Difference between revisions of "Soldier match-ups"

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{{Quotation|'''The Soldier''' on class match-ups|I am going to enjoy killing each and every one of you sorry sacks of scum!|sound=Soldier_taunts21.wav}}
! class="header" colspan="3" width="200"| Class
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{{Match-Up|forclass=soldier
! class="header" | Strategy
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  | scout-strategy =
|-
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'''Relative merits:''' Both you and the Scout are strong close-quarters combatants. You have an advantage if you can utilize your rockets' splash damage, especially when you have the high ground, but the Scout will typically try to initiate the fight with that in mind.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
 
|  The [[Scout]]'s [[Scattergun]] is most effective at close range, where the Soldier's rockets are also most effective. It is fairly easy to score a hit with rockets, or at least splash damage, in close quarters. If the Scout is out of your [[Rocket Launcher]]'s effective range, or he's too erratic to get decent damage on him, pull out your [[Shotgun]], as [[hitscan]] weapons are impossible to evade. Only use your melee weapon as a last resort, as Scouts can easily outmaneuver you, and are able to cause great damage at point-blank range with their Scattergun. The [[Direct Hit]] can instantly kill a Scout at very close range, although the lack of a decent splash radius combined with the evasiveness of Scouts may make this weapon a less than desirable choice. As with any class, your rockets can also be used to '[[juggle]]' the Scout, and finish him off.
 
  
It's not recommended to take the [[Pain Train]] when fighting the Heavy, as you will suffer 10% more damage from the bullets. It is a good tactic to instead take the [[Equalizer]], as it can help you catch up to a retreating Scout. Be careful though, because if the Scout sees you running quickly, they will know that you are severely damaged and will finish you off.
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'''Tactics:''' Anticipate the Scout's movements when aiming your rockets. Aim at the ground or nearby walls to inflict splash damage, as the Scout's high movement speed makes it difficult to hit him directly. If he [[double jump]]s to dodge one of your shots, the arc of his jump should be predictable enough to aim a rocket where he will land. Your rockets are harder to avoid when you are higher up, so consider rocket jumping to high ground, beyond the reach of the Scout's double jump, or simply into the air before firing a barrage down. If possible, force the Scout to fight you in tight spaces where he can't maneuver.
  
When Scouts attempt to pester you with the [[Shortstop]], they will lack the crippling firepower at close range that the Scattergun provides. Simply shoot rockets in his projected path, and switch to the Shotgun if that's not being effective. Scouts will also use their [[Sandman]], because you are a slow target, to stun you while getting a close-range hit in before retreating. Move around or rocket jump unpredictably to avoid being hit.
+
Because of the Scout's extreme speed, it is difficult for you to retreat. If you have enough health, it is usually better to rocket jump somewhere out of his reach, such as to high ground or through a window, than it is to use a grounded escape route.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>Soldier
 
| A shootout with another Soldier can get very messy, as you both share the same arsenal of weapons, more or less. It all boils down to skill and strategy. Juggling your opponent is effective, then finish them off with precise shots rather than wasting your clip, as you are vulnerable while you are reloading. When out of rockets, switch to the Shotgun, which should have some ammo in the clip, to finish your opponent off if they are at low health. You may want to [[rocket jump]] over the enemy Soldier and rain down rockets, unless you think that they are able to kill you with an [[aerial]]. When dealing with enemy Soldier rocket jumping, either try to aerial them, use objects around them to cause splash damage, or shoot a rocket where they are going to land. Also, having the height advantage is a great benefit as a Soldier, as enemies below you will have a harder time hitting you. Head to the higher ground to take advantage of this.  
 
  
Take care when fighting Soldiers who are wielding the [[Black Box]]. The extra 15 health they receive from each hit may allow them to outlast you, especially at long range, where [[damage|damage fall-off]] reduces the effectiveness of your rockets. Try to close the distance and eliminate them before they get too much health from you. Conversely, at close ranges where the Black Box won't be outlasting you, the default Rocket Launcher can help you get an edge on other Soldier with the extra rocket.
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'''Useful weapons:'''
|-
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* The [[Direct Hit]] changes the dynamic of this match-up. Its fast, stronger rockets can kill a Scout in a single hit, but only at close range. At medium range, landing a direct hit on the Scout, especially if they have good reflexes, continues to be difficult.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier]]
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* The [[Liberty Launcher]]'s rockets are faster than default and retain the default splash radius, which makes hitting a dodgy Scout easier. Its reduced damage is less of a concern when dealing with the Scout's low health pool.
| class="xsmall" | vs
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* The [[Shotgun]] and its variants are [[hitscan]] weapons with instantly-traveling bullets that are harder for the Scout to avoid.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
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* The [[Gunboats]] allow you to rocket jump into the air and rain rockets down without losing as much health.
| Keep in mind that a [[Pyro]] is by far the most lethal at very close range, and less-than-effective at medium or long range. If you see a Pyro coming towards you, take advantage of that fact by juggling, or just pelting rockets at your enemy. Keep in mind that a skilled Pyro can reflect your rockets with their [[compression blast]], dealing Mini-Crit damage. If you think your rockets are likely to be reflected, switch to your Shotgun.  
 
  
If you get caught in a close encounter with a Pyro, you can either try and blast a few rockets in hope of getting a quick kill, or you may choose to rocket-jump away, disorienting the Pyro and getting out of their range, and then heading for the nearest health source, as you probably sustained major damage and most likely are on fire.
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  | soldier-strategy =
 +
'''Mirror match-up:''' In a duel against an equally skilled Soldier, positioning and weapon management are key. Observe which weapons your opponent has chosen and adapt your strategy accordingly - for example, if your opponent is '''not''' using the [[Gunboats]], try to pressure them into rocket jumping. Tracking the number of rockets you each have loaded can help you decide whether to approach or take cover.  
  
If you are having trouble with airblasting Pyros, consider taking the Direct Hit, as it is much harder to reflect because of the increased speed. Be careful though, because if a Pyro is able to successfully reflect one of the rockets, they can do considerable damage to you. The Black Box is also a good way to counter [[afterburn]] damage, as you can heal yourself for +15 health for each hit, potentially letting you live long enough to survive the flames.
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'''Tactics:''' Both of you are relatively slow on the ground; aim for direct hits to maximize each rocket's damage and move unpredictably to make it difficult for your opponent to do the same. If possible, take high ground using a rocket jump to make dealing and avoiding splash damage easier. If your opponent is predictable with his rocket jumps, you can fire a rocket where he will land, use precise aim to land an [[Aerial|airshot]], or chase after him with your own rocket jump and attack from above. If you run out of rockets, switch to a different weapon or take cover and reload. If you think the enemy Soldier is out of rockets, approach him or move to a stronger position while he's unable to attack you.
  
Try to use the afterburn damage from the Pyro's weapons for as long as possible if you are using the [[Battalion's Backup]]. This way you can charge the meter a tiny bit, while later picking up a health kit to prevent yourself from dying.
+
'''Useful weapons:'''
 +
* The Shotgun and its variants are reliable backup weapons if you run out of loaded rockets.
 +
* The Direct Hit and [[Reserve Shooter]] deal mini-crit damage to targets launched by explosions. This applies not only to when you launch your opponent with a well-aimed rocket, but also when he rocket jumps.
 +
* The [[Gunboats]] let you rocket jump to higher ground or retreat without losing as much health. The positional advantage can be worth trading in the Shotgun.
 +
* The [[Escape Plan]] is your best tool for retreating if you are low on health while your opponent can still rocket jump towards you.
  
Using your melee weapon against Pyros is a very risky choice, as they can easily out-damage you with their Flamethrower before you reach melee range. Also, if the Pyro backpedals and continues to use the Flamethrower, you will most likely die before you are able to get a hit in.
+
  | pyro-strategy =
|-
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'''Relative merits:''' Your weapons outrange the Pyro's [[Flame Thrower]], giving you a significant advantage at medium range. However, the Pyro's [[airblast|compression blast]] can reflect your rockets. Fighting a Pyro is largely about making it as hard for them to reflect your rockets as possible.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
 
| [[Demoman|Demomen]] can be a real threat; their [[Grenade Launcher|grenades]] and [[Stickybombs]] do a good deal of damage, and Soldiers are ripe targets due to their slower speed. However, with adequate dodging, their projectiles may be avoided. Demomen are also a prime target for a Soldier's rockets, as they also have slow movement. As with any other class, lead your shots to where you think they will be when the rocket hits.
 
  
In a one-on-one encounter, try to stay at medium range so you can dodge the grenades and Stickybombs while trying to hit or juggle him, and finish him off. Soldiers are generally better at hitting foes at a close range, and you can usually take out a Demoman with two well-placed rockets. Be cautious when you enter close range of a Demoman, as it is fairly easy for either of you to score a hit with your weapons. Keep in mind that generally, the Demoman has a wider and more powerful arsenal of melee weapons. Take full advantage of your Shotgun, which is one of your main advantages against Demomen, who lack a hitscan weapon. Rocket jumping into the air and raining down rockets is a legitimate strategy against a Demoman, and most other classes. After landing, make sure to switch to your loaded Shotgun, or melee weapon, if you are at a close range.
+
'''Tactics:''' Try to stay outside of the Flame Thrower's short range to avoid being set on fire. Avoid firing rockets so predictably that the Pyro reflects them back at you; instead, stagger your rate of fire so the Pyro has trouble predicting your shots, and aim at the floor or nearby surfaces to make it more difficult for them to aim a rocket that is reflected. In open areas, you can rocket jump to high ground and attack from above to make aiming reflected rockets even more difficult. If you have a damaging secondary weapon, such as the Shotgun, you can safely fire away from medium range.
  
If you encounter a Stickybomb carpet, firing a rocket will cause the Stickybombs to scatter. Also, Rocket jumping gives you access to myriads of alternate routes.  
+
If either of you move the fight into close range, the Pyro can freely burn you with their Flame Thrower but has less time to react to your rockets. Avoid positioning such that you can be airblasted into a corner, where the Pyro can freely follow up with weapons like the [[Flare Gun]] or [[Axtinguisher]]. Watch your health so that [[afterburn]] and rocket jump damage combined won't kill you before you can find healing to extinguish yourself.
  
Also, when facing a Demoman armed with the Chargin' Targe, your rockets will do 40% less damage. In this case, it's almost always better to switch to your Shotgun. Most Demomen using the Targe will also equip one of their more powerful melee weapons, the [[Eyelander]], the [[Horseless Headless Horsemann's Headtaker]], the [[Scotsman's Skullcutter]], the [[Claidheamh Mòr]], or the [[Ullapool Caber]]. Simply try to blast them with your Shotgun, or try to pop them into the air and stop their momentum with a rocket. Either way, try to get out of the Demoman's path. If you get hit by a Critical hit and find yourself at low health, pull out the [[Equalizer]] and hit back for massive damage.
+
'''Useful weapons:'''  
|-
+
* The [[Beggar's Bazooka]] and [[Air Strike]] can fire a volley of rockets fast enough that the Pyro can't reflect them all at once.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier]]
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* The [[Direct Hit]] and [[Liberty Launcher]] both have faster rockets that are much harder to react to and can mess up the Pyro's timing.
| class="xsmall" | vs
+
* The Shotgun and its variants, as well as the [[Righteous Bison]], cannot have their shots deflected. You can use a shotgun as your main weapon against a Pyro, or switch between them and your Rocket Launcher periodically to give the Pyro trouble predicting when you will actually fire a rocket.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 
| The [[Heavy]] is a dangerous opponent, having significant damage output and the highest health of all the classes. Try to attack a Heavy who hasn't revved up his Minigun yet. Spinning up a [[Minigun]] takes precious seconds, in which you can start unloading rockets at him. While facing Heavies, use corners and obstacles combined with their slow speed to your advantage. Quickly pop out, shoot a rocket or two, then go back into cover to reload. Shooting around corners in this way can let you deny the Heavy a direct line of sight, preventing him from damaging you. With the sudden increase of speed using the [[Equalizer]], you can mess up a Heavies aim long enough to escape. You can also rocket jump to mess up their aim too. With the [[Battalion's Backup]], you can severely reduce the amount of damage a Heavy can do at close range to you. If you're having trouble with close encounters, use the charge to potentially survive the Minigun damage. It's not recommended to take the [[Pain Train]] when fighting the Heavy, as you will suffer 10% more damage from the bullets.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 
| Engineers by themselves are not much of a threat and can be dealt with easily, but a good Sentry nest can pose a threat to your team. When you encounter an Engineer, try to defeat him before he can retreat back to his buildings. Be wary of following an Engineer around a corner, as a Sentry Gun may be waiting for you. If you take out an Engineer, look for his buildings, which now may be unattended.
 
  
As a Soldier, you are one of the best classes for taking out Engineers' buildings. Using your splash damage, you can destroy multiple buildings with only a couple well-placed rockets. While facing Sentry Guns, use corners and splash damage to your advantage, popping around corners and shooting a rocket, then going back into cover once it targets you. If the sentry is out in the open, try to get outside of its range and simply fire a volley of rockets. Three good hits can destroy a level 3 Sentry Gun.  
+
  | demoman-strategy =
 +
'''Relative merits:''' You and the Demoman both specialize in explosives. You are better at close range duels and can roam the map faster, while the Demoman can spread damage over a wide area and attack without direct line of sight. You can both use explosive jumps to travel quickly, but [[sticky jumping]] is slower and costs more health.
  
When attacking an Engineer's nest, kill the Engineer first, so that he will be unable to repair his buildings. A Soldier effectively can not out-damage the Engineer's repairing by continuously firing rockets, especially if the Engineer has a Dispenser nearby.  
+
'''Tactics:''' Unlike your rockets, the Demoman's grenades do not have any damage falloff, but they also do not explode immediately on contact with the environment. Stay at medium range, where you'll have an easier time avoiding direct hits, and steer clear of grenades that have bounced onto the ground. If the Demoman is using the [[Stickybomb Launcher]] to fight you directly, move to close range, as Stickybombs take time to arm and the Demoman will not be able to hit you without blowing himself up as well.  
  
Using the [[Direct Hit]], Buildings will be easier to destroy. However, the lower splash radius makes it difficult to damage multiple buildings at once. Use it for quickly taking down a Sentry Gun, as it can destroy a level 3 Sentry in 2 ''direct hits''.  
+
When faced with a Stickybomb trap, use the Shotgun to destroy the Stickybombs or a well placed rocket to scatter them. It is possible, albeit tricky, to push the Stickybombs towards the Demoman and force him to give up his current position.
  
If you have the [[Battalion's Backup]], you can use it to help reduce the damage you take when in an encounter with a Sentry Gun. This effect is even better if you carry the "Tank Buster Pack," since you will be more resilient to Engineers' Sentry Guns. Use the 20% damage reduction plus the 35% reduction to your advantage when destroying Sentry Guns.
+
A '''Demoknight''' using a [[shield]] secondary such as the [[Chargin' Targe]] does not have a Stickybomb Launcher, but will likely be using a melee weapon with increased melee range, such as the [[Eyelander]], and attempt to [[Charging|charge]] you with it. If he does, shoot the ground in front of him to pop him into the air and cause him to miss you, or quickly rocket jump out of the way.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 
| By himself, a [[Medic]] shouldn't pose a real threat. His weapons aren't too effective at medium range, which is where your rockets can take him down. Most likely a lone Medic will try to retreat to find another one of his team members, if this happens, just try to take him down before he can escape.  
 
  
While healing an enemy team member, a Medic becomes a much bigger threat. Taking out the Medic should be your first priority, then his healing subjects. Rocket jumping over the Medic and his allies, and eliminate the Medic with two well-placed rockets.  
+
'''Useful weapons:'''
|-
+
* Weapons that restore or increase your health, such as the Black Box or Concheror, potentially let you survive an extra direct hit from a grenade.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier]]
+
* A shield-wielding Demoknight resists explosive damage, but not bullet damage from the Shotgun and its variants.
| class="xsmall" | vs
+
* The [[Direct Hit]] and [[Reserve Shooter]] will deal mini-crits to an explosive jumping Demoman, likely causing them to [[Glossary of player terms#C|crater]], if not killing them outright.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| At long distances, your slow speed makes you a prime target for [[Sniper]]s. Try to avoid being in the sights of Snipers, and if necessary, rocket jump over them to confuse them, and attack them at close range, where they are least effective. If there are no alternative routes, you can lay down suppressive fire with your Rocket Launcher to keep the Sniper(s) in hiding as you rush through.If you're lucky, you may even or catch one with splash damage.
 
  
Consider carrying the [[Battalion's Backup]] when playing against a lot of Snipers. Because the Backup reduces damage and prevents crits from occurring, you can safely cross a Sniper area without taking too much damage.
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  | heavy-strategy =
|-
+
'''Relative merits:''' The Heavy is the only class who has more health and firepower than you. Compared to your Rocket Launcher, his Minigun fires bullets that travel instantly and have a higher damage-per-second, but deal damage gradually instead of in bursts. The Heavy is much less mobile than you; he will usually be carefully defending an area, or slowly advancing forwards, allowing you to decide when to initiate the fight.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier]]
+
 
| class="xsmall" | vs
+
'''Tactics:''' Attempt to catch the Heavy unaware-when his Minigun isn't spun up, from behind, or both. If he's spun up and trying to shoot you, peek in and out of cover to fire rockets and constantly deal damage while minimizing exposure to his Minigun. He is a big, slow target who is very easy to hit with direct shots, especially when he's spun up. Never fight a Heavy head-on or in enclosed spaces, where his Minigun will decimate you; attacking from high ground both increases your distance from him and gives you more cover from Minigun fire.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
+
 
| Your slow speed and high offensive capacity make you a prime target for a Spy's [[Backstab]]. Keep an eye on your back, especially when you don't have teammates around. As always, [[Spy check]] players that are acting suspicious. One rocket from the Direct Hit at close range will kill a Spy. Even though the Rocket Launcher and Black Box are unable of killing a Spy in one shot, their wide splash radius is useful for revealing [[Cloak]]ed Spies. Be cautious when deciding to approach a Spy with your melee weapon, as they may backstab you, if they get behind you.  
+
'''Useful weapons:'''
|}
+
* The Heavy is the largest and slowest class, making him an easy target for the Direct Hit.
 +
* A well-aimed barrage from the Beggar's Bazooka or Air Strike can potentially kill a Heavy before he has time to spin up his Minigun.
 +
* The [[Buff Banner]]'s guaranteed mini-crits increase your team's damage output, allowing you to power through the Heavy's large health pool.
 +
* The defensive aura from activating the Battalion’s Backup can help your team push into a position the Heavy is already protecting.
 +
 
 +
  | engineer-strategy =
 +
'''Relative merits:''' Your Rocket Launcher is one of the better anti-Sentry Gun weapons - its high base damage can make short work of buildings, and the splash damage of rockets can damage multiple targets at once, including the Engineer.  
 +
 
 +
'''Tactics:''' Aim your rockets so they damage both Engineer and Sentry Gun via splash damage. Unless you are being pressured by the enemy team, you can freely stay out of range or peek in and out of cover, spamming rockets at buildings. Take cover between shots to minimize the damage the Sentry Gun deals to you, especially if Engineer is using the [[Wrangler]]. Even if you do not destroy the Engineer's buildings immediately, you will quickly drain his metal supply and soften up his buildings for your team to finish the job.
 +
 
 +
An Engineer wielding the [[Gunslinger]] deploys [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]] instead of regular Sentry Guns, and will usually use his Shotgun to participate in fights more actively. If the Engineer places a Mini-Sentry mid-combat, prioritize the Mini-Sentry while dealing splash damage to him before the Mini-Sentry finishes construction.
 +
 
 +
'''Useful weapons:'''
 +
* The Direct Hit's increased damage is effective against the Engineer's immobile buildings. Its rockets also destroy Combat Mini-Sentries in one hit.
 +
* The [[Cow Mangler 5000]]'s charged shot can temporarily deactivate buildings, allowing the rest of your team to push in. If you cannot rely on your team to push in, however, its reduced damage renders it a liability.
 +
* The [[Battalion's Backup]]'s buff will halve the damage you and nearby teammates take from Sentry Guns for its duration, allowing you to charge a troublesome Sentry Gun head-on with your team.
 +
 
 +
  | medic-strategy =
 +
'''Relative merits:''' A lone Medic is an easy target and should flee from you, but will typically be guarded by his teammates. Because a Medic's healing abilities make his entire team stronger, it is important to kill him first when possible to deprive his team of their main source of healing.
 +
 
 +
'''Tactics:''' In a direct fight against a Medic and his patient, try to use your Rocket Launcher’s splash damage to attack both of them simultaneously so that the Medic falls back. Alternatively, you can rocket jump past the Medic's allies and dive-bomb him before he has time to react. If the Medic is retreating, you may be able to pursue him with a rocket jump and cut off his escape. Be wary of the Medic possibly "surfing" your rockets' knockback to make a getaway.
 +
 
 +
'''Useful weapons:'''  
 +
* If you plan to dive-bomb the enemy Medic, the [[Mantreads]]'s knockback resistance prevents his allies from disrupting your approach by shooting you mid-air, while the Market Gardener’s critical strike can instantly nab the kill.
 +
* Weapons that improve your ability to rocket jump, such as the [[Liberty Launcher]] or [[Gunboats]], can give you the mobility to chase a Medic almost anywhere.
 +
* The [[Battalion's Backup]] can make you and nearby teammates immune to critical hits, which will completely negate an ÜberCharge from the [[Kritzkrieg]].
 +
 
 +
  | sniper-strategy = 
 +
'''Relative merits:''' The Sniper can target you from afar while you fight at the frontline. If you split off from the main battle and roam, your high health pool and ability to rocket jump makes you suited for ambushing him at close range, where he is weakest.
 +
 
 +
'''Tactics:''' The Sniper tends to watch the battlefield from a distant, high vantage point. At long range, your rockets are easy for him to dodge, and he can kill you with a single partially-charged headshot from his rifle. You want to reach close range, where he will have difficulty lining up a headshot. Use vertical rocket jumps away from his earshot to access flanking routes and creep up from behind, or use horizontal rocket jumps for a sudden direct approach to dodge his scope. Once you are at close range, the fight is greatly in your favor as long as you keep moving to avoid getting headshot at point-blank range.
 +
 
 +
'''Useful weapons:'''
 +
* The active buffs of the [[Battalion's Backup]] and [[Concheror]] negate critical damage and increase your movement speed respectively, allowing you and your team to cross a Sniper's sightline more safely.
 +
* The Mantreads give increased air maneuverability when rocket jumping, which helps in safely reaching the Sniper's perch.
 +
* You risk taking splash damage in close combat. Your Shotgun and melee weapon work well against the Sniper, who carries weaker close-range weapons.
 +
 
 +
  | spy-strategy =
 +
'''Relative merits:''' Your slow grounded speed and high damage output make you a prime target for any enemy Spy. You are most likely to encounter an enemy Spy when directly fighting alongside your team, rather than when roaming around with rocket jumps.
 +
 
 +
'''Tactics:''' Keep an eye and ear out for a potential Spy. Use the Rocket Launcher to Spy-check suspicious teammates and listen for sounds such as a Spy's cloak deactivating or a teammate being backstabbed. If a Spy tries to escape by cloaking, use splash damage to "search" a wide area and reveal him. Once you discover the Spy, keep the fight outside of melee range to reduce the risk of being backstabbed.
 +
 
 +
'''Useful weapons:'''
 +
* Rocket launchers with the default, largest blast radius are your best option for tracking a cloaked Spy. The Shotgun and its variants also work if you do not want to risk taking splash damage.
 +
* If you are using the [[Buff Banner]] or one of its variants, a disguised Spy won't be affected by the buff and will not show the appropriate circles near his feet, but shooting at them will fill up your meter.
 +
* Anything that allows you to move faster or rocket jump more, such as the [[Escape Plan]] or the [[Gunboats]], makes you significantly harder to backstab.
 +
}}
  
 
== See also ==
 
== See also ==
 
*[[Team strategy]]
 
*[[Team strategy]]
 
+
* [[Soldier (competitive)]]
  
 
[[Category:Strategy|Soldier match-ups]]
 
[[Category:Strategy|Soldier match-ups]]
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{{CommunityStrategyNav}}
 
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[[Category:Soldier]]
 
[[Category:Soldier]]
 
[[Category:Class match-ups]]
 
[[Category:Class match-ups]]

Latest revision as of 18:01, 9 October 2024

I am going to enjoy killing each and every one of you sorry sacks of scum!
The Soldier on class match-ups
Class Strategy
Soldier.png
Soldier
vs. Scout.png
Scout
Relative merits: Both you and the Scout are strong close-quarters combatants. You have an advantage if you can utilize your rockets' splash damage, especially when you have the high ground, but the Scout will typically try to initiate the fight with that in mind.

Tactics: Anticipate the Scout's movements when aiming your rockets. Aim at the ground or nearby walls to inflict splash damage, as the Scout's high movement speed makes it difficult to hit him directly. If he double jumps to dodge one of your shots, the arc of his jump should be predictable enough to aim a rocket where he will land. Your rockets are harder to avoid when you are higher up, so consider rocket jumping to high ground, beyond the reach of the Scout's double jump, or simply into the air before firing a barrage down. If possible, force the Scout to fight you in tight spaces where he can't maneuver.

Because of the Scout's extreme speed, it is difficult for you to retreat. If you have enough health, it is usually better to rocket jump somewhere out of his reach, such as to high ground or through a window, than it is to use a grounded escape route.

Useful weapons:

  • The Direct Hit changes the dynamic of this match-up. Its fast, stronger rockets can kill a Scout in a single hit, but only at close range. At medium range, landing a direct hit on the Scout, especially if they have good reflexes, continues to be difficult.
  • The Liberty Launcher's rockets are faster than default and retain the default splash radius, which makes hitting a dodgy Scout easier. Its reduced damage is less of a concern when dealing with the Scout's low health pool.
  • The Shotgun and its variants are hitscan weapons with instantly-traveling bullets that are harder for the Scout to avoid.
  • The Gunboats allow you to rocket jump into the air and rain rockets down without losing as much health.
Soldier.png
Soldier
vs. Soldier.png
Soldier
Mirror match-up: In a duel against an equally skilled Soldier, positioning and weapon management are key. Observe which weapons your opponent has chosen and adapt your strategy accordingly - for example, if your opponent is not using the Gunboats, try to pressure them into rocket jumping. Tracking the number of rockets you each have loaded can help you decide whether to approach or take cover.

Tactics: Both of you are relatively slow on the ground; aim for direct hits to maximize each rocket's damage and move unpredictably to make it difficult for your opponent to do the same. If possible, take high ground using a rocket jump to make dealing and avoiding splash damage easier. If your opponent is predictable with his rocket jumps, you can fire a rocket where he will land, use precise aim to land an airshot, or chase after him with your own rocket jump and attack from above. If you run out of rockets, switch to a different weapon or take cover and reload. If you think the enemy Soldier is out of rockets, approach him or move to a stronger position while he's unable to attack you.

Useful weapons:

  • The Shotgun and its variants are reliable backup weapons if you run out of loaded rockets.
  • The Direct Hit and Reserve Shooter deal mini-crit damage to targets launched by explosions. This applies not only to when you launch your opponent with a well-aimed rocket, but also when he rocket jumps.
  • The Gunboats let you rocket jump to higher ground or retreat without losing as much health. The positional advantage can be worth trading in the Shotgun.
  • The Escape Plan is your best tool for retreating if you are low on health while your opponent can still rocket jump towards you.
Soldier.png
Soldier
vs. Pyro.png
Pyro
Relative merits: Your weapons outrange the Pyro's Flame Thrower, giving you a significant advantage at medium range. However, the Pyro's compression blast can reflect your rockets. Fighting a Pyro is largely about making it as hard for them to reflect your rockets as possible.

Tactics: Try to stay outside of the Flame Thrower's short range to avoid being set on fire. Avoid firing rockets so predictably that the Pyro reflects them back at you; instead, stagger your rate of fire so the Pyro has trouble predicting your shots, and aim at the floor or nearby surfaces to make it more difficult for them to aim a rocket that is reflected. In open areas, you can rocket jump to high ground and attack from above to make aiming reflected rockets even more difficult. If you have a damaging secondary weapon, such as the Shotgun, you can safely fire away from medium range.

If either of you move the fight into close range, the Pyro can freely burn you with their Flame Thrower but has less time to react to your rockets. Avoid positioning such that you can be airblasted into a corner, where the Pyro can freely follow up with weapons like the Flare Gun or Axtinguisher. Watch your health so that afterburn and rocket jump damage combined won't kill you before you can find healing to extinguish yourself.

Useful weapons:

  • The Beggar's Bazooka and Air Strike can fire a volley of rockets fast enough that the Pyro can't reflect them all at once.
  • The Direct Hit and Liberty Launcher both have faster rockets that are much harder to react to and can mess up the Pyro's timing.
  • The Shotgun and its variants, as well as the Righteous Bison, cannot have their shots deflected. You can use a shotgun as your main weapon against a Pyro, or switch between them and your Rocket Launcher periodically to give the Pyro trouble predicting when you will actually fire a rocket.
Soldier.png
Soldier
vs. Demoman.png
Demoman
Relative merits: You and the Demoman both specialize in explosives. You are better at close range duels and can roam the map faster, while the Demoman can spread damage over a wide area and attack without direct line of sight. You can both use explosive jumps to travel quickly, but sticky jumping is slower and costs more health.

Tactics: Unlike your rockets, the Demoman's grenades do not have any damage falloff, but they also do not explode immediately on contact with the environment. Stay at medium range, where you'll have an easier time avoiding direct hits, and steer clear of grenades that have bounced onto the ground. If the Demoman is using the Stickybomb Launcher to fight you directly, move to close range, as Stickybombs take time to arm and the Demoman will not be able to hit you without blowing himself up as well.

When faced with a Stickybomb trap, use the Shotgun to destroy the Stickybombs or a well placed rocket to scatter them. It is possible, albeit tricky, to push the Stickybombs towards the Demoman and force him to give up his current position.

A Demoknight using a shield secondary such as the Chargin' Targe does not have a Stickybomb Launcher, but will likely be using a melee weapon with increased melee range, such as the Eyelander, and attempt to charge you with it. If he does, shoot the ground in front of him to pop him into the air and cause him to miss you, or quickly rocket jump out of the way.

Useful weapons:

  • Weapons that restore or increase your health, such as the Black Box or Concheror, potentially let you survive an extra direct hit from a grenade.
  • A shield-wielding Demoknight resists explosive damage, but not bullet damage from the Shotgun and its variants.
  • The Direct Hit and Reserve Shooter will deal mini-crits to an explosive jumping Demoman, likely causing them to crater, if not killing them outright.
Soldier.png
Soldier
vs. Heavy.png
Heavy
Relative merits: The Heavy is the only class who has more health and firepower than you. Compared to your Rocket Launcher, his Minigun fires bullets that travel instantly and have a higher damage-per-second, but deal damage gradually instead of in bursts. The Heavy is much less mobile than you; he will usually be carefully defending an area, or slowly advancing forwards, allowing you to decide when to initiate the fight.

Tactics: Attempt to catch the Heavy unaware-when his Minigun isn't spun up, from behind, or both. If he's spun up and trying to shoot you, peek in and out of cover to fire rockets and constantly deal damage while minimizing exposure to his Minigun. He is a big, slow target who is very easy to hit with direct shots, especially when he's spun up. Never fight a Heavy head-on or in enclosed spaces, where his Minigun will decimate you; attacking from high ground both increases your distance from him and gives you more cover from Minigun fire.

Useful weapons:

  • The Heavy is the largest and slowest class, making him an easy target for the Direct Hit.
  • A well-aimed barrage from the Beggar's Bazooka or Air Strike can potentially kill a Heavy before he has time to spin up his Minigun.
  • The Buff Banner's guaranteed mini-crits increase your team's damage output, allowing you to power through the Heavy's large health pool.
  • The defensive aura from activating the Battalion’s Backup can help your team push into a position the Heavy is already protecting.
Soldier.png
Soldier
vs. Engineer.png
Engineer
Relative merits: Your Rocket Launcher is one of the better anti-Sentry Gun weapons - its high base damage can make short work of buildings, and the splash damage of rockets can damage multiple targets at once, including the Engineer.

Tactics: Aim your rockets so they damage both Engineer and Sentry Gun via splash damage. Unless you are being pressured by the enemy team, you can freely stay out of range or peek in and out of cover, spamming rockets at buildings. Take cover between shots to minimize the damage the Sentry Gun deals to you, especially if Engineer is using the Wrangler. Even if you do not destroy the Engineer's buildings immediately, you will quickly drain his metal supply and soften up his buildings for your team to finish the job.

An Engineer wielding the Gunslinger deploys Combat Mini-Sentry Guns instead of regular Sentry Guns, and will usually use his Shotgun to participate in fights more actively. If the Engineer places a Mini-Sentry mid-combat, prioritize the Mini-Sentry while dealing splash damage to him before the Mini-Sentry finishes construction.

Useful weapons:

  • The Direct Hit's increased damage is effective against the Engineer's immobile buildings. Its rockets also destroy Combat Mini-Sentries in one hit.
  • The Cow Mangler 5000's charged shot can temporarily deactivate buildings, allowing the rest of your team to push in. If you cannot rely on your team to push in, however, its reduced damage renders it a liability.
  • The Battalion's Backup's buff will halve the damage you and nearby teammates take from Sentry Guns for its duration, allowing you to charge a troublesome Sentry Gun head-on with your team.
Soldier.png
Soldier
vs. Medic.png
Medic
Relative merits: A lone Medic is an easy target and should flee from you, but will typically be guarded by his teammates. Because a Medic's healing abilities make his entire team stronger, it is important to kill him first when possible to deprive his team of their main source of healing.

Tactics: In a direct fight against a Medic and his patient, try to use your Rocket Launcher’s splash damage to attack both of them simultaneously so that the Medic falls back. Alternatively, you can rocket jump past the Medic's allies and dive-bomb him before he has time to react. If the Medic is retreating, you may be able to pursue him with a rocket jump and cut off his escape. Be wary of the Medic possibly "surfing" your rockets' knockback to make a getaway.

Useful weapons:

  • If you plan to dive-bomb the enemy Medic, the Mantreads's knockback resistance prevents his allies from disrupting your approach by shooting you mid-air, while the Market Gardener’s critical strike can instantly nab the kill.
  • Weapons that improve your ability to rocket jump, such as the Liberty Launcher or Gunboats, can give you the mobility to chase a Medic almost anywhere.
  • The Battalion's Backup can make you and nearby teammates immune to critical hits, which will completely negate an ÜberCharge from the Kritzkrieg.
Soldier.png
Soldier
vs. Sniper.png
Sniper
Relative merits: The Sniper can target you from afar while you fight at the frontline. If you split off from the main battle and roam, your high health pool and ability to rocket jump makes you suited for ambushing him at close range, where he is weakest.

Tactics: The Sniper tends to watch the battlefield from a distant, high vantage point. At long range, your rockets are easy for him to dodge, and he can kill you with a single partially-charged headshot from his rifle. You want to reach close range, where he will have difficulty lining up a headshot. Use vertical rocket jumps away from his earshot to access flanking routes and creep up from behind, or use horizontal rocket jumps for a sudden direct approach to dodge his scope. Once you are at close range, the fight is greatly in your favor as long as you keep moving to avoid getting headshot at point-blank range.

Useful weapons:

  • The active buffs of the Battalion's Backup and Concheror negate critical damage and increase your movement speed respectively, allowing you and your team to cross a Sniper's sightline more safely.
  • The Mantreads give increased air maneuverability when rocket jumping, which helps in safely reaching the Sniper's perch.
  • You risk taking splash damage in close combat. Your Shotgun and melee weapon work well against the Sniper, who carries weaker close-range weapons.
Soldier.png
Soldier
vs. Spy.png
Spy
Relative merits: Your slow grounded speed and high damage output make you a prime target for any enemy Spy. You are most likely to encounter an enemy Spy when directly fighting alongside your team, rather than when roaming around with rocket jumps.

Tactics: Keep an eye and ear out for a potential Spy. Use the Rocket Launcher to Spy-check suspicious teammates and listen for sounds such as a Spy's cloak deactivating or a teammate being backstabbed. If a Spy tries to escape by cloaking, use splash damage to "search" a wide area and reveal him. Once you discover the Spy, keep the fight outside of melee range to reduce the risk of being backstabbed.

Useful weapons:

  • Rocket launchers with the default, largest blast radius are your best option for tracking a cloaked Spy. The Shotgun and its variants also work if you do not want to risk taking splash damage.
  • If you are using the Buff Banner or one of its variants, a disguised Spy won't be affected by the buff and will not show the appropriate circles near his feet, but shooting at them will fill up your meter.
  • Anything that allows you to move faster or rocket jump more, such as the Escape Plan or the Gunboats, makes you significantly harder to backstab.


See also