Difference between revisions of "Basic Soldier strategy"

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The [[Soldier]] is a tough, all-purpose assault class. He's easy to pick up but difficult to master, capable of both ranged spam and close quarters violence.  His slow movement speed belies his potential agility. He can [[Rocket Jump]] to cover distances quickly and reach unusual locations, and his weapons are excellent against all foes.
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{{hatnote|This page contains basic strategy for the Soldier. For more advanced strategies, see [[Community Soldier strategy]]. For how to play against the Soldier, see [[Anti-Soldier strategy]].}}
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{{Quotation|'''The Soldier''' |I am going to strangle you with your own frilly training bra!|sound=Soldier_taunts20.wav}}
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[[File:Soldiertaunt1.PNG|350px|right]]
  
==General==
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The [[Soldier]] is a tough, all-purpose assault class suited for both offense and defense. His Rocket Launcher can take on multiple enemies at once, while his Shotgun is a reliable backup weapon. Despite being a straightforward class to play, there are many advanced techniques a skilled Soldier can use. For instance, although the Soldier is slow on foot, he can [[rocket jump]] to cover large distances quickly and reach high places. There are also plenty of weapon choices that alter his playstyle, such as the rapid-fire Beggar's Bazooka or the team-oriented Buff Banner.
  
*Aim at the enemy's feet.  The splash will make it easier to damage them.
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== Primary weapons ==
  
*[[Rocket Jump]] to the tops of structures that no other class can reach.  Enemies are easy to shoot from up high, but most will have difficulty firing back.
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===[[Rocket Launcher]] + [[reskins]]===
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{{icon item|Rocket Launcher|100px}} {{icon item|Festive Rocket Launcher|100px|link=Festive weapons}} {{icon item|Silver Botkiller Rocket Launcher|100px|link=Botkiller weapons}} {{icon item|Australium Rocket Launcher|100px|link=Australium weapons}}
  
*Lead your targets!  Even the [[Direct Hit]] suffers from significant flight time, so you must judge your opponent's position a moment ahead.
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The Rocket Launcher fires slow-moving rockets that deal heavy damage in a wide splash radius, with the most power at the center of the explosion. The Rocket Launcher only holds four rockets at a time, so make each shot count. Lead your targets to account for the rockets' slow movement speed, and aim at their feet to damage them with the explosions. Using a rocket to [[juggle|bounce]] an enemy into the air makes them an easy target for a follow-up shot from either a rocket or your Shotgun. If you run out of rockets, use the [[Shotgun]] to finish off weakened enemies, as reloading is slow. You can use the explosion from a rocket to [[rocket jump]] at the cost of health, a technique which is commonly used to approach enemies from unexpected angles or travel quickly across the map.
  
*Avoid unloading multiple rockets or [[Shotgun]] shells until you're in a proper fight.  While spamming or approaching a position, fire a rocket, reload, and fire again.  This way you're always at tip top condition before facing foes at short range.
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===[[Direct Hit]]===
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{{icon item|Direct Hit|100px}}
  
*If you do empty your entire Rocket Launcher clip in a fight consider switching quickly to your [[Shotgun]].  It is a powerful secondary weapon and rapidly deals massive hitscan damage.  You'll do far better finishing them off immediately than reloading another rocket.
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The Direct Hit promotes landing direct hits instead of utilizing your splash damage. The Direct Hit's rockets are faster and deal more damage, which is great for dueling single enemies. For example, you can instantly gib weaker classes like the [[Scout]], more easily catch other rocket-jumping Soldiers in the air, or overpower immobile [[Sentry Gun]]s.
  
*Help your [[Medic]]s out in areas where there is no fighting by damaging yourself with your rockets. Damaging yourself allows Medics to fill up their [[ÜberCharge]] faster, but only after setup is finished.
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However, rockets from the Direct Hit have an extremely small explosive radius. You can no longer spam rockets down chokepoints and have to put yourself out in the open to line up direct hits. You will have a more difficult time holding areas on your own.
  
*When attacking [[Sentry Gun]] nests with anything besides the [[Direct Hit]], remember to shoot the ground or wall behind the gun.  If you aren't damaging the [[Engineer]] at the same time, you're wasting shots.
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Due to the accuracy needed and the lack of splash damage, the Direct Hit's playstyle differs significantly from the stock Rocket Launcher. Though it may be hard to use at first, the skills learned from this weapon may prove useful on other launchers or for more advanced techniques once you become more familiar with the Soldier's arsenal.
  
==Weapon Specific Tips==
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===[[Black Box]] + [[reskins]]===
A list of useful tidbits about the Soldier's tools.
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{{icon item|Black Box|100px}} {{icon item|Australium Black Box|100px|link=Australium weapons}} {{icon item|Festive Black Box|100px|link=Festive weapons}}
  
===[[Rocket Launcher]]===
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The Black Box heals you for a small amount of health when damaging an enemy with a rocket. However, the reduced clip size impairs your immediate staying power; in particular, offensive [[rocket jump]]ing becomes less effective due to your lack of ammunition and long reload time. Use it in prolonged combat, where you will have time to constantly reload and outlast your enemies. Use the Black Box alongside the Shotgun, for a reliable backup weapon, or the [[Concheror]], which has additional healing properties.
{{Icon weapon|weapon=Rocket Launcher|icon-size=100x100px}}
 
*Always keep your Rocket Launcher loaded.
 
  
*When fighting classes with little health such as  [[Scouts]], [[Engineers]] and [[Spies]], rather than using two rockets, fire one rocket then finish them off with your [[Shotgun]]. This will assist you by keeping one extra rocket loaded.
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===[[Rocket Jumper]]===
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{{icon item|Rocket Jumper|100px}}
  
* Try to [[juggling|juggle]] or bounce an enemy by shooting a rocket at their feet. By throwing them up in the air, you will be able to predict where they will land and you can follow up with ease.
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The Rocket Jumper is almost identical to the Rocket Launcher, but its rockets do absolutely no damage. This allows you to practice [[rocket jump]]ing without taking any self-damage. It has some synergy with the [[Market Gardener]], a melee weapon that deals Critical hits while you are rocket jumping, but is overall ineffective in a serious fight because you are left with only a Shotgun as a reliable ranged weapon.
  
*The Rocket Launcher is often a better choice for Soldiers acting as Medic buddies than the [[Direct Hit]]. The wider splash radius makes protecting the Medic and attacking groups easier.
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===[[Liberty Launcher]]===
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{{icon item|Liberty Launcher|100px}}
  
* If you are firing a rocket at an enemy who is very close to you, jump and fire your rocket at their feet. Doing so will minimize the amount of damage you deal to yourself, while putting some distance between you and your opponent at the same time.
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The Liberty Launcher comes with 25% increased clip size and reduces self-damage from rocket jumps, allowing you to rocket jump more often and still have rockets to spare. Its rockets deal 25% reduced damage, which weakens your offensive ability in a direct fight, especially against tankier targets like the [[Heavy]] or an [[Engineer]]'s [[Sentry Gun]]. Prioritize light, injured, and retreating enemies while using your increased mobility to avoid unfavorable match-ups. Its high clip size and 40% faster rockets benefit immensely from [[Critical Hit|Crit boosts]], such as that from the [[Buff Banner]].
  
* The Rocket Launcher has the most devastating Crits in the game. If you have any kind of Crit boost, immediately select the Rocket Launcher over any other weapon, as one crocket can take out multiple enemies with ease.
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===[[Cow Mangler 5000]]===
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{{icon item|Cow Mangler 5000|100px}}
  
===[[Direct Hit]]===
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The Cow Mangler 5000 is comparable to the standard Rocket Launcher in damage, but it has the special ability to fire the entire clip at once as a charged shot that deals Mini-Crits and ignites enemies. The charged shot is best used at long range or on groups of enemies, as the damage it deals can be matched by just a few standard rockets and is not worth using an entire clip at close range. In return, the Cow Mangler 5000 deals heavily reduced damage to Engineer buildings and cannot deal Critical hits normally (instead only dealing Mini-Crits though applied conditions such as the [[Kritzkrieg]]). However, if you come across a troublesome Sentry Gun, the charged shot can disable it before you switch to the [[Shotgun]] or let teammates finish the job. This weapon is ideal for defensive scenarios when dealing with Sentry Guns is very uncommon. It also has infinite reserve ammo, meaning you do not need to search for ammo pickups or [[Dispenser]]s.
{{Icon weapon|weapon=Direct Hit|icon-size=100x100px}}
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* Aim directly at the enemy, not their feet. The explosive radius is tighter than a Shotgun's spread, and an enemy can easily jump over the explosion.
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===[[Original]] ===
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{{icon item|Original|100px}}
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The Original is statistically identical to the Rocket Launcher. However, its rockets travel directly down the crosshair, rather than slightly to the right as those from the other {{botignore|rocket launcher}}s do. This subtle change means that all shots fired by the Original will be consistently accurate at close range. Whilst left corners will be easier to shoot behind, it will be more difficult to fire around right corners without exposing yourself.
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===[[Beggar's Bazooka]]===
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{{icon item|Beggar's Bazooka|100px}}
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The Beggar's Bazooka has the ability to store up to three rockets, then release them in one barrage after loading it up. Its rockets have some random deviation and a smaller explosive radius, making individual shots, especially aerials, less reliable. Charge the barrage from behind cover or while rocket jumping to catch opponents by surprise. Additionally, the Beggar's Bazooka cannot collect ammunition at a [[Dispenser]] or a [[Cart|Payload Cart]] while it is being actively held, preventing you from freely firing barrages while defending these locations.
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===[[Air Strike]]===
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{{icon item|Air Strike|100px}}
  
* Hit the lower half of the enemy if possible. This will pop them into the air, allowing you to hit them a second time for an [[aerial]] [[Mini-Crit]].
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The Air Strike grants significantly higher attack speed while rocket jumping but comes with 15% reduced damage and a 10% smaller explosive radius. Each kill you obtain will expand the clip size by one, to a maximum of eight, eventually allowing you to rain down rockets from the sky. This bonus is lost upon death, so be cautious after you've obtained a few kills. Its rockets have an even smaller explosive radius while airborne, so you must compensate by landing direct hits with extra rockets, using the attack speed boost from being in midair. The Air Strike is much less effective in cramped indoor areas, where there is less room to rocket jump. The [[B.A.S.E. Jumper]] synergizes well with this weapon, as it keeps you in the air longer and negates fall damage.
  
* The Direct Hit can destroy any Engineer building with two rockets, rather than three.  The Direct Hit is thus a superior choice for taking out Engineer buildings.
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== Secondary weapons ==
  
* Direct Hit rockets are great for spamming stationary [[Snipers]] or [[Engineers]] huddled in one position behind their [[Sentry Gun]].
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===[[Shotgun]] + [[reskins]]===
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{{icon item|Shotgun|100px}} {{icon item|Festive Shotgun|100px|link=Festive weapons}}
  
* The blast radius for self-damage with the Direct Hit is almost the same as the self-damage radius of the [[Rocket Launcher]]. This allows you to rocket jump easily, but be careful. At short range, you can blow yourself up.
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The Shotgun is effective at medium range and as powerful as many other primary weapons. If your Rocket Launcher is out of ammunition, the Shotgun is a decent backup weapon for finishing off injured enemies. Alternatively, you can switch to it at close range when you don't want to suffer from your own splash damage. It is a good option for fighting experienced Pyros and Scouts, who are easily able to avoid damage from your projectiles.  
  
===[[Black Box]]===
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===[[Buff Banner]] + [[reskins]]===
{{Icon weapon|weapon=Black Box|icon-size=100x100px}}
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{{icon item|Buff Banner|100px}} {{icon item|Festive Buff Banner|100px|link=Festive weapons}}
*The Black Box holds fewer rockets but effectively gives you at least an extra 45 health in combat.  If you have plenty of time to reload and pressure the enemy, this is the better long-term choice.  If you need immediate fighting power, such as when facing off against another skilled [[Soldier]], you might want to stick with the [[Rocket Launcher]].
 
  
* The healing provided from the Black Box along with the defense boost from the Battalion's Back-up can make a Soldier very difficult to kill - even more so if using the complete ''Tank Buster'' set, due to the reduced sentry damage.
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The Buff Banner is the first of three available banners, which also include the Battalion's Backup and Concheror. A banner replaces your Shotgun and grants a Rage meter that fills up as you deal damage. When the Rage meter is full, primary fire causes you to project an aura that buffs you and nearby allies for a short time. The area of effect is large and passes through obstacles, allowing your teammates to easily follow your lead. Without the Shotgun, you are less effective as a solo combatant and encouraged to fight near allies. Stay near the front lines and use a primary weapon that has a wide blast radius to quickly fill your Rage meter.
  
* The Black Box's healing more than covers the damage you take while rocket jumping with the [[Gunboats]]. You can remain mobile for a very long time with this combination.
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The Buff Banner's unique effect grants guaranteed Mini-Crits to you and nearby allies. Compared to your other banners, the Buff Banner is best when you are working alongside allies with splash damage, like another Soldier or the Demoman. The offensive buff also synergizes with defensive support, such as healing from the Scout's Mad Milk or the Medic's invincibility-granting ÜberCharge.
  
*If you hit more than one enemy, you will be healed for 15 hp per enemy hit.
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To maximize your chances of using the Buff Banner, stay with a Medic or Dispenser, and fall back when necessary so you can stay alive and keep building up your Rage meter. This applies to the other banners too, but is especially important for the Buff Banner as it does not grant extra health or regeneration.
  
===[[Shotgun]]===
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===[[Gunboats]]===
{{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
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{{icon item|Gunboats|100px}}
*Don't be afraid to use the Shotgun at medium to short range.  It's as powerful as many primary weapons.
 
  
* If facing an enemy Pyro who is skilled with the [[Airblast]] consider switching to the Shotgun.
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The Gunboats reduce damage from rocket jumps by 60%, allowing you to perform multiple [[rocket jump]]s in succession without having to rely on a Medic or other healing sources. The reduced self-damage also allows you to safely bail from a crisis via rocket jumping, even if you're low on health.
  
* The Shotgun is useful against Demomen using the [[Chargin' Targe]]. Though they are resistant to the explosive damage of the Rocket Launcher, the Shotgun does normal damage.
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The Gunboats are most effective when you are constantly roaming around the map and choosing your own fights. They replace your Shotgun, so you have less overall firepower to fend off enemies who target you or your allies.
  
* You can use the Shotgun to destroy an enemy Demoman's stickies.
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===[[Battalion's Backup]]===
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{{icon item|Battalion's Backup|100px}}
  
* One direct rocket and one Shotgun shot is enough to kill light classes in almost all circumstances.
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The Battalion's Backup works similarly to the Buff Banner, granting a Rage meter that fills up as you deal damage. It also grants 20 points of bonus health, giving you survivability against bursts of damage as long as you have a way to heal back up.
  
* If you are using the Direct Hit, it is highly advisable to use the Shotgun rather than the [[Buff Banner]], [[Battalion's Backup]] or [[Gunboats]]. If you miss with your rockets you can still finish off your foe with the Shotgun.
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The Battalion's Backup's unique effect grants 35% damage reduction and Critical hit negation to you and nearby allies. This defensive effect is best when pushing forward with teammates, as you force the enemy team to concentrate fire on one ally at a time, as well as countering the [[Critical Hit|Crit boosts]] granted by the [[Kritzkrieg]], Buff Banner, and other sources. The aura also further reduces the damage taken from Sentry Guns to a total of 50% resistance, making it useful for destroying an Engineer nest.
  
===[[Buff Banner]]===
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===[[Concheror]]===
{{Icon weapon|weapon=Buff Banner|icon-size=100x100px}}
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{{icon item|Concheror|100px}}
*Just like the [[Kritzkrieg]], the Buff Banner is best used with the [[Rocket Launcher]] or [[Black Box]]. The wider blast radius will make it easier to build Rage and it also makes the Mini-Crit boost more effective.
 
  
*When a friendly Medic [[ÜberCharge]]s a teammate, contribute to the rampage by using the Buff Banner.  
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The Concheror works similarly to the Buff Banner, granting a Rage meter that fills up as you deal damage. It also grants up to 4 health regenerated per second, which helps you heal up a bit when rocket jumping and between fights. You can equip the Concheror to be somewhat self-sufficient when roaming, then rejoin your teammates once you are ready to activate its buff.
  
*The area of effect for the Buff Banner is large and passes through walls and floors.
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The Concheror's unique effect grants movement speed to nearby allies and causes them to heal for 35% of damage dealt. Use the movement speed buff to help allies dodge and reposition in fights, and use the healing buff to support high-damage classes like the Heavy. The Concheror charges around 20% faster than your other banners, so you can use the buff more often to maintain momentum.
  
*If the Buff Banner is used next to an [[Engineer]], his [[Sentry Gun]] will fire Mini-Crits no matter where it is on the map, even if it is nowhere near you or the [[Engineer]].
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===[[Mantreads]]===
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{{icon item|Mantreads|100px}}
  
*If a Medic is using a [[Kritzkrieg]] on you, use the Critical Hits to fill up your rage bar and follow the Kritzkrieg up with your Buff Banner. Usually 2 Critical Hits is enough to fill your rage bar.
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The Mantreads are a situational weapon that heavily reduces [[knockback]] taken and grants increased mobility when rocket jumping. You can equip them as your team attacks into an enemy base to avoid being pushed away, especially by an enemy [[Pyro]] or [[Sentry Gun]], or when actively [[rocket jump]]ing in combat so enemies don't disrupt your movement by shooting you. Additionally, the Mantreads allow you to deal moderate damage by stealthily landing on a foe after rocket jumping, although it's more efficient to simply kill the enemy with rockets before you land.
  
===[[Battalion's Backup]]===  
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===[[Reserve Shooter]]===
{{Icon weapon|weapon=Battalion's Backup|icon-size=100x100px}}
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{{icon item|Reserve Shooter|100px}}
*The Battalion's Backup can act as a strong counter to its brother the [[Buff Banner]] and any critboost such as a [[Kritzkrieg]] or [[First Blood]].
 
  
*The Battalion's Backup is also useful on offense, as it allows your pushing team to absorb more enemy fire.
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When you [[knock back|bounce]] an enemy into the air with a rocket, you can try to finish him off before he can land and retaliate. The Reserve Shooter is great for doing so, especially since landing an [[aerial]] with your Rocket Launcher can sometimes be difficult. However, the reduced clip size makes it an unreliable sidearm in comparison to the stock [[Shotgun]], due to frequent reloading. Make use of its faster weapon switch time to finish airborne enemies off with precision before you become vulnerable.
  
*Since the Backup's Rage Meter is not dependent on the damage you do to the enemy, you can also use it in conjunction with the Direct Hit for an even bigger punch against Sentry Guns.
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===[[Righteous Bison]]===
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{{icon item|Righteous Bison|100px}}
  
*The Battalion's Backup is well paired with the Black Box, allowing you to take more damage (and thereby build more Rage) without dying.
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When compared to the Shotgun, the Righteous Bison fires slow, accurate projectiles that pierce through enemies. The Righteous Bison does not require ammo and reloads quickly, so it can be used to constantly harass enemies. It is less powerful in a direct fight and deals reduced damage to buildings, although its piercing shots will damage an Engineer taking cover behind them.
  
===[[Gunboats]]===
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===[[B.A.S.E. Jumper]]===
{{Icon weapon|weapon=Gunboats|icon-size=100x100px}}
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{{icon item|B.A.S.E. Jumper|100px}}
* Use your Gunboats often. Rocket-jump and find high positions to fire from.
 
  
* Use them to traverse long distances quickly. You can often find a health pack at your destination.
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The B.A.S.E. Jumper is a parachute you can deploy while in midair, slowing your descent. For general purposes, you can combine this with [[rocket jumping]] to stay above opponents or travel further horizontally. In combat, this backpack works well with the [[Air Strike]] and [[Beggar's Bazooka]], weapons that can fire multiple rockets in one quick burst. You still take standard rocket jump damage and will often attract enemy attention, so keep in mind where you can find healing upon landing. Once you finish your airborne assault, try not to linger in the sights of enemies who appreciate slow targets, like the [[Heavy]] or [[Sniper]]. As with other bundled secondary weapons, taking the B.A.S.E. Jumper means having no Shotgun, leaving you less effective on the ground.
  
* Although you receive 60% less damage from rocket jumps, [[fall damage]] remains the same.
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===[[Panic Attack]]===
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{{icon item|Panic Attack|100px}}
  
* Since you won't have a [[Shotgun]], it's more effective if you don't use the [[Direct Hit]] with your Gunboats.
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The Panic Attack deploys 50% faster than the Shotgun, making it useful for a few panicked shots when you run out of rockets. However, the Panic Attack's pellet spread widely increases as you fire consecutively, making it less effective for prolonged combat than the Shotgun.
  
===[[Shovel]] / [[Frying Pan]]===
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== Melee weapons ==
{{Icon weapon|weapon=Shovel|icon-size=100x100px}} {{Icon weapon|weapon=Frying Pan|icon-size=100x100px}}
 
* The Shovel is a viable option as long as your health is above 120 or you want to be healed with your melee weapon equipped.  Otherwise, the [[Equalizer]] is more powerful.
 
  
* The Frying Pan is much louder than the Shovel but is otherwise identical.  Don't be surprised if enemies notice an ambush with the Pan.
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===[[Shovel]] + [[reskins]]===
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{{icon item|Shovel|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Prinny Machete|100px}}
  
* Since the Shovel is only efficient at high health, using it with the [[Black Box]] minimizes the downsides of not having the Equalizer equipped.
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The Shovel is comparable to the default melee weapons of most other classes. However, your slow speed puts you at a disadvantage in melee duels. Unless you excessively engage in melee combat when near a friendly Medic, you're better off equipping a different melee weapon. The Shovel can be used to kill low-health enemies when your primary, secondary, or both are out of ammo.
  
 
===[[Equalizer]]===
 
===[[Equalizer]]===
{{Icon weapon|weapon=Equalizer|icon-size=100x100px}}
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{{icon item|Equalizer|100px}}
*Unless you plan on using the Pain Train, always have the Equalizer equipped. You will not be using melee when at full health, so the Equalizer is essentially a straight upgrade over the Shovel.
 
  
*The Equalizer can be used as a tool of escape. A highly damaged Soldier can outrun most classes.
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While at full health, the Equalizer deals half of the [[Shovel]]'s base damage. However, you generally won't need to use your melee weapon when you are at full health. The Equalizer will grant a dramatic increase in damage as your health decreases, allowing it to be used as a last resort to ambush pursuing enemies. Put the Equalizer away if you want a friendly Medic to heal you normally, as it reduces received healing by 90% while active.
  
*Do not run into a fight alone with the Equalizer out. You should ONLY take out the Equalizer when at low health and you are already in the thick of an engagement.
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===[[Pain Train]]===
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{{icon item|Pain Train|100px}}
  
*The Equalizer prevents Medics from healing you when you have it in your hand. If you pull it out during an Über, you will break the ÜberCharge, and possibly get yourself killed.
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The Pain Train gives you an increased capture rate of two players, equal to the Scout. It comes with a 10% increased vulnerability to bullets, making you a bit more fragile against the Scout and Heavy, classes which tend to be found attacking or holding control points. Only use the Pain Train when actively capturing control points or pushing Payload carts; the increased capture rate is useless when playing Capture the Flag or when on defense.
  
*Be careful who you pull out your Equalizer in front of.  It tells the enemy that you're at low health and are an easy kill. Be aware that this can work to your advantage. Pulling out the Equalizer when your health is relatively high may tempt some enemies to attack you, effectively allowing you to bait them.
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===[[Half-Zatoichi]]===
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{{icon item|Half-Zatoichi|100px}}
  
===[[Pain Train]]===
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The Half-Zatoichi heals you for 50% of your maximum health on kill and has the increased melee range and draw time of all swords. The healing the Half-Zatoichi provides on a kill just might be worth fighting at melee range. Try to have a clear opportunity to kill an enemy before you unsheathe it, as switching weapons without obtaining a kill causes you to take 50 damage. Wielders of the Half-Zatoichi are capable of killing each other in a single hit; however, your slow speed puts you at a disadvantage in a melee duel.
{{Icon weapon|weapon=Pain Train|icon-size=100x100px}}
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* Never equip the Pain Train on a CTF map or while defending in an attack/defend map. It grants no advantage in these situations, but still applies bullet vulnerability.
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===[[Disciplinary Action]]===
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{{icon item|Disciplinary Action|100px}}
  
* The Pain Train is a highly situational weapon. You may want to switch between the Pain Train and a different melee weapon in the middle of a round.
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The Disciplinary Action's main perk is that striking a teammate temporarily boosts both of your running speeds. You can increase your mobility without losing health by rocket jumping, as well as boost other classes who rely on being in position first, like the Heavy or Sniper. You have to hit an ally to gain the speed boost, so stay closer to your team when using this weapon.  
  
===[[Item sets#Soldier|The Tank Buster]]===
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The Disciplinary Action also has an increased melee range of 75%, giving it a unique niche in melee combat, but deals slightly reduced damage.
[[File:Backpack Soldier Bundle.png|100px|Tank Buster Set]]
 
* The Sentry resistance can be used in conjunction with the Battalion's Backup to halve the Sentry damage you take.
 
  
==See also==
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===[[Market Gardener]]===
*[[Community Soldier strategy]]
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{{icon item|Market Gardener|100px}}
*[[Soldier match-ups]]
 
*[[Team strategy]]
 
  
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The Market Gardener deals guaranteed critical melee attacks while rocket jumping. While it is simpler to continue firing rockets while airborne, quietly approaching to land one melee attack can allow you to pick off important targets and display your incredible skill. Rocket jumping over obstacles or up from low ground can greatly aid in surprising opponents, while equipping the [[Mantreads]] or [[B.A.S.E. Jumper]] increases your aerial mobility.
  
{{Class strategy}}
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The Market Gardener's value greatly increases as you become familiar with advanced rocket jumping techniques. For example, if you can perform a high-velocity diagonal rocket jump, you can soar over obstacles, smack a distracted enemy, and still have loaded rockets to defend yourself with upon landing.
{{Soldier Nav}}
 
  
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===[[Escape Plan]]===
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{{icon item|Escape Plan|100px}}
  
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As your health decreases, wielding the Escape Plan will grant you increasingly faster speed, allowing you to escape attackers with ease. Because it [[Marked for death#Mini-crit boost | marks you for death]], you're discouraged from using it to fight, much less charge at enemies. However, you can use the Rocket Launcher to damage yourself so that you can quickly reach the front lines; if doing so, make sure you don't get picked off by a stray enemy before you can find a source of healing. Sheathe the Escape Plan once you find a friendly Medic, as it reduces healing by 90% while active.
  
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{{Class strategy}}
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{{Soldier Nav}}
 
[[Category:Strategy]]
 
[[Category:Strategy]]
 
[[Category:Soldier]]
 
[[Category:Soldier]]

Latest revision as of 16:30, 10 August 2024

This page contains basic strategy for the Soldier. For more advanced strategies, see Community Soldier strategy. For how to play against the Soldier, see Anti-Soldier strategy.
Soldiertaunt1.PNG

The Soldier is a tough, all-purpose assault class suited for both offense and defense. His Rocket Launcher can take on multiple enemies at once, while his Shotgun is a reliable backup weapon. Despite being a straightforward class to play, there are many advanced techniques a skilled Soldier can use. For instance, although the Soldier is slow on foot, he can rocket jump to cover large distances quickly and reach high places. There are also plenty of weapon choices that alter his playstyle, such as the rapid-fire Beggar's Bazooka or the team-oriented Buff Banner.

Primary weapons

Rocket Launcher + reskins

Rocket Launcher Festive Rocket Launcher Silver Botkiller Rocket Launcher Australium Rocket Launcher

The Rocket Launcher fires slow-moving rockets that deal heavy damage in a wide splash radius, with the most power at the center of the explosion. The Rocket Launcher only holds four rockets at a time, so make each shot count. Lead your targets to account for the rockets' slow movement speed, and aim at their feet to damage them with the explosions. Using a rocket to bounce an enemy into the air makes them an easy target for a follow-up shot from either a rocket or your Shotgun. If you run out of rockets, use the Shotgun to finish off weakened enemies, as reloading is slow. You can use the explosion from a rocket to rocket jump at the cost of health, a technique which is commonly used to approach enemies from unexpected angles or travel quickly across the map.

Direct Hit

Direct Hit

The Direct Hit promotes landing direct hits instead of utilizing your splash damage. The Direct Hit's rockets are faster and deal more damage, which is great for dueling single enemies. For example, you can instantly gib weaker classes like the Scout, more easily catch other rocket-jumping Soldiers in the air, or overpower immobile Sentry Guns.

However, rockets from the Direct Hit have an extremely small explosive radius. You can no longer spam rockets down chokepoints and have to put yourself out in the open to line up direct hits. You will have a more difficult time holding areas on your own.

Due to the accuracy needed and the lack of splash damage, the Direct Hit's playstyle differs significantly from the stock Rocket Launcher. Though it may be hard to use at first, the skills learned from this weapon may prove useful on other launchers or for more advanced techniques once you become more familiar with the Soldier's arsenal.

Black Box + reskins

Black Box Australium Black Box Festive Black Box

The Black Box heals you for a small amount of health when damaging an enemy with a rocket. However, the reduced clip size impairs your immediate staying power; in particular, offensive rocket jumping becomes less effective due to your lack of ammunition and long reload time. Use it in prolonged combat, where you will have time to constantly reload and outlast your enemies. Use the Black Box alongside the Shotgun, for a reliable backup weapon, or the Concheror, which has additional healing properties.

Rocket Jumper

Rocket Jumper

The Rocket Jumper is almost identical to the Rocket Launcher, but its rockets do absolutely no damage. This allows you to practice rocket jumping without taking any self-damage. It has some synergy with the Market Gardener, a melee weapon that deals Critical hits while you are rocket jumping, but is overall ineffective in a serious fight because you are left with only a Shotgun as a reliable ranged weapon.

Liberty Launcher

Liberty Launcher

The Liberty Launcher comes with 25% increased clip size and reduces self-damage from rocket jumps, allowing you to rocket jump more often and still have rockets to spare. Its rockets deal 25% reduced damage, which weakens your offensive ability in a direct fight, especially against tankier targets like the Heavy or an Engineer's Sentry Gun. Prioritize light, injured, and retreating enemies while using your increased mobility to avoid unfavorable match-ups. Its high clip size and 40% faster rockets benefit immensely from Crit boosts, such as that from the Buff Banner.

Cow Mangler 5000

Cow Mangler 5000

The Cow Mangler 5000 is comparable to the standard Rocket Launcher in damage, but it has the special ability to fire the entire clip at once as a charged shot that deals Mini-Crits and ignites enemies. The charged shot is best used at long range or on groups of enemies, as the damage it deals can be matched by just a few standard rockets and is not worth using an entire clip at close range. In return, the Cow Mangler 5000 deals heavily reduced damage to Engineer buildings and cannot deal Critical hits normally (instead only dealing Mini-Crits though applied conditions such as the Kritzkrieg). However, if you come across a troublesome Sentry Gun, the charged shot can disable it before you switch to the Shotgun or let teammates finish the job. This weapon is ideal for defensive scenarios when dealing with Sentry Guns is very uncommon. It also has infinite reserve ammo, meaning you do not need to search for ammo pickups or Dispensers.

Original

Original

The Original is statistically identical to the Rocket Launcher. However, its rockets travel directly down the crosshair, rather than slightly to the right as those from the other rocket launchers do. This subtle change means that all shots fired by the Original will be consistently accurate at close range. Whilst left corners will be easier to shoot behind, it will be more difficult to fire around right corners without exposing yourself.

Beggar's Bazooka

Beggar's Bazooka

The Beggar's Bazooka has the ability to store up to three rockets, then release them in one barrage after loading it up. Its rockets have some random deviation and a smaller explosive radius, making individual shots, especially aerials, less reliable. Charge the barrage from behind cover or while rocket jumping to catch opponents by surprise. Additionally, the Beggar's Bazooka cannot collect ammunition at a Dispenser or a Payload Cart while it is being actively held, preventing you from freely firing barrages while defending these locations.

Air Strike

Air Strike

The Air Strike grants significantly higher attack speed while rocket jumping but comes with 15% reduced damage and a 10% smaller explosive radius. Each kill you obtain will expand the clip size by one, to a maximum of eight, eventually allowing you to rain down rockets from the sky. This bonus is lost upon death, so be cautious after you've obtained a few kills. Its rockets have an even smaller explosive radius while airborne, so you must compensate by landing direct hits with extra rockets, using the attack speed boost from being in midair. The Air Strike is much less effective in cramped indoor areas, where there is less room to rocket jump. The B.A.S.E. Jumper synergizes well with this weapon, as it keeps you in the air longer and negates fall damage.

Secondary weapons

Shotgun + reskins

Shotgun Festive Shotgun

The Shotgun is effective at medium range and as powerful as many other primary weapons. If your Rocket Launcher is out of ammunition, the Shotgun is a decent backup weapon for finishing off injured enemies. Alternatively, you can switch to it at close range when you don't want to suffer from your own splash damage. It is a good option for fighting experienced Pyros and Scouts, who are easily able to avoid damage from your projectiles.

Buff Banner + reskins

Buff Banner Festive Buff Banner

The Buff Banner is the first of three available banners, which also include the Battalion's Backup and Concheror. A banner replaces your Shotgun and grants a Rage meter that fills up as you deal damage. When the Rage meter is full, primary fire causes you to project an aura that buffs you and nearby allies for a short time. The area of effect is large and passes through obstacles, allowing your teammates to easily follow your lead. Without the Shotgun, you are less effective as a solo combatant and encouraged to fight near allies. Stay near the front lines and use a primary weapon that has a wide blast radius to quickly fill your Rage meter.

The Buff Banner's unique effect grants guaranteed Mini-Crits to you and nearby allies. Compared to your other banners, the Buff Banner is best when you are working alongside allies with splash damage, like another Soldier or the Demoman. The offensive buff also synergizes with defensive support, such as healing from the Scout's Mad Milk or the Medic's invincibility-granting ÜberCharge.

To maximize your chances of using the Buff Banner, stay with a Medic or Dispenser, and fall back when necessary so you can stay alive and keep building up your Rage meter. This applies to the other banners too, but is especially important for the Buff Banner as it does not grant extra health or regeneration.

Gunboats

Gunboats

The Gunboats reduce damage from rocket jumps by 60%, allowing you to perform multiple rocket jumps in succession without having to rely on a Medic or other healing sources. The reduced self-damage also allows you to safely bail from a crisis via rocket jumping, even if you're low on health.

The Gunboats are most effective when you are constantly roaming around the map and choosing your own fights. They replace your Shotgun, so you have less overall firepower to fend off enemies who target you or your allies.

Battalion's Backup

Battalion's Backup

The Battalion's Backup works similarly to the Buff Banner, granting a Rage meter that fills up as you deal damage. It also grants 20 points of bonus health, giving you survivability against bursts of damage as long as you have a way to heal back up.

The Battalion's Backup's unique effect grants 35% damage reduction and Critical hit negation to you and nearby allies. This defensive effect is best when pushing forward with teammates, as you force the enemy team to concentrate fire on one ally at a time, as well as countering the Crit boosts granted by the Kritzkrieg, Buff Banner, and other sources. The aura also further reduces the damage taken from Sentry Guns to a total of 50% resistance, making it useful for destroying an Engineer nest.

Concheror

Concheror

The Concheror works similarly to the Buff Banner, granting a Rage meter that fills up as you deal damage. It also grants up to 4 health regenerated per second, which helps you heal up a bit when rocket jumping and between fights. You can equip the Concheror to be somewhat self-sufficient when roaming, then rejoin your teammates once you are ready to activate its buff.

The Concheror's unique effect grants movement speed to nearby allies and causes them to heal for 35% of damage dealt. Use the movement speed buff to help allies dodge and reposition in fights, and use the healing buff to support high-damage classes like the Heavy. The Concheror charges around 20% faster than your other banners, so you can use the buff more often to maintain momentum.

Mantreads

Mantreads

The Mantreads are a situational weapon that heavily reduces knockback taken and grants increased mobility when rocket jumping. You can equip them as your team attacks into an enemy base to avoid being pushed away, especially by an enemy Pyro or Sentry Gun, or when actively rocket jumping in combat so enemies don't disrupt your movement by shooting you. Additionally, the Mantreads allow you to deal moderate damage by stealthily landing on a foe after rocket jumping, although it's more efficient to simply kill the enemy with rockets before you land.

Reserve Shooter

Reserve Shooter

When you bounce an enemy into the air with a rocket, you can try to finish him off before he can land and retaliate. The Reserve Shooter is great for doing so, especially since landing an aerial with your Rocket Launcher can sometimes be difficult. However, the reduced clip size makes it an unreliable sidearm in comparison to the stock Shotgun, due to frequent reloading. Make use of its faster weapon switch time to finish airborne enemies off with precision before you become vulnerable.

Righteous Bison

Righteous Bison

When compared to the Shotgun, the Righteous Bison fires slow, accurate projectiles that pierce through enemies. The Righteous Bison does not require ammo and reloads quickly, so it can be used to constantly harass enemies. It is less powerful in a direct fight and deals reduced damage to buildings, although its piercing shots will damage an Engineer taking cover behind them.

B.A.S.E. Jumper

B.A.S.E. Jumper

The B.A.S.E. Jumper is a parachute you can deploy while in midair, slowing your descent. For general purposes, you can combine this with rocket jumping to stay above opponents or travel further horizontally. In combat, this backpack works well with the Air Strike and Beggar's Bazooka, weapons that can fire multiple rockets in one quick burst. You still take standard rocket jump damage and will often attract enemy attention, so keep in mind where you can find healing upon landing. Once you finish your airborne assault, try not to linger in the sights of enemies who appreciate slow targets, like the Heavy or Sniper. As with other bundled secondary weapons, taking the B.A.S.E. Jumper means having no Shotgun, leaving you less effective on the ground.

Panic Attack

Panic Attack

The Panic Attack deploys 50% faster than the Shotgun, making it useful for a few panicked shots when you run out of rockets. However, the Panic Attack's pellet spread widely increases as you fire consecutively, making it less effective for prolonged combat than the Shotgun.

Melee weapons

Shovel + reskins

Shovel Frying Pan Saxxy Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete

The Shovel is comparable to the default melee weapons of most other classes. However, your slow speed puts you at a disadvantage in melee duels. Unless you excessively engage in melee combat when near a friendly Medic, you're better off equipping a different melee weapon. The Shovel can be used to kill low-health enemies when your primary, secondary, or both are out of ammo.

Equalizer

Equalizer

While at full health, the Equalizer deals half of the Shovel's base damage. However, you generally won't need to use your melee weapon when you are at full health. The Equalizer will grant a dramatic increase in damage as your health decreases, allowing it to be used as a last resort to ambush pursuing enemies. Put the Equalizer away if you want a friendly Medic to heal you normally, as it reduces received healing by 90% while active.

Pain Train

Pain Train

The Pain Train gives you an increased capture rate of two players, equal to the Scout. It comes with a 10% increased vulnerability to bullets, making you a bit more fragile against the Scout and Heavy, classes which tend to be found attacking or holding control points. Only use the Pain Train when actively capturing control points or pushing Payload carts; the increased capture rate is useless when playing Capture the Flag or when on defense.

Half-Zatoichi

Half-Zatoichi

The Half-Zatoichi heals you for 50% of your maximum health on kill and has the increased melee range and draw time of all swords. The healing the Half-Zatoichi provides on a kill just might be worth fighting at melee range. Try to have a clear opportunity to kill an enemy before you unsheathe it, as switching weapons without obtaining a kill causes you to take 50 damage. Wielders of the Half-Zatoichi are capable of killing each other in a single hit; however, your slow speed puts you at a disadvantage in a melee duel.

Disciplinary Action

Disciplinary Action

The Disciplinary Action's main perk is that striking a teammate temporarily boosts both of your running speeds. You can increase your mobility without losing health by rocket jumping, as well as boost other classes who rely on being in position first, like the Heavy or Sniper. You have to hit an ally to gain the speed boost, so stay closer to your team when using this weapon.

The Disciplinary Action also has an increased melee range of 75%, giving it a unique niche in melee combat, but deals slightly reduced damage.

Market Gardener

Market Gardener

The Market Gardener deals guaranteed critical melee attacks while rocket jumping. While it is simpler to continue firing rockets while airborne, quietly approaching to land one melee attack can allow you to pick off important targets and display your incredible skill. Rocket jumping over obstacles or up from low ground can greatly aid in surprising opponents, while equipping the Mantreads or B.A.S.E. Jumper increases your aerial mobility.

The Market Gardener's value greatly increases as you become familiar with advanced rocket jumping techniques. For example, if you can perform a high-velocity diagonal rocket jump, you can soar over obstacles, smack a distracted enemy, and still have loaded rockets to defend yourself with upon landing.

Escape Plan

Escape Plan

As your health decreases, wielding the Escape Plan will grant you increasingly faster speed, allowing you to escape attackers with ease. Because it marks you for death, you're discouraged from using it to fight, much less charge at enemies. However, you can use the Rocket Launcher to damage yourself so that you can quickly reach the front lines; if doing so, make sure you don't get picked off by a stray enemy before you can find a source of healing. Sheathe the Escape Plan once you find a friendly Medic, as it reduces healing by 90% while active.