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A list of my favorite weapons. I did a list of my least favorites a while back, and my opinions have really changed since then, since I've gotten somewhat decent at the game. So now let's see what we've got. Now for the favorites list, I CAN include the Stock weapons, unlike in my last which where I barred them.
This has and always will be my favorite. While I like to dork around with the Baby Face's Blaster every once in a while, and while the Soda Popper and Force give a better jumping advantage, ultimately none of them have anything on the stock. I always switch to the stock weapon whenever I need to go hardcore Scout and kick some bootay.
Remember when I said my opinions had changed? Well this is an example of THAT. The Crit-A-Cola has greatly grown on me, and I've found its upsides to be much better than the downside. It can help you do MAJOR damage in a short amount of time, and in the increase in speed helps you offset the (admittedly quite notable) downside.
Melee: Boston Basher
THERE WILL BE BLOOOOD... maybe it's just me running around with this too often on trade servers. Maybe it's just me noticing all the posthumous kills with it. Maybe it's just because it's funny to kill myself with it. But overall, the Boston Basher is a pretty amazing weapon. It's got a bleeding effect, which is one of my favorites on any weapons, and can really help in actual play to help a Medic build quick Uber. Not to mention, it's funny to just run around and swing at people with it.
Primary: Rocket Jumper/Beggar's Bazooka
The Rocket Jumper for obvious, rocket-jumpy reasons. The Beggar's Bazooka because in the right hands, it's literally nearly IMPOSSIBLE to counter. Firing off three rockets that fast is NUTS. It does major damage to absolutely everything, from other Soldiers to Pyros who try to airblast and even to Demomen wearing a Chargin' Targe. While it's not particularly good at long range, you can learn to rocket jump in an entirely new way with it: misfiring. By misfiring, you can rocket jump wherever you want with impunity, much like Loose Cannon jumping. And you'll still have two rockets to use! You can take care of that pesky Sniper who won't leave you alone in this way. Ultimately, INCREDIBLE.
It doesn't take as long as other banners to charge, and has an awesome passive healing effect AND a helpful boosting effect to help improve survivability. What's there not to like? Most Soldiers equip a banner or Gunboats anyway and sacrifice their secondary. While others have pros and cons to the Concheror, there's not a lot of reason NOT to use this over anything else; it's got better effects than the Battalion's Backup, passive healing to help rocket jumping like the Gunboats, and increases survivability and thus, damage, to counteract the effect of the Buff Banner. Utterly beautiful.
Melee: 2good, but goin' with Market Gardener
Remember when I said it was hard to use this thing? I DID IT. I just stuck with it and learned how to Market Garden, and now it WRECKS when I use it. I freakin' love this thing. However, I fly around with just about every melee weapon of the Soldier's now. For a class with such cheap melee weapons and little to no market for them (nobody ever melees with anything but the Market Gardener anymore ;~;), he sure has a lot of good options.
While some people consider this the W+M1 Flame Thrower of choice for most Pyros, I tend to disagree (Phlog). It can still airblast, and you shouldn't be afraid to do so once or twice. Not to mention the crits from behind can make you more like a Pyro-Spy hybrid than anything. It's also the best choice of Flame Thrower to use if you decide to M1 another Pyro, due to no damage loss and the possibility of back crits.
Secondary: Scorch Shot
With a wide AOE and knockback capabilities, what's not to like? It may have inferior damage output to other Flare Gun choices, but it's good against Snipers and Spies; Snipers won't like the knockback, and Spies are easier to find due to the splash damage. I also find that it's decent to equip this w/ the Axtinguisher, so you can knock someone around, close in on them, and hit them, almost like an airblast.
Melee: HORY SHEEEEEEET
You CAN'T... YOU CAN'T MAKE ME CHOOSE BETWEEN ALL THESE AMAZING WEAPONS. Axtinguisher gets crits, Rake crits ALL THE DAMN TIME, Powerjack has healing and speediness, Sharpened Volcano Fragment SETS THINGS ON FIRE, Third Degree is direct upgrade to stock, Neon Annihilator makes you not useless in water... AHH! *runs away from list*
I used to hate this thing, because I couldn't hit things with it. Now, I'd never go with anything BUT the Loch. The damage boost on this is incredible, because the Grenade Launcher itself ALREADY does so much damage, and then this thing just takes it a notch further. The projectile speed boost is greatly appreciated to help get airshots and hit (one shot!) Scouts. While the lowered clip size is unfortunate, this thing is a serious beast.
Secondary: Chargin' Targe
While it's offensively entirely inferior to the Splendid Screen (it's near impossible to kill with this thing ;~;), it's got major upsides that totally set it eons apart from the other. A whopping 50% damage reduction from fire damage and 40% from explosives, not to mention AFTERBURN IMMUNITY, makes you INCREDIBLY hard to kill with this thing equipped. While it's plain to see the upsides to the Splendid Screen, I, as a Demoknight, would choose no alternative.
Melee: Half Zatoichi
Gah, it was super hard to choose between this and the Eyelander. But this, this is what I'm going with. The Half Zatoichi is an incredible addition to any Demoknight, especially one equipped with the Chargin' Targe, as it increases survivability to incredible heights. Not only do you have damage reduction, you also get full health on every kill. EVERY KILL! And it neither reduces your health or loses random crits, both things the Eyelander decides to give you. While the Eyelander has AWESOME buffing potential and the ability to increase charge damage, you can't go wrong with the Half Zatoichi. You just can't.
Primary: Brass Beast
I'm not a very defensive Heavy, honestly. As a matter of fact, I'm a sneaky Heavy. But this is my Minigun of choice, with my playstyle, for one reason: once spun up at close range, you've got almost zero chance of losing. If you start spinning up first, you'll probably be able to spin up before your opponent regardless of the spin-up time penalty, and the 20% damage bonus ensures victory. Hoo-rah!
I... can't say anything about this that hasn't already been said. But you feel me? You feel me on this one? You get me, bro?
Melee: Killing Gloves of Boxing
critgame2strong... But really. Let's be honest. 5 seconds of crits? That's a lot of time for crits! Not to mention that when you have critical hits, you're more likely to kill something with these things, extending crit time even further! Woohoo! These are fun to run around with.
Primary: Rescue Ranger
This is great in building defense. No no, it's the BEST in building defense. A defensive Engineer shouldn't DREAM of using anything else. With shots capable of healing buildings and moving them around quickly, what else would you want? Offensively it may be somewhat weak, but you should just let your Sentry Gun do that for you, hm?
Secondary: Short Circuit
This thing has been buffed and debuffed to death, but I think a happy medium has finally been found. It does it's job without being too overpowered against anything. It can really save your building from those pesky explosives they hate so much. When paired with the Rescue Ranger, you're a building saving MACHINE. No pun intended.
Because it makes buildings build faster. Woohoo.
Strong, with a decent passive healing rate and no real downside. What's not to love?
Much stock, very lame.
Melee: Solemn Vow
A direct upgrade to the stock! Albeit, it's not an AMAZING upgrade, but it tells you what to avoid and what to go after. Which is quite helpful.
Primary: Bazaar Bargain
This can be good in a large number of ways. It focuses on headshots and can make for super quick Heavy kills once you get enough of them. Not to mention there's no body shot damage reduction, so you can safely and comfortably bodyshot annoying Scouts or good Trolldiers without having to worry too much (except fo losing some heads). Should be the Sniper Rifle of choice for most pros, in my opinion.
Secondary: Cozy Camper
With no flinching and a passive healing rate, it makes for the best, well, secondary for campers! You can stay away from the heat of the action, without worrying too much about a stray shot hitting you and throwing your aim off completely for a second. And a second can be far too long for something like a Sniper.
This one should be obvious. If you aim good, you can do some major damage from a safe range. If you don't aim good, use something else. This is not for the spammer.
Secondary: Festive Sapper
IT'S SO PURDY
Brief fire immunity can really save your ass sometimes. Works especially well when using something like either the Cloak and Dagger, where it will help you stay hidden for a prolonged period of time.
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