Difference between revisions of "Anti-Soldier strategy"

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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Rocket Jumper}}
 
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* Although there is no practical use for the Rocket Jumper, in serious gameplay, a Soldier might use it to quickly maneuver around the map to secure important positions. The Rocket Jumper deals no damage, so you shouldn’t have any trouble against a Soldier wielding it. Also, he receives double damage from all sources, making it easier to take him out.
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* Although there is no practical use for the Rocket Jumper, a Soldier might use it to quickly maneuver around the map to secure important positions. The Rocket Jumper deals no damage, so you shouldn’t have any trouble against a Soldier wielding it.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Liberty Launcher}}
 
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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 with the Gunboats will often use the reduced self-damage from rocket jumping to reach high ground without suffering too much damage. Without his Shotgun, he is less effective in direct combat. However, the height advantage offered by rocket jumps, and the less self-damage offered by the Gunboats will allow him to rain rockets on you with ease. Either take the high ground yourself, or take him out quickly.
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* A Soldier with the Gunboats will often use the reduced self-damage from rocket jumping to reach high ground without suffering too much damage. Without his Shotgun, he is less effective in direct combat. However, the height advantage offered by rocket jumps and the lessened self-damage offered by the Gunboats will allow him to rain rockets on you with ease. Either take the high ground yourself or take him out quickly.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter}}
 
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* A Soldier using the Mantreads will receive considerably less [[knock back]] from most damaging sources, allowing him to more easily maintain a high ground advantage.  
 
* A Soldier using the Mantreads will receive considerably less [[knock back]] from most damaging sources, allowing him to more easily maintain a high ground advantage.  
 
* Like with the Gunboats, he is deprived of a secondary weapon.  
 
* Like with the Gunboats, he is deprived of a secondary weapon.  
*Keep an eye out for any airborne Soldier; aside from firing rockets at you, he might try to utilize the Manthreads' stomp damage.  
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*Keep an eye out for any airborne Soldier; aside from firing rockets at you, he might try to utilize the Mantreads' stomp damage.  
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Righteous Bison}}
 
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<br />'''[[Shovel]]''' / '''[[Frying Pan]]''' / '''[[Saxxy]]''' / '''[[Conscientious Objector]]'''
 
<br />'''[[Shovel]]''' / '''[[Frying Pan]]''' / '''[[Saxxy]]''' / '''[[Conscientious Objector]]'''
 
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* Due to the Soldier's slow movement speed, one can usually defeat a Soldier with the Shovel or Frying Pan simply by moving backwards and attacking him. If you cannot avoid the Soldier, fight him head-on, as you should have an advantage.
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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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| 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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* If an enemy Soldier is running quickly with the Equalizer out, it may be more useful to try and pick him off with a [[ mechanics|hitscan]] weapon such as the Shotgun or Pistol; most of the time, a Soldier uses the speed boost of the Equalizer in order to reach the safety of allies, health kits, and/or his team's Resupply Cabinet. On the other hand, if he's moving towards you, be sure to kill him before he can reach you, as his speed and attack will greatly increase as he nears death.
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* The Equalizer grants the Soldier increased damage and movement speed as his health gets lower; he will typically use the speed boost as a last resort to escape or fight enemies. When the Equalizer is his active weapon, note his movement speed to gauge his health and determine whether he can be picked off.
 
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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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* If you see a Soldier with the Pain Train, take advantage of his increased vulnerability to bullets, and watch your control points more carefully, as the extra capture speed can prove significant.
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* A Soldier that is using the Pain Train captures objectives more quickly but has an increased vulnerability to bullets. Be wary of a Soldier that may use rocket jumps to bypass your team and secure objectives.
 
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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}}
 
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* A Soldier who draws out his Half-Zatoichi cannot switch to another weapon until he kills someone with it. Use this to your advantage, as he will be helpless if you harass him outside of his melee distance.  
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* A Soldier who has drawn the Half-Zatoichi cannot switch weapons until he obtained a kill with it. Combined with his slow movement speed, he is helpless if you stay outside of his melee range. If he does manage to kill a nearby teammate, he will regain all of his health, so it may be preferable to retreat if you are injured.
* Be careful starting a fight with a Soldier who just killed one of your teammates with this weapon, as he will be back to full health and can switch to his other weapons.
 
* If you are also wielding a Half-Zatoichi, have some teammates distract the Soldier while you land a surprise killer blow.
 
 
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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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* Try to attack a Soldier who has the Market Gardener while on the ground, since he cannot deal crits unless he is airborne via Rocket Jumping. That said, beware of ledges where Soldiers can rocket jump up to and strike you. Try not to idle in place either, as a Soldier may attempt to ambush you from above.
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*Keep an eye out for any airborne Soldier; aside from firing rockets at you, he might try to use the Market Gardener to land a guaranteed melee critical hit.
 
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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}}
 
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* If an enemy Soldier has the Disciplinary Action out, you will likely have to contend with his teammates first, who have been given a temporary speed boost after being struck with the weapon.  
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* An enemy Soldier that is using the Disciplinary Action will likely use the speed boost to bring along teammates. Although it is a relatively weak melee weapon, it has an extended attack range.
* If you can force a Soldier to use it against you, you should have a slight advantage due to the Disciplinary Action's 25% damage penalty. However, be aware that the Disciplinary Action has a longer range than other melee weapons (70% more than most melee weapons, and an even greater reach than the Demoman's Eyelander), and act accordingly.
 
 
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<br />[[Item sets#Soldier|'''The Tank Buster''']]
 
<br />[[Item sets#Soldier|'''The Tank Buster''']]
 
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* A Soldier using the Tank Buster set will be 20% more resistant to Sentry Gun damage, but his Black Box can only carry three rockets at a time, and he lacks a sidearm. This makes him able to take more damage than he usually would, at the cost of firepower.
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* A Soldier that is using the Tank Buster item set takes less damage from [[Sentry Gun]]s. However, his Black Box can only hold three rockets and the Batallion's Backup leaves him without a sidearm, meaning that he alone cannot take out a Sentry Gun that is under constant repair. If he attempts to lead the charge into a Sentry Gun nest, either have your team focus him or his more damaging teammates so quickly eliminate important threats.
* If you encounter this Soldier, try to finish him off; letting him escape would allow him to recover and prepare his Battalion's Backup.
 
* Due to the defensive nature of this set, avoid fighting a Tank Buster in his own territory, since he would have the distinct terrain advantage.
 
 
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Revision as of 00:36, 30 December 2011

Dammit Boys.
Oi, lend us yer shovel, so I can dig yer grave!
The Sniper

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

Attributes Anti-Soldier strategy
Soldier emblem RED.png Role
  • 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.
Leaderboard class medic.png Health
  • The Soldier has a relatively large amount of health, allowing him to keep fighting for long periods of time.
Leaderboard class scout.png Speed
Leaderboard class soldier.png Power
  • 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.

Weapons

Main article: Soldier weapons

Primary weapons

Weapon Anti-Soldier strategy
Rocket Launcher Original Festive Rocket Launcher
Rocket Launcher / Original / Festive Rocket Launcher
  • 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.
  • Additionally, the Rocket Launcher has a low magazine size and reloads slowly; if a Soldier misses his shots, he becomes extremely vulnerable afterwards.
Direct Hit
Direct Hit
  • Rockets from the Direct Hit move faster and are capable of killing weaker 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 a rocket, continue maneuvering to avoid being airshot.
Black Box
Black Box
  • The Black Box heals the Soldier for a small amount when its rockets hit an enemy, allowing him to stay in combat for prolonged periods of time. However, its reduced clip size leave him vulnerable once he’s expended his three shots.
  • Rather than simply exchanging harassment, take out the Soldier before he can recover from any damage.
Rocket Jumper
Rocket Jumper
  • Although there is no practical use for the Rocket Jumper, a Soldier might use it to quickly maneuver around the map to secure important positions. The Rocket Jumper deals no damage, so you shouldn’t have any trouble against a Soldier wielding it.
Liberty Launcher
Liberty Launcher
  • The Liberty Launcher’s rockets maintain the standard splash radius but travel moderately faster than those from the Rocket Launcher.
  • While dodging the Soldier’s shots may be more difficult, he only has three shots and thus becomes vulnerable more quickly.
Cow Mangler 5000
Cow Mangler 5000
  • The Cow Mangler 5000's small penalties in damage and reload time are minor, so treat it as a regular Rocket Launcher with one extra shot. *If the Soldier tries to utilize the powerful charged shot, attack him; he is immobile during the long charging process and the shot expends his entire clip.
  • While a Soldier using the Cow Mangler 5000 can disable buildings, he still deals reduced damage to them, making him less effective against a Sentry Gun encampment.

Secondary weapons

Armaments

Weapon Anti-Soldier strategy
Shotgun
Shotgun
  • While not as powerful as the Rocket Launcher, the Shotgun is still a strong weapon at close to medium range. A Soldier will typically use it after he is out of loaded rockets, or does not wish to damage himself with the rockets' splash. Either way, he is more vulnerable to attack when he is wielding the Shotgun as opposed to his primary weapon.
Gunboats
Gunboats
  • A Soldier with the Gunboats will often use the reduced self-damage from rocket jumping to reach high ground without suffering too much damage. Without his Shotgun, he is less effective in direct combat. However, the height advantage offered by rocket jumps and the lessened self-damage offered by the Gunboats will allow him to rain rockets on you with ease. Either take the high ground yourself or take him out quickly.
Reserve Shooter
Reserve Shooter
  • The Reserve Shooter is capable of landing Mini-Crits on airborne targets, even if the target is simply jumping, so stay grounded. If bounced 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.
Mantreads
Mantreads
  • A Soldier using the Mantreads will receive considerably less knock back from most damaging sources, allowing him to more easily maintain a high ground advantage.
  • Like with the Gunboats, he is deprived of a secondary weapon.
  • Keep an eye out for any airborne Soldier; aside from firing rockets at you, he might try to utilize the Mantreads' stomp damage.
Righteous Bison
Righteous Bison
  • The Righteous Bison deals considerably less damage than the Shotgun but pierces through enemies and is effective at medium range harassment. Avoid clustering near your teammates to reduce the effectiveness of its piercing shots, not to mention the splash damage of the Soldier's rockets.

Banners

A Soldier's banners can provide a temporary area-of-effect buff to nearby allies once he was 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.

Weapon Anti-Soldier strategy
Buff Banner
Buff Banner
  • 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.
Battalion's Backup
Battalion's Backup
  • After taking a significant amount of damage, the Battalion's Backup allows a Soldier and his allies to take reduced damage and ignore critical hits.
  • If he manages to activate the buff, target the Soldier first so that you can once again deal full damage to his teammates.
  • The Soldier will need to heal multiple times in order to live long enough to activate the buff, so deny his source of healing outright.
Concheror
Concheror
  • After dealing or recieving a signficant amount of damage, the Concheror allows a Soldier and his allies to heal upon dealing damage.
  • Your team should concentrate fire on single targets to prevent them from regaining any lost health.

Melee weapons

Weapon Anti-Soldier strategy
Shovel Frying Pan Saxxy Conscientious Objector


Shovel / Frying Pan / Saxxy / Conscientious Objector

  • 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.
Equalizer
Equalizer
  • The Equalizer grants the Soldier increased damage and movement speed as his health gets lower; he will typically use the speed boost as a last resort to escape or fight enemies. When the Equalizer is his active weapon, note his movement speed to gauge his health and determine whether he can be picked off.
Pain Train
Pain Train
  • A Soldier that is using the Pain Train captures objectives more quickly but has an increased vulnerability to bullets. Be wary of a Soldier that may use rocket jumps to bypass your team and secure objectives.
Half-Zatoichi
Half-Zatoichi
  • A Soldier who has drawn the Half-Zatoichi cannot switch weapons until he obtained a kill with it. Combined with his slow movement speed, he is helpless if you stay outside of his melee range. If he does manage to kill a nearby teammate, he will regain all of his health, so it may be preferable to retreat if you are injured.
Market Gardener
Market Gardener
  • Keep an eye out for any airborne Soldier; aside from firing rockets at you, he might try to use the Market Gardener to land a guaranteed melee critical hit.
Disciplinary Action
Disciplinary Action
  • An enemy Soldier that is using the Disciplinary Action will likely use the speed boost to bring along teammates. Although it is a relatively weak melee weapon, it has an extended attack range.

Item set effects

Main article: Item sets
Set Anti-Soldier strategy

Black Box Battalion's Backup Grenadier's Softcap
The Tank Buster

  • A Soldier that is using the Tank Buster item set takes less damage from Sentry Guns. However, his Black Box can only hold three rockets and the Batallion's Backup leaves him without a sidearm, meaning that he alone cannot take out a Sentry Gun that is under constant repair. If he attempts to lead the charge into a Sentry Gun nest, either have your team focus him or his more damaging teammates so quickly eliminate important threats.

See also