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The knockback of the Force-A-Nature on both target and shooter makes it far more difficult to follow up on the first shot. Clip size doesn't help either, and force jumps are rarely necessary given the Scout's preexisting doublejump ability. The Scattergun is far more reliable.
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- Bonk! is highly situational and really only helps against sentries and afterburn/bleeding (if an enemy gives you time to drink it, they likely weren't much of a threat in the first place).
- I don't have the Crit-a-Cola.
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Is there anything better than stunning a Heavy, killing his Medic, then being halfway across the map by the time he recovers? I think not.
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While I can aim decently with the Direct Hit, I mainly end up in larger servers and being able to hit 5+ people with a single rocket is just too valuable to pass up. And besides, what fun is a crit-rocket that only hits one target?
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- With the Buff Banner, I may either wait too long and die with it charged because there were no teammates around, or die before I can charge it due to running out of rockets and not having the shotgun as backup. I guess if I played Soldier more defensively, hanging back behind the front lines and spamming rockets, I might find it more useful.
- The Gunboats seem more offensively-suited, but in larger games, aggressively jumping forward with only a Rocket Launcher and melee weapon is suicide. If I'm jumping for any other reason, I'll generally have time to locate health before engaging anyone.
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- At high health or while ÜberCharged, the only reason to use the Shovel is if you're not carrying the Shotgun.
- I might pick the Pain Train if it was the only alternative melee weapon for the Soldier, but compared to the Equalizer, it's rarely as useful.
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