Admiralty Anchor: Difference between revisions
Added related achievements |
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{{Todo|Add the damage from the earthquake ability to the "Properties" table.}} | |||
{{Infobox weapon | {{Infobox weapon | ||
| kill-icon=anchor | | kill-icon=anchor | ||
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| loadout-kind=Anchor | | loadout-kind=Anchor | ||
| loadout-attributes= | | loadout-attributes= | ||
{{Loadout positive| | {{Loadout positive|Create earthquake upon taking fall damage while active}} | ||
{{Loadout negative| | {{Loadout negative|On Wearer: Take crits from projectiles while airborne}} | ||
{{Loadout negative|+30% gravity while active}} | {{Loadout negative|+30% gravity while active}} | ||
{{Loadout negative|No random critical hits}} | |||
<br/> | |||
{{Loadout neutral|"I will not tolerate any crass jokes about the Navy in my unit.}} | |||
}} | }} | ||
The '''Admiralty Anchor''' is a melee weapon for the Soldier. | |||
{{Quotation|Soldier, in the '''Admiralty Anchor''' [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president's anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies' faces as we climb a building and throw this anchor from the roof at them.}} | |||
The '''Admiralty Anchor''' is a melee weapon for the [[Soldier]]. It is a dark and slightly rusted steel admiralty anchor tied around the soldier's waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him. | |||
The Admiralty Anchor deals the same damage and has the same attack speed as the [[Shovel]]. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the "AIRTIME" meter, which fills up and turns red once you've fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full "AIRTIME" meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits. | |||
== Related achievements == | == Related achievements == | ||
| Line 21: | Line 32: | ||
{{Achievement|achievement_anchor_multikill}} | {{Achievement|achievement_anchor_multikill}} | ||
}} | }} | ||
== Properties == | |||
{{Weapon properties | |||
| damage-type = Melee | |||
| ranged-type = Melee | |||
| taunt = Kamikaze | |||
| damage-column = true | |||
| base-damage = 65 | |||
| base-damage-percentage = 100% | |||
| critical = 195 | |||
| mini-crit = 88 | |||
| function-times-column = true | |||
| attack-interval = 0.8 s</br>{{tooltip|0.5 s|Haste boosted}} | |||
| activation-time = 0.2 s | |||
|}} | |||
{| class="wikitable" | |||
|+ Earthquake Damage (No Airtime Modifier) | |||
|- | |||
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance | |||
|- | |||
| 650 || 33 || 22 || 11 | |||
|- | |||
| 1050 || 53 || 35 || 18 | |||
|- | |||
| 1400 || 70 || 47 || 24 | |||
|- | |||
| 1750 || 88 || 58 || 29 | |||
|- | |||
| 2100 || 105 || 70 || 35 | |||
|- | |||
| 2450 || 123 || 82 || 41 | |||
|- | |||
| 2900 || 145 || 97 || 48 | |||
|- | |||
| 3250 || 163 || 108 || 54 | |||
|- | |||
| 3500 || 175 || 117 || 58 | |||
|- | |||
|} | |||
All values are approximate and community-tested. | |||
The formula for the damage is approximately {{code|(((velocity/30)*airtime)*distance from target)}}, where velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5. | |||
== Strategy == | |||
Due to the Admiralty Anchor's ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force. | |||
{| class="wikitable" style="text-align:center;" | |||
|+ style="text-align:center;"| Admiralty Anchor v. Stock Shovel | |||
|- style="text-align:left;" | |||
| <poem> | |||
➕ Causes a powerful damaging earthquake when landing after an amount of air time | |||
</poem> | |||
| <poem> | |||
➖ Has no random crits | |||
➖ Vulnerable to airshots | |||
➖ Deals more self-damage upon landing | |||
</poem> | |||
|} | |||
== Update history == | == Update history == | ||
{{Update history| | {{Update history| | ||
{{Update|2.2.0}} | |||
* Added the Admiralty Anchor | * Added the Admiralty Anchor | ||
{{Update|2.2.1}} | |||
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets | * Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets | ||
{{Update|2.2.2}} | |||
* Raised minimum earthquake radius to 96 (from 64) | |||
* Raised minimum earthquake damage multiplier to x0.5 (from x0) | |||
* Trail particles no longer render in first person | |||
* Adjusted tauntkill timings | |||
{{Update|2.2.3}} | |||
* First person animation state no longer waits to go idle in order to update when airborne or landing | |||
* Players now properly sink and are slowed down in water while active | |||
* Updated sound effects for drawing, swinging and crit swinging | |||
{{Update|3.0.0}} | |||
* Downside now requires a minimum height check when blast jumping | |||
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0) | |||
}} | }} | ||
== Trivia == | |||
* The Admiralty Anchor was teased in [[Jinn]] as an [[Achievement|easter egg]] but it was later revealed as Soldier's then-upcoming weapon after he attached a note to it that says "MINE!" with his signature. | |||
{{Nav allweapons}} | {{Nav allweapons}} | ||
Latest revision as of 02:06, 2 April 2026
| A todo list has been written for this article.
The specific instructions are: Add the damage from the earthquake ability to the "Properties" table. |
| Admiralty Anchor | |
|---|---|
|
|
|
| Kill Icons | |
| Basic Information | |
| Used by | Soldier |
| Slot | Melee |
| Loadout Stats | |
Admiralty Anchor Anchor Create earthquake upon taking fall damage while active On Wearer: Take crits from projectiles while airborne +30% gravity while active No random critical hits
"I will not tolerate any crass jokes about the Navy in my unit. | |
Soldier, in the Admiralty Anchor promotional blurbThis is the president's anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies' faces as we climb a building and throw this anchor from the roof at them.
The Admiralty Anchor is a melee weapon for the Soldier. It is a dark and slightly rusted steel admiralty anchor tied around the soldier's waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him.
The Admiralty Anchor deals the same damage and has the same attack speed as the Shovel. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the "AIRTIME" meter, which fills up and turns red once you've fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full "AIRTIME" meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits.
Related achievements
Properties
| Properties | ||
|---|---|---|
| Damage type | Melee | |
| Ranged or Melee? | Melee | |
| Taunt | Kamikaze | |
| Damage | ||
| Base damage | 100% | 65 |
| Critical | 195 | |
| Mini-crit | 88 | |
| Function Times | ||
| Attack interval | 0.8 s 0.5 s | |
| Activation time | 0.2 s | |
| All values are approximate. | ||
| Velocity (HU/s) | Direct Landing | Mid-range | Farthest distance |
|---|---|---|---|
| 650 | 33 | 22 | 11 |
| 1050 | 53 | 35 | 18 |
| 1400 | 70 | 47 | 24 |
| 1750 | 88 | 58 | 29 |
| 2100 | 105 | 70 | 35 |
| 2450 | 123 | 82 | 41 |
| 2900 | 145 | 97 | 48 |
| 3250 | 163 | 108 | 54 |
| 3500 | 175 | 117 | 58 |
All values are approximate and community-tested.
The formula for the damage is approximately (((velocity/30)*airtime)*distance from target), where velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5.
Strategy
Due to the Admiralty Anchor's ability requiring rocket jumping, it is recommended that you use it in tandem with the Gunboats for the damage resistance, and the R.P.G. for the bonus jump force.
➕ Causes a powerful damaging earthquake when landing after an amount of air time |
➖ Has no random crits |
Update history
- Added the Admiralty Anchor
- Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets
2.2.2 (Double-Double Down Update)
- Raised minimum earthquake radius to 96 (from 64)
- Raised minimum earthquake damage multiplier to x0.5 (from x0)
- Trail particles no longer render in first person
- Adjusted tauntkill timings
- First person animation state no longer waits to go idle in order to update when airborne or landing
- Players now properly sink and are slowed down in water while active
- Updated sound effects for drawing, swinging and crit swinging
- Downside now requires a minimum height check when blast jumping
- Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)
Trivia
- The Admiralty Anchor was teased in Jinn as an easter egg but it was later revealed as Soldier's then-upcoming weapon after he attached a note to it that says "MINE!" with his signature.
| Weapons | |||||
|---|---|---|---|---|---|
| Primary | Secondary | Melee | PDA/Watch/Sapper | ||
| Scout | - | ||||
| Soldier | - | ||||
| Pyro | - | ||||
| Demoman | - | ||||
| Heavy | - | ||||
| Engineer | |||||
| Medic | - | ||||
| Sniper | - | ||||
| Spy | - | ||||
| Civilian | - | - | - | ||







