Gunboats: Difference between revisions
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! colspan=2 class="centered" | '''[{{urlencode:http://wiki.teamfortress.com/wiki/Gunboats|WIKI}} Gunboats]''' | |||
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| colspan=2 class="centered" | [[File:128px-Gunboats.png|frameless|150px]] | |||
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| '''[[ESEA]] [[6v6|6s]] legal?''' || Yes | |||
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| '''[[UGC]] [[Highlander|HL]] legal?''' || Yes | |||
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| '''[[ETF2L]] [[6v6|6s]] legal?''' || Yes | |||
|- | |||
| '''[[ETF2L]] [[Highlander|HL]] legal?''' || Yes | |||
|- | |||
| '''[[Ozfortress]] [[6v6|6s]] legal?''' || Yes | |||
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Widely regarded by many as the one true [[Shotgun]] sidegrade [[Glossary#Unlocks|unlock]] for Soldier, the '''Gunboats''' are an item that allow a trade-off between damage output and mobility. They are known to be used in all formats. | |||
==Advantages== | |||
Gunboats greatly increase a Soldier's mobility, allowing him to rocket jump several times even without the aid of a [[Medic]]. Because of this, they are often used by [[Roaming Soldier|Roamers]] in both [[Highlander]] and [[6v6|Sixes]]. [[Pocket|Pockets]], instead, rarely use them, because the lack of a Shotgun reduces their ability to protect the Medic. | |||
This reduction of reliance over medics allows for a much more aggressive playstyle and more effective [[Rollout|rollouts]]. Thanks to the combined action of a Medic and the Gunboats, a roaming soldier can arrive to [[Mid]] with full or almost full [[Overheal]]. | |||
==Disadvantages== | |||
The main disadvantage of the Gunboats is the lack of a Shotgun, which prevents Soldiers from properly protecting their Medic, and makes encounters with [[Scout|Scouts]] and [[Pyro|Pyros]] less likely to be won. Generally speaking, however, the lack of a cleaning weapon, combined with the [[Rocket Launcher|launcher's]] slow reload can greatly harm the Gunboats-using Soldier in long or multiple-enemies fights. | |||
Additionally, Soldiers using Gunboats must use more rockets to execute Escape Plan rollouts, but this is rarely a problem thanks to their increased rocket jump mobility. | |||
[[Category:Soldier Weapons]] | |||
[[Category:Secondary Weapons]] |
Revision as of 16:08, 9 April 2015
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Gunboats | |
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ESEA 6s legal? | Yes |
UGC HL legal? | Yes |
ETF2L 6s legal? | Yes |
ETF2L HL legal? | Yes |
Ozfortress 6s legal? | Yes |
Widely regarded by many as the one true Shotgun sidegrade unlock for Soldier, the Gunboats are an item that allow a trade-off between damage output and mobility. They are known to be used in all formats.
Advantages
Gunboats greatly increase a Soldier's mobility, allowing him to rocket jump several times even without the aid of a Medic. Because of this, they are often used by Roamers in both Highlander and Sixes. Pockets, instead, rarely use them, because the lack of a Shotgun reduces their ability to protect the Medic. This reduction of reliance over medics allows for a much more aggressive playstyle and more effective rollouts. Thanks to the combined action of a Medic and the Gunboats, a roaming soldier can arrive to Mid with full or almost full Overheal.
Disadvantages
The main disadvantage of the Gunboats is the lack of a Shotgun, which prevents Soldiers from properly protecting their Medic, and makes encounters with Scouts and Pyros less likely to be won. Generally speaking, however, the lack of a cleaning weapon, combined with the launcher's slow reload can greatly harm the Gunboats-using Soldier in long or multiple-enemies fights. Additionally, Soldiers using Gunboats must use more rockets to execute Escape Plan rollouts, but this is rarely a problem thanks to their increased rocket jump mobility.