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[ The boot that just whooped your sorry hide was made in the U.S. of A!
―Trooper stomping the enemy Doctor.
]

The Gunboats are a passive secondary weapon for the Trooper and a primary for the Annihilator. They are a pair of black and white boots.

When equipped, it reduces damage taken via blast jumps by 60%. If the user fails a blast jump, they will still receive the original self-damage with no reduction. It also reduces fall damage by 60%. Whenever damage is absorbed from either sources, a sound will play, signifying that the damage was absorbed.

Exhibition

Trooper
RED
GRN
Annihilator
RED
GRN


Function Times and Differences

Function times and differences
Fall damage differences
Fall damage (before) 21
Fall damage (after) 8.4
Blast damage differences
Blast jump damage (before) All Rocket Launchers / 46
Double Trouble / 42
G-Bomb / 76

Stickybomb Launcher and Irish Guard / 72
Quickiebomb Launcher / 61
Shock and Awe / 60

Blast jump damage (after) All Rocket Launchers / 18
Double Trouble / 16
G-Bomb / 30

Stickybomb Launcher and Irish Guard / 28
Quickiebomb Launcher / 24
Shock and Awe / 24

Values are approximate and determined by community testing.

Demonstration

Tc2_item_Demonstration-_GunBoats.

Tips

Trooper

  • This opens up more possibilities by making blast jumping cheaper and less risky, allowing for more skilled rollouts and pogo jumps. But this comes the cost of not being able to use your secondary and primary weapons for finishing off weakened opponents and reliable hit scan damage, forcing you to be more skilled with your primary weapon, because you'll have to rely on it a whole lot more.
  • Get accustomed to the health usage per rocket jump and manage it correctly to be able to make it to the frontline with health to spare.
  • Unlike the Mantreads, the Gunboats are a better option if you use explosive weapons that deal actual damage. By using the Gunboats, your deducting huge amounts of damage unlike the Mantreads which although reduce fall damage, still deal tons of damage to you with your blast jumps.
  • The self explosion damage from the Wrecker's Yard is also reduced, this can be useful if you can overload jump.

Annihilator

  • The Gunboats force the player to give up their Grenade Launcher's damage in exchange for mobility, so it's important to know how to sticky jump and make the most out of it.
  • Sticky jumps can be performed with up to 6 stickies with a standard 175 health, but anything more than 2 is ill-advised.
  • Often, it can be valuable to sticky jump to a health pack, simply because of how little health is needed to sticky jump.
  • On large, open maps (such as Harvest, Citrus, or Runnel), the Gunboats are extremely powerful, allowing Annihilators to go to spawn, use the respawn cabinet, and return to the battle in a matter of seconds.
  • On Capture the Flag maps, Gunboats can be used to capture the intelligence to great effect.

Update History

August 28, 2018

  • Added the Gunboats.

February 21, 2021

  • Added -60% less fall damage taken bonus.
  • Taking damage via blast jumping with the Gunboats equipped now plays a sound effect.

February 22, 2021

  • The Gunboats can now be equipped by the Annihilator.

February 22, 2021 (#2)

  • The Shock and Awe's explosive damage is now affected by the Gunboats.

Trivia

  • The model comes from a Roblox gear called Rocket Boots, but it was retextured to match its Team Fortress 2 counterpart.
  • In the real world, a Gunboat is used to call a type of naval watercraft designed for the express purpose of carrying one, more guns to bombard coastal targets or for ferrying troops or supplies.
  • When an enemy Agent disguised as a Trooper or Annihilator wearing the Gunboats, it does not show the pair of boots.
  • watdahec_c is the only owner of a Collector's variant of the Gunboats.
    • The Strange-quality version will track Assists.
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