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	<updated>2026-05-05T02:58:55Z</updated>
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	<entry>
		<id>http://comp.tf/index.php?title=Trickstabs&amp;diff=66274</id>
		<title>Trickstabs</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Trickstabs&amp;diff=66274"/>
		<updated>2021-03-26T15:01:27Z</updated>

		<summary type="html">&lt;p&gt;176.215.102.79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Trickstabs are special maneuvers used by [[Spy|Spies]] to backstab enemies that know they are a spy. There are several trickstabs that help achieve this goal. While trickstabs may be cool and flashy, they should only be used as a last resort, due to their reliance on the target failing to prepare for them.&lt;br /&gt;
==Tricking the Opponent==&lt;br /&gt;
Trickstabs are usually used only - and are most effective as - a last resort: they only work when the enemy is not seeing them coming, and failing the first try greatly reduces the chances of succeeding on subsequent trickstabs. Like a magician, the spy should pull the enemy's attention away from the trickstab. [[Revolver|Revolvers]] are often used for this: shooting the enemy may make him think that the spy is not trying to use his [[Knife|knife]] at all. Being at low health also helps: players usually relax when they know that they only need a couple shots or less to kill their enemy.&lt;br /&gt;
&lt;br /&gt;
==List of Trickstabs==&lt;br /&gt;
===Stairstab===&lt;br /&gt;
When a Spy goes up an incline with someone chasing him, he can crouchjump over the target's head to get behind and land a stab. The method for this is generally to actually land ON the person whom they wish to stab's right or left shoulder while crouching, then turning left or right (turn left if on their right shoulder, and vice versa), and stabbing. Pioneered by [https://www.youtube.com/user/SubtIeArt SubtleArt], the stairstab rewards Spies who are aware of the map and their surroundings, although Stairstabs overall are usually not very effective in a competitive game, seeing as most players know better than to fall for such a trick.&lt;br /&gt;
&lt;br /&gt;
===Jumpstab/Rampstab===&lt;br /&gt;
Like a stairstab, but instead of inclines, which are commonly used and thus easy to predict, the Spy jumps on props such as barrels and railings to get a height boost for the stab. Even the smallest height difference allows for a rampstab. For example, jumping onto and engie's teleporter provides enough extra height to land a successful rampstab. These stabs work much better than stairstabs, because even experienced players won't necessarily expect a spy to be able to jump over them if not on an obvious incline.&lt;br /&gt;
&lt;br /&gt;
===Ghost Stab===&lt;br /&gt;
If someone is aware of the jumpstab, jump on their heads, and when they rotate 180 degrees to &amp;quot;catch&amp;quot; you, strafe the other way and stab them.&lt;br /&gt;
&lt;br /&gt;
===Understab===&lt;br /&gt;
The Spy leads someone off the high ground, then strafes under and stabs the target. Can also be done against explosive jumpers. This can be done because the angle for a successful backstab is exactly 180 degrees, no matter the height. The concept for this is the same as the stairstab, except in reverse.&lt;br /&gt;
&lt;br /&gt;
===Cornerstab===&lt;br /&gt;
The Spy leads someone around a corner, then doubles back around the corner to get at their side and stabs them. A beginner's mistake in this trickstab is not waiting long enough. Depending on the target and on how far away they are from the corner the spy leads them around, it may take from immediately to a few seconds. The rule of thumb is to wait about one second unless they are practically right behind the spy.&lt;br /&gt;
===Blindstab===&lt;br /&gt;
Same as a Stairstab or Jumpstab, but the Spy leads the target around a corner as well, which makes the target unable to see the Spy jumping at him.  Due to the threat of this, the target may wait around the corner to kill the Spy, enabling him to escape. &lt;br /&gt;
===Matador Stab===&lt;br /&gt;
The Spy strafes one way to draw the target into looking that way to not expose his backstab radius, then strafes the other way and stabs him. The concept of this is similar to a cornerstab. Oftentimes, one can imagine this as a cornerstab without a corner. The spy first strafes right around their imaginary corner, then back.&lt;br /&gt;
===Reverse-Matador Stab===&lt;br /&gt;
When the target suspects a matador stab, keep strafing in the original direction to get the stab.&lt;br /&gt;
===Drop Stab===&lt;br /&gt;
Dropping from a great height and if needed airstrafing to get behind the target and stab them before touching the ground.  In contrast to the unreliability of most trickstabs, this is the hardest kind of stab to see coming (and the only way to work also). This stab is best done from a reasonably high height, for example, dropping from badwaters' roof into the cart capturing the 2nd point. This is perhaps the most reliable kind of trickstab, due to its nature which means that it is hard for it to be seen ahead of time.&lt;br /&gt;
&lt;br /&gt;
This stab can be practiced on tr_walkway_rc2.&lt;br /&gt;
&lt;br /&gt;
===Circle Strafe Stab===&lt;br /&gt;
The process of strafing in a circle to move around the enemy and stab. An enemy that is strafing would not fall for a Matador stab, thus Circle Strafing is a plan B. Circle Strafing is easy to predict but can be hard to track the Spy.&lt;br /&gt;
===Circle Jerk Stab===&lt;br /&gt;
If spies are in a group, they tend to do this a lot.&lt;/div&gt;</summary>
		<author><name>176.215.102.79</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=66273</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=66273"/>
		<updated>2021-03-26T13:54:18Z</updated>

		<summary type="html">&lt;p&gt;176.215.102.79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SoldierIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Soldier]]&lt;br /&gt;
&lt;br /&gt;
The '''Soldier''' is a class played in both 6v6 and Highlander.  It is the most basic of the classes and is a good all-around fighter.  The Soldier's weapon of choice is the [[Rocket Launcher]], a projectile weapon with good damage spread and range.  The Soldier can adapt to most of the different situations and is very mobile. He has the second highest base health in the game (200) but is also the second slowest class behind the [[Heavy]]. However, the ability of the Soldier to rocket jump makes him more highly mobile as compared to other classes, but it comes at the expense of some health. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Soldier (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Soldier will usually fulfill two main roles: [[Pocket|&amp;quot;Pocket&amp;quot;]] Soldier and [[Roaming Soldier|&amp;quot;Roaming&amp;quot;]] Soldier. The Pocket Soldier focuses on keeping his [[Medic]] alive and using heals to deal damage, take positioning on his enemies, and lead his team. The Roaming Soldier plays a fundamental role in initiating battles for his team by creating distractions and advantages and supporting his team by controlling the flank.&lt;br /&gt;
&lt;br /&gt;
The most basic role of the Pocket Soldier is keeping the medic alive and using his abundant heals to deal damage, get kills and lead the team. The Pocket along with the Medic and [[Demoman]] form the core &amp;quot;combo&amp;quot; of any 6v6 team. He will usually be the target of an [[ÜberCharge]], if not the Demoman. The Pocket is usually the third biggest pick behind the Medic and Demoman, however since he is usually at a fearsome three hundred health, it is not easy to frag him. The standard or &amp;quot;meta&amp;quot; loadout for the Pocket Soldier is the [[Rocket Launcher]]/[[Original]], the [[Shotgun]] and the [[Escape Plan]]. But some could change this up to the [[gunboats]] for their team to be more mobile in fights, although it is not the best choice for most people and or teams.&lt;br /&gt;
&lt;br /&gt;
The [[Roaming Soldier]]'s main job is to help one of his [[Scout|Scouts]] on the flank, and create openings in the other team so that his own team can push. The Roamer is most often the player that will suicide into the other team in hopes of getting a Medic pick or to force the Medic to Übercharge. The Roamer also wants to know the ins and outs of a map so that he knows all of its hiding spots and flanks. He wants to hide so that he can easily get a jump on the enemy team and hopefully get a pick or two. Hiding also provides the advantage of knowing exactly what the enemy team is doing, allowing the Roamer to relay information back to his team and gaining an advantage over the opposition. He is considered the most &amp;quot;disposable&amp;quot; unit of the team. The standard loadout for a Roaming Soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
In higher levels of play, the pocket will usually match the main caller. This means that the pocket will be calling plays such as pushing or falling back. Another thing the pocket should call is when to pop the Übercharge.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Soldier (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  This Soldier often functions like a Roaming Soldier would in 6v6.  As such, many 6v6 Roamer strategies can be applied to Highlander as well. Often used as a roaming pick class, the Soldier is mostly run with Gunboats and the stock Rocket Launcher, The Original or the Black Box. A well-coordinated team can organize pick classes to work together for a common goal, like forcing a Medic to use his [[ÜberCharge]] or taking out an Engineer nest. In most maps, the Soldier is used to control the flank. He is used to defend the flank of his own team and in turn harass his opponents. Some teams will run the Soldier closer to the combo so that he can use his splash damage to protect the combo.&lt;br /&gt;
&lt;br /&gt;
==Rocket Launchers==&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rocket Launcher&lt;br /&gt;
|link    = Rocket_Launcher&lt;br /&gt;
|ugc4s   = always&lt;br /&gt;
|6s      = always&lt;br /&gt;
|ugchl   = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s   = always&lt;br /&gt;
|rglhl   = always&lt;br /&gt;
|description = The '''Rocket Launcher''' is the default primary weapon for the Soldier, due to its versatility. The combination of high splash and direct damage, four rocket clip size, knockback and the ability to rocket jump make this the most popular choice for almost every Soldier.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Air Strike&lt;br /&gt;
|link    = Air_Strike&lt;br /&gt;
|ugc4s   = false&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true &lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|rgl6s   = true &lt;br /&gt;
|rglhl   = false&lt;br /&gt;
|description = The '''Air Strike''' is a community-created primary weapon. While rocket jumping, its attack speed is increased by 65%. In addition, on each kill using the weapon, its clip size is increased by one, up to 8 rockets after 4 kills. The projectiles fired by this weapon deal 15% less damage (both to enemies and the Soldier when rocket jumping) and have a 10% smaller explosion radius. Its blast radius is further reduced by 20% while rocket jumping.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Black Box&lt;br /&gt;
|link    = Black_Box&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Black Box''' has identical stats to the stock Rocket Launcher, except for the fact that there are 3 rockets in the clip instead of 4, sometimes paired with the stock shotgun for when the 3 rockets do not kill, but the user can gain up to 20 health for every attack. This makes the Black Box ideal for roaming around the map without a Medic. Pioneered by Vhalin, the black box can be used effectively to increase survivability for Highlander Soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Beggar's Bazooka&lt;br /&gt;
|link    = Beggar's_Bazooka&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Beggar's Bazooka''' is perhaps the most unique rocket launcher out of the 7 choices. Instead of having 4 rockets loaded like most others, it starts with zero loaded, and the player is required to hold down their Primary Attack button to load the rockets. Only 3 rockets can be held at one time, and loading additional rockets will cause the launcher to overload, damaging the Soldier and any players in the immediate area. The Soldier can intentionally overload, and use the damage to jump across large areas, similar to a rocket jump, albeit much more powerful. This attribute was once often used to bomb into the enemy from far away with 3 rockets already loaded. However, the Bazooka was changed to remove a rocket for every overload and later given 20% less blast radius, limiting the power of soldier bombs with this weapon. Bazooka is also very inaccurate at mid-to-long range due to its random projectile deviation.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cow Mangler 5000&lt;br /&gt;
|link    = Cow_Mangler_5000&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = false&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Cow Mangler 5000''' has infinite ammo, and can slowly charge a powerful shot that mini-crits, disables buildings and applies afterburn on hit, but the weapon itself only does 20% damage to buildings and mini-crits when it would normally crit. The Cow Mangler is very bad at dealing with Sentries and Mini-Sentries as a result, but its charged shot can allow co-ordinated allies to take down buildings. Medics using [[Medic#Secondary|Kritzkrieg]] should not use their Ubercharge to help Cow Mangler users, as the crit boost will only give mini-crits.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Direct Hit&lt;br /&gt;
|link    = Direct_Hit&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Direct Hit''' is a primary that allows for precise shots due to the reduced spread and buffed damage. Granting mini-crits for airshots and destroying level 3 buildings in 2 shots, the Direct Hit is a great weapon to counter jumping Soldiers or to take out the enemy sentry. The projectiles travel 80% faster and do 25% more damage, but have a -70% reduction in explosion radius.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Liberty Launcher&lt;br /&gt;
|link    = Liberty_Launcher&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Liberty Launcher''' is not often seen in competitive. It grants faster-moving rockets, an extra rocket in the clip, and 25% less self-damage, at the cost of dealing 25% less damage to enemies. 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. The damage penalty is negligible when accounting for all five rockets, so it is a good choice all around. However, It is not a good weapon against a heavy, as a soldier would need to dish out damage quickly to counter the prior's high health pool.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Original&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Original''' is considered by many as a reskin of the '''Rocket Launcher'''. This is objected by others due to the fact that this weapon shoots from the center of the player model as opposed from the right side, or the left for players using left hand sided view models. It was banned from use in the early days of leagues such as [[ETF2L]], which only allowed the weapon [[ETF2L 6v6 Season 12|after Season 11]].&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rocket Jumper&lt;br /&gt;
|link    = Rocket_Jumper&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Rocket Jumper''' deals no damage, to the user or enemies. It is often used as a training weapon for rocket jumping, and thus is rarely seen outside of pubs/jump servers, as it denies the Soldier one of his greatest strengths through the use of large, area-of-effect damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|ugc4s   = always&lt;br /&gt;
|6s      = always&lt;br /&gt;
|ugchl   = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s   = always&lt;br /&gt;
|rglhl   = always&lt;br /&gt;
|description = The '''Shotgun''' is the go-to secondary for pocket Soldiers in the 6v6 game style. It is useful in a variety of situations. For instance, the Shotgun provides the user with extra firepower should the user have no rockets loaded or if the user is out of ammo. This extra damage can help protect a Medic should he be harassed while out of rockets.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = B.A.S.E. Jumper&lt;br /&gt;
|link    = B.A.S.E._Jumper&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = false&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''B.A.S.E. Jumper''' deploys a parachute upon a second tap of the jump button. It allows the user to glide to the floor at a vertically steady rate but with. 50% less air control. This, in turn, also removes any potential for fall damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Battalion's Backup&lt;br /&gt;
|link    = Battalion's_Backup&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Battalions Backup''' provides a defensive boost to all nearby teammates, with an additional resistance to sentries while activated. It also counters the effect of the [[Kritzkrieg]] and grants the Soldier +20 max health. This makes it useful to run during pushes, and as a way to coordinate a retreat without getting wiped.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Buff Banner&lt;br /&gt;
|link    = Buff_Banner&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Buff Banner''' grants the user and his teammates nearby Mini-Crits. It is not widely used in competitive sixes but is sometimes used in Highlander. It can be useful during big pushes, especially on King of the Hill maps.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Concheror&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Concheror''', while its effect is activated, provides a speed boost and returns 35% of damage dealt as health for nearby teammates, as well as giving the Soldier passive health regeneration, starting at 1 heath/second and scaling up as more time passes without taking damage to a maximum of 8 health/second. This is very useful for large pushes, especially for slower, tanky classes.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gunboats&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Gunboats''' give the user a 60% reduction in damage taken from rocket jumps, at the cost of an effectively empty secondary slot. This is a common choice for both the roaming Soldier role in 6v6 and for Soldiers in Highlander. The reduced rocket jump damage further allows Soldier's to perform what is called a [[bomb]]. For more information on this item, see [[Gunboats]].&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Mantreads&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Mantreads''' give the Soldier a passive -75% knockback reduction, the ability to deal 3x falling damage to an opposing player that he lands on, and 200% more air control. This weapon is not seen often in competitive play, as its benefits are too situational.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Reserve Shooter&lt;br /&gt;
|link    = Reserve_Shooter&lt;br /&gt;
|ugc4s   = false&lt;br /&gt;
|6s      = false&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Reserve Shooter''' deals mini-crits to airborne enemies up to 5 seconds after switching to this secondary. The Reserve Shooter has 4 shots in its clip, and also increases weapon switch speed by 15%. The Shotgun is generally considered superior to the Reserve Shooter, as it has a full 6 clip and can deal a great amount of damage on its own.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Righteous Bison&lt;br /&gt;
|link    = Righteous_Bison&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Righteous Bison''' functions as an alternative to the Shotgun that excels as midrange spam. This role is fulfilled by three attributes of the weapon: decreased ramp up (resembling the Rocket Launcher or Sticky Launcher's damage curve), and infinite ammo. The Righteous Bison does not see a lot of use in competitive play because the Soldier's rocket launcher is arguably better at spam than the Bison, and giving up the Gunboats or Shotgun is too much to ask for most Soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link    = Panic_Attack&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a straight 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to its faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point blank.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shovel&lt;br /&gt;
|ugc4s   = always&lt;br /&gt;
|6s      = always&lt;br /&gt;
|ugchl   = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s   = always&lt;br /&gt;
|rglhl   = always&lt;br /&gt;
|description = The '''Shovel''' is a stock weapon, however in competitive, it's rare to see it used as most other melee's for the soldier are considered straight upgrades as melee is hardly used in competitive Team Fortress 2.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Disciplinary Action&lt;br /&gt;
|link    = Disciplinary_Action&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = false&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = false&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Disciplinary Action''' is a melee weapon used as a [[rollout]] tool for Highlander play. When an ally is hit with this weapon, both the soldier with the item equipped and the ally hit receive a static speed boost (meaning a Heavy will have the same net speed increase as a Scout). The only downside is -25% damage, however, it is rare to see melees used to deal damage in competitive play, so the Disciplinary Action is regarded as an upgrade in most cases.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Equalizer&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Equalizer''' increases the damage done as the user's health decreases. It is generally overlooked for the increased mobility provided by the Escape Plan. The difference between the two being: The Equalizer can aid a player in trying to stop damage coming in when low health (kill the enemy) to survive; whilst the Escape Plan helps the player to escape the damage to survive. As it is rare to be in an opportune melee position against another proficient player, escaping damage is more reliable. Coupled with the rollout ability provided by the Escape Plan, the Equalizer is not particularly useful in competitive play.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Escape Plan&lt;br /&gt;
|link    = Escape_Plan&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = Once the '''Escape Plan''' is equipped, it has the unique ability to increase the movement speed of the player as their health is diminished. Consequently, the weapon blocks 90% of healing from all Medic weapons while active, and all damage taken will become mini-crits seconds after being deployed. This weapon is especially useful to flee from fights when the user has open ground to run through. The Escape Plan is a common weapon used by [[6v6]] Soldiers. The increased movement speed paired with the soldier's ability to damage itself allows the Escape Plan to be used as a tool during rollout. Pocket Soldiers in 6v6 will sometimes call this the &amp;quot;Escape Plan Rollout&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Half-Zatoichi&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = '''The Half-Zatoichi''' grants the Soldier 50% max health upon a kill, however, it has the downside of dealing 50 points of self-damage when putting it away if no kill was attained. If the user drops below 50 health, the sword cannot be put away until the soldier has more than 50 health or gets a kill. This is rarely used in 6v6 but is sometimes used by Medic-less Highlander Soldiers for healing or overheal, a useful alternative to the Black Box.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Market Gardener&lt;br /&gt;
|link    = Market_Gardener&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Market Gardener''' is used as a pick weapon, most often by roaming Soldiers. The weapon delivers a critical hit if the wielder deals damage whilst in the air from an explosive jump. This means it is able to one hit kill the Medic but is therefore viable for only proficient rocket jumpers to use. It is far less popular than the Escape Plan because an opportunity to &amp;quot;Market Garden&amp;quot; a player without running the risk of taking significant airshot damage against proficient players is very low.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pain Train&lt;br /&gt;
|link    = Pain_Train&lt;br /&gt;
|ugc4s   = true&lt;br /&gt;
|6s      = true&lt;br /&gt;
|ugchl   = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s   = true&lt;br /&gt;
|rglhl   = true&lt;br /&gt;
|description = The '''Pain Train''' increases the user's capture rate by 1 (from 1x to 2x), at the cost of 10% extra bullet vulnerability. In 6v6, the Demoman often equips the Pain Train, however it's still viable for a Soldier to equip it, especially the roamer.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Soldier (6v6)]]&lt;br /&gt;
*[[Soldier (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>176.215.102.79</name></author>
		
	</entry>
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