Difference between revisions of "Soldier match-ups"
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| soldier-strategy = When in a deathmatch against another Soldier, make each rocket count. Use rocket jumps to reach high ground and maintain [[High ground advantage|a height advantage]], so you can freely rain down rockets while he is forced to land direct hits. If you run out of rockets, consider whether you have time to reload or need to switch to the Shotgun. If the enemy Soldier is actively rocket jumping, match him with your own rocket jumps, use precise aim to land an [[aerial]], fire a rocket where he is going to land, or even use the [[Reserve Shooter]]'s mini-crits. | | soldier-strategy = When in a deathmatch against another Soldier, make each rocket count. Use rocket jumps to reach high ground and maintain [[High ground advantage|a height advantage]], so you can freely rain down rockets while he is forced to land direct hits. If you run out of rockets, consider whether you have time to reload or need to switch to the Shotgun. If the enemy Soldier is actively rocket jumping, match him with your own rocket jumps, use precise aim to land an [[aerial]], fire a rocket where he is going to land, or even use the [[Reserve Shooter]]'s mini-crits. | ||
| pyro-strategy = If the Pyro gets close, he can freely fire the Flame Thrower while you risk damaging yourself with rockets. Additionally, the Pyro's [[compression blast]] can reflect your rockets. If you are in an open area, rocket jump into the air to create some distance. Otherwise, switch to the Shotgun or fire rockets at his feet; the closer he is, the harder it is to reflect your rockets. Rockets fired by the [[Direct Hit]] and [[Liberty Launcher]] travel faster, making it harder for the Pyro to reflect them. | | pyro-strategy = If the Pyro gets close, he can freely fire the Flame Thrower while you risk damaging yourself with rockets. Additionally, the Pyro's [[compression blast]] can reflect your rockets. If you are in an open area, rocket jump into the air to create some distance. Otherwise, switch to the Shotgun or fire rockets at his feet; the closer he is, the harder it is to reflect your rockets. Rockets fired by the [[Direct Hit]] and [[Liberty Launcher]] travel faster, making it harder for the Pyro to reflect them. | ||
− | | demoman-strategy = | + | | demoman-strategy = The Demoman and you are evenly matched when it comes to damage output. If you allow the Demoman to maintain a distance, he can freely shell you with grenades and charged Stickybombs. Stay within medium range, rocket jump to take a height advantage, and maintain a direct line of sight, where you'll have an easier time aiming your Rocket Launcher. To deal with Stickybomb traps, use the Shotgun's pellets to disarm them or a well placed rocket to scatter them. If the Demoman decides to rush you down with [[Chargin’ Targe|one]] of [[Splendid Screen|his]] [[Tide Turner|shields]], use the [[knock back]] from a rocket to pop him into the air and cancel his charge, or quickly rocket jump out of the way. |
− | | heavy-strategy = Decide whether to directly engage an enemy Heavy depending on if his [[Minigun]] is already spun up. If his Minigun is not already revved up, you should be able to defeat him at close range by unleashing all your rockets and maybe a few Shotgun blasts. Otherwise, harass him from behind cover, preferably from high ground. The Heavy is the largest and slowest target, so the [[Direct Hit]] can be particularly effective against him. | + | | heavy-strategy = Decide whether to directly engage an enemy Heavy depending on if his [[Minigun]] is already spun up. If his Minigun is not already revved up, you should be able to defeat him at close range by unleashing all your rockets and maybe a few Shotgun blasts. Otherwise, harass him from behind cover, preferably from high ground. The Heavy is the largest and slowest target, so the [[Direct Hit]] can be particularly effective against him. Rocket jump only to escape fights with a Heavy; you can’t quite afford the self-damage and the hitscan Minigun can still easily hit you in midair. |
− | Rocket jump only to escape fights with a Heavy; you can’t quite afford the self-damage and the hitscan Minigun can still easily hit you in midair. | ||
| engineer-strategy = Your Rocket Launcher allows you to destroy Engineer buildings from a safe distance and damage the Engineer himself via splash damage. If the Engineer stays near his nest, target him or his Dispenser first to prevent any repairs. Take cover between shots so that the Sentry Gun can't lock on to you, especially if Engineer is using the Wrangler. If you must directly take on a level 3 Sentry Gun, it’d be best to come back with the [[Battalion's Backup]] or a friendly [[Medic]]. Speaking of which - if you attack alongside teammates, the [[Cow Mangler 5000]]'s charged shot can temporarily deactivate the Sentry Gun, making your allies' jobs easier. | | engineer-strategy = Your Rocket Launcher allows you to destroy Engineer buildings from a safe distance and damage the Engineer himself via splash damage. If the Engineer stays near his nest, target him or his Dispenser first to prevent any repairs. Take cover between shots so that the Sentry Gun can't lock on to you, especially if Engineer is using the Wrangler. If you must directly take on a level 3 Sentry Gun, it’d be best to come back with the [[Battalion's Backup]] or a friendly [[Medic]]. Speaking of which - if you attack alongside teammates, the [[Cow Mangler 5000]]'s charged shot can temporarily deactivate the Sentry Gun, making your allies' jobs easier. | ||
| medic-strategy = A lone Medic is an easy target. The Medic is a high priority target, especially when he’s healing his teammates. Use your Rocket Launcher’s splash damage to attack both him and his patient at once. You can rocket jump above and past the Medic’s allies to dive-bomb him. Even if you just make him retreat, you are denying his team a major source of healing. | | medic-strategy = A lone Medic is an easy target. The Medic is a high priority target, especially when he’s healing his teammates. Use your Rocket Launcher’s splash damage to attack both him and his patient at once. You can rocket jump above and past the Medic’s allies to dive-bomb him. Even if you just make him retreat, you are denying his team a major source of healing. |
Revision as of 23:10, 1 January 2021
“ | I am going to enjoy killing each and every one of you sorry sacks of scum!
Click to listen
— The Soldier on class match-ups
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” |
Class | Strategy | ||
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Soldier |
vs. | Scout |
The Scout is also strong at close range and will try to outmaneuver you. Predict where the Scout will land after his double jump, then use the Rocket Launcher’s splash damage for guaranteed damage. If you rocket jump to higher ground to bombard him from above, consider how he can pursue you using his jumps. If you are having trouble with a dodgy Scout at medium range, consider switching to the Liberty Launcher, which has faster rockets and normal splash radius, or Shotgun. |
Soldier |
vs. | Soldier |
When in a deathmatch against another Soldier, make each rocket count. Use rocket jumps to reach high ground and maintain a height advantage, so you can freely rain down rockets while he is forced to land direct hits. If you run out of rockets, consider whether you have time to reload or need to switch to the Shotgun. If the enemy Soldier is actively rocket jumping, match him with your own rocket jumps, use precise aim to land an aerial, fire a rocket where he is going to land, or even use the Reserve Shooter's mini-crits. |
Soldier |
vs. | Pyro |
If the Pyro gets close, he can freely fire the Flame Thrower while you risk damaging yourself with rockets. Additionally, the Pyro's compression blast can reflect your rockets. If you are in an open area, rocket jump into the air to create some distance. Otherwise, switch to the Shotgun or fire rockets at his feet; the closer he is, the harder it is to reflect your rockets. Rockets fired by the Direct Hit and Liberty Launcher travel faster, making it harder for the Pyro to reflect them. |
Soldier |
vs. | Demoman |
The Demoman and you are evenly matched when it comes to damage output. If you allow the Demoman to maintain a distance, he can freely shell you with grenades and charged Stickybombs. Stay within medium range, rocket jump to take a height advantage, and maintain a direct line of sight, where you'll have an easier time aiming your Rocket Launcher. To deal with Stickybomb traps, use the Shotgun's pellets to disarm them or a well placed rocket to scatter them. If the Demoman decides to rush you down with one of his shields, use the knock back from a rocket to pop him into the air and cancel his charge, or quickly rocket jump out of the way. |
Soldier |
vs. | Heavy |
Decide whether to directly engage an enemy Heavy depending on if his Minigun is already spun up. If his Minigun is not already revved up, you should be able to defeat him at close range by unleashing all your rockets and maybe a few Shotgun blasts. Otherwise, harass him from behind cover, preferably from high ground. The Heavy is the largest and slowest target, so the Direct Hit can be particularly effective against him. Rocket jump only to escape fights with a Heavy; you can’t quite afford the self-damage and the hitscan Minigun can still easily hit you in midair. |
Soldier |
vs. | Engineer |
Your Rocket Launcher allows you to destroy Engineer buildings from a safe distance and damage the Engineer himself via splash damage. If the Engineer stays near his nest, target him or his Dispenser first to prevent any repairs. Take cover between shots so that the Sentry Gun can't lock on to you, especially if Engineer is using the Wrangler. If you must directly take on a level 3 Sentry Gun, it’d be best to come back with the Battalion's Backup or a friendly Medic. Speaking of which - if you attack alongside teammates, the Cow Mangler 5000's charged shot can temporarily deactivate the Sentry Gun, making your allies' jobs easier. |
Soldier |
vs. | Medic |
A lone Medic is an easy target. The Medic is a high priority target, especially when he’s healing his teammates. Use your Rocket Launcher’s splash damage to attack both him and his patient at once. You can rocket jump above and past the Medic’s allies to dive-bomb him. Even if you just make him retreat, you are denying his team a major source of healing. |
Soldier |
vs. | Sniper |
The Soldier is tough but slow, making him a prime target for an enemy Sniper. The Sniper will take aim at you from long range and tends to oversee wide open areas. If you must directly approach an enemy Sniper, move erratically and harass him with a few rockets. Although you're not likely to kill him, you will force him to take cover and can aim at objects near him to deal splash damage. In particular, the speedy rockets from the Direct Hit or Liberty Launcher can force him to take cover before he can take a single shot. You can rocket jump to quickly close the distance, but air-strafe to keep your trajectory inconsistent and avoid being shot out of the air. The activatable auras from the Battalion's Backup and Concheror negate critical hits and grant movement speed respectively, allowing your team to cross into a Sniper's sightline more safely. |
Soldier |
vs. | Spy |
Your slow speed and heavy damage make you a prime target for any enemy Spy. The key is to identify him before he strikes. Use the Rocket Launcher to Spy-check suspicious teammates, or the Shotgun to avoid self-damage if they're too close, then splash the area with your Rocket Launcher if he tries to escape by cloaking. To reduce the risk of self-damage or accidentally being backstabbed, keep the fight outside of melee range. |
See also
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