Difference between revisions of "Soldier match-ups"

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(Cleaned up and updated some strategies.)
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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 it is easier to score a hit with your rockets, or at least cause enough splash damage to weaken the Scout. Your rockets can also be used to '[[juggle]]' the Scout around, albeit with difficulty, allowing you to predict where he will land so you can finish him off easily. If the Scout is out of your [[Rocket Launcher]]'s effective range, or he's too erratic to get reliable rocket damage on him, pull out your [[Shotgun]] so you can at least do some damage to him. Do not try to use your melee weapon against a Scout as he can outmaneuver you, though if you're injured and attacking with the [[Equalizer]], you may be able to catch him by surprise. Do not use the [[Direct Hit]] on a Scout at close range, despite its ability to instantly kill them when point blank. This is because the Scout will be able to get free shots on you quickly, while you have to contend with the Direct Hit's lack of splash and the Scout's erratic movement.
 
|-
 
| 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 shoot-out with another [[Soldier]] can get very messy, just try to juggle him before he does likewise and finish him off as fast as possible with precise shots rather than wasting your clip, avoiding his rockets the whole while. It is also advisable to catch the enemy Soldier while he is reloading (this is typically done by not firing until after the enemy), and then shooting him while he spends time reloading his gun. Wiser Soldiers will just switch to their Shotgun upon running out of ammo and not reload their Rocket Launcher until after you're dead.
 
Unless you know for sure that the enemy Soldier is capable of killing you with an [[aerial]], you may want to try and rocket jump over the enemy Soldier, messing up his aim and allowing you to deal Heavy damage with the Rocket Launcher. Height advantage is a significant factor in a Soldier duel, so taking the high ground is advised. If dealing with enemy Soldiers rocket jumping over you, either try to kill him with an aerial, or if they jumping in an enclosed area, try to splash them mid-jump with explosive damage off the walls near them. If this works, they will be thrown in a different direction from what they intended, and driven into the ground hard enough for them to suffer fall damage.
 
|-
 
| 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:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
 
| If you see the [[Pyro]] coming, take advantage of the fact that he has to get within close range to be effective by [[juggling]] him away or hitting him dead on with a rocket. If you are ambushed you have two viable options. Turn around and try to put him down as quickly as possible, or perform a rocket jump to disorient and damage the Pyro, then take him out or run for the nearest body of water, [[Dispenser]] or [[Health]] pack to put the [[fire]] out. Do not spend too long in a close encounter with a Pyro as you do not have quite the same outlasting ability as the Heavy. Pyros can kill you quickly if they Crit flame or take you by surprise with the [[Backburner]]. As soon as you see them rocket their feet, and then finish them off with a midair rocket or rocket them when they land. Alternatively, if you get caught unaware and up close to a Pyro, fire a rocket at their feet and use the resulting splash damage as a means to rocket jump out of the way and possibly deter the Pyro from chasing you. Using the [[Shovel]] is a very risky against Pyros. Because they always rush towards you to get as close as possible to do the most damage with their Flamethrower, they are usually within range of the Shovel and although one Critical hit with the Shovel can kill a Pyro, using it can work against you, because the Pyro can move faster he could move backwards so your Shovel cannot reach him but his flames can reach you.  
 
  
Pyros using the Flamethrower are very easy if you see them coming, but the [[Compression Blast]] can kill you easily if you're caught off guard. If he starts spamming it then switch to the [[Shotgun]], switching back to the Rocket Launcher when he changes to the Flare Gun or Shotgun. Basically, use the weapon his weapon doesn't counter. But in general, if you see a Pyro coming from medium range, he is a low threat, even if you can't use your rockets because of their compression blast. If you have the time, you can attempt to outsmart the Pyro by firing a rocket and avoiding the reflection, and then waiting for him to Compression Blast before you fire so you can get a clear shot (as he will be used to Soldiers firing their 4 rockets consecutively).
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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.
|-
 
| 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]] are a real threat: they can outmaneuver you, and a volley of [[Grenade Launcher|grenades]] can take you out in two shots. They were your friends until the competition made them nemeses. Your slow speed also makes you a ripe target for [[Sticky bombs]]. In a one-on-one encounter, you have a surprisingly large advantage due to the fact that rockets instantly explode and you have more health. Try to stay at medium range so you can dodge his grenades while trying to hit or juggle him and throw off his aim so you can finish him. If he is hiding behind a Sticky bomb carpet, firing a rocket into the center will typically cause the sticky bombs to scatter. If you cannot do this, your ability to [[Rocket jump]] still provides a myriad of alternate access routes in most maps. Take full advantage of your Shotgun, it is one of your main advantages against the Demoman. Use its insta-hit capability well, as the Shotgun is impossible to dodge if you have good aim and the Demoman's main weakness is his lack of an insta-hit weapon (like the Shotgun). One risky strategy is to rocket jump up close to the Demoman, start firing from the air, and finish him off as you land. Soldiers are generally better at hitting foes close range than the Demoman, and by hitting well, you can take him out with two rockets. Getting successful hits are also easier from the air.
 
  
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, or your Equalizer if you're low on health. Most Demoman who have the Targe will also have the Eyelander, and these items mean your day is about to be completely ruined. Use your Shotgun, then if you're injured, use your [[Equalizer]] to increase your maneuverability. If they get a Critical hit with the [[Eyelander]], strike back immediately with the Equalizer, as you will have 5 health remaining and be capable of dealing over 100 damage in a single blow. If you do not have the Shotgun or Equalizer or simply do not want to fight them, rocketjump away (this strategy applies especially to Soldiers using the [[Gunboats]]).
+
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:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 
| The [[Heavy]] is a dangerous opponent and should ideally be taken down as quickly as possible. Fortunately, even the health of a Heavy has difficulty standing up to a volley of rockets. It is more advisable to do this to a Heavy who has not seen you as you have a higher chance of taking him out before he can rev up his [[Minigun]] and do any substantial damage to you. It takes at least three rockets to down a Heavy. If you can, retreat round a corner and shoot at the floor next to him as he walks slowly round it, doing this can get you an easy kill without taking any damage. Alternatively, you can hide behind walls or any other cover and pop out to fire a rocket at him then hide again, stopping you from taking any damage while you aren't shooting. But don't worry, carrying the [[Direct Hit]] will easily kill the Heavy (and not overhealed) with one Critical hit. Remember that the [[Sandvich]] and [[Dalokohs Bar]] have cooldown timers, so if you hear a Heavy munching and you have a decent amount of health, you can take them out without fear of them simply healing again.
 
  
If the Heavy has a Medic accompanying him, things become more problematic. Your first priority is to take out the Medic, to make taking the Heavy out that much easier. Of course, by the time you do that you're practically dead anyway. Try to use corners and walls to kill the Medic without exposing yourself to Minigun fire, bettering your chances of survival and escape. It helps if you can enlist a few teammates to help absorb some of the fire. If the enemy Medic activates an [[ÜberCharge]], do not give up hope, however hopeless your situation seems. Using well-placed rockets, you can separate the Medic from his Heavy a sufficient distance so that the Heavy is no longer ÜberCharged. Although chances are you'll be very dead when you turn to face the Heavy.
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'''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.
| 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:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
+
* The [[Gunboats]] allow you to rocket jump into the air and rain rockets down without losing as much health.
| As a Soldier, you are one of the best classes for taking out enemy [[Sentry Gun|Sentries]]. To kill a Sentry as a Soldier, you'll want to shoot the floor/wall/ceiling next to the Sentry, but not actually get within sight range of the Sentry itself (Hence the achievement). If splash damaging the Sentry is not possible, continually move in and out of the Sentry's line of sight while sending volleys of rockets its way and it should go down fairly quickly. The splash damage should also hopefully kill or maim the attending [[Engineer]], allowing you to finish off his gun.
 
  
Always aim for the wall next to the Engineer if possible so you can destroy his [[Dispenser]] and/or kill him; a Soldier cannot out damage the Engineer's healing by firing rockets directly at the Sentry. This is made even worse when he has a level 3 Dispenser, which will be able to generate metal and heal fast enough to keep him going indefinitely, whereas you'll have to retreat for more ammo.
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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.  
  
Because of the lower splash radius, it can be harder to take down sentry guns with the [[Direct Hit]] when the Engineer is tanking it. However Direct Hit rockets are faster and more damaging than regular ones so you should be able to destroy a sentry much faster than with regular ones at long range.
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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.
  
With the addition of the Gunslinger, an Engineer with it at 100% health can survive a Direct Hit rocket at point blank range, though significantly weakened as a result. If possible, use your Shotgun or Melee weapon to finish him off, in case he gets too close for you to use the Direct Hit effectively (or so he can take advantage of his 3-hit melee combo). Mini-Sentries are are easy to destroy, as you do not need to worry about them being tanked and repaired (2 normal rockets or one Direct Hit rocket destroys them quickly). Do not underestimate them though, as if they catch you off guard you can die very quickly.
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'''Useful weapons:'''
|-
+
* The Shotgun and its variants are reliable backup weapons if you run out of loaded rockets.
| 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 [[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.
| class="xsmall" | vs
+
* 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.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
+
* The [[Escape Plan]] is your best tool for retreating if you are low on health while your opponent can still rocket jump towards you.
| A [[Medic]] should be no real threat on his own. His weapons are not too effective beyond close range, which is the range at which your rockets are most effective. The Medic's low health means he should go down quickly. If you are using the Direct Hit though, make sure you damage the Medic consecutively, or he may use the [[Blutsauger]] to drain your health while you miss him/reload.
 
  
When healing an enemy team member, the Medic becomes a much higher, albeit indirect threat. Make taking him out quickly as your top priority and then focus on his buddy. The Soldier is particularly effective at killing Medics due to his ability to Rocket jump over the Medic's buddy and eliminate the Medic with two rockets.
+
  | pyro-strategy =  
|-
+
'''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:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| At long distance, your slow speed makes you a prime target for a [[Sniper]]'s [[Headshot]]. Try to avoid areas covered by Snipers by looking out for their 'Sniper dots', and if necessary rocketjump over them to confuse the Sniper and hopefully evade their shots. 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 hit one dead on, or catch him with the splash damage. At anything closer than long range, a Sniper should be easy prey. Take him down with your rockets before he can react, and watch out for his [[Jarate]] or [[Tribalman's Shiv]].
 
|-
 
| 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:Spy.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]]. Watch your back frequently as Spies can strike at any time. To minimize the amount of time you can be backstabbed, try rocket jumping over long distances to eliminate the risk of being suddenly stabbed. It is worth it to do a little [[Spy checking]] with your Rocket Launcher. One rocket at close range will reduce a Disguised Spy's health to less than 20 with the regular Rocket Launcher and kill him with the [[Direct Hit]]. If you see an undisguised Spy, try to close the distance to make your rockets more effective and juggle him before he can escape. If you are aware of a [[cloak]]ed Spy in your presence, the splash damage from your rockets has a surprisingly high radius and should take out the Spy or at least reveal his position, allowing you to finish him off. When a Spy misses a backstab he will usually frantically stab you till you die; if you are low on rocket ammo you can safely use the [[Shovel]] or the [[Equalizer]]. Alternatively, a Direct Hit rocket will instantly kill a Spy at close range, unless they are using the [[Dead Ringer]].
 
|}
 
  
 +
'''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.
 +
 +
  | 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.
 +
 +
'''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 [[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.
 +
 +
'''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 [[Glossary of player terms#C|crater]], if not killing them outright.
 +
 +
  | 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.
 +
 +
'''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.
 +
 +
  | 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.
 +
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'''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.
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* 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.
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}}
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== See also ==
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*[[Team strategy]]
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* [[Soldier (competitive)]]
  
 
[[Category:Strategy|Soldier match-ups]]
 
[[Category:Strategy|Soldier match-ups]]
 
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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