Difference between revisions of "Basic Soldier strategy"
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{{Icon weapon|weapon=Black Box|icon-size=100x100px}} | {{Icon weapon|weapon=Black Box|icon-size=100x100px}} | ||
− | Use the Black Box for prolonged combat, where you will have time to constantly reload. However, the reduced clip size impairs your immediate staying power and makes offensive [[rocket jump]]ing less effective. Overall, the Black Box increases your survivability but reduces your offensive | + | Use the Black Box for prolonged combat, where you will have time to constantly reload. However, the reduced clip size impairs your immediate staying power and makes offensive [[rocket jump]]ing less effective. Overall, the Black Box increases your survivability but reduces your offensive capability. |
===[[Liberty Launcher]]=== | ===[[Liberty Launcher]]=== | ||
{{Icon weapon|weapon=Liberty Launcher|icon-size=100x100px}} | {{Icon weapon|weapon=Liberty Launcher|icon-size=100x100px}} | ||
− | The Liberty | + | The increased rocket speed of the Liberty Launcher makes it much easier to hit individual targets, especially in the air. Unlike the [[Direct Hit]], the splash radius of your shots remains the same, allowing you to still take on groups of enemies. However, like the [[Black Box]], the reduced clip size impairs your immediate staying power and makes offensive [[rocket jump]]ing less effective. Overall, the Liberty Launcher increases your effectiveness in duels but reduces your overall offensive capability. |
==Secondary Weapons== | ==Secondary Weapons== | ||
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{{Icon weapon|weapon=Shotgun|icon-size=100x100px}} | {{Icon weapon|weapon=Shotgun|icon-size=100x100px}} | ||
− | The Shotgun is as powerful as many other primary weapons | + | The Shotgun is as powerful as many other primary weapons and 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]]. |
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+ | ===[[Reserve Shooter]]=== | ||
+ | {{Icon weapon|weapon=Reserve Shooter|icon-size=100x100px}} | ||
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+ | When you bounce an enemy into the air with a rocket, you typically want to finish him off before he can land and retaliate. The Reserve Shooter is great for doing so, especially since landing an [[aerial]] with your Rocket Launcher can sometimes be difficult. However, the reduced clip size makes it an unreliable sidearm when you run out of primary ammunition. Make use of its faster weapon switch time to finish airborne enemies off with precision before you become vulnerable. | ||
===[[Buff Banner]]=== | ===[[Buff Banner]]=== | ||
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{{Icon weapon|weapon=Mantreads|icon-size=100x100px}} | {{Icon weapon|weapon=Mantreads|icon-size=100x100px}} | ||
− | The | + | The decrease in [[knock back]] offered by the Mantreads allow you to more easily hold an area and maintain a high ground advantage, especially against common threats such as [[Demomen]] and [[Sentry Gun]]s. While the Mantreads do allow you to deal moderate damage by landing on a foe after [[rocket jump]]ing, it's more efficient to simply kill him with rockets before you land. |
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==Melee Weapons== | ==Melee Weapons== | ||
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{{Icon weapon|weapon=Shovel|icon-size=100x100px}} {{Icon weapon|weapon=Frying Pan|icon-size=100x100px}} {{Icon weapon|weapon=Saxxy|icon-size=100x100px}} | {{Icon weapon|weapon=Shovel|icon-size=100x100px}} {{Icon weapon|weapon=Frying Pan|icon-size=100x100px}} {{Icon weapon|weapon=Saxxy|icon-size=100x100px}} | ||
− | 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 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, you're better off equipping a different melee weapon. |
===[[Equalizer]]=== | ===[[Equalizer]]=== | ||
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{{Icon weapon|Disciplinary Action|icon-size=100x100px}} | {{Icon weapon|Disciplinary Action|icon-size=100x100px}} | ||
− | + | The Disciplinary Action allows you to increase your mobility without sacrificing health by [[rocket jumping]]. It is best used on slower classes such as the Demoman, Heavy, or another Soldier to help them reach the front lines faster. Although you won't use it specifically in melee combat, the speed boost can also be used to chase after weak but faster opponents. | |
===[[Market Gardener]]=== | ===[[Market Gardener]]=== | ||
{{Icon weapon|Market Gardener|icon-size=100x100px}} | {{Icon weapon|Market Gardener|icon-size=100x100px}} | ||
− | + | The Market Gardener may prove useful if you actively [[rocket jump]] while in combat. While the guaranteed critical hits while rocket jumping should kill most enemies, it may be more practical to simply continue firing rockets while airborne. | |
==Item sets== | ==Item sets== | ||
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{{item icon|Grenadier's Softcap|100px}} | {{item icon|Grenadier's Softcap|100px}} | ||
− | If there is no Medic to deploy an [[ÜberCharge]], use the Tank Buster set to tank [[Sentry Gun]] fire while your teammates destroy it. | + | If there is no Medic to deploy an [[ÜberCharge]], use the Tank Buster set to tank [[Sentry Gun]] fire while your teammates destroy it. However, the reduced clip size of the Black Box means that you probably won't be destroy it alone, even if Übercharged. |
{{Class strategy}} | {{Class strategy}} |
Revision as of 10:15, 26 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 and is not meant for serious combat. If you really decide to use it, equip the Shotgun as well so that you have some way to deal ranged damage. The additional damage you'll take from the increased vulnerabilities will make you useless in firefights, so just use the Gunboats alongside the standard Rocket Launcher if you want to constantly rocket jump.
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. 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 capability.
Liberty Launcher
The increased rocket speed of the Liberty Launcher makes it much easier to hit individual targets, especially in the air. Unlike the Direct Hit, the splash radius of your shots remains the same, allowing you to still take on groups of enemies. However, like the Black Box, the reduced clip size impairs your immediate staying power and makes offensive rocket jumping less effective. Overall, the Liberty Launcher increases your effectiveness in duels but reduces your overall offensive capability.
Secondary Weapons
Shotgun
The Shotgun is as powerful as many other primary weapons and 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.
Reserve Shooter
When you bounce an enemy into the air with a rocket, you typically want to finish him off before he can land and retaliate. The Reserve Shooter is great for doing so, especially since landing an aerial with your Rocket Launcher can sometimes be difficult. However, the reduced clip size makes it an unreliable sidearm when you run out of primary ammunition. Make use of its faster weapon switch time to finish airborne enemies off with precision before you become vulnerable.
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 Backup's 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.
Mantreads
The decrease in knock back offered by the Mantreads allow you to more easily hold an area and maintain a high ground advantage, especially against common threats such as Demomen and Sentry Guns. While the Mantreads do allow you to deal moderate damage by landing on a foe after rocket jumping, it's more efficient to simply kill him with rockets before you land.
Melee Weapons
Shovel / Frying Pan / Saxxy
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, you're better off equipping a different melee weapon.
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.
Disciplinary Action
The Disciplinary Action allows you to increase your mobility without sacrificing health by rocket jumping. It is best used on slower classes such as the Demoman, Heavy, or another Soldier to help them reach the front lines faster. Although you won't use it specifically in melee combat, the speed boost can also be used to chase after weak but faster opponents.
Market Gardener
The Market Gardener may prove useful if you actively rocket jump while in combat. While the guaranteed critical hits while rocket jumping should kill most enemies, it may be more practical to simply continue firing rockets while airborne.
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. However, the reduced clip size of the Black Box means that you probably won't be destroy it alone, even if Übercharged.
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