Saturday, December 28, 2013

Soldier: the basics.

Overview:
The Soldier, one of the easiest classes to begin as and one of the hardest to master, is a well-rounded class that essentially has no specific niche to fill on the battlefield, but can easily adapt to fill just about any role that your team will need. Being the second hardiest class, the Soldier has the ability to soak up and deal large amounts of damage, while retaining many options for high mobility, unlike some of the classes with faster base speeds. This is what makes the Soldier a popular class not only for beginners, but also for more professional players of TF2.

Some basic facts about the Soldier:

-200 health points (second highest in the game)
-80% movement speed, 72% while walking backwards (second slowest in the game)
-Has a high damage primary that can kill most classes in 2 rockets.
-Can rocket jump at the cost of health to greatly increase mobility
-Primary has a low clip size, and lengthy reloads, manage your rockets wisely

Basic strategy:
-Try to aim directly at your opponents feet, as it will give your rocket the most reliable damage.
-Rocket jump not only for increased mobility, but to gain a height advantage.
-Keep your launcher fully loaded, you never know for sure what lies in the future.
-Crouch, jump, and fire a rocket at your feet for maximum performance in a rocket jump.
-Only engage enemies in close to medium range combat, you will perform poorly at longer ranges.

Now that the basics have been taken care of, it is time to get more in depth on the weapon choices available to the Soldier.
Primaries:
The most defining characteristic of Soldier gameplay is his use of rocket launchers in combat. These launchers are useful for dealing high damage per hit, dealing splash damage, and rocket jumping to otherwise secluded locations. All primary launchers have 20 rockets in reserve at spawn.

The Rocket Launcher

With no stats modified, this is the absolute best all-around primary for Soldier. It is generally regarded as the best launcher by many players because of its universal utility. I highly recommend the use of this launcher for all skill levels of Soldier because of its well rounded stats, which perfectly fits the essence of what a Soldier is, a class that is good at everything but the best at nothing. Use this launcher if you are beginning to play, if no others fit your playstyle, or if you need an all around launcher.

Stats:
-Base damage: 90 (medium range:90-50)
-Maximum ramp-up: 112 (close range:105-112)
-Maximum fall-off: 45 (long range:60-45)
-Critical hit: 270
-Mini-crit: 122-151
-Splash radius: 10.6 feet (minimum splash fall off:50%)
-Rocket jump damage:27-46
-Fire interval: .8 seconds
-Initial reload: .92 seconds
-Consecutive reload(s): .8 seconds

The Original

Although this launcher is statistically the same as the Rocket Launcher, it has a twist, it fires rockets from the center of the screen, instead of from the right. This change is generally regarded as a preference change, as both rocket origins have their benefits and drawbacks.

Stats:
-See Rocket Launcher


The Direct Hit

This is the most powerful launcher in the game, no argument. Not only is this launcher's base damage the same as the the Rocket Launcher's maximum damage, it also travels at a speed 80% faster than the Rocket Launchers. To make this launcher seem even more overpowered, it will also score mini-crits on any target launcher airborne by explosives. So why has this second oldest launcher in the game not recieved a balance change yet? The answer, it has a 70% smaller splash radius. This fact is enough to deter many players from the launcher because splash damage on the Direct Hit is incredibly unreliable, in other words, aim directly at your enemies. This launcher is also excels against slow targets, and many Pyros will have trouble airblasting these rockets. However, Scouts are generally hard to hit because of how unpredictable they are, and the loss of blast radius severely hinders effectiveness against Scouts.Do not be discouraged if you perform poorly with this launcher at first, it is harder to use than other launchers, but is incredibly powerful when used properly, and training will pay off in the end.

Traits:
+80% faster rocket speed
+25% more damage
+Mini-crits targets launched airborne by explosives
-70% splash damage radius

Stats:
-Base damage: 112 (medium range:112-80)
-Maximum ramp-up: 140 (close range:140-120)
-Maximum fall-off: 57 (long range:72-57)
-Critical hit: 338
-Mini-crit: 152-189
-Splash radius: 3.2 feet (minimum splash fall off:50%)
-Rocket jump damage:27-46
-Fire interval: .8 seconds
-Initial reload: .92 seconds
-Consecutive reload(s): .8 seconds

The Black Box

Although only two attributes of this weapon have been changed from the Rocket Launcher, this weapon proves to be an effective alternative to the Rocket Launcher, given the right circumstances. This launcher allows the Soldier to regain 15 health for every succesful hit on the enemy at the cost of one rocket per clip. Although this may seem to be a simple change, this has significant changes on the usefulness of this weapon. The reduced clip size puts more strain on accuracy, although not quite as much as the Direct Hit would. The lower clip size also means that effectiveness against sturdier characters is reduced, as the missing rocket can be the rocket that is the difference from getting a kill and being killed. The health bonus is helpful when there are little healing sources on the map, and can be useful for regaining some of the damage that lighter classes cause at medium ranges. This healing will not cause afterburn or bleed damage to cease. Use this when the number of healing sources on the map are low, and there are many smaller classes on the battlefield. Stay away if the opposite is true.

Traits:
+15 health on succesful hit
-25% clip size

Stats:
-Base damage: 90 (medium range:90-50)
-Maximum ramp-up: 112 (close range:105-112)
-Maximum fall-off: 45 (long range:60-45)
-Critical hit: 270
-Mini-crit: 122-151
-Splash radius: 10.6 feet (minimum splash fall off:50%)
-Rocket jump damage:27-46
-Fire interval: .8 seconds
-Initial reload: .92 seconds
-Consecutive reload(s): .8 seconds

The Liberty Launcher

This launcher boasts a increased rocket speed, similar to the Direct Hit, although the increase is only half of the bonus the Direct Hit recieves. Not only does this launcher have an increased rocket speed, but it also retains the same splash damage radius as the the Rocket Launcher. The Liberty Launcher also allows the user to take less self rocket damage. So, what's the catch? A sharp decrease in damage. This launcher suffers a damage decrease that is just enough to generally force the user into using one more rocket than would be necessary otherwise, and the rocket speed increase is greatly needed for beginners to use this launcher effectively, and this launcher will just be a hinderance to players already accurate with other standard speed launchers. This launcher makes a sacrifice in necessary damage for slightly increased mobility chance, and the trade off is generally not worth it.The rocket speed increase is also barely enough to throw some Pyros off guard, but many still can reflect these rockets with ease. Only use this launcher if you have great accuracy with it, or there are many Scouts or less skilled Pyros. Do not use this launcher if there are many medium to heavy classes in the match, or if you do not mind losing a secondary to gunboats. If there is one launcher I would recommend that you stay away from, it would be this one.

Traits:
+40% Rocket Speed
+25% less self damage taken when rocket jumping
-25% damage

Stats:
-Base damage: 68 (medium range:68-50)
-Maximum ramp-up: 84 (close range:84-70)
-Maximum fall-off: 36 (long range:45-36)
-Critical hit: 203
-Mini-crit: 92-113
-Splash radius: 10.6 feet (minimum splash fall off:50%)
-Rocket jump damage:20-35
-Fire interval: .8 seconds
-Initial reload: .92 seconds
-Consecutive reload(s): .8 seconds
Primaries (cont):
The Cow Mangler 5000
This retro-futuristic launcher is statistically and functionally very similar to the Rocket Launcher, possibly even the closest launcher in function to the Rocket Launcher. It's defining characteristics are the lack of need for ammo and the alternate fire mode. The Cow Mangler uses a scientific concept that humans do not understand yet and can only be theorized about to generate infinite ammo, which means you will never be a burden on Engineers if you use both energy weapons that the soldier has. Also, this launcher feature a charge shot for alternative fire (activated with the right mouse button). This shot utilizes all four of the projectiles the Cow Mangler can store at one time to fire an automatic mini-crit rocket that not only catches enemies on fire, but also disables buildings for four seconds. This leads to the downfalls of this weapon, it lacks the ability to crit entirely, even through crit boosts, such as from the Kritzkrieg. Even though this weapon is somewhat of a long ranged sapper with its alternative fire, it is incredibly weak against buildings, do not even waste your time when the Engineer is still alive. This weapon is probably the most interchangeable with the Rocket Launcher out of all of the choices, and is an all around weapon. The only time to not use this launcher is when there are many Mini-sentries, while it is arguably better for Sentries.

Traits:
+Does not use ammo
+Alt-fire: A charged shot that mini-crits players, causes them to suffer afterburn for 6 seconds, and disables buildings for 4 seconds
-No critical hits, at all.
-Deals only 20% damage to buildings

Stats:
-Base damage: 90 (medium range:90-50)
-Maximum ramp-up: 112 (close range:105-112)
-Maximum fall-off: 45 (long range:60-45)
-Critical hit: 270
-Mini-crit: 122-151
-Splash radius: 10.6 feet (minimum splash fall off:50%)
-Rocket jump damage:27-46
-Fire interval: .8 seconds
-Initial reload: .92 seconds
-Consecutive reload(s): .8 seconds

The Beggar's Bazooka
The newest and craziest addition to the launcher family is the Beggar's Bazooka. This is the most game play altering launcher in existance because of the way it works. This combination of scrap metal (literally) has the ability to essentially load rockets in its chamber, and release them all at nearly the same time. This launcher can fire three rockets nearly simultaneously, and can completely dominate enemies in close to medium ranges. This range, however, is the full extent of the Beggar's Bazooka, as the rockets ejected by this launcher will not travel in a straight line towards the enemy, but instead spread out in a varying pattern. Overloading this launcher will also cause a misfire, a very damaging outcome that typically halves a Soldier's health, and reduces the rockets in the chamber by one. Although it is possible to achieve great rocket jumps with this weapon, it is generally more challenging to pull it off because rockets can not be fired on command. The airstrikes that are possible by this weapon are very devastating if done right, because up to 3 rockets will essentially be released on target all at the same time. Although this weapon may seem to be designed to appeal to a lower skill class at first, there are many interesting strategies with the Beggar's Bazooka that make it worthwhile. Pyros also may have a harder time airblasting your rockets without injury. Use this launcher on closer ranged maps, and if you can easily dive bomb enemies. Do not even attempt to use this launcher at long range, it is very ineffective, and do not use it if you do not have greater map knowledge.

Traits:
+Hold fire to load 3 rockets
+Release fire to launch rockets at a 70% increased fire rate
- + 3 degrees in projectile deviation
-Has a 30% slower load time
-Overloading the chamber causes a misfire
-Can not collect ammo from dispensers


Stats:
-Base damage: 90 (medium range:90-50)
-Maximum ramp-up: 112 (close range:105-112)
-Maximum fall-off: 45 (long range:60-45)
-Critical hit: 270
-Mini-crit: 122-151
-Splash radius: 10.6 feet (minimum splash fall off:50%)
-Rocket jump damage:27-46
-Fire interval: .24 seconds
-Initial reload: 1.20 seconds
-Consecutive reload(s): 1.04 seconds
Secondaries:
Although not as powerful as the Soldier's launchers, the collection of secondary weapons the Soldier boasts can cover a wide spread of abilities that the Soldier can utilize to help him in the fight. There are three main categories of secondaries, damaging, team-supportive and self-supportive.

The Shotgun
Although not quite as powerful as the launchers, the Shotgun can pack a serious punch in close range when your choice of launcher is not ready to fire. Along with the Rocket Launcher, this is the go to weapon for most soldiers, and for good reason. It covers the probable self injury of using a launcher in close range, and is a perfect finishing weapon. I recommend beginning with the Shotgun, and testing out new things once you have a good feel for it, as it is a pairs perfectly with any Launcher.

Stats:
-Base damage: 6/pellet (medium range:30-10)
-Maximum damage: 9/pellet (close range:90-80)
-Minimum damage: 3/pellet (long range:10-3)
-Pellet count: 10
-Pellet spread: 30:1 (Hammer Units(H.U.) away from target, H.U. of spread on target)
-Critical damage: 18/pellet
-Mini-crit damage: 12.15-8.1/pellet
-Fire rate: .625 seconds
-Initial reload: 1 second
-Consecutive reload: .5 seconds

The Buff Banner
The original banner item, or team support item, is the most offensive based. Upon dealing enough damage, a meter will fill, and blowing the horn that comes with this item will give the Soldier and his teammates in a certain radius 100% mini-crit chance until the charge resets to zero. It is somewhat like a team-centered Kritzkreig buff, but watered down to be used by everybody near the Soldier. This item is great when pushing into an enemy controlled area, as the mini-crits make short work of just about every class that you may encounter in a push. Although it can be used alone, it is much more effective when used in conjuction with teammates. Use this item when you know a large group of enemies is close to your current location, as you and your team will decimate the opposing force as you push against them. I recommend only using this secondary with a launcher that you are comfortable with, as you lose the direct help a shotgun would give you.

Traits:
+When activated at 100% charge, this item grants the player and nearby allies mini-crits for 10 seconds
~Activation can be delayed

Stats:
-Takes 600 damage to full fill the rage meter
-Range: 450 H.U.
-Activation time: 3 seconds

The Gunboats
The original self supportive wear would be the gunboats. Although this does not provide any benefit to your team, this items provides support to yourself whenever it is needed. This item is generally overlooked by new players, this item is very beneficial to any Soldier that frequently rocket jumps, as a great deal of the damage is reduced from rocket jumping. Not only does this item grant you a survivability bonus, but nothing needs to be activated or presently out to use this item, the Gunboats are completely passive, and will always give a Soldier a reduction to damage when they rocket jump. The Gunboats are great if you are well versed in rocket bombing as well, as you can perform it frequently without the need for frequent resupply of health. This is a great alternative to the Shotgun if you can aim well with your launcher of choice. As with every other supportive weapon, I recommend that you use a launcher that you are comfortable with while using this item.

Traits:
+60% less damage taken from rocket jumps
~grants this ability passively

Stats:
-Rocket jump damage reduced: 11-18

The Battalion's Backup
Like the Buff Banner, the buff given by the Battalion's Backup affects the entire team and the player who activates it. Unlike the Buff Banner, however, the Battalion's Backup is almost a complete counter to what the Buff Banner produces. The Battalion's Backup is a much more of a defensive item, it cuts down damage taken by the influenced individuals, and is even more effective against Sentry damage, and it completely negates critical damage. This negation of critical damage will still cause you to take standard damage, however. Once the player activates the bugle that accompanies this item, the buff begins. This item is a nearly a perfect counter to anything that grants critical damage, and is very useful to push through Sentry nests without building an Uber-charge, or to hold a position against players. As an extra bonus, the Battalion's Backup also adds 20 health as a bonus for using it, allowing the user to intake slightly more damage. As always, only use this item with a launcher you are comfortable with.

Traits:
+At 100% charge, using it grants player and nearby teammates 10 seconds of guaranteed immunity to Critical damage, raises resistance to Sentry Gun by 50% and raises resistance to damage by 35%.
+20 max HP passive for the wearer
~Activation can be delayed

Stats:
-Takes 600 damage to full fill the rage meter
-Range: 450 H.U.
-Activation time: 2.6 seconds

Secondaries (cont):
The Concheror
The third and final buff backpack is the Concheror, an almost purely supportive boost given to your team whenever the need arises. If the Buff Banner was the Kritzkrieg and the Battalion's Backup was the Medi Gun, the Concheror would be the Quick Fix. This banner boasts the boost of not only healing whenever you score a succesful hit on target, but it also increases the speed of your surrounding team so that they can place themselves in any position that is currently needed. On top of the speed boost and health on hit, the Concheror also charges a considerable amount faster than the other two banners, making it much more viable in a pinch, and is more useful for wearing down the enemy over time than waiting for a major group effort to form against the enemy, like the other two banners would call for. The Concheror also causes passive health regeneration. Although this banner doesn't provide a boost as powerful as the other two, it is certainly more spammable, and acts as a medic in a pinch. As with the other banners, use a launcher that you are comfortable with while using this weapon, because of the loss of extra firepower.


Traits:
+While the buff is active, the user and nearby teammates have their movement speed boosted and are healed for 35% of the damage they deal during 10 seconds.
+ 2 health/second regenerated
~Activation can be delayed
~Speed increase is dependant on class, with slower classes benefiting the most, at a 40% increase for Heavy and Soldier, a 37.5% increase for Demoman, a 35% increase for Pyro, Engineer, Sniper and Spy, a 32.8% increase for Medic and a 26.3% increase for Scout.

Stats:
-Takes 480 damage to full fill the rage meter
-Range: 450 H.U.
-Activation time: 3 seconds
-Speed increase is dependant on class, with slower classes benefiting the most, at a 40% increase for Heavy and Soldier, a 37.5% increase for Demoman, a 35% increase for Pyro, Engineer, Medic, Sniper and Spy, a 32.8% increase for Medic and a 26.3% increase for Scout.

The Mantreads
Although the Mantreads appear to look very nice, the item itself is not a very wise choice to use in place of a different secondary. The Mantreads have only positive attributes associated with them, and the attributes may seem useful, even though the do more harm than it is worth. The main feature of the Mantreads would be the huge reduction in push forces, but this is a double edged sword. This has more than enough potantial to save the wearer from enemies pushing them into hazards, such as cliffs, but also reduces the wearer's ability to effectively glide and escape on incoming push forces, such as and airblast into a wall or Sentry fire. This makes a much easier target for enemy players because nearly all weapons with significant push forces do maximum damage in close range, and you will be in much closer ranges against push forces. The other ability of this weapon seems to be rather silly, and mostly useful for experienced rocket jumpers. The Mantreads cause massive damage on impact against an enemy, but shooting them with rockets is more effective anyways. If there was one weapon to not use as a secondary, it would be this one. Try to stay away unless you are on a map with many cliffs, such as upward, or can easily land on enemies.

Traits:
+75% less push force taken from damage.
+3 times the fall damage when landing on an enemy
~Grants these abilities passively.

The Reserve Shooter
The most similar secondary to the Shotgun is the Reserve Shooter. Designed as a compact shotgun for airborne infantry, the Reserve Shooter proves more useful against enemies in the air than the Shotgun because of it's ability of mini-criting airborne targets. To make matter worse for the guy recieving the blow, any player that wields this shotgun is granted a faster weapon switch to make more use of the damage bonus against airborne targets. What are the limiting factors of this weapon, you may ask? The answer is a huge blow to the tube size of this shotgun, only three shells can be loaded at one time. Not to mention, the mini-crits only function three seconds after this weapon is actively deployed. The Reserve Shooter proves as a closer ranged powerhouse than the Shotgun because of these attributes. This weapon targets the Soldier's ability to launch targets airborne, and utilizes this to more easily dispatch of these foes that are unfortunate enough to be trapped in the air. This ability can not be abused, however, because of the time limitations, even though it is reset when the active weapon is switched. It also lacks the Shotgun's ability of suppressive fire. If you can not launch targets airborne or there are not many scouts on the enemy team, this weapon is nearly a direct downgrade to the Shotgun, but it will tear through singular airborne targets, either self propelled or launched by you.

Traits:
+15% faster weapon switch speed
+Mini-crits airborne targets for three seconds after weapon switch
-50% clip size

Stats:
-Base damage: 6/pellet (medium range:30-10)
-Maximum damage: 9/pellet (close range:90-80)
-Minimum damage: 3/pellet (long range:10-3)
-Pellet count: 10
-Pellet spread: 30:1 (Hammer Units(H.U.) away from target, H.U. of spread on target)
-Critical damage: 18/pellet
-Mini-crit damage: 12.15-8.1/pellet
-Fire rate: .625 seconds
-Initial reload: 1 second
-Consecutive reload: .5 seconds

The Righteous Bison
Although seemingly similar to a Shotgun, the Righteous Bison more closely resembles a pocket rocket launcher. This handheld particle smasher might be slightly weaker than the Shotgun in close ranges, but it is much stronger at longer distances, coming close to even outperforming your primary in this regard, and it is a perfect weapon for harrassing enemies at chokepoints or that do not know of your existance. To make this weapon even more effective at chokepoints, it has the ability to penetrate an infinite amount of enemies, while retaining the same damage profile, and can kill high priorty targets behind other enemies. Being an energy weapon, the Righteous Bison has infinite ammo which makes it infinitely more useful for chokepoints and crowd control. On top of this, it's projectile can not be deflected. This weapon, however is not without some serious drawbacks. For starters, it fires a slow moving projectile that can be easily avoided when used incorrectly, and the Bison suffers a clip size reduction as well. Not to mention, the Bison is absolutely terrible against all buildings, do not even waste your time trying to destroy one. The Righteous Bison is a great tool for harassment and in the right hands, it can be very destrutive. However, it generally takes more skill and knowledge to use than the Shotgun, and this can be the user's downfall. Use this weapon when you can hold down a chokepoint, and when you can reliably predict enemy movement. This weapon, however, will be less than ideal when used without practice, as there is no splash damage. Timing is key with this weapon.

Traits:
+Does not require ammo
+Can pierce multiple targets
+Can light friendly Huntsman arrows on fire
+Can hit players multiple times
+Projectiles can not be deflected
-Deals only 20% damage to buildings
-33.3% smaller clip size

Stats:

-Base damage: 16/pellet (medium range:64-16)
-Maximum damage: 20/pellet (close range:80-20)
-Minimum damage: 12/pellet (long range:48-12)
-Pellet count: 4
-Critical damage: 60/pellet to 36/pellet
-Mini-crit damage: 30-16/pellet
-Fire rate: .8 seconds
-Initial reload: .92 second
-Consecutive reload: .4 seconds
Melee:
The Shovel
Although the original is generally considered the best in TF2, the Shovel is generally viewed as worse than other melee weapons that give the user better bonuses. However, some may still use it if they do not want attributes given by other weapons. I still would recommend using a different melee weapon as a substitute that gives a mobility advantage.

Stats:
-Base damage: 65
-Critical damage: 195
-Mini-crit damage: 88
-Attack interval: .8 seconds

The Equalizer
Originally a straight upgrade to the Shovel, the Equalizer was split into two seperate weapons many upddates ago. What was left over that eqaulizes damage done with health left is generally regarded as one of the poorer choices for Soldier's melee not only because it does less than the Shovel when your health is above 114, but also because the Soldier is too slow to utilize the damage increase. It can be useful when in very dire situations as a last ditch effort when the enemy constantly gets close to you.

Traits:
+Damage done with this weapon does more as your remaining health decreases
-Can not be healed by a medic when active, can not call for a medic while active

Stats:
-Base damage: 107-33 (based on this equation: 107.25 − 0.37295 × H, when H=health)
-Critical damage: 321-99
-Mini-crit damage: 144-45
-Attack interval: .8 seconds

The Pain Train
Although frequently harrassed, the Pain Train is great in Payload and Control point maps, as the wearer will count as two people instead of one. The bullet damage can be a factor if there are many bullet based classes on the enemy team, but it can be nullified if your playstyle dictates constant exposure to a cart, which is a constant healing source. The Pain Train is not as bad as many say, and you should consider using it if the opposing team isn't filled with bullet based weaponry and you really need to push for a point.

Traits:
+Increases the user's capture rate by 1 for points and carts
-10% increased bullet damage

Stats:
-Base damage: 65
-Critical damage: 195
-Mini-crit damage: 88
-Attack interval: .8 seconds
Melee (cont):
The Half-Zatoichi
Although more useful with a Demoman, the Half-Zatoichi still can see some viable use with the Soldier. The Soldier, due to his slow movement speed, can not catch up to anything besides other Soldiers and Heavies, and the downfall of this weapon is that it can not be switched out until you get a kill with it. On a kill, however you are restored to your base health of 200, which is very useful in dire situations, and picking off single, unaware enemies with this weapon may be useful to restore health. As a double-edged attribute, this weapon instantly kills any other enemy wielding this weapon, regardless of health. Use this weapon if you can accurately judge when to use it, but using it like other melee weapons will result in death.

Traits:
+On kill: restores user to 100% health
-This weapon is Honorbound and can not be sheathed until a kill is scored
-Instantly kills any enemy that has the Half-Zatoichi active.

Stats:
-Base damage: 65
-Critical damage: 195
-Mini-crit damage: 88
-Attack interval: .8 seconds

The Disciplinary Action
This melee weapon is the supportive melee weapon of the Soldier. WIth the help of a teammate, you can whip yourself and your team to higher speeds, and can make very effective pushes on foot towards enemies, or can push away from enemies. This weapon also features a great melee range for assisting in hits on your teammates so that you can boost yourself and your team without great hassle. The extra range also helps in combat, as an added bonus. However, the Disciplinary Action also features a reduction in damage against enemies, which pushes for it to be used as a support weapon. This weapon is one of the two best melee weapons for Soldier, use it very frequently. Do not use it, however, if you are a total wandering Soldier, as the lack of teammates will defeat the purpose of using this weapon.

Traits:
+70% longer melee range
+On hit ally: boost both players' speed during 4 seconds
-25% less damage done

Stats:

-Base damage: 49
-Critical damage: 147
-Mini-crit damage: 66
-Attack interval: .8 seconds

The Market Gardener
Incredibly useful if its user is well adapted to rocket jumping, the Market Gardener is a downgrade to the Shovel if used inproperly. While rocket jumping, the Market Gardener will score the user critical damage on enemies as long as the enemy is hit while the Soldier is still in the air. Failure to hit enemies will rocket jumping, however, will just cause the player to lose random critical hits. Although this melee weapon will cause the most reliable damage if used properly, its use is limited by many factors, primarily skill. Not to mention, firing a few rockets at an enemy while airborne is safer and will cause more damage than the Market Gardener can. Only use this weapon if you can easily score critical hits with it, and if you are proficient at doing so. Do not use this weapon if you can not score hits, obviously, or if you do not want to sacrifice the mobility bonuses of other melees.

Traits:
+Deals crits while the wielder is rocket jumping
-No random critical hits

Stats:
-Base damage: 65
-Critical damage: 195
-Mini-crit damage: 88
-Attack interval: .8 seconds

The Escape Plan
The other mobility increasing melee option for Soldier, this is generally regarded as another one of the best choices possible. Every time the Soldier is injured, his speed will increase relative to his remaing health,where less health left causes the Soldier to move faster, resulting in the player being more easily able to escape danger posed by the enemy team. This bonus only applies when the Escape Plan is active. This weapon has the bonus of only relying on yourself for the speed boost, rather than other teammates to get a boost. As a drawback, Medics can not heal you as long as this weapon is currently active, and mini-crits are taken as long as this weapon is out, and a while afterwards, to discourage easy, undeserved escapes from combat. Although this weapon is not without serious drawbacks, use this weapon frequently, as when used in wise moderation you will be able to escape from impending danger without any assistance from your team. It is perfect for wandering Soldiers, as they do not encounter their own team frequently. Do not use this weapon if you are frequently found with the bulk of your team, or can not make good decisions about when to try to escape.

Traits:
+Movement speed increases as the user becomes injured
-Mini-crits are taken while this weapon is active, and for 3 seconds after it is switched out
-User can not be healed by Medics, and can not call for Medics.

Stats:
-Base damage: 65
-Critical damage: 195
-Mini-crit damage: 88
-Attack interval: .8 seconds
-Rough speed increases are as indicated:
Health remaining- Speed (H.U.)- Relative speed increase-
300-161- 240- 0%
160-121- 264- 10%
120-81- 288- 20%
80-41- 336- 40%
40-1 384- 60%


Suggested Loadouts:
These could either be loadouts that I personally find effective, or that would work well together in theory. Just because they work for me or in theory does not mean they will be as good for you, as your own stylized loadout is better than anyone elses for you. If I see any stand-out ideas in the comments, I will add them.

Loadout A:
-Rocket Launcher
-Righteous Bison
-Disciplinary Action

Loadout B:
-Direct Hit
-Reserve Shooter
-Escape Plan

Trolldier:
-Rocket Jumper
-Mantreads
-Market Gardener
Future
I will listen to any ideas that you may have.

Looks like I may do more class guides if enough people want me to, I would like to do Engineer and/or Medic because I have the most play time and experience in these two as well as Soldier, but I could try anything.

Understanding and loving your MeeM (Medic)

Intro
Hello everyone and welcome, today we'll be talking about the medic and how he supports and pushes the team, we'll be going over weapons, healing priority, supporting your medic and general tips on how to stay alive and healthy for the team.
The medic then and now
Back in 2007 when TF2 was still in it's baby steps and hats weren't a thing at the time the medic had 3 things going for him: healing, being German, and being the second fastest class in the game. before the first big patch (the gold rush update in 2008) he was the least played class, after the update he became the third most played class with the introduction of the Ubersaw, Kritzkrieg, and Blutsauger.

A few patches and hat jokes later we get the 2011 summer update being the uber update show casing new weapons, hats, and a long awaited meet the of some peoples favorite class: the medic, not only did it mark the F2P era but medics roll as a healer changed by adding the quick fix, not by much, but it opened some windows, go a bit further and we hit the mecha engineer with three new weapons one of them being the Vaccinator a medi-gun that helped suppress damage to a point, go just a bit further and we hit two citys reworking medics role in MVM and buffing and nerfing a few things with his weapons and healing items along the way.

Now that I've covered history lets move on to the mann behind the medicine.
The meem behind the mann
Medic alone isn't too strong much like how one ant can't hold against a larger bug, but like an ant it has others that can help it fight and that's where the medic gets it's strength, other players and well planed team work.

Depending on how you play medic comes into play as well, here are some examples:

  • I'll heal you and only you (Pocketing)
  • You get a heal and you get a heal, and you... (Basic meem)
  • I got the krizs (Damage dealing)
  • I know you're 5 yards away and everyone's after you but i swear on my gibus I'll save you (Overly protective kamikize medic)
  • Double medic over easy (Uber chain)

Now lets get into more detell into the play styles I just named out:

  • Pocketing- This tacit is used for players that aren't use to the game yet, or know each other from steam or real life, although not the best form of medicing it's helpfulness depends on 2 things communication and player skill, the four classes that usually fall in the pocketing catagory is HeavySodilerDemoman, and Pyro.
  • Basic MeeM-This is how most medics play either on a pub or reguler severs they go to, the way this works is you heal and keep everyone alive while at the same time keeping your self away from any unwanted guests that wish to take a good look at your hat with a knife in your back.
  • Damage dealing-This tacit is mostly for defensive pushing or if there's an uber medic on the field to help keep you and you're heal target alive and well when doing an offensive push.
  • Overly protective kamikaze medic-This is a very high risk move, battle medic isn't something that's seen and done well often but if pulled off right you can save some players and look good doing it.
  • Uber chain-It falls under pocketing but works a little differently basicly you heal one medic and he heals you back, both of you have an ubersaw, you uber and he attacks with said ubersaw if he has ubercharge it's your turn to do the same, repeat for maxium hat points.

Now for some little tips about the medi-gun the longer a player is hurt the greater the heal rate, it works the same way with your heath regen going up to 6 health points of heath regen.

Now you have an idea on what to expect or what kind of meem you are when playing a game with other people, lets move to weapons and medi-gun tactics
A medi-gun a day keeps the grim reaper at bay
Now here comes the real kicker weapons and medi-guns for our meem, everyone has a fancy to some weapon either you're a kritz, normal medi or quick fix your job is still the same healing lots and lots of it, now let me explain how each weapon works and show you my load outs to give you an idea as to why I use them.

  • Default Medi-gun (grants invulnerability for 8 seconds)
  • Default Syringe gun (base damage of 10 on hit per syringe)
  • Ubersaw (on hit gives you 25% ubercharge on hit).
There is nothing wrong with going default if anything it's one of the better ways of playing the game but a little change of pace is always nice, with this set you have a way of getting more uber from the ubersaw if you're able to hit someone that is, have invulnerability for 8 seconds and able to take out some low health classes with you're tiny baby syringe gun.

  • Kritzkrieg (Lose the use of invulnerability but grants kritz for 8 seconds and builds 25% faster then the default medi-gun)
  • Overdose (10% less damage but depending on your uber rate makes you move just a bit faster when held out)
  • Vita saw (10% less health but retain 20% of the uber you may have lost).
The focus of this set is pull out an uber quicker and to have better movement speed so you can get to the front lines quicker and crit ahead of time as well, you're a glass cannon but with the right team you'll dish out a lot of damage and keep everyone alive and heathly.

  • Quick-Fix (Lose the use of invulnerabillty, but grant a mega heal that heals 120% on uber and gain resistance to push back and stun, also 40% heal rate, 25% uber rate, match the speed of any faster heal target, and jump with any Demos or Slodiers explosive jumping.)
  • Crusader's Crossbow (Fires blots that heals allied targets that heals more health the farther your target is. The same goes for damage done to any enemies.)
  • Amputator (20% less damage, when held you gain 3 extra points of healing on self, and when taunting heal every alliy around you).
(This one and the next would have a picture to them but steam isn't liking me so you'll have bear with me on this)
The last two were for a good push to the other team now we're getting into pure defense and healing benefits, with this set you're strictly a healer keeping everyone alive long to short range the cross bow is for allies that are hurting but are to far away from your medi-beam the bolt can heal most target back to full health granted if you can hit the sucker, The Amputator can heal many players at a time if they're in the field that is and lastly the Qucik-fix, this medi-gun gets a lot of flak for the fact it's just more healing and nothing else, well yes it's nice to have a meem with the default or have some kritz on the side but what some people don't understand is it's a pure defense medi-gun, sure the healer can still die from a charged head shot or back stabs and a horde of emenys but you shouldn't be pushing with a medi-gun like that. The way i see it is:it's a medi-gun that does it's job and it does it well, it heals fast and lets you ride with sticky/rockect jumpers as they're flying in the sky.

  • Vaccinator(50% uber rate, -66% over heal time, has three resistances types bullets, fire and blast damage, 10% resistance to selected damage when ubered 75% resistance to the selected damage and cannot be damaged by crit damge either from the selected typed)
  • Blutsauger(+3 health on hit but -2 heath regen)
  • Solemn Vow(can see enemy health
(FILLER FILLER FILLER FILLER FILLER FILLER)
Now with this set you've got to know the enemy a little bit, also to know when to switch resistances at the right time, this medi-gun can really pack a punch if used in the right hands It's only draw back is over heal takes a whlie and melee doesn't count to any of the resistances you have so you're out of luck if a demoknight comes in and says hello with his talking sword says he wants your head but really he wants your hat the solemn vow helps give you some control with enemy health so you know if it's a good idea to face the enemy or not, the Blutsauger can help in those dire needs of heal if none is around at the time but is a little risky so say the least.

Alright we've gotten weapons down lets move on to other classes and how they can help the medic in his quest to Oktoberfest.
Is tea time doctor
Having a medic is a wonderfull thing, think of him as a pretty woman, protect her with you're life becuase shes the best thing you got right now in the sever.

Getting that out of the way lets look at each class that helps the medic carry on with his healing quest.
  • Scouts Mad milk, Heavys Sandvich, Sinpers Jarate, Pyros air blast and Engi's dispenser can extinguish a medic that's been set on fire from a pyro or a charged Cow mangler.
  • Some medics are still new to the world sometimes they'll be low on health but they don't know where it may be to get some, if it's safe, guide him to some health or to a nearby dipenser so he can breath easy and lead the team to victory.
  • Demos and Soilders can jump to great highs so it's importent to know that even if you have the means you should stay with your meem or at lest let him give you an over heal so you'll make the landing who knows maybe you'll see each other again on the field because a good medic knows when a team member is hurt and will do his best to save you from unwanted guests.
  • Another medic is like a friend, he'll be there for you as well as you will for him, it's even better if you have the uber and he has the kirz, it goes hand in hand.
  • And now for the big one the heavy He's your best firend, he'll feed you, care for you and he crys when you're gone and if he's good he'll keep you alive for the whole round.

Everyone plays a role that helps eachother and it's best to understand that, work with people, good or not, they're there to suport you so you and they can win the match, team work is one of the best of tactics you can have in this game.
Credits
Well I hope this helps some people with understanding medic a little more, the only thing I own is the load outs I have, the pictures are not mine, if you are the artist and wish that I take these off do to not asking, then please send me a message thank you for taking a look at this.

Good Luck~

Sunday, December 22, 2013

NBI Clearance

Online Clearance Application FAQ
(Updated October 02, 2013)
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Sunday, September 15, 2013

FTL: Faster Than Light Tips


The 42 Top Tips for FTL: Faster Than Light


1. Develop a boarding team as soon as it is safe to do so. This is critical for the additional scrap recovery you get from capturing ships (rather than blowing them up) as well as for the final boss, where you can use two man teams of boarders to disable the big ship's gun pods.

2. Time your shots. It is often better to wait for all your guns to charge up and then chain them rapidly together (in the new version you can fire as one big salvo... in the older versions it was often better to chain shots). That way you can hammer down shields before they can regen.

3. Ideal pilots: Slugs and Rockmen. Ideal Engines, Shields, Weapons: Zoltan and Engi. Humans are the least desirable for anything. Mantis should always be boarders unless you really need someone to man a pod. Avoid Zoltan or Engi for pilot as they are terrible at fighting.

4. Grind jump points. It's not a race to get to the exit - plot a course that lets you get exposed to as many open points as possible.

5. Level 2 shields are good up to sector 4 on normal, sector 5 on easy. Level 3 is good until the end of the game on all levels. In the same way, Engines at 25% and then at 45% to the end of the game.

6. For most ships and situations, level 1 cloak is better than 2 or 3 as it rapidly recharges. Use it only when missiles are incoming (or you really need a recharge break).

7. Use a defense drone for stage 2 of the final boss to take out boarding drones.

8. Try to kill all crew but the guy manning the heavy laser pod in the very first fight with the final boss. In the second fight, dump all your crew into the enemy drone room right away. Priority to disable on the boss is always 1) missile pod 2) ion pod 3) beam pod. Exception is if you are having a very slow time disabling the drone room, then take out the beam pod before ion.

9. Fighting the first battle is too complex to detail here. But suffice to say it goes like this: 1) disable missile pod. 2) with your transporter at level 2, send another 2 man team to the ion pod while your first team is still dismantling the missile pod. 3) wreck shield room 4) return all boarders and heal them 5) switch to medbay, destroy it 6) transport boarders to door control room; if you have the four man transporters, send them all into the medbay, shield, or cloak rooms.

10. Upgrade doors to level 2 by the end of sector 2, level 3 by sector 5. with level 2 doors you can kill off most boarders by simply venting rooms (and forcing them to break through doors only to go into more vented rooms).

11. Having an AP or boarding drone will kill all the pesky spiders.

12. Have medbay at level 2 and a transporter when visiting the mantis sector.

13. Don't be afraid to send EVERYBODY over if you have those 4-man transporters. I do it even with 2 man transporter rooms - just be aware of the risk of having a burning ship that you can't come back to.

14. Always destroy medbays! sometimes even before you disable their guns.

15. killing engines or the bridge will prevent a ship from fleeing. if you board their ship and they send their pilot to help fight, that will also disable the ship (no pilot).

16. The best gun in the game is burst laser mark 2. buy them at every opportunity. two BLM2s will beat a glaive beam (the most powerful single weapon) any day.

17. the best augments are: weapon pre igniter, drone recovery arm, scrap recovery arm. note that the drone arm can't retrieve boarding drones or hull repair drones.

18. level 2 transporters will be able to send two men over to automated sentry ships and get them back before they asphyxiate. I often send two mantis over to knock their shields over, then pull them back right before they gasp out.

19. crystals are incredibly powerful as boarders. Pop all three of them (two if you don't have the carnelian ship / type b yet) into the enemy weapon room, freeze it, bam bam bam... freeze again.... bam bam bam... freeze again... disabled ship. you can also use it to trap enemy crew in a room with your boarders - no trip to the medbay for you!

20. don't every buy repair past where the drone bracket ends on your hull health bar. IOW, leave 5-6 units unrepaired. that way, if you rescue a benevlonent ship you can benefit from the free repair they're reward you with.

21. also, try to keep your hull right about there in terms of health.

22. rockmen + fire bomb in enemy medbay ... hahahaahhhaahhaa come get some. fire beam rather sucks, though.

23. the antibio beam is a novelty only unless you really are good at this game. it takes an obscene amount of timing and planning to use well.

24. hull and pike beam suck but can be used to decent effect. just don't buy those things unless you really need a 2nd weapon and there' snothing better. halberd beam, on the other hand, is an incredibly useful little beast.

25.You can hit 4 rooms at a time with the halberd beam against most ships.

26. If you have a great crew, don't take stupid risks - especially ones like giant spiders and the great zoltan eye. If your crew is middling and the game is early, why not... but still avoid spiders. it is the absolute worst in terms of always failing miserably.

27. burning space station? don't send your guys in. just dock. you can't lose a man if you dock, only get a few points of hull damage. now if you have a rockman or repair drone..

28. Engi and Rockmen have the most blue options. try to have one or both on yoru ship.

29. Slugs are nice, too. no point having more than one of them, though.

30. mantis has only 1 that I know of (and it's in the slug sector)... zoltan and humans have none. nor do crystal men.

31. the best missile weapon is the humble artemis. the rest kind of suck when compared to bombs.

32. with that said, ANY weapon in the game can be used to good effect with some thoughtful planning.

33. don't be greedy! greedy captains soon find themselves in empty ships. take good, calculated risks... and if a ship starts looking bad, get your crew out of there!

34. you better know what you're doing if you decide to board in asteroid belts or fire novas.

35. defense drone II - you don't need it if you have defense I.

36. beam and anti ship drones are of very limited use.

37. no need to fly around with the hull repair drone equipped. only use it between jumps. keep soemthing better in the slot.

38. don't bother going to the store if you have less than 45 scrap unless you want to sell or repair.

39. if you meet a ship with puny guns that can't ever hurt you, stick a man in the shield room, one in the engine room, one in the pilot room.... then go make a sandwich. they'll be experts at evading / recharging in no time.

40. nothing wrong with dismissing crew in favor of zoltans. but weight the benefits carefully...

41. always hire zoltans if you see them in the store if you can afford it at all.

42. My favorite ship in the game is the Carnelian, followed shortly by the Basalisk.

okay... that's enough for now :o whew...

One last thing. Play Easy mode. Normal wasn't fully manageable for me until I'd already put about 100 hours in. Normal is very difficult to survive in the first 3 sectors - but after that you should be able to stabilize.

Addenum A: Feb. 15th, 2013
Defense drone II is indeed in many ways only a small benefit over DD1. Personally, I always sell them unless I have to use them - as we know, FTL is a game where you really have to be very fluid and constantly make the most of what you get. this is not the kind of game where you can do a set order of steps and then achieve an easy victory.
Why do I not use DD2? Because often it will waste its shot on a laser that my shields can block, and then let the fat 4-point missile through. Doesn't always happen, but it does happen enough that it just isn't worth 4 power to me.

Yes, I do like boarding a lot. It's not so much about powergaming for me as I really like the feeling of sending an elite death squad over to wipe out the enemy. But FTL has TONS of playstyles, not just Boarding / Weapons / Disabling. Some examples:
-- Fed Cruiser: Fed Beam build
-- Zoltan: Glaive / BLIII build (taking advantage of extra shield time)
-- Crystal A: Ion + Heavy Crystal build (ie., 2 ion blasts and a heavy crystal)
I enjoy them all, and one of the best parts about FTL is that you really don't know which strategy you'll eventually wind up with.

mantises... yes, they make nice boarders, but they are not the only ones nor are they the best. In order of best to good:
#1: the crew that you have. be flexible! I have done well with a single Engi boarder. How? I just make him run all over the enemy ship, disrupting their crew and kiting their defenders until I can get them into a single room. Then, fire all shots into that room while simultaneously warping my engi out.
-- crystal men
-- mantis
-- rockmen (these move up one notch if you have firebomb)
-- regular humans. why? because no one ever cries when they lose a human....

Breach Bomb II is a very high quality weapon. Not only will it severely disable any system (with at least one shield guaranteed), it prevents crew from easily repairing that room. It cannot be blocked, cannot be put out, and mantis ships find it incredibly difficult to handle them.

Board ships with upgraded doors only very cautiously. You do NOT want to get trapped in a room. With unupgraded door ships, you can easily kite the entire enemy crew all over the ship, dodging most shots until your transporter is ready to beam you back. This is another reason to buy upgraded sensors. The same is true of ships with cloaks as you cannot teleport while the enemy is cloaked.

Double boarding with lvl2 transporters is a very strong strategy. Send a first team into the O2 room (which will almost always be undefended and containing only two spaces). Follow up the first team with a second team to either bridge or weapon room. If your first team is badly damaged, send all four into a 4-man room. with some kiting you can get the defenders to attack the new team in melee, allowing your injured first team to shoot at them without retaliation.

If your team is doomed, with no way to get them back in time, try to draw as many enemy as you can into a single room. Then bombard that room.

The federation beam is not to be relied upon, ever. it is nice to have around but doesn't become a real threat until fully upgraded. even then, you cannot count on it - and you must be careful that you don't kill your own boarders or destroy a ship prematurely. that said, it is a very good bonus support weapon that can go through even super shields.
The Mantis Ships
The Mantis ships are both ideal for boarding-happy players.

Gila M has just enough firepower to be a highly versatile ship that can easily run any strategy from the start, with a crew transporter built in. 
- single shot laser
- small bomb
- lvl 1 shield, transporter
- no sensors.
1 engi, 3 mantis.
Mantis Pheremones (+25% speed for all crew, on your ship or theirs)

It is best to use the Engi for a pilot, and two mantises for boarding. The third mantis can have engine room duty until new crew show up. Use the bomb to disable enemy weapons, giving your mantises time to kill off the crew. You will also need to use the bomb to take out med bays - then move your mantises into the med bay to make their stand there.

  • Conserve your bombs! You will need to rely on them until you can get better weapons. 
  • Upgrade the shield to lvl 2 as soon as you can. If you're good at the game you can get away with putting this off a little longer, but weak shields + weak weapons = taking lots of hull damage = unable to afford good buys at stores. 
  • The engine also needs to be upgraded, at least to lvl3. It's cheap up to lvl3 and you will need it if you run into heavy sentry bots or zoltans. Your puny single shot laser and bomb will take FOREVER to take down a zoltan shield. It's probably better to flee.
  • Mantis Pheremones are nice (esp with rock men) but they are also 40 scrap and don't hesitate to sell it if you need money to buy decent laser gun. If I see a heavy laser 1 at the store in sector 1, I would not hesitate at all to sell MP for it. Basic Laser is a godawful weapon and is akin to going to war armed with a single-shot .22LR squirrel gun. It's pretty much only good for kicking the enemy when they are already down.
  • don't bother buying sensors too early. you ARE going to board that ship, regardless of what might be on board. besides, you're mantis. who's there to be afraid of?

The Basalisk.... ahh, yes. Severely underpowered out the gate, but with some TLC can become an absolute terror by sector 4.
- boarding drone
- defense drone
- no weapons!!!
- teleporter, lvl 2 shields.
2 mantis.
Mantis Pheremones.

You will be going "all-in" for each fight, at least in the beginnng. As soon as you warp into a fight, send both mantis to the transporter. What follows will then be a desperate race to kill the crew before your ship takes on too much damage.

  • You need a 3rd crew member, STAT. Rockmen or Engi are ideal, but any joe will do as anything is preferable to being a sitting duck. 
  • You desperately need a gun. Any gun. Unfortunately, the Basalisk tends to run into gun-free stores more often than most (the same is true of Crystal B). If you are lucky, you'll find a store selling Heavy Laser I in sector one. Buy it - even if you have to sell Mantis Pheremones or even the boarding drone. Otherwise, the only thing you'll be able to do against bots and zoltans is run away. 
  • If you get another mantis as your first crew member find, consider staying with the "all-in" strategy. 3 mantis boarders all at once in the weapon room is a deadly thing.... and your shields can take quite a beating at least early on.
  • If you have no crew staying on board, consider venting the whole ship when boarded. Be aware that this is a very risky strategy as you may wind up unable to return to your ship. Then again, if you wanted a low-risk, average return investment you wouldn't be playing the Basalisk, would you?
  • 4 Elite mantises are a true terror. However, 2 rockmen and 2 mantis are also very good. If a fire breaks out in the enemy ship, send the rockmen over....

Hope these help! Remember that being flexible is most important...