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| | align="center" valign="center" style="padding:0.5em" | {{Table icon|Cow Mangler 5000}} | | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Cow Mangler 5000}} |
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− | *The Cow Mangler does the same damage as the rocket launcher to enemies but does 80% less damage to buildings, with an Engineer at his building you could hide behind it for cover. | + | *The Cow Mangler does the same damage as the Rocket Launcher to enemies but does 80% less damage to buildings, with an Engineer at his building you could hide behind it for cover. |
| *Attack the Soldier before or after he uses the Cow Mangler 5000's charged shot; the Soldier slows down and takes a few seconds to fire the shot, and empties the entire clip afterwards. | | *Attack the Soldier before or after he uses the Cow Mangler 5000's charged shot; the Soldier slows down and takes a few seconds to fire the shot, and empties the entire clip afterwards. |
| *While a Soldier using the Cow Mangler 5000 can disable buildings with the charged shot, he deals 80% less damage to them, making him less effective against a Sentry Gun encampment. | | *While a Soldier using the Cow Mangler 5000 can disable buildings with the charged shot, he deals 80% less damage to them, making him less effective against a Sentry Gun encampment. |
Revision as of 12:03, 12 July 2013
The Soldier is a well-rounded, bulky class that is capable of both taking and dealing a decent amount of damage. While slow on foot, the Soldier is known for his trademark ability to rocket jump, which allows him to quickly maneuver around a map. He is most effective at close range or on high ground, where he can use the powerful splash damage from his rockets to reliably dispatch foes. The Soldier has a number of different loadout options that, according to the situation, allow him to increase his offensive or defensive capabilities as well as buff teammates, making him extremely versatile. Although lacking many exploitable weaknesses, the Soldier is not the master of any one trade; for example, the Scout is faster while the Demoman and Heavy can deal more damage.
General
Role
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- Due to the Soldier’s versatility, he is capable of performing many different tasks, such as assaulting an enemy base, defending mission objectives, or picking off important enemy targets.
- No matter what you are doing, always be prepared to deal with a Soldier.
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Health
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- The Soldier has a relatively large amount of health, allowing him to keep fighting for long periods of time.
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Speed
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Power
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- The Soldier’s rockets are highly damaging, but are less powerful and can more easily be dodged as the distance between the two of you increases.
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Weapons
Primary weapons
Rocket Launcher / Original / Festive Rocket Launcher
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- While the projectiles from the Rocket Launcher travel fairly slowly, a Soldier will typically aim at your feet to hit you with the splash damage. Thus, seizing the high ground or keeping a distance makes it more difficult for him to hit you.
- The Rocket Launcher has a low magazine size and reloads slowly; if a Soldier misses all of his shots, he becomes extremely vulnerable afterward.
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Direct Hit
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- Rockets from the Direct Hit travel faster and can kill low-health classes in one hit at close range. However, the splash damage radius is extremely low, so keep a moderate distance from the Soldier so that you can more easily dodge his shots.
- If launched into the air by an explosion, continue maneuvering to avoid being airshot, as the Direct Hit deals mini-crits to those propelled airborne by an explosion.
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Black Box
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- The Black Box heals the Soldier for 15 Health when its rockets hit an enemy, allowing him to stay in combat for prolonged periods of time. Rather than simply exchanging harassment, take out the Soldier before he can recover from any damage.
- The Black Box only holds three rockets in its clip, leaving the Soldier quickly vulnerable. This also hinders his ability to ambush you through rocket jumping.
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Rocket Jumper
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- The Rocket Jumper deals no damage and takes away the Soldier's most practical weapon, so dispatching him is rather easy.
- Keep your distance from an airborne Soldier; this helps you avoid standard rockets as well as attacks from the Mantreads or Market Gardener.
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Liberty Launcher
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- The Liberty Launcher’s rockets maintain the splash radius of those from the Rocket Launcher but travel moderately faster. Attack from a distance and make sure you have plenty of room to dodge any rockets that come your way.
- The Liberty Launcher does 25% less damage, this means if you can't dodge some of the rockets you can still carry on and deal with the Soldier.
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Cow Mangler 5000
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- The Cow Mangler does the same damage as the Rocket Launcher to enemies but does 80% less damage to buildings, with an Engineer at his building you could hide behind it for cover.
- Attack the Soldier before or after he uses the Cow Mangler 5000's charged shot; the Soldier slows down and takes a few seconds to fire the shot, and empties the entire clip afterwards.
- While a Soldier using the Cow Mangler 5000 can disable buildings with the charged shot, he deals 80% less damage to them, making him less effective against a Sentry Gun encampment.
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Beggar's Bazooka
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- Never let a Soldier with the Beggar's Bazooka come close enough to unleash a barrage on your teammates. Ambush him as he loads, or force him to fire from a longer distance, where its lack of precision becomes more apparent.
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Secondary weapons
Armaments
Shotgun
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- A Soldier will typically use the Shotgun if he has no time to reload his Rocket Launcher or does not wish to damage himself from firing rockets at point-blank range. Either way, he is more vulnerable to attack when he wields his Shotgun instead of his primary weapon.
- Outmanuever a Soldier so that he misses more often with his Shotgun. Back away to reduce the number of pellets that can hit you.
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Gunboats
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- A Soldier wearing the Gunboats will often rocket jump to higher ground without suffering too much damage and rain rockets upon you. Either take the high ground yourself or kill him before he even has the chance to begin a rocket jump assault.
- As the Gunboats replace the Soldier's Shotgun, he becomes less effective in direct combat; if he doesn't try to slowly reach you with his melee weapon, he risks self-injury from using his Rocket Launcher at close range.
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Reserve Shooter
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- The Reserve Shooter is capable of landing mini-crits on airborne targets, even if the target is simply jumping, so stay grounded. If propelled into the air by a rocket, air strafe to avoid his fire and do your best to quickly reach solid ground.
- The Reserve Shooter's reduced magazine side makes it less reliable of a sidearm than the Shotgun.
- Weapon heckling is less effective against a Soldier with the Reserve Shooter in his loadout; if you see him use it, don't even bother.
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Mantreads
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- A Soldier using the Mantreads will receive considerably less knock back from most weapons, allowing him to more easily maintain a high ground advantage. However, like with the Gunboats, he is deprived of a secondary weapon.
- Keep an eye out for airborne Soldiers; aside from firing rockets at you, one might try to fall on you and inflict damage with his Mantreads.
- The Mantreads only negate fall damage taken by the Soldier if he actually manages to land on an enemy; if you see a Soldier dropping towards you, back away so that he takes fall damage.
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Righteous Bison
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- The Righteous Bison deals considerably less damage than the Shotgun, but pierces through enemies and is effective at medium- to long-range harassment. Avoid clustering near your teammates to reduce the effectiveness of its piercing shots.
- The Righteous Bison's shots can harm a single target multiple times; if you do not have enough room to dodge the slow-moving projectiles, close the distance between you and the Soldier to reduce the number of times you are hit. Never run away in the direction of the laser.
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Banners
A Soldier's banners provide a 10-second area-of-effect buff to nearby allies once he has fulfilled certain criteria in combat. Because the Soldier's teammates must remain close to him, weapons with splash damage are effective for fighting a wave of buffed enemies. Killing the Soldier will end the effect immediately; if possible, aim for him first. Additionally, a Soldier using a banner lacks a secondary weapon, making him less effective in direct combat; if taken down quickly rather than in prolonged combat, he won't be able to activate his chosen banner.
Buff Banner
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- After dealing a significant amount of damage, the Buff Banner allows a Soldier and his allies to deal mini-crits; it's best to fight from behind cover while he and his allies are buffed. You may also choose to retreat, wasting the limited time your enemies have to inflict more damage.
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Battalion's Backup
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- The Soldier will need to heal often in order to live long enough to activate the buff; deny him any chance to recover health, and try to kill him before he retreats to safety.
- Use teamwork to overpower enemies buffed by the Battalion's Backup one-by-one.
- Beware activating the Kritzkrieg while the enemy has the Battalion's Backup in effect; most of the incoming targets will be immune to critical hits.
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Concheror
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- Should an enemy Soldier activate his Concheror, employ tactics similar to the Buff Banner; take cover, or retreat until the buff wears off.
- Your team should concentrate fire on single targets buffed by the Concheror to prevent them from regaining any lost health.
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Melee weapons
Shovel / Frying Pan / Saxxy / Conscientious Objector / Freedom Staff / Bat Outta Hell / Ham Shank
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- You should be able to outmaneuver a Soldier using the standard Shovel, as his low movement speed puts him at a slight disadvantage in melee combat.
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Escape Plan
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- A Soldier will typically use his Escape Plan's speed boost as a last resort to escape or fight back. When the Escape Plan is his active weapon, note his movement speed to gauge his health, and determine whether he can be picked off.
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Equalizer
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- The healthier a Soldier is, the less damage he can deal with his Equalizer. If a Soldier is attacking you with the weapon, he might be already injured; determine whether you can pick him off. Treat him as if he were using the default Shovel.
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Pain Train
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- Despite the increased ease in killing Soldiers wielding the Pain Train (as Medieval Mode is the only game mode that prohibits bullet-based weapons), be wary of any that may rocket jump or otherwise sneak by and capture your team's control points.
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Half-Zatoichi
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- Beware engaging a Soldier who has just slain one of your teammates with the Half-Zatoichi; he will likely take you on with it or his longer-range weapons. If you can force him to swing the weapon again, remain outside his melee range and retaliate; if you are faster than the Soldier, he will be effectively helpless.
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Market Gardener
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- Keep an eye out for any airborne Soldier; aside from firing rockets at you, one might try to use the Market Gardener to land a guaranteed critical hit. Keep your distance until he lands.
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Disciplinary Action
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- An enemy Soldier equipped with the Disciplinary Action will likely use it to hustle himself and teammates to the battlefield. Although it is a relatively weak melee weapon, it has an extended attack range that is even greater than that of the Eyelander. Try to remain well out of a Soldier's range should he use this weapon against you.
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Item set effects
See also
Soldier |
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| Weapons |
Primary | | | Secondary | | | Melee |
Shovel ( Frying Pan, Saxxy, Conscientious Objector, Freedom Staff, Bat Outta Hell, Memory Maker, Ham Shank, Golden Frying Pan, Necro Smasher, Crossing Guard, Prinny Machete) · Equalizer · Pain Train · Half-Zatoichi · Disciplinary Action · Market Gardener · Escape Plan | | | |
| | Abilities | | | Cosmetics | | | Item sets | | | Special taunts | | | Achievements | | | Character | | | Strategy | | | Other | |
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