Difference between revisions of "Community Soldier strategy"
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* Take into account the fact that rockets will spawn in the same direction of the Rocket Launcher. This can affect rocket jump performance considerably, especially horizontal jumps. | * Take into account the fact that rockets will spawn in the same direction of the Rocket Launcher. This can affect rocket jump performance considerably, especially horizontal jumps. | ||
* Always take the opportunity to reload the Rocket Launcher immediately after initiating a rocket jump. If performing ambushes or bombing runs on the enemy, it allows you to use one more rocket against the enemy, or give you the chance to escape if things go wrong. | * Always take the opportunity to reload the Rocket Launcher immediately after initiating a rocket jump. If performing ambushes or bombing runs on the enemy, it allows you to use one more rocket against the enemy, or give you the chance to escape if things go wrong. | ||
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==Item set effects== | ==Item set effects== |
Revision as of 00:51, 29 July 2012
“ | I am going to enjoy killing each and every one of you sorry sacks of scum!
Click to listen
— The Soldier before a vicious massacre
|
” |
As the general purpose assault class of Team Fortress 2, the Soldier is easy to pick up and play but difficult to master. The Soldier is capable of both long range and close quarters attacks, is quite accurate, and can often access places on various maps others cannot via rocket jumping. The Soldier is a solid "blast 'em everywhere" class, and experienced players can assault or defend key strategic points with ruthless efficiency.
Quick Tips
- Always take the high ground. You're harder to attack at higher elevations, and your rockets are harder to avoid.
- A team without Soldiers is probably offensively weak. Fill the role to push back the other team and accomplish the objectives!
- Look for rocket-jump shortcuts, especially in Capture the Flag and Control Point gametypes. A simple backcap can take an entire team by surprise!
General
- With 200 HP, you have the second highest non-boosted amount of health only to the Heavy. While the Pyro and Demoman have only slightly less HP than the Soldier, the Soldier can be overhealed to a maximum of 300 HP and is capable of engaging enemies reliably at most ranges, giving players more flexibility at longer ranges than the Pyro and closer ranges than the Demoman.
- Your base speed is the second slowest in Team Fortress 2, next to the Heavy's. This can give you less flexibility in attacking and retreating on the ground, so always be sure to plan ahead whenever possible. Rocket jumping will greatly help you get to the field of battle or retreat quicker.
- To this end, you may sometimes choose to act like a Sniper, especially on defense, where you are capable of very rudely interrupting enemy captures if positioned properly, even taking damage falloff into account. This should only be done near a friendly Dispenser or an ammo/health kit spawn point, as the low ammo capacity of the Rocket Launcher inhibits the staying power of the Soldier at distance.
- Next to the Heavy, you are among the most threatening classes in combat. Players tend to take Soldiers into consideration far more readily than most other classes due to the significant amount of damage any of your primary weapons can cause at any range.
- Perhaps your greatest advantage over any other class is the ability to rocket jump. By using your primary weapon in conjunction with jumping, it's possible to reach considerable heights and cross great distances faster than most classes. This mobility is essential in gaining an advantage over the enemy in combat.
- In order to aid players, you will take only 60% damage from your own rockets; this translates to roughly 40 self-damage for each rocket jump. However, this damage reduction only applies when you are in midair when the rocket explodes, so any rockets fired while standing on the ground will do full damage.
- Rocket jumping vertically can allow you to reach locations normally inaccessible to most other classes, so try to use this to gain a height advantage over other players. The height advantage makes it easier to hit enemies with splash damage from rockets.
- Help a friendly Medic build ÜberCharge by causing self-damage with rockets. Only do this if there is no chance of a surprise enemy attack.
- It should be noted that ÜberCharge automatically builds up at the fastest rate during Setup time on the PC and Mac version, so this strategy is only useful after the round has begun.
- It's usually wise to enable the "Automatically reload weapons when you're not firing" option under Advanced Multiplayer options. When this option is enabled, weapons will automatically attempt a reload cycle after each shot, and can be interrupted by firing the weapon again. Due to the small magazine size of your weapons, it's handy to keep them fully loaded in-between and even during some fights, and the single-shot reloading makes it harder for enemies to surprise you while reloading. Being able to reload a rocket as soon as one rocket jumps onto the battlefield will be of great use.
- Your rockets will originate from the left or right of the character model when shot, depending on the orientation (right-handed models will generate the projectile from the right, left-handed models from the left.) This can be used to fire rockets around corners without being fully exposed, and must be taken into account when rocket jumping. This does not apply when using the Original, which fires from the center of the screen.
- In the configuration settings, changing the "cl_interp" variable will alter how late rockets come out. Finding the right setting is useful for more precise aiming. The default is 0.01; going up to say 0.03 will increase the delay, the opposite holding true as well.
- Falloff damage for rockets is calculated based on where the player is when they explode, not where they were originally fired from. This can be exploited in your favor by closing the distance on your enemies via rocket jumping toward large groups while firing down on them, increasing the potential amount of damage done.
Rocket jumping
- Rocket jumping allows you to gain access to areas that are normally only accessible to other Soldiers and Demomen. They can also be used as shortcuts, to traverse areas faster, gain a height advantage over enemy players, or reach areas that are only accessible from the opposite direction.
- To perform a rocket jump, you simply fire a rocket at your feet while jumping. This will amplify the vertical component of your jump, allowing you to reach greater heights than normal.
- Performing a crouch-jump, jumping and then crouching, before firing the rocket will allow you to gain even more height. This can be essential in reaching areas that are inaccessible with rocket jumps that do not utilize crouch.
- Because a rocket jump merely amplifies existing momentum, it's important to keep your intended direction in mind when rocket jumping, and alter your ground movement as such.
- Rocket jumps can be used for horizontal mobility as well as vertical mobility. The direction of your momentum depends on where the rocket explodes relative to your center of mass, so launching a sideways rocket will allow you to gain significant forward momentum.
- When performing horizontal jumps, try to use nearby objects such as walls to create explosions at the same level as yourself, rather than below.
- You can strafe while in midair; this can be helpful in dodging fire directed at you, especially explosives launched by enemy Soldiers and Demomen.
- In conjunction with rocket jumps, air-strafing allows you to maintain a considerable amount of momentum even at the apex of your jump. In order to perform an air-strafe, simply hold a strafe key while releasing the forward key and turning in the same direction of the strafe. This allows the Soldier to strafe around corners or reach areas that are normally inaccessible through other means.
- Take into account the fact that rockets will spawn in the same direction of the Rocket Launcher. This can affect rocket jump performance considerably, especially horizontal jumps.
- Always take the opportunity to reload the Rocket Launcher immediately after initiating a rocket jump. If performing ambushes or bombing runs on the enemy, it allows you to use one more rocket against the enemy, or give you the chance to escape if things go wrong.
Item set effects
The Tank Buster
The Tank Buster | |
---|---|
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|
Effect |
Leave a Calling Card on your victims |
- The 20% less damage from Sentry Guns you take while equipped with the Tank Buster set makes you a much more viable class to take down Sentry Guns. Try to aim behind the Sentry Gun to take out any Engineers trying to repair it or other Buildings.
- While the Tank Buster Set is mainly a support build and will have players focusing on using the Black Box, the melee weapon is also very important. Consider the following for which melee weapon can benefit the Tank Buster pack the most:
- The Shovel/Frying Pan/Conscientious Objector is useful because it bestows no negative effects and it allows players to receive healing while this weapon is out. While running out of rockets will rarely happen, there will still be situations where players will encounter enemies in tight quarters where rockets will inflict self-damage. This weapon benefits from having Medic support.
- The Pain Train is handy to have around when playing on Payload or CP maps for the increased capture rate, which will assist in accomplishing objectives, coupled with the defense granted by the Battalion's Backup. However, the Pain Train will not cause the Backup's Rage meter to fill faster. Make sure to only use this weapon when there are Control Points or Payload carts (and even then when not playing on Defense), or bringing it will be counterproductive. Medic support is desirable.
- The Equalizer is the typically used Soldier melee weapon because it offers increased attack power when damaged. This feature plays upon the idea of the Tank Buster set in that taking more damage is a good thing. Health can be replenished with the Black Box, damage taken builds the Rage meter, and combat ability increases at low health. The negative aspect of not being able to receive Medic support while using this weapon can be dangerous. However, as players can simply switch to a different weapon to receive healing, it simply removes the ability to instantly receive healing from a Medic. This weapon is great for solo play where support is not an option. The Equalizer is most useful in Capture the Flag and Arena maps.
- The Disciplinary Action fits well with the set's general support role, allowing the Soldier and his teammates to deploy faster.
- The Escape Plan is the defensive version of the Equalizer; when you've taken enough damage and you need to retreat, equip the Escape Plan and run off with the large speed boost you are given. While your inability to be healed with this weapon out, like the Equalizer, can be dangerous, in the Escape Plan's case it is offset to a great degree by the speed boost, which in turn allows you to reach healing much faster than you would normally. The Escape Plan, like the Equalizer, is good for solo play since you can escape losing situations more easily. The Escape Plan sees most benefit in Capture the Flag and some versions of Control Points, especially on very large maps, such as Steel.
- The Battalion's Backup can act as a strong offensive push, especially for an area where teammates are locked out of due to Sentry Guns. When pushing in, focus priority on Sentry Guns, as the set bonus's 20% Sentry Gun damage resistance and 35% damage reduction from the Battalion's Backup will often be enough to overwhelm a Sentry Gun nest. When combined the two resistances amount to 48% less damage taken, nearly doubling the Soldier's effective health against Sentry Guns.
Weapon Combinations
Example Combinations | |||
---|---|---|---|
Combo | Usage | ||
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A well-balanced setup, the Shotgun provides an alternative firearm when all four rounds for the Rocket Launcher have been expended. It's a great weapon to finish off weak opponents or dealing with classes at close ranges where explosives will inflict self-damage. Furthermore, the Shotgun is ideal for dealing with Pyros that use compression blast to deflect rockets, and Scouts that use their double-jump ability to avoid splash damage and prevent players from landing clean hits. The Equalizer can provide an additional edge against enemies when both of the other weapons are fully expended, and the Escape Plan can provide a much-needed speed boost in order to escape. |
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![]() ![]() ![]() ![]() ![]() ![]() Shovel or Frying Pan or Saxxy or Conscientious Objector or Equalizer or Market Gardener |
This setup focuses on using the Gunboats to gain a major mobility advantage over other Soldiers. Due to the increased ammo count and greatly decreased damage taken from rocket jumps, players can chain consecutive jumps together and reach their destinations very quickly, while retaining sufficient fire power to take out enemies. Furthermore, rocket jumps can be executed to fly over groups of enemies to rain down energy bolts from above, or to escape from situations where a normal rocket jump would lead to death. However, remember that due to the absence of the Shotgun certain classes like Pyros and Scouts will be much harder to deal with, and the much weaker damage against Sentry Guns makes it dangerous to enter a sentry farm. |
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![]() ![]() ![]() ![]() Shovel or Frying Pan or Saxxy or Conscientious Objector |
Recommended for players with exceptional aim, this setup takes advantage of the Direct Hit's higher damage. Dispatching Sentry Guns at a distance becomes easier, and dealing decisively with classes at close range without the risk of self-damage is another major advantage. However, due to the smaller splash damage radius, the Righteous Bison is recommended in order to give such players another level of firepower against players that are able to dodge the rockets, while maintaining a high level of damages; its fast reload speed and accuracy also provide a larger range for the Soldier. The Shovel can deal damage reliably at higher health levels, though it also prevents players from escaping easily when losing a fight. |
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![]() ![]() ![]() ![]() ![]() Shovel or Frying Pan or Saxxy or Conscientious Objector or Pain Train |
For a more team-oriented offensive Soldier. The Rocket Launcher's wide splash damage radius allows players to build up the Buff Banner's Rage meter quickly, the Pain Train's increased capture rate can help to accomplish capturing objectives faster. Remember, however, that without the Shotgun and due to the Pain Train's higher hitscan vulnerability, being isolated against enemies can often result in death, so teamwork is a must. Carrying the Shovel instead can enhance survivability but reduces capturing ability. |
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Geared primarily towards team support and Sentry Gun elimination on offensive pushes. The Direct Hit can eliminate Sentry Guns quickly and can deal severe damage even to Wrangled Sentry Guns, while the Battalion's Backup will charge itself regardless of how much damage is dealt with the Primary weapon. Taking on Sentry Guns will help to charge the Backup quickly, and will enable teammates to push forward into well-defended territory more easily. |
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![]() ![]() ![]() ![]() ![]() Shovel or Frying Pan or Saxxy or Conscientious Objector or Equalizer |
For support Soldiers who focus on assisting their teammates rather than directly killing the enemy. Every hit landed will replenish health as well as help to build up the Rage meter, making things easier for friendly Medics as they will be able to focus on healing teammates more. With only three rockets and no Shotgun shells, target prioritization and team support is crucial. |
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A loadout more geared towards roaming Soldiers. The Black Box provides players with a way to regain health while away from friendly Medics and Dispensers, but suffers from a smaller magazine size. Try to use mobility to ambush enemies and retreat before they can retaliate, don't get pulled into drawn-out fights where the reduced magazine capacity will become a disadvantage. Due to being away from teammates more frequently, carrying a backpack buff will not benefit teammates, so the Shotgun is preferable in that it can provide an additional level of firepower when the Black Box's ammo runs out. The Escape Plan provides a quick getaway when no one is around to provide support. |
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For Soldiers focused on surviving for as long as possible. The Black Box simultaneously replenishes health as well as builds Rage for the Concheror. When the Concheror is fully charged, it can then be deployed to replenish even more health from damaging enemies, as well as help teammates to survive longer. When the tables turn, the Escape Plan can be used to make a fast getaway, or the Half-Zatoichi can be used to kill an enemy to restore full health. |
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A niche setup dedicated to capturing points when facing an enemy team that continuously pushes forward. Due to the increased vulnerability to hitscan damage and lack of a powerful ranged weapon, players should focus on using mobility to avoid confrontations and escape detection. Using the Rocket Jumper in the same manner as the Gunboats, chain rocket jumps together to traverse great distances quickly, and try to get behind enemy lines to reach uncontested points, using the Pain Train's increased capture rate to capture the control point behind the enemy's back before they can react. As the Rocket Jumper is incapable of damaging enemy players, the Shotgun is the only real means of self-defense, and can be used to destroy any Stickybombs that may be placed on control points. For a less point-oriented Rocket Jumper Soldier, the Equalizer can be used, as the Soldier will take no damage from his Kamikaze taunt, making it one of the most powerful taunts in the game. It can be used as a way to instantly kill unaware or distracted enemies, such as Snipers or Heavies. For a more melee-oriented mobile Soldier, the Mantreads and Market Gardener make deadly combo. A critical hit followed by a stomp will kill almost any class before they knew what hit them. However, keep in mind that you will be particularly weak at long range, so keep moving to avoid being hit. |
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![]() ![]() ![]() ![]() ![]() ![]() Shovel or Frying Pan or Saxxy or Conscientious Objector or Equalizer or Pain Train |
The Tank Buster Setup
With the Grenadier's Softcap, this setup provides 20% damage resistance against Sentry Guns, and thus make it good for pushing through areas locked down by Sentry Guns. The Black Box will provide players with the ability to recover health, which will be needed to soak up damage to charge up the Battalion's Backup. When the Pain Train is used, this setup is particularly suited in Payload maps during cart-pushing. |
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A defensive loadout best suited for a Soldier to mutilate his enemies. The Cow Mangler 5000 does slightly lower damage than the standard Rocket Launcher when firing normally, but it deals a good amount of damage via mini-crits with charged shots, which can also deal fire damage to fill the Rage meter for the Buff Banner at a higher rate. Despite that the Cow Mangler 5000 is unable to be crit-boosted and is weak against Sentry Guns, it pairs very well with the Buff Banner, creating a combo to deal devastating damage and afterburn. This will reduce the need to charge a shot, as normal shots under the Buff Banner's effects will deal as much damage as a charged shot. The Beggar's Bazooka can also pair very well with the Buff Banner, enabling you to shoot 3 mini-crit boosted rockets at a time, sending an explosive cluster to your enemies. This will also provide you and your teammates a good amount of support to destroy a disabled Sentry Gun (with the Cow Mangler 5000), and ambush enemies capturing Control Points or pushing the Payload Cart. Using the Escape Plan during the Buff Banner's mini-crit buff can assist you greatly for close range battles or in Medieval Mode, mixing speed and power, but keep watch of your health, and time your melee attacks accordingly. |
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A good all-around loadout for the team-focused Soldier who wants to be prepared for a little bit of everything, trading sheer power for versatility. The Black Box is used primarily for mid-ranged fighting in this setup, reliably dealing big damage during smaller fights or in case of an ambush. The steady stream of health from hits will soak up some of the splash damage you'll receive at this range and aids in survivability, keeping you in the fray and lifting some of the burden off of friendly Medics. The Righteous Bison and Disciplinary Action cover long and short ranges, respectively, and will compensate for the Black Box's reduced clip due to their non-reliance on ammo (and quick reload, in the Bison's case.) Both are also great utility weapons and excel when used alongside teammates; see their respective sections above for details. |
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A loadout set up for a Soldier who is sure of their aim, and will consistently hit enemies with airshots, be it with rockets or Shotgun blasts. The Direct Hit and Liberty Launcher both have a rocket speed increase, the former more so than the latter, which is helpful for airshots. The Direct Hit's damage increase and mini-crits on airborne enemies make it deadly with people whose aim is excellent, but the Liberty Launcher allows for more people to be hit with the explosion. Both are effective at knocking enemies into the air, allowing them to be hit with another rocket or a Shotgun blast. The default Shotgun provides a reliable back-up, without a damage increase against airborne enemies. The Reserve Shooter has a mini-crit damage bonus against any enemy airborne making it more deadly against airborne enemies, but a less useful fallback weapon with only 3 shells loaded. The Escape Plan allows one to quickly retreat when badly damaged, and the Disciplinary Action acts as additional support for getting allies to the front line faster. |
Class Combat Strategies
Scout
- While Scouts are weak enough to be dispatched by a few rockets, few Scouts will give Soldiers the opportunity to do so. Scouts will often use their double-jump ability to dodge fire and prevent Soldiers from landing clean hits at close range.
- The easiest way to counter a double-jumping Scout is to predict where the second jump will place the Scout, then fire a rocket there to juggle the Scout, allowing for easy follow-up.
- It's also possible to directly hit the Scout with a contact rocket. Direct contact rockets are often enough to either kill a Scout outright or force a retreat, due to the Scout's low health.
- The Shotgun can be a useful choice for engaging Scouts, as it prevents them from dodging around to avoid damage as easily as with the Rocket Launcher. Good aim and prediction with the Shotgun can usually result in a victory.
- Be warned that using the Direct Hit can be a major disadvantage when fighting a Scout due to the reduced splash damage radius. While a direct contact rocket will almost certainly kill a Scout at close range, landing splash damage in an attempt to juggle the Scout is much harder.
- Scouts often tend to use their speed to flank and ambush their enemies, dealing as much damage as possible at close range and then retreating before the enemy can react. Always keep an eye on surroundings, and try to spot Scouts as they maneuver for a flank in order to predict where they might reappear.
- If a Scout tries to perform a weapons heckle, there is little that can be done besides trying to predict the range at which the Scout may try to engage at. In general, try to avoid fighting Scouts in open areas where they can use their maneuverability to heckle their targets.
- Be especially aware of Scouts using the Force-A-Nature, as it is capable of dealing significant damage in ambushes, and its knockback can prevent their targets from immediately responding. Whenever possible, try to catch Scouts in the middle of reloading their weapons, and fight them at a distance.
- Be further aware of Scouts using the Force-A-Nature to force jump up to areas that are normally only accessible via rocket jumping. Scouts can sometimes follow Soldiers up vertical access points and ambush them from behind.
- A Scout with Bonk! Atomic Punch will usually attempt to use it to get past friendly Sentry Guns. When dealing with such a Scout, try to physically body-block them to halt progress; this is especially useful in narrow corridors and doorways.
- The Rocket Launcher can also be used to juggle them, however, beware of Scouts attempting to close the distance in order to cause the rockets to inflict self-damage. In such a case, simply switch to the Shotgun and wait for the Bonk!'s effects to wear off.
- A Scout under the effects of Crit-a-Cola can deal a tremendous amount of damage in a flanking maneuver; however, as the Scout will also take Mini-Crit damage, a few Shotgun blasts or a single rocket is usually enough to end the fight. The trick for dealing with such Scouts is to attack first.
- If a Scout manages to inflict stun using the Sandman, try to face the Scout and attack as soon as its effects wear off. Scouts will rarely attempt to dodge when attacking a stunned enemy, and are easier to dispatch due to the Sandman's -15 maximum HP penalty.
Soldier
- Fighting another Soldier largely depends on judging where to land rockets for the greatest amount of damage, individual loadouts, and aiming skill with the Shotgun.
- In general, if both Soldiers are using the Rocket Launcher, the outcome of the duel will depend mostly on aim and dodging. Maneuvering to avoid the most splash damage from the enemy Soldier's rockets will be the key to surviving, as well as trying to place rockets where they will do the most damage to the enemy Soldier.
- A Soldier using the Direct Hit can cause more damage to the other with contact hits, but will have trouble landing splash damage or juggling the enemy Soldier for a Mini-Crit. Furthermore, corners and obstacles cannot be utilized to land splash damage, which can be a significant problem if the other Soldier is not using the Direct Hit.
- Fighting using the Black Box is similar to the Rocket Launcher, however it can be harder to finish an opponent off with only three rockets, and its health regeneration capabilities are easily overwhelmed by the raw damage that rockets can inflict. If one or both Soldiers are using the Black Box, the outcome of the duel will depend more on what secondary and melee weapons are being carried.
- Deciding when to take the Shotgun out is important, as it can be used to quickly finish off enemy Soldiers after two or so rockets if both Soldiers' rockets have placed the two very close together.
- If a backpack buff item is equipped, the outcome will depend on what type of buff is being carried, as well as whether or not it's active. Furthermore, the melee weapons being carried will be the final decider in the event that both Soldiers are carrying backpack buff items.
- Melee duels between Soldiers can vary widely as the Soldier has four different melee weapons available. The Equalizer is often the most-frequently wielded melee weapon for the Soldier, and the outcome will often depend on who lands the first hit as well as the health levels of both Soldiers at that point. The Half-Zatoichi is capable healing upon kill but does not benefit from increased damage and speed; furthermore, it poses the danger of the enemy Soldier simply retreating out of melee range and switching to another weapon. If both Soldiers are wielding the Half-Zatoichi, either will be killed in a single hit.
- When fighting an enemy Soldier, always try to take the height advantage first and prevent the enemy Soldier from doing the same. The general rule is that the Soldier who has the height advantage is often the winner.
- If the enemy Soldier tries to take the height advantage, try to prevent this using whatever means possible, from hitting them in midair with rockets to using the Shotgun to push them away.
- Learning how to air-strafe can be crucial to survival when fighting an enemy Soldier who has the height advantage. Air-strafing prevents enemy Soldiers from landing clean hits with the Rocket Launcher, making achieving height parity easier.
- If an enemy Soldier has an active backpack buff, it's often best to simply deny combat until its effects wear off. Fighting an enemy Soldier who has a Mini-Crit, damage resistance or health regeneration buff can be hard if both start off on equal footing. Try to use the Shotgun to gain an advantage over enemy Soldiers with backpack buff items.
- If both Soldiers are carrying backpack buff items, it's possible to negate the enemy's buff by countering with another buff, or vice-versa. In particular, the Battalion's Backup is capable of nullifying any advantage from the Buff Banner, and the Concheror can help to mitigate any Mini-Crit damage taken as well.
- The Direct Hit is an excellent tool for taking down Soldiers who rocket-jump often. As Mini-Crits are inflicted on enemies sent skyward by explosives, a single Direct Hit rocket is capable of decisively dealing with an enemy Soldier.
Pyro
- The Pyro's greatest advantage lies in the ability to use compression blast to deflect rockets and inflict Mini-Crits on foes using deflected projectiles. When fighting alongside teammates, always be careful about firing rockets as a skilled Pyro can use those rockets against them.
- If using rockets to deal with the Pyro, try to launch them in such a way that the Pyro has no chance to deflect the rocket properly, or try to fire them into gaps between compression blasts. Using obstacles to land splash damage also prevents clean reflects.
- If using the Direct Hit, be sure to actively dodge the rockets as well since damage can be avoided by staying outside of the rockets' small splash radius.
- Only try to fire rockets at a Pyro if there are teammates to provide a distraction. Pyros cannot deflect rockets that they cannot see, so ambushing them or attacking from above can make a huge difference.
- The best way to deal with a Pyro is simply to use the Shotgun to deny the Pyro a chance to deflect any rockets. Try to engage Pyros from outside of their Flamethrower's range and deal as much damage as possible to force a retreat.
- Another trick is to try to goad them into using the Shotgun, and then quickly switching to the Rocket Launcher to attack them while they do not have the Flamethrower out. However, this is not possible against Pyros using the Degreaser.
- In general, never try to use a melee weapon against a Pyro, as it offers the significant danger of being ignited and then finished off with the Axtinguisher. Unless the Pyro has been juggled, it's always possible to have the tables turned in a fight.
- If a Pyro is using the Gas Jockey's Gear, take advantage of the item set's increased hitscan vulnerability and use the Shotgun or Reverse Shooter to deal with them.
- The Righteous Bison with it's slow but unreflectable projectile is very useful against the Pyro in tight quarters and long ranges such as the sewers in 2Fort.
Demoman
- Demomen, like Soldiers, rely largely on explosive projectiles and a combination of knockback and juggling to defeat their opponents. Depending on the circumstances, they are easier and harder to defeat than a Soldier.
- A Demoman's greatest advantage over the Soldier is the ability to arc projectiles over obstacles or around corners where Soldiers cannot respond in kind. However, Demomen are somewhat easier to fight in direct combat since their explosives are either time-delayed or must be manually detonated.
- Demomen often rely on using their Stickybomb Launcher in order to deal damage. While it has a considerably shorter range than the Rocket Launcher, it can deal more damage per projectile and can juggle their targets more easily, as well as deploy more than one bomb simultaneously. The easiest way to deal with the Stickybomb Launcher is to stay outside of its range.
- The Grenade Launcher is usually simple to deal with, as it mainly comes down to avoiding getting hit directly by a grenade. Any grenades that hit the ground will automatically detonate after a set period of time, so it's simply a matter of avoiding them when they do detonate.
- Demomen can use their Stickybomb Launcher to lay sticky traps and detonate them when the enemy crosses it. Always be ready to deal with stick traps around corners or doorways.
- The most reliable way to deal with sticky traps is simply to use the Shotgun to destroy them. Take advantage of the fact that the first projectile for hitscan weapons that have not been fired for at least one second always travels straight down the crosshair to precisely destroy stickies at a distance. Always be careful not to get within range of the sticky trap's blast radius when removing them.
- The Rocket Launcher can also be used to scatter sticky traps quickly if using the Shotgun will take too long. This can reduce the chances of a sticky trap killing any teammates, however, the stickies are still under the control of the Demoman, who can still detonate them and damage or kill any players within the trap. Try to scatter stickies in a direction where they cannot harm teammates (such as pushing them towards enemy lines), or simply off of ledges.
- Like the Soldier, Demomen can explosive-jump by using the Stickybomb Launcher. While they take more damage from such jumps, they can jump farther distances. If using the Direct Hit, try to knock them out of the sky, as a single rocket is often enough to finish a Demoman.
- A Demoman who has the Chargin' Targe and a long-range melee weapon equipped (a Demoknight) can be difficult to deal with without a Shotgun handy. As the Chargin' Targe effectively halves any damage that the Rocket Launcher can inflict, the Rocket Launcher can only really juggle the Demoman, but not reliably kill unless the Demoman was already previously damaged.
- If a Demoman uses a charge to close the distance, try to use the Rocket Launcher to juggle them and stop the charge, or try to stay out of its line of charge. Remember that weapons like the Eyelander and Scotsman's Skullcutter have a surprisingly long melee range, so Demomen can land hits at ranges that may seem safe.
- The best melee counter to this is the Disciplinary Action. The fact that it deals less damage is not enough to offset the fact that it has the longest melee weapon reach in the game, meaning you can attack from an even safer distance than the Demoknight. If Demoknights are on the other team, make use of this weapon.
- Demomen using the Scottish Resistance are easier to deal with directly due to the weapon's longer bomb arm time, but harder to defeat if they have laid multiple sticky traps. Stickies laid by the Scottish Resistance can be selectively detonated by the Demoman, and are highlighted no matter their location, so Demomen can detonate sticky traps that they see are under attack, or selectively detonate scattered bombs that have been pushed towards teammates.
- Sticky traps can also be selectively detonated and used as decoys. Remember that even if one trap may be laid in an obvious place and easily dealt with, it may be a decoy that is being used to distract players from a better-hidden trap nearby. If a trap is detonated by the Demoman, never assume that there are no other sticky traps nearby.
- The Loch-n-Load allows Demomen to land direct contact grenades more easily, but limits the Demoman to two rounds and the inability to land splash damage with missed grenades. While the grenades are considerably harder to dodge and deal more damage, the Demoman is left more vulnerable while reloading, which can be used as an opportunity to deal with them.
- If a Demoman is using the Ullapool Caber, simply try to stay outside of its range while dealing damage. The Rocket Launcher can be used to juggle any that are combining it with the Chargin' Targe, though the Shotgun can more easily deal with them as well.
Heavy
- Fighting Heavies mainly depends on the terrain. A Heavy's Minigun will quickly kill any Soldiers within a certain range given a clear line of sight, however, the Rocket Launcher can be used to inflict splash damage around obstacles and corners, where the Heavy cannot counterattack.
- In general, if obstacles cannot be used to inflict splash damage, try to fight Heavies at long range where their Minigun's damage falloff and spread reduces the amount of damage taken.
- Ambushing Heavies from higher ground also provides a measure of cover. Often, Heavy players will only focus on what is in front of them, and can be dispatched quickly by ambushing them with rockets.
- Letting a Heavy within close range is not advised, as the Minigun will quickly shred any targets at close range and they can simply outlast Soldiers in Shotgun or melee fights. As Heavies are the slowest class in the game, it's not hard for a Soldier to outmaneuver a Heavy, so use this to deny Heavies a chance to close in.
- Spun-up Heavies are easy targets for rockets from the Direct Hit, as they are not hard to lead. Try engaging such Heavies at a distance, especially if they are out in the open and especially if they are using the Brass Beast.
- The Battalion's Backup is an excellent Heavy counter, as it can drastically cut down the Heavy's firepower advantage. Heavies that are preventing teammates from advancing can often be made to retreat by using the Battalion's Backup.
- Be especially wary of Heavies that are using the Fists of Steel, as it greatly reduces all projectile damage taken. Try to slow the Heavy's progress by juggling the enemy player with rockets, but if the distance is close enough simply take out a melee weapon and charge the Heavy.
- Heavies using the Gloves of Running Urgently are rarely a direct threat due to the weapon's low damage output. However, most Heavies simply use them for maneuvering and reaching their destinations faster, so it's always advised to try to kill them quickly while they cannot counterattack.
Engineer
- By themselves, Engineers are not hard to deal with since they lack the firepower needed to kill a Soldier except through ambushes. Two rockets is usually enough to dispatch an Engineer reliably.
- Be cautious of Engineers who set up ambush Sentry Guns by using the Gunslinger, as Combat Mini-Sentry Guns can deal a surprising amount of damage when used in an ambush, and the Engineer is harder to kill due to the +25 HP bonus. When dealing with such an Engineer, try to fight them one at a time instead of both simultaneously, and try to destroy the Sentry Gun from outside of its range first if possible.
- An Engineer using the Frontier Justice can kill Soldiers with just two shots, so tread carefully if dealing with such an Engineer. Try to ambush them from high areas where the terrain can be used as a shield against Crits.
Engineer Buildings
- The key to destroying Sentry Guns as a Soldier lies in the Rocket Launcher's ability to deal splash damage. By using splash damage, players can effectively damage a Sentry Gun from outside of its range of fire or from around corners, without the Sentry Gun being able to return fire.
- If an Engineer is constantly repairing the Sentry Gun, direct fire to the ground surrounding the Engineer (or nearby objects) to kill him or her, or attack the Dispenser.
- Once a Sentry Gun is unattended or the Dispenser is down, it will only take a maximum of three well-aimed rockets to destroy it, or in the case of the Direct Hit two rockets will suffice.
- Since the Engineer update, Engineers are now stationing their Sentry Guns out in the open and using the Wrangler, as they would normally fall victim to attackers outside its sensor range when in an open area. They are still vulnerable to long-range rocket attacks since the turret is now under manual control and cannot be as quickly reloaded and repaired.
- Pay attention to where the laser from the Sentry Gun is pointing, and then fire into the Sentry Gun from afar. This tactic works best during heavy fighting, when the Engineer is distracted.
- If the Engineer is also out in the open, focus on killing him or her first, as an Engineer is easier to kill than a Wrangler-shielded Sentry Gun. Once dead, the Engineer's Sentry Gun will be disabled (but shielded) for 3 seconds, leaving it vulnerable to follow-up attacks.
- It's possible to "edge" a Sentry Gun by shooting at it from around a corner where it cannot fire back, and damage it with the rockets' splash damage.
- If while popping in and out of cover to attack a Sentry Gun, be wary while reloading as more skilled Engineers will often leave the protection of the sentry to ambush you and try for a lucky kill rather then let you harass their Sentry Gun.
Medic
- Dealing with lone Medics is not hard, but the real trouble comes from their patients, who will always do everything possible to protect the Medic.
- When dealing with a Medic travelling with a buddy, try to ambush them and use the Rocket Launcher's knockback to separate the pair, then prey on the Medic. Using rocket jumps to gain a height or maneuverability advantage also helps.
- Medics will often refuse combat against a Soldier and retreat when things turn against them. As Medics are the second-fastest class in the game, getting a successful kill often relies on the terrain and whether the Medic is fighting back.
- In tight corridors, Medics using the Syringe Gun or Blutsauger will often retreat while firing around corners, using the syringes' delay to prevent enemies from pursuing. Never chase a Medic around a corner, and try to use alternate paths to ambush them.
- Try to juggle retreating Medics if possible, to prevent them from successfully escaping. Bouncing a Medic into a corner will make landing a follow-up rocket much easier.
- Medics fighting at long range will often use the Crusader's Crossbow. This cannot be countered easily except with the Direct Hit. Whenever possible, try to use rocket jumps to quickly close the gap, where the weapon's long reload time works against the Medic.
Sniper
- As Snipers fight at long range, the Rocket Launcher is the only weapon that can reliably counter a Sniper. In general, try to fire rockets at objects near the Sniper to inflict splash damage, or simply to suppress the Sniper in order to get closer.
- The Direct Hit is capable of countering Snipers at range, as the fast projectile travel time allows Soldiers to hit Snipers with more reliability. However, proper aim is required due to the significantly smaller splash damage radius.
- Snipers will often take the high ground in order to get a better view of the battlefield. Whenever possible, use rocket jumps to reach these locations, as well as to close the gap faster.
- Never rocket jump in plain view of a Sniper, as good Snipers can often predict the travel arc and land a headshot in midair.
- Like Medics, Snipers will often refuse combat, and will immediately retreat if attacked. Use the Rocket Launcher's splash radius to juggle them and prevent this.
- Snipers will sometimes equip Jarate and throw it at ambushers, then take out a melee weapon and go on the offensive; this can be especially deadly if the Sniper is using the Bushwacka in conjunction with Jarate. If this happens, simply keep out of melee range and continue attacking.
- If a Sniper knows that an enemy is approaching, he or she may attempt to scope in with the Sniper Rifle and land a headshot when the attacker appears. Equip the Shotgun and constantly fire at the Sniper to prevent this.
Spy
- The key to dealing with Spies is to identify them before they can strike. Check teammates frequently, and always be sure to turn around frequently, as Soldiers are frequent targets for Spies.
- Use the Rocket Launcher to juggle Spies whenever they have been identified. This can often prevent a Spy from getting a successful backstab against teammates.
- If dealing with a Spy at close range, using the Shotgun or a melee weapon can reduce the chances of inflicting self-damage. However, using a melee weapon may give the Spy a chance to strafe and perform a sidestab, or even a facestab.
- The Shotgun is a useful weapon for checking areas for cloaked Spies. Once a Spy's location has been determined, switch to the Rocket Launcher and splash the area to kill the Spy.
- When using a backpack buff item, be wary of teammates who are not being affected by the buff, as this normally indicates that that player is an enemy Spy. Also, be sure to turn around frequently as a Soldier with an active banner is a high-priority target for Spies.
- If a Spy is using the Dead Ringer, be sure to take out the Shotgun to Spy-check instead of the Rocket Launcher, as some Spies deliberately step in the way of rockets to cause them to inflict self-damage.
Cooperative Class Strategies
Scout
- As Scouts are the most fragile offensive class, they sometimes have trouble fighting against tougher classes. Be sure to offer assistance against these classes whenever possible.
- The Rocket Launcher's knockback can be used to pin enemies, making them easier targets for the Scout, or to push them away if the Scout is retreating.
- Soldiers, presenting the most threat in combat out of all classes except the Heavy, can also serve as distractions against enemies, which can create opportunities for friendly Scouts to perform flanks and ambushes.
- Both Scouts and Soldiers have a great deal of mobility. As such, both classes are able to use this maneuverability to conduct synchronized ambushes against unsuspecting groups of enemies.
- A Scout using the Sandman can make enemies considerably easier to hit with rockets. A Sandman-wielding Scout and a Soldier can work in tandem to stun high-priority targets and eliminate them quickly.
- A Scout using Mad Milk can help Soldiers to quickly recover health if used against an enemy group. The Rocket Launcher's splash damage can be used to replenish large amounts of health at a time. This effect can be amplified further for both by using the Buff Banner or augmented with the Concheror.
- When using a backpack buff item, remember that Scouts cannot benefit from its effects without restricting their movements, which makes them easier targets for the enemy. If paired up with a Scout, try to fight as close to the enemy as possible.
- In particular, a Scout can use the Boston Basher to inflict bleeding on an enemy, then retreat to inside of the radius of a Buff Banner to inflict Mini-Crit bleeding or that of a Concheror to slowly heal. The Battalion's Backup can also lessen damage if they hit themselves, although it's probably not a good idea to waste a charge on just that.
- A Scout using the Fan O'War can make a Soldier's target significantly easier to kill by hitting the enemy and then retreating, making follow-up attacks for the next 10 seconds Mini-Crits. In particular, Mini-Crit rockets can kill almost any class in just two well-placed hits.
- When equipped with the Pain Train, Soldiers can assist Scouts in capturing points, especially back caps, while providing a significant amount of firepower to protect the Scout.
- Soldiers Equipped with the Disciplinary Action, should hit the Scout to boost his speed up, this will make the scout run even faster to objectives or capture points.
Soldier
- When working alongside other Soldiers, try to use each other's rockets to juggle enemies and make follow-up attacks easier.
- Using their mobility, two Soldiers can use rocket jumps to perform ambushes on enemy groups very successfully. This can significantly amplify the power of an ambush since two Soldiers can land large amounts of splash damage over enemy groups.
- One of the best ways to work together with another Soldier is for one to have the Direct Hit while the other carries the a different primary. One Soldier can juggle opponents with rockets, while the Soldier with the Direct Hit can finish off juggled enemies with mini-crits. The other Soldier can further use their wider splash radius to deal with targets that the Soldier with the Direct Hit cannot.
- This can also work with the Reserve Shooter, as that also deals mini-crits to airborne enemies. One Soldier can juggle opponents while the other uses the Shooter to finish them off. The beauty of this method is that both can carry the Shooter and alternate roles, which helps with the three-second limit.
- Soldier pairs can also overwhelm Pyros using compression blast to deflect rockets by alternating fire to get rockets through the gaps between Compression Blasts. However, this is also dangerous as improper timing can result in the Pyro deflecting both rockets at once into a single target.
- Soldiers can also use their backpack buff items in tandem to build up their Rage meters.
- If both Soldiers are using the Buff Banner, one can activate the banner, allowing the second Soldier to inflict Mini-Crits to quickly charge up his or her banner, which can then be used to allow the first Soldier to quickly build up another full Rage meter. This can also be used with the Batallion's Backup by using the protection from one to tank damage and build up Rage for the other; ditto with the Concheror, where the extra health from attacks will keep the Soldier alive longer to both take and deal more damage.
- Different backpacks can also be combined for devastating effect. A simultaneous Buff Banner and Battalion's Backup push creates a nearly two-to-one firepower difference between teams with even numbers, a Concheror and Buff Banner together can allow players to recover large amounts of health, a Battalion's Backup and Concheror combo will severely bolster team defense by providing both protection and health recovery, and so on.
- Two Soldiers wielding the Pain Train can use their mobility to perform back caps on push maps. However, unlike doing so with a Scout, two Soldiers have considerably more firepower and can more easily fend off any attempts to defend the capture point.
- If one or both Soldiers are using the Half-Zatoichi, one of the Soldiers can use rockets to juggle and pin enemies, making it easier for the other Soldier to make a kill. Similarly, one Soldier can serve as a distraction to set the ground for an ambush by the other, which can be crucial due to the Soldier's slow movement speed.
Pyro
- Soldiers can support Pyros with the Rocket Launcher, which has considerably more range than the Flamethrower or Shotgun. This can help to negate the Pyro's range weaknesses.
- When setting up ambushes, Soldiers can use high ground to get the attention of enemy groups while the Pyro attacks from behind. This can be especially effective if the Pyro is using the Backburner.
- Compression blast is extremely helpful for Soldiers, as Pyros can extinguish flames as well as deflect explosives and juggle enemies to make landing rockets easier. They can help against enemy Pyros reflecting the Soldier's rockets by reflecting them back.
- Using the Buff Banner or Concheror can help Pyros to inflict greater damage or replenish health, respectively, due to either inflicting Mini-Crit afterburn or replenishing health from the same. This is especially noticeable if the Pyro has ignited multiple foes.
- A Soldier with the Direct Hit and a Pyro with the Flare Gun can provide long-range support for teammates when fighting Snipers or other Soldiers.
Demoman
- A Soldier and Demoman working side by side can deal out a huge amount of explosive damage. Both can cover each other by using direct-fire and arcing projectiles to attack targets as the situation demands.
- In particular, Soldiers can cover the Demoman's close-range weakness with the Shotgun and Rocket Launcher, allowing the Demoman to make the most of locking down areas with the sticky traps. This is especially useful if the Demoman is using the Scottish Resistance, as the longer bomb arm time is less of an issue.
- Demomen can set sticky traps to juggle and pin enemies for Soldiers to attack, or vice versa with the Soldier using the Rocket Launcher to knock enemies into sticky traps. Soldiers can also take advantage of friendly sticky traps by using the Direct Hit to inflict Mini-Crits on juggled targets.
- As both classes can perform explosive jumps, Soldiers and Demomen can perform devastating ambushes by using their mobility to attack enemies from unexpected angles. However, keep in mind that Demomen take more self-damage from explosive jumps, so it's usually wise to allow them to grab health pickups first whenever possible.
- By both using the Pain Train, a Soldier and Demoman can perform fast back-caps in the same manner as two Soldiers. However, in this case, the Demoman brings more flexibility in the ability to lay sticky traps to preemptively deny approaches to enemies attempting to stop the capture.
- If an enemy Demoman is attempting to destroy friendly sticky traps with the Scottish Resistance, use the Shotgun to destroy the incoming stickybombs. Remember that the Scottish Resistance has a longer arming time, during which the stickies can still be destroyed.
- If you don't have the Shotgun equipped, a rocket blast can scatter enemy stickies, lessening the damage they do to the traps.
- Remember that the Buff Banner causes all damage inflicted by friendly players within its radius to become Mini-Crits. Any explosives fired or deployed by a Demoman prior to the banner being activated will inflict Mini-Crit damage while the Demoman is within its active radius.
- Conversely, any explosives fired or deployed while within the radius of an active banner will cease to deal Mini-Crit damage when the Demoman walks out of its radius or the banner expires.
- Rockets can be used to bounce opponents to make them easier for a Demoman using the Chargin' Targe to kill. Remember that the Chargin' Targe replaces the Stickybomb Launcher, so the Demoman loses the ability to place precise explosives.
Heavy
- As the Heavy and Soldier are the most powerful direct combat classes in the game, a Soldier-Heavy pair can easily kill any enemies that stand in their path. They can use their hitscan and explosive weapons as the situation warrants to counter any attacks.
- As the Soldier has more mobility than the Heavy, Soldiers can move in front of the Heavy and attack enemies first, giving the Heavy time to spin up the Minigun to deal with enemies as needed. Soldiers can also escape from losing combat situations more easily, so they can warn their partners of incoming danger more safely.
- Rocket jumping onto higher terrain also allows Soldier to cover Heavies from above. The higher terrain gives enemies fewer places to hide, and allows the Soldier to spot targets or ambushes for the Heavy.
- Always be especially wary of Spies. As the Soldier and Heavy are the slowest classes in the game, they are particularly vulnerable to backstabs. The pair should always watch each other's backs for Spies, and never focus on only a single direction while fighting.
- As Heavies are fairly easy targets for Snipers, always be sure to use the Rocket Launcher or Righteous Bison to suppress enemy Sniper positions. This can allow Heavies to proceed forward more safely.
- A Heavy using Natascha can slow enemies down, making them easier to hit with rockets.
- Conversely, rockets can be used to juggle enemies, making them easier to hit for a Heavy using the Minigun or the Brass Beast.
- Rockets can also be used to pin enemies against walls or corners, allowing a Heavy using the Killing Gloves of Boxing to score a kill more easily.
- Whenever a Heavy is recovering health by eating a lunchbox item, be sure to watch for enemy pushes, and protect the Heavy as necessary. The Heavy may return the favor later by providing a Sandvich or Buffalo Steak Sandvich via dropping.
- By consuming a Buffalo Steak Sandvich or equipping the Gloves of Running Urgently, a Heavy can move much faster. This added mobility can be used to reach ambush locations almost as quickly as a Soldier. Using this, Soldiers and Heavies can perform ambushes on unsuspecting groups that do not expect either to be there.
- A Heavy with the Fists of Steel can act as a mobile shield for Soldiers. This can be especially helpful if dealing with Sentry Guns.
- Use the Disciplinary Action to give a Heavy a speed boost while they have their gun revved. This is especially true with Heavies wielding the Brass Beast, as whipping them brings them back up to the base movement speed for the other miniguns.
Engineer
- In general, Soldiers can assist Engineers by guarding their Buildings while the Engineer is setting up. Buildings are most vulnerable while they are being upgraded, so preventing or discouraging enemies from approaching can make setting them up easier.
- If an ÜberCharge pushes in to destroy an Engineer's Buildings, try to use the Rocket Launcher to juggle one of the pair. The Sentry Gun's knockback is usually enough to push enemies away once they are airborne.
- Conversely, try ambushing pushing enemies from behind and using the Rocket Launcher to knock them around corners into friendly Sentry Guns.
- Soldiers can serve as useful escorts for Engineers who are hauling their Buildings forward. As an Engineer carrying a Building moves at about the same speed as a Heavy, Soldiers can keep up with little problem.
- When an Engineer is hauling a Sentry Gun to the front lines, try to suppress any enemies attacking the Engineer. However, if the enemy has not noticed the Engineer's presence, it's usually wiser not to attract attention.
- Soldiers Equipped with the Disciplinary Action, should hit the Engineer to bring his speed up, this will bring the buildings to where they are useful sooner.
- If an Engineer is under the effects of the Buff Banner, any damage dealt by the Engineer's Sentry Gun will inflict Mini-Crits. If providing support from the rear alongside an Engineer with the Wrangler, a Buff Banner can help to suppress enemies more effectively. The effect can be shared further with teammates if the Engineer has hauled the Sentry Gun to the front lines.
- An Engineer using the Gunslinger can also benefit from the Buff Banner, as any supporting Combat Mini-Sentry Guns that have been deployed can inflict more damage against enemies that wander into its range.
Medic
- Soldiers are excellent Medic buddies, as like the Heavy they can use the the Rocket Launcher to bounce away attackers, and their large amount of health allows for constant healing to build up an Übercharge quicker.
- Medics benefit most greatly from being under the effects of the Battalion's Backup, as they will rarely actively attack enemies. If the Medic is pushing forward with a Kritzkrieg ÜberCharge, using the Battalion's Backup can help the pair to survive considerably longer.
- Similarly, a Medic pushing forward using an ÜberCharge from the Medi Gun can benefit from the effects of the Buff Banner.
- A Kritzed Soldier is one of the most devastating Übercharge combinations in the game (less so with the Direct Hit, due to the reduced splash radius.) Due to critical splash damage and relatively large blast radius, a single rocket can easily gib five players, should they be standing next to one another.
- One or two well-aimed Crit-boosted rockets can be all that is needed to defend a control point or Payload cart, or stop an enemy push.
Sniper
- Often the best thing that a Soldier can do for Snipers is to escort them while they are moving between sniping positions. As the Sniper fights from the rear, Soldiers have few opportunities to fight alongside Snipers.
- Soldiers using the Direct Hit can sometimes work alongside Snipers to provide long-range support firepower for teammates.
- A Sniper can use Jarate to make a Soldier's targets easier to dispatch. This is especially effective with the Rocket Launcher due to its wide splash radius.
- A Sniper using the Sydney Sleeper can "tag" enemies for the Soldier from a distance. The damage from the Sleeper paired with the mini-crit will make enemies fall much quicker.
- If a Sniper is using the Bushwacka, using the Buff Banner can allow him or her to inflict guaranteed Critical hits on enemies, which can be especially devastating in ambushes.
Spy
- As with other classes, Spies can place Sappers on enemy Sentry Guns prior to attacks, making them far easier to dispatch.
- Soldiers can attract the attention of enemy groups easily, opening a window for Spies to approach and backstab them.
- Conversely, Spies using the Cloak and Dagger can warn Soldiers of enemy movements, which can make performing ambushes easier.
See also
External links
- Pway a Weal Cwass - A Guide to Soldier in TF2 by PandaPoops
- TF2 rocket jumping 101 by honorablejay
- compLexity TF2: rocket jumping by Jaeger
- Competitive Soldier tutorial by Fragga
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