SCOUT - Soda Popper
.This was my pick mostly because is really fun playing
with it, but let me explain it.
.The Soda Popper is a force-a-nature type gun, with only
two shots beofre having to reload it, but to counter it
you have a much faster firing speed and also a special
effect after dealing some damage, in which is a hype
meter that when activated with alt fire you have extra
jumps, up to 5 whole jumps for 10 seconds, and that's
my main reason.
The Jumps
. These jumps helps a lot and you can do quite a lot with
them. These jumps can help you juke enemies so their
tracking worsens and you can kill them easier; you can
help you get into unusual places so you can flank enemies
and get some good pick kills, of course you will loose
a potentially good hype moment to get a med pick or
something but get this:
. If you can be creative and unpredictable with those
extra jumps, you can be just as useful as a normal scout
who will use on the normal places to get these picks,
but you can get killed more easily with using it
normally,and this thing is everything but normal,
literally it's a soda powered shotgun that can make you
jump on the air more times just by using it to kill,
so be strange (not that kind) with it;
. Another way to use it is by using those jumps with
the winger! When the hype is active you can actually use
any weapon, not just the Soda Popper, so you can use the
winger, in which is a pistol that has way lower clip size
for the additions of extra damage (to counter balance the
clip) & a higher jump when active, around 25%, and this is
really good, so with the hype you can have an extra jump
(mathematically speaking, because with 4 jumps you got a
value of 100% of the height, which is just and extra), so
with technically 6.25 jumps at your disposal you can go
wherever you want. You can basically pass through any
high places that normally only the opposing team (normally
blu) can use, and that can make for some lovely flank routes
that can be really helpful if you can pull it off, with that
you can maybe be like dad's scout...
SOLDIER - Direct Hit
.The Direct Hit, ah the Direct Hit...
.The Direct Hit is a weapon that has a focus of having big damage
but with so little splash damage. This weapon stats are:
.25% damage bonus (already good);
.80% projectile speed (even better);
.Mini-Crits when enemy is airborne (Perfect!);
.70% less explosion damage (Oh...).
.Sooo... This weapon has really good upsides, specially because it
can deal more damage (140 max rampup, and 152+ in Mini-Crit) and
because of that you can melt any class, with 3 shotting heavy
(300 damage, the healthiest class) to even 1 shotting 4 classes
(Scout, Engineer no gunslinger, Sniper & Spy), so yeah, this
is good 'n all but they dealt with a pretty hefty downside that
basically makes it so the splash radius is only so short that
you're more lucky in doing direct shots than the splash, because
you need to be so close that you might be doing the direct hit
more times than the splash. This means, in my words, a Revolver
with way more damage, more leeway to hit the shots, and a more
reliable way to deal with anyone if you have the skill to pull it
off.
.And that's what makes it so fun and cool, having to change your
mindset of "Focus on area denial to help my teammates" to "Focus
on helping to deal with pick classes and chipping away healthier
classes way faster", and that's a way to play that I love, having
to take away splash with the benefit of helping your teammates AND
help you get your banners faster, because they fill with damage, and
extra damage means more banners, and they can help a lot, because it
can go from GUARANTEED Mini-Crits (buff banner), Crit RESISTANCE
(Battalion's Backup), and faster movement speed AND life leech
(Concheror).
Making neck snaps with those mini crits.