Difference between revisions of "Gunboats"
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| − | + | ! colspan=2 class="centered" | '''[{{urlencode:http://wiki.teamfortress.com/wiki/Gunboats|WIKI}} Gunboats]''' | |
| − | '''[{{urlencode:http://wiki.teamfortress.com/wiki/Gunboats|WIKI}} Gunboats]''' | + | |- |
| − | | | + | | colspan=2 class="centered" | [[File:128px-Gunboats.png|frameless|150px]] |
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| − | Gunboats | ||
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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 | |
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| − | + | | '''[[ETF2L]] [[Highlander|HL]] legal?''' || Yes | |
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| − | + | | '''[[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. | ||
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| + | ==Advantages== | ||
| + | Gunboats greatly increase a Soldier's mobility, allowing him to rocket jump several times even without the aid of a [[shotgun]]. Because of this, they are often used by [[Roaming Soldier|Roamers]] in both [[6v6]] and [[Highlander]]. [[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 [[Medic]] with full or almost full [[Ubercharge]]. | ||
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| + | ==Disadvantages== | ||
| + | The main advantage of the Gunboats is the lack of a Shotgun, which allows Soldiers to properly protect their Medic, and makes encounters with [[Sniper|Snipers]] and [[Medic|medics]] 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 help 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 allways a problem thanks to their decreased rocket jump mobility. | ||
Latest revision as of 12:09, 23 April 2016
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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[edit]
Gunboats greatly increase a Soldier's mobility, allowing him to rocket jump several times even without the aid of a shotgun. Because of this, they are often used by Roamers in both 6v6 and Highlander. 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 Medic with full or almost full Ubercharge.
Disadvantages[edit]
The main advantage of the Gunboats is the lack of a Shotgun, which allows Soldiers to properly protect their Medic, and makes encounters with Snipers and medics less likely to be won. Generally speaking, however, the lack of a cleaning weapon, combined with the launcher's slow reload can greatly help 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 allways a problem thanks to their decreased rocket jump mobility.