini-crit:''' 68-122
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Attack:''' 0.8s
+
* '''Attack Interval:''' 0.8s
* '''Reload Start:''' 1.3s
+
* '''First Reload:''' 0.92s
* '''Reload More:''' 0.85s
+
* '''Consecutive Reloads:''' 0.8s
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* Has an alternate fire that expends all 4 shots to Mini-Crit, inflict afterburn damage, and disable buildings for 4 seconds.
+
* Has an alternate fire that expends all 4 shots to Mini-Crit, inflict afterburn damage, and disabling buildings for 4 seconds.
 
* Does not require ammo.
 
* Does not require ammo.
 
* No critical hits, even if boosted with the Kritzkrieg.
 
* No critical hits, even if boosted with the Kritzkrieg.
 +
** Mini-Crits whenever it would normally Crit.
 
* Deals only 20% damage to buildings.
 
* Deals only 20% damage to buildings.
 
|}
 
|}
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===Beggar's Bazooka===
 
===Beggar's Bazooka===
  
The Beggar's Bazooka can unleash high damage quickly, but its overall firing time setback is a large loss, and prevents the Soldier from reacting very quickly. Using multiple rockets for rocket jumping will not cause you to jump any farther. The 3º deviation can be a huge penalty, as it reduces the effectiveness of airshots or long-range shots. Finally, the inability to grab ammunition from Dispensers is quite situational, but it reduces a Soldier's ability to spam chokepoints on an Attack/Defend or Payload map.
+
The Beggar's Bazooka can unleash high damage quickly, but its overall firing time setback is a large loss, and prevents the Soldier from reacting to enemies appearing quickly. Using multiple rockets for rocket jumping will not cause the user to jump any farther. The 3º deviation can be a huge penalty, as it reduces the effectiveness of airshots or long-range shots, and overall makes the Beggar's Bazooka a lot less accurate. The inability to grab ammunition from Dispensers is quite situational, but it reduces a Soldier's ability to spam chokepoints on Attack/Defend or Payload maps. Finally, the rockets have a 20% smaller splash radius, making it less effective against large groups of enemies, but this is compensated by the ability of firing up to 3 rockets very quickly.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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! style="background-color:#FFF4CC;" | [[Beggar's Bazooka]] <br>{{Item icon|Beggar's Bazooka}}
 
! style="background-color:#FFF4CC;" | [[Beggar's Bazooka]] <br>{{Item icon|Beggar's Bazooka}}
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Point-Blank:''' 56-112
+
* '''Point-Blank:''' 105-112
* '''512 units:''' 45-90
+
* '''512 units:''' 50-90
* '''Over 1024 units:''' 23-48
+
* '''Over 1024 units:''' 45-60
* '''Backlash:''' 45-89
+
* '''Backlash:''' 27-89
* '''[[Rocket jump|RJ]] Backlash:''' 27-49
+
* '''[[Rocket jump|RJ]] Backlash:''' 27-46
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Critical:''' 135-270
+
* '''Critical:''' 270
* '''Point-Blank Mini-crit:''' 75-151
+
* '''Point-Blank Mini-crit:''' 122-151
* '''Over 512 units Mini-crit:''' 61-122
+
* '''Over 512 units Mini-crit:''' 68-122
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Attack:''' 0.8s + reload time
+
* '''Attack Interval:''' 0.24s + reload time
* '''Reload Start:''' 1.3s
+
* '''First Reload:''' 1.196s
* '''Reload More:''' 0.85s
+
* '''Consecutive Reloads:''' 1.04s
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
 
* Can load and fire up to three rockets at once.
 
* Can load and fire up to three rockets at once.

Revision as of 14:18, 6 June 2018

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.
Some Soldier weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

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 or reach a Control Point faster, and keeping enemies suspended in air, also known as juggling. The Soldier's secondary and melee weapons grant him additional abilities, but the focus is usually on his primary weapons. The Soldier is one of the core classes of the standard competitive lineup, thanks to his good survivability and mobility. Rollouts are an important part of playing Soldier. Reaching the midfight first gives the team a big advantage in there, thus it often leads to winning the midfight. Winning the midfight gives the team an enormous advantage in trying to capture the next Control Points, which makes it very important for the Soldiers to learn their rollouts and rocket jumping in general before playing the game.

In competitive 6v6, the Soldier usually falls into one of the two categories: pocket or roamer.

A pocket Soldier's primary purpose is to keep their team's Medic alive. This means staying with the Medic at all times, and even sacrificing their life for the Medic's life if needed. He often calls out enemy locations in voice chat. The pocket Soldier also leads his team in pushes, because he can absorb higher amounts of damage than anyone else on his team, due to the fact that he is overhealed and paired with the team's medic most of the time. The pocket soldier usually equips the stock Rocket Launcher or the Original, along with a Shotgun and the Escape Plan

The Roamer's main role often consists of getting important enemy picks. He gets overhealed and rocket jumps into the enemy, trying to kill their Medic, or force them to use their Übercharge. Roamers rely on health kits for maintaining their health, instead of using their Medics, leaving most of the heals for his Pocket Soldier and the rest of the team. Most roamers equip the Rocket Launcher or the Original, the Gunboats, and the Escape Plan for added mobility.

Primary Weapon

The Soldier’s versatility is greatly complimented through the usage of his Rocket Launcher. Important uses of the Rocket Launcher include rocket jumping, rollouts, spam angles, and aerials, often referred to as airshots. Another important use of the Soldier's primary weapons is juggling enemies, thus even übercharged players can be juggled with the knockback from one's rockets, although they will take no damage while übered.

Rocket Launcher

The stock Rocket Launcher is useful for dealing large quantities of damage to a variety of enemies. It deals great splash damage, which allows the Soldier to hit Scouts, but it also can be aimed at specific enemies to deal greater damage. It serves as the best for rocket jumping, which is one of the main tactics in the Soldier's arsenal. Although it can not finish off targets in one shot, it deals impressive damage when crit-boosted using the Kritzkrieg, making the Soldier a good target for a Kritzkrieg Übercharge.

The Original has the same stats as the Rocket Launcher, but shoots its rockets from the center of the player's screen instead of from slightly to the side. The Black Box has the same stats as the Rocket Launcher, but grants up to 20 additional health on hit, and holds only up to 3 rockets in the chamber. The Liberty Launcher has the same stats as the Rocket Launcher, but fires shots that travel 40% faster, and deal 25% less damage. It holds 5 rockets in its chamber.

Weapon Damage Critical Damage Function Times Special
Rocket Launcher
Rocket Launcher
  • Point-Blank: 105-112
  • 512 units: 50-90
  • Over 1024 units: 45-60
  • Backlash: 27-89
  • RJ Backlash: 27-46
  • Critical: 270
  • Point-Blank Mini-Crit: 122-151
  • Over 512 units Mini-Crit: 68-81
  • Attack Interval: 0.8s
  • First Reload: 0.92s
  • Consecutive Reloads: 0.8s
  • Effective for juggling and rocketjumping.


Below is a table displaying the availability of the Rocket Launcher in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Rocket Launcher
Rocket Launcher
Allowed


Direct Hit

The Direct Hit's deals increased damage, allowing the Soldier to finish off enemies. Its rockets fly faster, providing less time for enemies to dodge or airblast incoming projectiles. However, it deals little splash damage, removing the Soldier's ability to deal large quantities of damage to many targets at once. It deals mini-crits to any target launched airborne by an exlposion, such as another rocket-jumping Soldier. Overall, its reduction of splash damage removes the Soldier's primary method of dealing damage to many targets at once.

Weapon Damage Critical Damage Function Times Special
Direct Hit
Direct Hit
  • Point-Blank: 140
  • 512 units: 112
  • Over 1024 units: 59
  • Backlash: 27-89
  • RJ Backlash: 27-46
  • Critical: 169-338
  • Point-Blank Mini-Crit: 95-189
  • Over 512 units Mini-Crit: 76-152
  • Attack Interval: 0.8s
  • First Reload: 0.92s
  • Consecutive Reloads: 0.8s
  • Mini-Crits if target is airborne due to explosions or enemy attacks.
  • -70% splash radius.
  • +80% projectile speed.
  • +25% damage done.


Below is a table displaying the availability of the Direct Hit in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Direct Hit
Direct Hit
Allowed


Rocket Jumper

The Rocket Jumper is a Rocket Launcher that is mostly used for practicing rocket jumps and rollouts, as it has triple the ammo of the stock Rocket Launcher It deals no damage to any player, and deals knockback only to it's user, although the user is still subject to receiving fall damage from the rocket jumps. In some strategies, it is used to sneak past the enemy and quickly try to capture a Control Point.

Weapon Damage Critical Damage Function Times Special
Rocket Jumper
Rocket Jumper
  • All: 0
  • All: 0
  • Attack Interval: 0.8s
  • First Reload: 0.92s
  • Consecutive Reloads: 0.8s
  • Stores 60 reserve ammo instead of 20.
  • Doesn't deal any damage.
    • User can still take fall damage.
  • Wearer cannot pick up the Intelligence or PASS Time JACK.


Below is a table displaying the availability of the Rocket Jumper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Rocket Jumper
Rocket Jumper
Allowed


Cow Mangler 5000

The Cow Mangler 5000 is a rocket launcher that functions similiarly to the Soldier's other primaries, but it has a special ability. If it's clip is full, using alternate fire will consume all ammo in the clip, and charge up a laser projectile while slowing down the Soldier. The laser deals Mini-Crits, ignites players that are hit by it, and disables buildings for 4 seconds, but otherwise functions like normal rockets. This weapon has reduced damage against buildings, and cannot be Crit-boosted by the Kritzkrieg, as it always Mini-Crits whenever it would normally Crit.

Weapon Damage Critical Damage Function Times Special
Cow Mangler 5000
Cow Mangler 5000
  • Point-Blank: 105-112
  • 512 units: 50-90
  • Over 1024 units: 45-60
  • Backlash: 27-89
  • RJ Backlash: 27-46
  • Critical: N/A
  • Point-Blank Mini-crit: 137-151
  • Over 512 units Mini-crit: 68-122
  • Attack Interval: 0.8s
  • First Reload: 0.92s
  • Consecutive Reloads: 0.8s
  • Has an alternate fire that expends all 4 shots to Mini-Crit, inflict afterburn damage, and disabling buildings for 4 seconds.
  • Does not require ammo.
  • No critical hits, even if boosted with the Kritzkrieg.
    • Mini-Crits whenever it would normally Crit.
  • Deals only 20% damage to buildings.


Below is a table displaying the availability of the Cow Mangler 5000 in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Cow Mangler 5000
Cow Mangler 5000
Banned


Beggar's Bazooka

The Beggar's Bazooka can unleash high damage quickly, but its overall firing time setback is a large loss, and prevents the Soldier from reacting to enemies appearing quickly. Using multiple rockets for rocket jumping will not cause the user to jump any farther. The 3º deviation can be a huge penalty, as it reduces the effectiveness of airshots or long-range shots, and overall makes the Beggar's Bazooka a lot less accurate. The inability to grab ammunition from Dispensers is quite situational, but it reduces a Soldier's ability to spam chokepoints on Attack/Defend or Payload maps. Finally, the rockets have a 20% smaller splash radius, making it less effective against large groups of enemies, but this is compensated by the ability of firing up to 3 rockets very quickly.

Weapon Damage Critical Damage Function Times Special
Beggar's Bazooka
Beggar's Bazooka
  • Point-Blank: 105-112
  • 512 units: 50-90
  • Over 1024 units: 45-60
  • Backlash: 27-89
  • RJ Backlash: 27-46
  • Critical: 270
  • Point-Blank Mini-crit: 122-151
  • Over 512 units Mini-crit: 68-122
  • Attack Interval: 0.24s + reload time
  • First Reload: 1.196s
  • Consecutive Reloads: 1.04s
  • Can load and fire up to three rockets at once.
  • -20% splash radius.
  • +3 degrees random deviation.
  • Chamber overloading causes a misfire and damage to self.
  • Cannot collect ammunition from Dispensers while active.

Below is a table displaying the availability of the Beggar's Bazooka in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Beggar's Bazooka
Beggar's Bazooka
Allowed


Usage

Soldiers will usually use the Rocket Launcher instead of Direct Hit. The Direct Hit’s main weaknesses is its inability to deal damage to many enemies at once. 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. The Black Box, when available, is good for a roaming Soldier to stay alive for longer. The Liberty Launcher is useful for aerials and rocket jumping, however the decreased damage lowers the Soldier's main damage output. The Rocket Jumper is useful with the Market Gardener or Pain Train, for fast back caps, but otherwise makes the Soldier useless. The Cow Mangler 5000 has general functionality, and its increased ammunition makes it highly useful. However, if the Soldier does not win in a direct engagement, he will have to retreat due to reload times. The Beggar's Bazooka can be useful for ambushing and a quick spam, but remove the Soldier's ability to react quickly and constantly fend off the enemy team. Generally, soldiers use the stock Rocket Launcher due to its large clip size and strong splash damage. Some Soldiers will opt for the Original should they wish to use its center-firing rockets to push out from wrong-handed corners more effectively.

Secondary Weapon

Soldiers have seven choices for their secondary weapon, all of which are very different.

Shotgun

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
  • 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


Below is a table displaying the availability of the Shotgun in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Shotgun
Shotgun
Allowed


The Buff Banner

The Buff Banner is rarely used in competitive play, as it restricts the Soldier to only one ranged weapon. 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
N/A N/A
  • Trumpeting: ~3s
  • Buff: 10s
  • Grants user and their allies within a 450 units radius Mini-Crits on use.
  • Gains rage equal to damage dealt (600 needed to fill).
  • Gains rage even when not active.


Below is a table displaying the availability of the Buff Banner in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Buff Banner
Buff Banner
Allowed


The Gunboats

The Gunboats reduce damage from rocket jumps, allowing a Soldier using them to safely traverse a map. However, the loss of a Shotgun greatly reduces the Soldier's damage output. The Gunboats are well suited to a roaming Soldier who can quickly push forward without losing much health.

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


Below is a table displaying the availability of the Gunboats in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Gunboats
Gunboats
Allowed


B.A.S.E Jumper

The B.A.S.E. Jumper allows the user to deploy a parachute mid-air, slowing their descent. Air control is reduced while the parachute is deployed. It replaces the Soldier's secondary weapon. It is rarely used in competitive play, since slower gliding is often not worth the big damage tradeoff.

Weapon Damage Critical Damage Function Times Special
B.A.S.E. Jumper
B.A.S.E. Jumper
  • N/A
  • N/A
  • N/A
  • Allows the player to activate a parachute mid-air, slowing their descent by ~37%.
  • 50% reduced air control while parachute is deployed.
  • The parachute can not be activated again, if it is deactivated mid-air.

Below is a table displaying the availability of the B.A.S.E. Jumper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
B.A.S.E. Jumper
B.A.S.E. Jumper
Banned



The Battalion's Backup

The Battalion's Backup is rarely used in competitive play, as it restricts the Soldier to only one ranged weapon. It it can be used to defend the medic, but deprives the solder of a second ranged weapon.

Weapon Damage Critical Damage Function Times Special
Battalion's Backup
Battalion's Backup
N/A N/A
  • Trumpeting: ~3s
  • Buff: 10s
  • Grants self and allies within 450u Crit immunity and 35% damage reduction.
  • Gains rage equal to damage dealt (350 needed to fill).
  • Gains rage even when not active.


Below is a table displaying the availability of the Battalion's Backup in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Battalion's Backup
Battalion's Backup
Allowed


The Concheror

The Concheror is rarely used in competitive play, as it restricts the Soldier to only one ranged weapon. It is usually better to let a Pocket take the Concheror, as the Roamer is less likely to survive long enough to build up his rage meter without a Medic. The Concherer regenerates +1 health per second, increasing to +4 health per second over time.

Weapon Damage Critical Damage Function Times Special
Concheror
Concheror
N/A N/A
  • Trumpeting: ~3s
  • Buff: 10s
  • While the buff is active, allies within 450 units are healed for 35% of the damage they deal and receive a speed boost identical to one from the Disciplinary Action.
  • Gains rage equal to damage dealt. Charges after 480 damage.
  • Gains rage even when not active.
  • Regenerates +1 health per second, slowly increasing to +4 health per second.


Below is a table displaying the availability of the Concheror in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Concheror
Concheror
Allowed


The Mantreads

As with other secondaries, the lack of a Shotgun leaves soldiers weak in combat. However, the Mantreads reduce knockback by 75%, which makes the Soldier hard to move. The Mantreads "stomp" damage is more of a gimmick, but a good Soldier can deal an easy 100 damage to a target, or more if falling from a rocket jump.

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


Below is a table displaying the availability of the Mantreads in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Mantreads
Mantreads
Banned


Reserve Shooter

The Reserve Shooter allows the Soldier to deal increased damage to airborne targets. With decreased switching time, the Soldier can make it active and fire off a shell, dealing mini-crits to any airborne target. It has a reduced clip, but otherwise deals identical damage to the Shotgun.

Weapon Damage Critical Damage Function Times Special
Reserve Shooter
Reserve Shooter
  • 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).
  • 15% faster weapon switch speed.
  • Mini-crits airborne targets for 5 seconds after switch.
  • Has a reduced clip size by 34%.


Below is a table displaying the availability of the Reserve Shooter in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Reserve Shooter
Reserve Shooter
Banned


Righteous Bison

The Righteous Bison is useful when ammo is scarce. However, the reload time is slower than the Shotgun, and damage dealt to buildings is neglidgible. It can however damage multiple enemies at the same time.

Weapon Damage Critical Damage Function Times Special
Righteous Bison
Righteous Bison
  • 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.
  • Projectiles penetrate enemies.
  • Projectiles cannot be deflected.
  • Deals 20% damage to buildings.


Below is a table displaying the availability of the Righteous Bison in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Righteous Bison
Righteous Bison
Allowed


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 faster rollouts, or quickly traversing the map, especially for Roaming Soldiers. The extra mobility compensates for the lack of a sidearm. The banners have yet to prove their worth in competitive play, as they are rarely if ever used. The Reserve Shooter can frequently deal more damage than the stock Shotgun, but must be used more sparingly due to reduced ammunition. The Righteous Bison can help deal with multiple enemies at once, and has unlimited ammo, if a reduced clip size. Overall, soldiers tend to use the stock Shotgun, but may use the Gunboats under some circumstances.

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

The Shovel is the Soldier’s standard melee weapon. It deals some damage, but has alternatives which are usually better. The Frying Pan has the same stats as the Shovel.

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


Below is a table displaying the availability of the Shovel in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Shovel
Shovel
Allowed


The Equalizer

Due to the “last resort” nature of melee weapons, the Equalizer can be put to good use in combat. At low health, a single strike with the Equalizer can deal over 100 damage. However, you receive 90% less healing from your team's Medic while wielding this weapon.

Weapon Damage Critical Damage Function Times Special
Equalizer
Equalizer
  • Melee (at 200+ HP): 33
  • Melee (at 114 HP): 65
  • Melee (at 52 HP): 88
  • Melee (at 1 HP): 107
  • Mini-Crit (200 hp+): 45
  • Mini-Crit (114 hp): 88
  • Mini-Crit (52 hp): 119
  • Mini-Crit (1 hp): 144
  • Attack: 0.8s
  • Receives 90% less healing from Medic sources by Medics while wielding.
  • Damage is based on exact health, as follows:
    • Base Damage = 107.25 - 0.375*Health.
    • Mini-Crit Damage = 144.79 + 0.5*Health.


Below is a table displaying the availability of the Equalizer in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Equalizer
Equalizer
Allowed


The Escape Plan

The Escape Plan allows a Soldier better survivability, as when he is deathmatching with another Soldier or Demoman, he can quickly escape if the fight turns against him. While active, he only receives 10% of the healing he would normally get from by a Medic, and his speed will not allow him to outrun Scouts. The Soldier is marked for death when the Escape Plan is active and for a short period after.

Weapon Damage Critical Damage Function Times Special
Escape Plan
Escape Plan
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Receives 90% less healing from Medic sources by Medics while wielding.
  • The Soldier runs 24 units per second faster for every 40 health lost.
  • Marked for death when the Escape Plan is active and a few seconds after holstering


Below is a table displaying the availability of the Escape Plan in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Escape Plan
Escape Plan
Allowed


The Pain Train

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 Shotguns, Scatterguns, and Pistols.

Weapon Damage Critical Damage Function Times Special
Pain Train
Pain Train
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Gives user doubled capture speed.
  • Increases taken damage from hitscan weapons by 10%.


Below is a table displaying the availability of the Pain Train in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Pain Train
Pain Train
Allowed


Half-Zatoichi

The Half-Zatoichi presents the advantage of the health granted upon a melee kill. However, once the player has drawn their Half-Zatoichi, they can switch to another weapon but will deal 50 damage to them until they have made a kill. The Soldier's slower speed combined with this handicap makes the Half-Zatoichi impractical at best in competitive play.

Weapon Damage Critical Damage Function Times Special
Half-Zatoichi
Half-Zatoichi
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • On kill: restores you to 50% health
  • This weapon is Honorbound and Once drawn sheathing deals 50 damage to yourself unless it kills.
  • Will deal 500 damage to an enemy Soldier or Demoman wielding the Half-Zatoichi.


Below is a table displaying the availability of the Half-Zatoichi in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Half-Zatoichi
Half-Zatoichi
Allowed


Disciplinary Action

Since the Soldier's melee weapon is rarely used, the decreased damage dealt is rarely bad. The boost granted can be useful at the beginning of a 5-Control Point map, to allow the team to reach the point faster.

Weapon Damage Critical Damage Function Times Special
Disciplinary Action
Disciplinary Action
  • 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.


Below is a table displaying the availability of the Disciplinary Action in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Disciplinary Action
Disciplinary Action
Banned


Market Gardener

The Market Gardener grants critical hits while rocket jumping. This means that a Soldier skilled enough to rocket jump to the location of an enemy player can be almost guaranteed a kill, which can be useful in picking off an enemy unit such as a Medic. In competitive play, random critical hits are disabled, so the Market Gardener functions as a direct upgrade from the Shovel.

Weapon Damage Critical Damage Function Times Special
Market Gardener
Market Gardener
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Deals crits while the wielder is rocket jumping.
  • No random critical hits.


Below is a table displaying the availability of the Market Gardener in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Market Gardener
Market Gardener
Allowed


Usage

The Equalizer is generally superior in melee combat to its counterparts, but slows down the rate at which you are healed significantly. The Escape Plan provides the advantage of allowing Soldiers low on health to quickly escape what could be certain death. The Pain Train, at the cost of increased damage, can be useful for a roaming Soldier for a backcap. The Disciplinary Action can be useful for a pocket, as he will frequently have a Medic, making the Equalizer's healing rate problematic. The Market Gardener can be used as a niche weapon, which can provide a surprising burst of damage, but is relatively easy to dodge.