Difference between revisions of "Anti-Soldier strategy"
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! class="header" colspan="1" width="800" | Anti-Soldier strategy | ! class="header" colspan="1" width="800" | Anti-Soldier strategy | ||
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− | | align="center" valign="center" style="padding:0.5em" | {{icon item| | + | | align="center" valign="center" style="padding:0.5em" | {{icon item|Rocket Launcher|100px}}<br />'''[[Rocket Launcher]] + reskins''' |
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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. | *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. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Direct Hit}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|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 | + | *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 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. | *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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− | | align="center" valign="center" style="padding:0.5em" | {{icon item| | + | | align="center" valign="center" style="padding:0.5em" | {{icon item|Black Box|100px}}<br />'''[[Black Box]] + reskins''' |
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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 exchanging harassment, take out the Soldier before he can recover from any damage. | *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 exchanging harassment, take out the Soldier before he can recover from any damage. | ||
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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’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 deals 25% less damage, making it ineffective if you have allies | + | *The Liberty Launcher deals 25% less damage, making it ineffective if you have allies or sources of health nearby. Even if you can't dodge some of the rockets, you have a greater chance of surviving the engagement. |
** The Liberty Launcher also deals 25% less rocket jump damage to the wielder, increasing his survivability while traversing the map; be aware of the extra health a Soldier using this weapon may have should he drop in on you. | ** The Liberty Launcher also deals 25% less rocket jump damage to the wielder, increasing his survivability while traversing the map; be aware of the extra health a Soldier using this weapon may have should he drop in on you. | ||
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*The Cow Mangler operates similarly to the Rocket Launcher but can never deal critical hits and inflicts heavily reduced damage to buildings. | *The Cow Mangler operates similarly to the Rocket Launcher but can never deal critical hits and inflicts heavily reduced damage to buildings. | ||
*Don't allow a Soldier with the Cow Mangler 5000 to disable an allied Sentry Gun with a charged shot. It takes a few seconds to prepare, so use this time to take the Soldier out. | *Don't allow a Soldier with the Cow Mangler 5000 to disable an allied Sentry Gun with a charged shot. It takes a few seconds to prepare, so use this time to take the Soldier out. | ||
− | **If he succeeds in firing the charged shot, his entire clip | + | **If he succeeds in firing the charged shot, his entire clip will be emptied; either pursue him or switch focus to his teammates. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Beggar's Bazooka}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Beggar's Bazooka}} | ||
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==== Banners ==== | ==== Banners ==== | ||
− | A Soldier's banners provide a 10-second area-of-effect buff to nearby allies once he has dealt enough damage. 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 | + | A Soldier's banners provide a 10-second area-of-effect buff to nearby allies once he has dealt enough damage. 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, he won't be able to activate his chosen banner. |
{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
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! class="header" colspan="1" width="800"| Anti-Soldier strategy | ! class="header" colspan="1" width="800"| Anti-Soldier strategy | ||
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− | | align="center" valign="center" style="padding:0.5em" | {{icon item| | + | | align="center" valign="center" style="padding:0.5em" | {{icon item|Buff Banner|100px}}<br />'''[[Buff Banner]] + reskins''' |
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− | * | + | *The Buff Banner allows a Soldier and his allies to deal mini-crits; it's best to fight from behind cover while his team is buffed. You may also choose to retreat, wasting the limited time your enemies have to inflict more damage. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Battalion's Backup}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Battalion's Backup}} | ||
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− | *Use teamwork to overpower enemies buffed by the Battalion's Backup, one-by-one. | + | *Use teamwork to overpower enemies buffed defensively by the Battalion's Backup, one-by-one. |
− | *Beware of activating the [[Kritzkrieg]] while the enemy has the Battalion's Backup in effect; most of the incoming targets will be immune to critical hits. | + | *Beware of activating the [[Kritzkrieg]] or other critboosts 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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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Concheror}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Concheror}} | ||
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− | *Should an enemy Soldier activate his Concheror, | + | * Should an enemy Soldier activate his Concheror, 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. | + | * Your team should concentrate fire on single targets buffed by the Concheror to prevent them from regaining any lost health. |
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! class="header" colspan="1" width="800" | Anti-Soldier strategy | ! class="header" colspan="1" width="800" | Anti-Soldier strategy | ||
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− | | align="center" valign="center" style="padding:0.5em" | {{icon item|Shovel | + | | align="center" valign="center" style="padding:0.5em" | {{icon item|Shovel|100px}} |
− | <br />'''[[Shovel]] | + | <br />'''[[Shovel]] + reskins''' |
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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. | + | * 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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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Escape Plan}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Escape Plan}} | ||
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− | *A Soldier will typically use his Escape Plan's speed boost as a last resort to escape. When the Escape Plan is his active weapon, he takes guaranteed mini-crits. Note his movement speed to gauge his health and pick him off before he gets away; if a Soldier is running quickly while holding this weapon, it is a sign of weakness. | + | * A Soldier will typically use his Escape Plan's speed boost as a last resort to escape. When the Escape Plan is his active weapon, he takes guaranteed mini-crits. |
+ | * Note his movement speed to gauge his health and pick him off before he gets away; if a Soldier is running quickly while holding this weapon, it is a sign of weakness. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Equalizer}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|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. | + | * 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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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pain Train}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Pain Train}} | ||
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− | *Despite the increased ease in killing Soldiers using bullets while they are wielding the Pain Train, be wary of any that may rocket jump or otherwise sneak by and capture your team's control points. | + | * Despite the increased ease in killing Soldiers using bullets while they are wielding the Pain Train, be wary of any that may rocket jump or otherwise sneak by and capture your team's control points. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}} |
Revision as of 02:13, 1 June 2014
“ | Oi, lend us yer shovel, so I can dig yer grave!
Click to listen
— The Sniper
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” |
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.
Contents
General
Attributes | Anti-Soldier strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
A list of useful tidbits about the Soldier's tools, and how to counter them:
Primary weapons
Weapon | Anti-Soldier strategy |
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Rocket Launcher + reskins |
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Direct Hit |
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Black Box + reskins |
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Rocket Jumper |
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Liberty Launcher |
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Cow Mangler 5000 |
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Beggar's Bazooka |
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Secondary weapons
Armaments
Weapon | Anti-Soldier strategy |
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Shotgun |
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Gunboats |
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Reserve Shooter |
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Mantreads |
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Righteous Bison |
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Banners
A Soldier's banners provide a 10-second area-of-effect buff to nearby allies once he has dealt enough damage. 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, he won't be able to activate his chosen banner.
Weapon | Anti-Soldier strategy |
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Buff Banner + reskins |
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Battalion's Backup |
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Concheror |
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Melee weapons
Weapon | Anti-Soldier strategy |
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Escape Plan |
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Equalizer |
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Pain Train |
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Half-Zatoichi |
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Market Gardener |
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Disciplinary Action |
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See also
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