Difference between revisions of "Gunboats"
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| − | ==Advantages | + | | colspan="2" align="center" style="border: 1px solid darkgray;" width="160pt" | |
| − | Gunboats increase a | + | '''[{{urlencode:http://wiki.teamfortress.com/wiki/Gunboats|WIKI}} Gunboats]''' |
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| − | + | <p>Considered by many to be the one true [[Shotgun]] sidegrade, the <b>Gunboats</b> are an high-mobility tool available to the [[Soldier]]. 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. | ||
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| + | | colspan="2" align="center" style="border: 1px solid darkgray;"| | ||
| + | [[File:128px-Gunboats.png|frameless|150px]] | ||
| + | |- | ||
| + | | style="border: 1px solid darkgray;" | '''[[ESEA]] [[6v6|6s]] legal?''' | ||
| + | | style="border: 1px solid darkgray;" | Yes | ||
| + | |- | ||
| + | | style="border: 1px solid darkgray;" | '''[[UGC]] [[Highlander|HL]] legal?''' | ||
| + | | style="border: 1px solid darkgray;" | Yes | ||
| + | |- | ||
| + | | style="border: 1px solid darkgray;" | '''[[ETF2L]] [[6v6|6s]] legal?''' | ||
| + | | style="border: 1px solid darkgray;" | Yes | ||
| + | |- | ||
| + | | style="border: 1px solid darkgray;" | '''[[ETF2L]] [[Highlander|HL]] legal?''' | ||
| + | | style="border: 1px solid darkgray;" | Yes | ||
Revision as of 09:30, 13 May 2014
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Considered by many to be the one true Shotgun sidegrade, the Gunboats are an high-mobility tool available to the Soldier. They are known to be used in all formats. AdvantagesGunboats 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. DisadvantagesThe 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. | ||
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| ESEA 6s legal? | Yes | |
| UGC HL legal? | Yes | |
| ETF2L 6s legal? | Yes | |
| ETF2L HL legal? | Yes | |