Difference between revisions of "Soldier match-ups"

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(Sorting all entries into "Relative merits / Tactics / Useful weapons." This should help out future editors with organizing their thoughts.)
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{{Quotation|'''The Soldier''' on class match-ups|I am going to enjoy killing each and every one of you sorry sacks of scum!|sound=Soldier_taunts21.wav}}
 
{{Quotation|'''The Soldier''' on class match-ups|I am going to enjoy killing each and every one of you sorry sacks of scum!|sound=Soldier_taunts21.wav}}
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{{Match-Up|forclass=soldier
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  | scout-strategy =
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'''Relative merits:''' Both you and the Scout are strong at close range. You hold the advantage when you can utilize your rockets' splash damage or if there is high ground you can safely [[rocket jump]] to, but the Scout can typically decide if and where to fight.
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'''Tactics:''' Anticipate the Scout's movements when aiming your rockets to deal splash damage. If he [[double jump]]s to dodge one of your shots, his landing trajectory should be predictable enough for your next rocket. Once the explosion pops him into the air, follow up with another rocket or the [[Shotgun]]. If possible, guard objectives to force the Scout to approach you in tight spaces, and rocket jump to high ground that is beyond his double jump.
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'''Useful weapons:'''
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* The [[Direct Hit]]'s rockets are fast and can instantly kill a Scout at close range, but lose splash radius.
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* The [[Liberty Launcher]]'s rockets are fast and retain normal splash radius.
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* The [[Shotgun]] is a [[hitscan]] weapon that is harder to avoid.
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  | soldier-strategy =
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'''Mirror match-up:''' In a deathmatch against an equally skilled Soldier, positioning and weapon management are key. Observe which primary weapon your opponent has chosen to decide on any playstyle changes to make. Tracking the number of rockets you both have loaded can help you decide whether to approach or take cover.
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'''Tactics:''' Predict the enemy Soldier's movements to make each rocket count. Both of you want to [[rocket jump]] to high ground to freely rain down rockets and force the other to land direct hits. If your opponent is too predictable with his rocket jumps, fire a rocket where he is going to land, use precise aim to land an [[aerial]], or chase after him with your own jump and attack from above. If you run out of rockets, consider whether you have time to reload or need to switch to the Shotgun. If you count that he is out of rockets, pursue him or move into a stronger position while he cannot fight back.
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'''Useful weapons:'''
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* The [[Shotgun]] is a reliable backup weapon when you run out of rockets or if you find rockets too slow.
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* The [[Escape Plan]] lets you retreat even if the enemy Soldier rocket jumps after you.
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  | pyro-strategy =
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'''Relative merits:''' Your weapons outrange the Pyro's Flame Thrower and you can always rocket jump away to favorable terrain. However, the Pyro's [[compression blast]] can reflect your rockets. If he gets too close, he can freely fire away while you risk damaging yourself with rockets.
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'''Tactics:''' The Shotgun's unreflectable bullets can force a Pyro to approach you directly. From there or without the Shotgun, aim rockets at his feet, around corners, and on terrain to deal splash damage. Stagger your shots and bait out the Pyro's compression blast to avoid having your rockets reflected. In open areas, you can rocket jump into the air and attack from above to make reflecting shots difficult.
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'''Useful weapons:'''
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* Fast rockets fired by the [[Liberty Launcher]] are harder to reflect and still deal splash damage.
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  | demoman-strategy =
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'''Relative merits:''' You and the Demoman are matched in damage output. You are more equipped for close range duels and roaming, while the Demoman can spread his damage over a wide area without needing a line of sight. You can both [[explosive jump]] to travel quickly, but [[Sticky jumping]] tends to cost more health.
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'''Tactics:''' If the Demoman maintains a distance or stays behind obstacles, he can shell you with grenades and charged Stickybombs. Rocket jump towards his blind spot, then stay within medium range and maintain a direct line of sight, where you'll have an easier time aiming your Rocket Launcher. To deal with Stickybomb traps, use the Shotgun's pellets to disarm them or a well placed rocket to scatter them. If the Demoman decides to rush you down with [[Chargin’ Targe|one]] of [[Splendid Screen|his]] [[Tide Turner|shields]], use the [[knock back]] from a rocket to pop him into the air and cancel his charge, or quickly rocket jump out of the way. 
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'''Useful weapons:'''
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* A shield-wielding Demoman resists explosive damage, but not the Shotgun's bullet damage.
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  | heavy-strategy =
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'''Relative merits:''' The Heavy has more firepower and health than you, but very low mobility. He may defend a location, but you can decide when you engage him.
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'''Tactics:''' Avoid being directly targeted by the Heavy's [[Minigun]]. If it is already spun up, harass him from behind cover, using rocket jumps to take the high ground. Otherwise, you should be able to defeat him at close range by unleashing rockets and Shotgun blasts.
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'''Useful weapons:'''
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* The Heavy is the largest and slowest class, so the [[Direct Hit]] can be particularly effective.
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* The [[Battalion's Backup]] can give your team enough protection to force the Heavy away from his defended location.
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  | engineer-strategy =
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'''Relative merits:''' Rockets always deal full damage to buildings, making you great at taking down Engineer buildings.
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'''Tactics:''' Aim your rockets so they damage both Engineer and Sentry Gun via splash damage. Unless you are pressured by the enemy team, you can freely stay out of range or peek out of cover to drain the Engineer's metal supply. Take cover between shots so that the Sentry Gun can't lock on to you, especially if Engineer is using the [[Wrangler]]. 
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'''Useful weapons:'''
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* If you must directly take on a level 3 Sentry Gun, come back with the [[Battalion's Backup]] or a friendly [[Medic]].
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* If you attack alongside teammates, the [[Cow Mangler 5000]]'s charged shot can temporarily deactivate a Sentry Gun.
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  | medic-strategy =
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'''Relative merits:''' A lone Medic is an easy target and should flee from you, but will typically be guarded by his teammates.
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'''Tactics:''' Killing the enemy Medic takes priority to eliminate his team's source of healing. In a direct fight, use your Rocket Launcher’s splash damage to both attack the Medic and his patient at once. Alternatively, rocket jump above and past the Medic's allies to dive-bomb him. If the Medic retreats, you may be able to pursue him with a rocket jump.
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'''Useful weapons:'''
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* If you dive-bomb the enemy Medic, use a primary weapon with enough clip size and damage potential.
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  | sniper-strategy = 
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'''Relative merits:''' The Sniper tends to oversee wide, open areas that you might rocket jump through.
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'''Tactics:''' If you can navigate to the high ground where a Sniper typically nests, you make short work of him. For a direct approach, move erratically, fire rockets to force him behind cover, and aim at nearby objects to deal splash damage. You can rocket jump to quickly close the distance, but air-strafe to keep your trajectory inconsistent and avoid being shot out of the air.
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'''Useful weapons:'''
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* Speedy rockets from the [[Liberty Launcher]] can force the Sniper to take cover before he can take a single shot.
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* The activatable auras from the [[Battalion's Backup]] and [[Concheror]] negate critical hits and grant movement speed respectively, allowing your team to cross into a Sniper's sightline more safely.
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  | spy-strategy =
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'''Relative merits:''' Your slow speed and heavy damage make you a prime target for any enemy Spy. You are more likely to encounter an enemy Spy when directly fighting alongside your team rather than roaming around with rocket jumps.
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'''Tactics:''' Identify the Spy before he strikes. Use the Rocket Launcher to Spy-check suspicious teammates, or the Shotgun to avoid self-damage if they're too close, then splash the area with your Rocket Launcher if he tries to escape by cloaking. To reduce the risk of self-damage or accidentally being backstabbed, keep the fight outside of melee range.
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'''Useful weapons:'''
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* Rocket launchers with the normal splash radius are your best option for tracking a Cloaked Spy.
  
{{Match-Up|forclass=soldier
 
  | scout-strategy = The Scout is also strong at close range and will try to outmaneuver you. Predict where the Scout will land after his double jump, then use the [[Rocket Launcher]]’s splash damage for guaranteed damage. If you [[rocket jump]] to higher ground to bombard him from above, consider how he can pursue you using his jumps. If you are having trouble with a dodgy Scout at medium range, consider switching to the [[Liberty Launcher]], which has faster rockets and normal splash radius, or [[Shotgun]].
 
  | soldier-strategy = When in a deathmatch against another Soldier, make each rocket count. Use rocket jumps to reach high ground and maintain [[High ground advantage|a height advantage]], so you can freely rain down rockets while he is forced to land direct hits. If you run out of rockets, consider whether you have time to reload or need to switch to the Shotgun. If the enemy Soldier is actively rocket jumping, match him with your own rocket jumps, use precise aim to land an [[aerial]], fire a rocket where he is going to land, or even use the [[Reserve Shooter]]'s mini-crits.
 
  | pyro-strategy = If the Pyro gets close, he can freely fire the Flame Thrower while you risk damaging yourself with rockets. Additionally, the Pyro's [[compression blast]] can reflect your rockets. If you are in an open area, rocket jump into the air to create some distance. Otherwise, switch to the Shotgun or fire rockets at his feet; the closer he is, the harder it is to reflect your rockets. Rockets fired by the [[Direct Hit]] and [[Liberty Launcher]] travel faster, making it harder for the Pyro to reflect them.
 
  | demoman-strategy = The Demoman and you are evenly matched when it comes to damage output. If you allow the Demoman to maintain a distance, he can freely shell you with grenades and charged Stickybombs. Stay within medium range, rocket jump to take a height advantage, and maintain a direct line of sight, where you'll have an easier time aiming your Rocket Launcher. To deal with Stickybomb traps, use the Shotgun's pellets to disarm them or a well placed rocket to scatter them. If the Demoman decides to rush you down with [[Chargin’ Targe|one]] of [[Splendid Screen|his]] [[Tide Turner|shields]], use the [[knock back]] from a rocket to pop him into the air and cancel his charge, or quickly rocket jump out of the way. 
 
  | heavy-strategy = Decide whether to directly engage an enemy Heavy depending on if his [[Minigun]] is already spun up. If his Minigun is not already revved up, you should be able to defeat him at close range by unleashing all your rockets and maybe a few Shotgun blasts. Otherwise, harass him from behind cover, preferably from high ground. The Heavy is the largest and slowest target, so the [[Direct Hit]] can be particularly effective against him. Rocket jump only to escape fights with a Heavy; you can’t quite afford the self-damage and the hitscan Minigun can still easily hit you in midair.
 
  | engineer-strategy = Your Rocket Launcher allows you to destroy Engineer buildings from a safe distance and damage the Engineer himself via splash damage. If the Engineer stays near his nest, target him or his Dispenser first to prevent any repairs. Take cover between shots so that the Sentry Gun can't lock on to you, especially if Engineer is using the Wrangler. If you must directly take on a level 3 Sentry Gun, it’d be best to come back with the [[Battalion's Backup]] or a friendly [[Medic]]. Speaking of which - if you attack alongside teammates, the [[Cow Mangler 5000]]'s charged shot can temporarily deactivate the Sentry Gun, making your allies' jobs easier.
 
  | medic-strategy = A lone Medic is an easy target. The Medic is a high priority target, especially when he’s healing his teammates. Use your Rocket Launcher’s splash damage to attack both him and his patient at once. You can rocket jump above and past the Medic’s allies to dive-bomb him. Even if you just make him retreat, you are denying his team a major source of healing.
 
  | sniper-strategy =  The Soldier is tough but slow, making him a prime target for an enemy Sniper. The Sniper will take aim at you from long range and tends to oversee wide open areas. If you must directly approach an enemy Sniper, move erratically and harass him with a few rockets. Although you're not likely to kill him, you will force him to take cover and can aim at objects near him to deal splash damage. In particular, the speedy rockets from the [[Direct Hit]] or [[Liberty Launcher]] can force him to take cover before he can take a single shot. You can rocket jump to quickly close the distance, but air-strafe to keep your trajectory inconsistent and avoid being shot out of the air. The activatable auras from the [[Battalion's Backup]] and [[Concheror]] negate critical hits and grant movement speed respectively, allowing your team to cross into a Sniper's sightline more safely.
 
  | spy-strategy = Your slow speed and heavy damage make you a prime target for any enemy Spy. The key is to identify him before he strikes. Use the Rocket Launcher to Spy-check suspicious teammates, or the Shotgun to avoid self-damage if they're too close, then splash the area with your Rocket Launcher if he tries to escape by cloaking. To reduce the risk of self-damage or accidentally being backstabbed, keep the fight outside of melee range.
 
 
}}
 
}}
  

Revision as of 04:53, 16 May 2021

I am going to enjoy killing each and every one of you sorry sacks of scum!
The Soldier on class match-ups
Class Strategy
Soldier.png
Soldier
vs. Scout.png
Scout
Relative merits: Both you and the Scout are strong at close range. You hold the advantage when you can utilize your rockets' splash damage or if there is high ground you can safely rocket jump to, but the Scout can typically decide if and where to fight.

Tactics: Anticipate the Scout's movements when aiming your rockets to deal splash damage. If he double jumps to dodge one of your shots, his landing trajectory should be predictable enough for your next rocket. Once the explosion pops him into the air, follow up with another rocket or the Shotgun. If possible, guard objectives to force the Scout to approach you in tight spaces, and rocket jump to high ground that is beyond his double jump.

Useful weapons:

  • The Direct Hit's rockets are fast and can instantly kill a Scout at close range, but lose splash radius.
  • The Liberty Launcher's rockets are fast and retain normal splash radius.
  • The Shotgun is a hitscan weapon that is harder to avoid.
Soldier.png
Soldier
vs. Soldier.png
Soldier
Mirror match-up: In a deathmatch against an equally skilled Soldier, positioning and weapon management are key. Observe which primary weapon your opponent has chosen to decide on any playstyle changes to make. Tracking the number of rockets you both have loaded can help you decide whether to approach or take cover.

Tactics: Predict the enemy Soldier's movements to make each rocket count. Both of you want to rocket jump to high ground to freely rain down rockets and force the other to land direct hits. If your opponent is too predictable with his rocket jumps, fire a rocket where he is going to land, use precise aim to land an aerial, or chase after him with your own jump and attack from above. If you run out of rockets, consider whether you have time to reload or need to switch to the Shotgun. If you count that he is out of rockets, pursue him or move into a stronger position while he cannot fight back.

Useful weapons:

  • The Shotgun is a reliable backup weapon when you run out of rockets or if you find rockets too slow.
  • The Escape Plan lets you retreat even if the enemy Soldier rocket jumps after you.
Soldier.png
Soldier
vs. Pyro.png
Pyro
Relative merits: Your weapons outrange the Pyro's Flame Thrower and you can always rocket jump away to favorable terrain. However, the Pyro's compression blast can reflect your rockets. If he gets too close, he can freely fire away while you risk damaging yourself with rockets.

Tactics: The Shotgun's unreflectable bullets can force a Pyro to approach you directly. From there or without the Shotgun, aim rockets at his feet, around corners, and on terrain to deal splash damage. Stagger your shots and bait out the Pyro's compression blast to avoid having your rockets reflected. In open areas, you can rocket jump into the air and attack from above to make reflecting shots difficult.

Useful weapons:

  • Fast rockets fired by the Liberty Launcher are harder to reflect and still deal splash damage.
Soldier.png
Soldier
vs. Demoman.png
Demoman
Relative merits: You and the Demoman are matched in damage output. You are more equipped for close range duels and roaming, while the Demoman can spread his damage over a wide area without needing a line of sight. You can both explosive jump to travel quickly, but Sticky jumping tends to cost more health.

Tactics: If the Demoman maintains a distance or stays behind obstacles, he can shell you with grenades and charged Stickybombs. Rocket jump towards his blind spot, then stay within medium range and maintain a direct line of sight, where you'll have an easier time aiming your Rocket Launcher. To deal with Stickybomb traps, use the Shotgun's pellets to disarm them or a well placed rocket to scatter them. If the Demoman decides to rush you down with one of his shields, use the knock back from a rocket to pop him into the air and cancel his charge, or quickly rocket jump out of the way.

Useful weapons:

  • A shield-wielding Demoman resists explosive damage, but not the Shotgun's bullet damage.
Soldier.png
Soldier
vs. Heavy.png
Heavy
Relative merits: The Heavy has more firepower and health than you, but very low mobility. He may defend a location, but you can decide when you engage him.

Tactics: Avoid being directly targeted by the Heavy's Minigun. If it is already spun up, harass him from behind cover, using rocket jumps to take the high ground. Otherwise, you should be able to defeat him at close range by unleashing rockets and Shotgun blasts.

Useful weapons:

  • The Heavy is the largest and slowest class, so the Direct Hit can be particularly effective.
  • The Battalion's Backup can give your team enough protection to force the Heavy away from his defended location.
Soldier.png
Soldier
vs. Engineer.png
Engineer
Relative merits: Rockets always deal full damage to buildings, making you great at taking down Engineer buildings.

Tactics: Aim your rockets so they damage both Engineer and Sentry Gun via splash damage. Unless you are pressured by the enemy team, you can freely stay out of range or peek out of cover to drain the Engineer's metal supply. Take cover between shots so that the Sentry Gun can't lock on to you, especially if Engineer is using the Wrangler.

Useful weapons:

  • If you must directly take on a level 3 Sentry Gun, come back with the Battalion's Backup or a friendly Medic.
  • If you attack alongside teammates, the Cow Mangler 5000's charged shot can temporarily deactivate a Sentry Gun.
Soldier.png
Soldier
vs. Medic.png
Medic
Relative merits: A lone Medic is an easy target and should flee from you, but will typically be guarded by his teammates.

Tactics: Killing the enemy Medic takes priority to eliminate his team's source of healing. In a direct fight, use your Rocket Launcher’s splash damage to both attack the Medic and his patient at once. Alternatively, rocket jump above and past the Medic's allies to dive-bomb him. If the Medic retreats, you may be able to pursue him with a rocket jump.

Useful weapons:

  • If you dive-bomb the enemy Medic, use a primary weapon with enough clip size and damage potential.
Soldier.png
Soldier
vs. Sniper.png
Sniper
Relative merits: The Sniper tends to oversee wide, open areas that you might rocket jump through.

Tactics: If you can navigate to the high ground where a Sniper typically nests, you make short work of him. For a direct approach, move erratically, fire rockets to force him behind cover, and aim at nearby objects to deal splash damage. You can rocket jump to quickly close the distance, but air-strafe to keep your trajectory inconsistent and avoid being shot out of the air.

Useful weapons:

  • Speedy rockets from the Liberty Launcher can force the Sniper to take cover before he can take a single shot.
  • The activatable auras from the Battalion's Backup and Concheror negate critical hits and grant movement speed respectively, allowing your team to cross into a Sniper's sightline more safely.
Soldier.png
Soldier
vs. Spy.png
Spy
Relative merits: Your slow speed and heavy damage make you a prime target for any enemy Spy. You are more likely to encounter an enemy Spy when directly fighting alongside your team rather than roaming around with rocket jumps.

Tactics: Identify the Spy before he strikes. Use the Rocket Launcher to Spy-check suspicious teammates, or the Shotgun to avoid self-damage if they're too close, then splash the area with your Rocket Launcher if he tries to escape by cloaking. To reduce the risk of self-damage or accidentally being backstabbed, keep the fight outside of melee range.

Useful weapons:

  • Rocket launchers with the normal splash radius are your best option for tracking a Cloaked Spy.


See also