Difference between revisions of "Anti-Soldier strategy"
(This is really good! I'm moving the class-specific information to the match-up pages.) |
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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. Controlling 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. Controlling the high ground or keeping a distance makes it more difficult for him to hit you. | ||
− | *The Rocket Launcher has a small magazine size and reloads slowly; if a Soldier misses all of his shots, he will be forced to reload, leaving him vulnerable to attack. Alternatively, he may switch to his [[Shotgun]], allowing him to keep fighting | + | *The Rocket Launcher has a small magazine size and reloads slowly; if a Soldier misses all of his shots, he will be forced to reload, leaving him vulnerable to attack. Alternatively, he may switch to his [[Shotgun]], allowing him to keep fighting at close range. |
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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 more easily dodge his shots. | *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 [[Aerial|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 [[Aerial|airshot]], as the Direct Hit deals [[mini-crits]] to those propelled airborne by an explosion, which will likely kill you instantly. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Black Box}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Black Box}} + '''reskins''' | ||
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− | *The Black Box heals the Soldier for up to 20 [[Health]] when its rockets hit an enemy, allowing him to stay in combat for prolonged periods of time. Rather harassing him, take him out before he can recover any health. | + | *The Black Box heals the Soldier for up to 20 [[Health]] when its rockets hit an enemy, allowing him to stay in combat for prolonged periods of time. Rather than harassing him, take him out before he can recover any health. |
*The Black Box only holds three rockets in its clip, leaving the Soldier vulnerable more often. This also hinders his ability to ambush you through rocket jumping. | *The Black Box only holds three rockets in its clip, leaving the Soldier vulnerable more often. This also hinders his ability to ambush you through rocket jumping. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Rocket Jumper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Rocket Jumper}} | ||
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− | *The Rocket Jumper deals no damage and takes away the Soldier's most practical weapon, in exchange for no-damage | + | *The Rocket Jumper deals no damage and takes away the Soldier's most practical weapon, in exchange for no-damage rocket jumps. This hinders his ability to attack, while making it harder for enemies to hit him. |
− | *Rocket Jumper | + | *Soldiers wielding the Rocket Jumper tend to equip the [[Mantreads]] and the [[Market Gardener]]. Don't linger in wide open areas, where a Soldier could ambush you with these weapons, and keep a distance if you see him approach with a rocket jump. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Liberty Launcher}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Liberty Launcher}} | ||
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*The Cow Mangler operates similarly to the Rocket Launcher but cannot deal critical hits and inflicts minimal damage on buildings. | *The Cow Mangler operates similarly to the Rocket Launcher but cannot deal critical hits and inflicts minimal damage on 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 fire, so use this time to | + | *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 fire, so use this time to prepare to deflect it or kill the Soldier outright. |
− | **If he succeeds in firing the charged shot, his entire clip will be emptied; either pursue him or switch focus to his teammates while he | + | **If he succeeds in firing the charged shot, his entire clip will be emptied; either pursue him or switch focus to his teammates while he reloads. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Original}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Original}} | ||
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− | * The Original is statistically identical to the Rocket Launcher | + | * The Original is statistically identical to the Rocket Launcher. |
* The Original's rockets are fired directly down the crosshair, possibly exposing the Soldier more if he tries to fire it from around a corner. | * The Original's rockets are fired directly down the crosshair, possibly exposing the Soldier more if he tries to fire it from around a corner. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Air Strike}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Air Strike}} | ||
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− | * The Air Strike's clip size increases if the Soldier gets a kill. | + | * The Air Strike's clip size increases if the Soldier gets a kill. As a result, the Soldier becomes stronger but needs to spend more time reloading - find an opportunity to take him out then. |
− | * The Air Strike's rockets have reduced explosive radius and damage | + | * The Air Strike's rockets have reduced explosive radius and damage. This is offset by the increased projectile speed and difficulty of dodging multiple rockets fired from above. |
− | + | * A Soldier with the Air Strike will often equip the [[B.A.S.E. Jumper]] in order to stay airborne longer. This makes him easier to hit while he is attacking. | |
− | * A Soldier with the Air Strike will often equip the [[ | ||
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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 deals less damage and is more vulnerable when he wields his Shotgun instead of his primary weapon. | *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 deals less damage and is more vulnerable when he wields his Shotgun instead of his primary weapon. | ||
− | *Shotgun pellets have a wide spread, so back away to reduce the | + | *Shotgun pellets have a wide spread, so back away or dodge to the side to reduce the damage you take. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gunboats}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|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 down on you. Either take the high ground yourself or kill him before he even has the chance to begin a rocket jump assault. | *A Soldier wearing the Gunboats will often rocket jump to higher ground without suffering too much damage and rain rockets down on you. Either take the high ground yourself or kill him before he even has the chance to begin a rocket jump assault. | ||
− | * | + | *The Soldier trades in his Shotgun to use the Gunboats. At close range, he either risks heavy self-damage from his rocket explosions or needs to take out his easily dodgeable melee weapon. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter}} | ||
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*The Reserve Shooter is capable of landing mini-crits on airborne targets. 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 is capable of landing mini-crits on airborne targets. 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. | + | *The Reserve Shooter's reduced magazine side makes it less reliable of a sidearm than the Shotgun. If he misses his 3 shots, he becomes vulnerable far more quickly. |
*[[Weapon heckling]] is less effective against a Soldier with the Reserve Shooter due to its decreased weapon switch time. | *[[Weapon heckling]] is less effective against a Soldier with the Reserve Shooter due to its decreased weapon switch time. | ||
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*The Panic Attack deals less damage per shot and has a bigger dispersion with consecutive shots, but is not affected by random spread, shoots more pellets at once and deploys 50% faster. Keep your range and force him to keep firing and increase his weapon spread, drastically reducing his damage output. | *The Panic Attack deals less damage per shot and has a bigger dispersion with consecutive shots, but is not affected by random spread, shoots more pellets at once and deploys 50% faster. Keep your range and force him to keep firing and increase his weapon spread, drastically reducing his damage output. | ||
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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 | + | 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; any class that can negate his rockets, such as the Pyro, can prevent him from charging his banner. |
{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
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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, any buffed enemies will heal from inflicting damage - consider taking cover until the effect wears off. |
− | * Your team should concentrate fire on | + | * Your team should concentrate fire on single targets to prevent them from healing, or on the Soldier himself to end the effect. |
* The Concheror takes less damage to charge than the other banners. | * The Concheror takes less damage to charge than the other banners. | ||
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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. | * 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; if a Soldier is running quickly while holding this weapon, he's heavily injured. A few long-range shots from | + | * Note his movement speed to gauge his health; if a Soldier is running quickly while holding this weapon, he's heavily injured. A few long-range shots, even from the [[Scattergun]] or [[Minigun]], may be enough to kill him. |
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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 more injured a Soldier is, the more damage his Equalizer deals. If a Soldier attacks you with this, he might be already injured. Treat him as if he were using the default Shovel and | + | * The more injured a Soldier is, the more damage his Equalizer deals. If a Soldier attacks you with this, he might be already injured. Treat him as if he were using the default Shovel and end the fight quickly. |
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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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* The Half-Zatoichi heals its wielder by 50% of his base health upon obtaining a kill. If you see a Soldier slay a teammate with this weapon, know that he will have at least 100 health. | * The Half-Zatoichi heals its wielder by 50% of his base health upon obtaining a kill. If you see a Soldier slay a teammate with this weapon, know that he will have at least 100 health. | ||
− | * If the Half-Zatoichi's wielder does not obtain a kill before switching weapons, he loses 50 health. The Soldier is slow, so stay outside his melee range to force | + | * If the Half-Zatoichi's wielder does not obtain a kill before switching weapons, he loses 50 health. The Soldier is slow, so stay outside his melee range to force a weapon switch. |
− | * Reducing the Soldier to below 50 health prevents him from sheathing the weapon | + | * Reducing the Soldier to below 50 health prevents him from sheathing the weapon - you can then stay away and fire with impunity. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Market Gardener}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Market Gardener}} | ||
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− | * | + | *Be wary of a rocket-jumping Soldier trying to enter melee range - if he holds the [[Market Gardener]], his airborne melee attack will be a guaranteed critical hit, which will instantly kill most classes. |
+ | * Keep your distance until he lands, throw off his aim by shooting him and dealing knockback, or snipe him out of the sky. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Disciplinary Action}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Disciplinary Action}} |
Revision as of 20:28, 9 February 2019
“ | 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 moderate to high 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 at the cost of some health. He is most effective at close to medium range or on high ground, where he can use the powerful splash damage from his rockets to reliably dispatch foes, while avoiding splash damage himself. 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 give powerful buffs to nearby 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 and can dodge damage more easily 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
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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Original |
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Beggar's Bazooka |
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Air Strike |
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Secondary weapons
Armaments
Weapon | Anti-Soldier strategy |
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Shotgun + reskins |
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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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Panic Attack |
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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; any class that can negate his rockets, such as the Pyro, can prevent him from charging his 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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Shovel + reskins |
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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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