Wednesday, August 29, 2012

TF2 Weapon Reviews: The Shovel/Stock Melee Weapon

   This weapon review will be different from any other weapon review, as it will be explaining three basic weapons, as opposed to a specific weapon from a specific class. These weapons are the Shotgun, the Pistol, and the Shovel. The Shovel is just an example, the same stats apply to the stock melee weapons of the Pyro, Demoman, Heavy, Medic and Sniper. This Weapon Review is about the Shovel/Fire Axe/Lollichop/Bottle/Scottish Handshake/Fists/Apoco-Fists/Bonesaw/Kukri/Saxxy/Conscientious Objector/Frying Pan, as all of those weapons have the same stats.

   The stock melee weapon is exactly what it sounds like, namely the stock melee weapon, for the Soldier, Pyro, Demoman, Heavy, Medic, and Sniper. It does 65 damage per swing, which can kill a Scout, Engineer, Sniper, or Spy in two hits. Crits do 195 damage, which can kill any class except Soldier and Heavy in one hit. The time between swings is 0.8 seconds, making it slower than the Shotgun and less damaging. As I mentioned, stats are the same across the Shovel, Fire Axe, Bottle, Fists, Bonesaw, and Kukri. The Lollichop has the same stats, but will take you to Pyroland. The Scottish Handshake is just a reskin of the Bottle. The Apoco-Fists have the same stats as the Fists, but make enemies explode, or gib, when you kill them. The Saxxy can be used by any class, has the same stats as the default melee weapon of that class, and turns enemies into Australium statues on a kill. The Conscientious Objector is a reskin of the default melee weapon of every class but Engineer and Spy. The Frying Pan is a reskin of the default melee weapon of every class except the Engineer and Spy, as well as having unique sounds.
   The stock melee weapon is a good player's last resort. Once you run out of all other ammo, or manage to get it close without having a Shotgun loaded, a well-timed swing can usually keep foes at bay long enough to get reinforcements or to load a weapon. As it is only a close-range weapon, the stock melee weapon should only be used as an ambush weapon, or any time when the opponent cannot counterattack.
   As a Soldier, the Shovel is surprisingly helpful, as your Rocket Launcher reloads very slowly. However, a well-placed Shotgun blast is often more helpful. As usual with your melee weapon, use it only when nothing else is available, or when your Shotgun runs out after backing them into a corner. As a Pyro, the Fire Axe is next to useless, as both of your other weapons are superior at close range, and your Flamethrower has a surprising amount of ammo. As a Demoman, your Bottle or Scottish Handshake is actually quite useful, as both of your other weapons are medium range, and deal self-damage within melee range, making a good Bottle smash good for ambushes, if not as good as a Stickybomb trap. As a Heavy, your fists are less powerful and fast than your Shotgun, which itself is worse than your Minigun. Do not use your Fists unless you have no other choice. As a Medic, your Bonesaw can find occasional use in emergencies, as your Syringe Gun does more damage than it in close-range situations, but can be bad for ambushes. As a Sniper, your melee weapon does less damage per second than your SMG, but your SMG runs out of ammo relatively quickly, forcing you to your melee weapon often enough.
   Keep your use of the stock melee weapon to emergencies and ambushes, and it will be a useful tool indeed.

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