Difference between revisions of "Basic Soldier strategy"
ShadowGlove (talk | contribs) (Added Rocket Jumper Strategy) |
ShadowGlove (talk | contribs) m (Added Notes on Medieval Mode and Rocket Jumper in relation to Gunboats.) |
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{{Icon weapon|weapon=Gunboats|icon-size=100x100px}} | {{Icon weapon|weapon=Gunboats|icon-size=100x100px}} | ||
− | The Gunboats allow you to perform multiple [[rocket jump]]s in succession without having to rely on a Medic for healing. They are most effective when you are constantly roaming around the map and do not need your Shotgun to fend off enemies. | + | The Gunboats allow you to perform multiple [[rocket jump]]s in succession without having to rely on a Medic for healing. They are most effective when you are constantly roaming around the map and do not need your Shotgun to fend off enemies. The Gunboats are technically allowed in Medieval Mode, however since, Rocket Launchers aren't, they're useless in that situation. Also, do not couple The Gunboats with the Rocket Jumper, as the Rocket Jumper itself already provides 100% resistance to self-inflicted explosive damage, and this will simply strip you of a Secondary Weapon. |
==Melee Weapons== | ==Melee Weapons== |
Revision as of 16:32, 9 June 2011
The Soldier is a tough, all-purpose assault class that excels at both offense and defense. Although slow on foot, he can rocket jump to cover distances quickly and reach unpredictable locations. His weapons are capable of taking on multiple foes at once, but run out of ammunition quickly. A good Soldier should avoid spamming and make each shot count, leading targets properly and aiming at the feet of enemies to maximize splash damage. The Soldier makes an excellent Medic buddy, as he can damage himself to help build the Medic's Übercharge for later use.
Primary Weapons
Rocket Launcher
The Rocket Launcher deals heavy damage in a wide splash radius, allowing you to efficiently deal damage by aiming at the feet of your enemies. Always try to keep it fully loaded for combat and rocket jumping. The reloading process is relatively long, so use the Shotgun to finish off weakened enemies if you run out of rockets. Using a rocket to bounce an enemy into the air makes them an easy target for a follow-up shot.
Rocket Jumper
The Rocket Jumper completely nullifies your Primary Weapon as well as gives you a handfull of damage vulnerabilities. If you plan to take this weapon into combat, make sure to use rocket jumping to move fast enough to avoid damage and that you have the Shotgun equipped as your Secondary Weapon. Not only will this be necessary to do any damage whatsoever, but you'll rarely deal enough damage to charge the Buff Banner or Concheror, and the damage vulnerabilities will cause you to take too much damage too quickly to ultilize the Battalion's Backup.
Direct Hit
As the name implies, the Direct Hit promotes a different sort of Soldier playstyle, allowing players who can land direct hits to deal more damage. The increased rocket damage makes you more effective against immobile targets, such as Sentry Guns or Heavies, while the increased rocket speed makes landing aerials easier. Although the Direct Hit's explosive radius is smaller than that of the standard Rocket Launcher, rocket jumps will still function normally.
Black Box
Use the Black Box for prolonged combat, where you will have time to constantly reload. Hitting more than one enemy with a single rocket will heal you multiple times, making it effective against groups. However, the reduced clip size impairs your immediate staying power and makes offensive rocket jumping less effective. Overall, the Black Box increases your survivability but reduces your offensive capabilities.
Secondary Weapons
Shotgun
The Shotgun is as powerful as many other primary weapons. It can be used to easily finish enemies off at close to medium range, so don't hesitate to switch to it when you're out of primary ammunition. It effectively counters Pyros who can skillfully airblast and Demomen who use the Chargin' Targe.
Buff Banner
Use the Buff Banner in conjunction with the Rocket Launcher or Black Box, as the wide blast radius offered by those weapons will make it easier to build your Rage meter. The Buff Banner is effective when used alongside a friendly Medic's ÜberCharge to lead charges into enemy territory. The area of effect is large and passes through any obstacle, allowing your teammates to easily follow you.
Battalion's Backup
Use the Battalion's Backup when you are fighting at the front lines. Because you must take damage to build your Rage meter, it is almost necessary that you stay near a friendly Medic to stay healthy. Once charged, you can use the Battalion's Backup defensive aura to lead an attack, hold an area, or counter the critical hits granted by the Buff Banner and Kritzkrieg.
Concheror
Unlike the damage boost or reduction provided by the other banners, the healing provided by the Concheror isn't so effective when used only on yourself, as you won't be able constantly fire your Rocket Launcher to recover health. It is best to activate its area buff when near allies, so that they can also stay healthy and take some damage during an offensive push. Pairing the Concheror with the Black Box gives you a high degree of survivability, allowing you to outlast enemies when in a defensive situation.
Gunboats
The Gunboats allow you to perform multiple rocket jumps in succession without having to rely on a Medic for healing. They are most effective when you are constantly roaming around the map and do not need your Shotgun to fend off enemies. The Gunboats are technically allowed in Medieval Mode, however since, Rocket Launchers aren't, they're useless in that situation. Also, do not couple The Gunboats with the Rocket Jumper, as the Rocket Jumper itself already provides 100% resistance to self-inflicted explosive damage, and this will simply strip you of a Secondary Weapon.
Melee Weapons
Shovel / Frying Pan
The Shovel is comparable to the default melee weapons of most other classes. However, your slow speed puts you at a disadvantage in melee duels. Unless you excessively engage in melee combat when near a friendly Medic, the Equalizer is the better melee weapon of choice.
Equalizer
As a Soldier, you generally won't use your melee weapon when you're at full health. Thus, the Equalizer is essentially a straight upgrade to the Shovel. Because its damage and move speed granted will dramatically increase when you're injured, you can use the Equalizer as a last resort to engage or escape enemies.
Pain Train
Only use the Pain Train when actively capturing objectives; it is useless when playing Capture the Flag or in any defensive scenario. If you have a reliable source of health, you can equip it when actively rocket jumping around the map to give yourself the mobility and capture rate of the Scout.
Half-Zatoichi
The healing the Half-Zatoichi provides on a kill just might be worth fighting at melee range. Be sure you have a clear opportunity to kill an enemy when you unsheathe it, as your slow speed will make chasing someone very difficult once you're Honorbound.
Item sets
The Tank Buster
If there is no Medic to deploy an ÜberCharge, use the Tank Buster set to tank Sentry Gun fire while your teammates destroy it.
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