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===Secondary=== {{Class Weapon Table Header}} {{Class Weapon Table Row |weaponname = Shotgun |ugc4s = always |6s = always |ugchl = always |etf2lhl = always |rgl6s = 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. }} {{Class Weapon Table Row |weaponname = B.A.S.E. Jumper |link = B.A.S.E._Jumper |ugc4s = true |6s = false |ugchl = true |etf2lhl = true |rgl6s = false |rglhl = true |description = The '''B.A.S.E. Jumper''' deploys a parachute when attempting to jump while midair. It allows Soldier to slowly glide to the ground, which can negate fall damage, but makes him extremely vulnerable to attacks, as its 50% reduced air control prevents him from dodging attacks while airborne. }} {{Class Weapon Table Row |weaponname = Battalion's Backup |link = Battalion's_Backup |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = 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. }} {{Class Weapon Table Row |weaponname = Buff Banner |link = Buff_Banner |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = 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. }} {{Class Weapon Table Row |weaponname = Concheror |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = 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. }} {{Class Weapon Table Row |weaponname = Gunboats |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = 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]]. }} {{Class Weapon Table Row |weaponname = Mantreads |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = 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. }} {{Class Weapon Table Row |weaponname = Reserve Shooter |link = Reserve_Shooter |ugc4s = false |6s = false |ugchl = true |etf2lhl = false |rgl6s = false |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. }} {{Class Weapon Table Row |weaponname = Righteous Bison |link = Righteous_Bison |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = 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. }} {{Class Weapon Table Row |weaponname = Panic Attack |link = Panic_Attack |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = 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]]. 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. }} {{Class Weapon Table End}}
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