Difference between revisions of "Soldier match-ups"
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(Given the Heavy's slow speed, the Escape Plan isn't as useful here against him as against other classes.) |
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'''Useful weapons:''' | '''Useful weapons:''' | ||
* The [[Direct Hit]] can be useful for targeting a rocket-jumping Soldier, although you lose out on area control. | * The [[Direct Hit]] can be useful for targeting a rocket-jumping Soldier, although you lose out on area control. | ||
− | * The [[Shotgun]] is a reliable backup weapon when you run out of | + | * The [[Shotgun]] is a reliable backup weapon when you run out of loaded rockets. |
+ | * The [[Reserve Shooter]] deals its bonus damage against targets launched by explosions even when the enemy Soldier rocket jumps. | ||
* The [[Escape Plan]] lets you retreat even if the enemy Soldier rocket jumps after you. | * The [[Escape Plan]] lets you retreat even if the enemy Soldier rocket jumps after you. | ||
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'''Useful weapons:''' | '''Useful weapons:''' | ||
* Faster rockets fired by the [[Liberty Launcher]] are harder to reflect and still deal splash damage. | * Faster rockets fired by the [[Liberty Launcher]] are harder to reflect and still deal splash damage. | ||
− | * The [[Beggar's Bazooka]] and [[ | + | * The [[Beggar's Bazooka]] and [[Air Strike]] fire multiple rockets faster than the Pyro can reflect them all. |
| demoman-strategy = | | demoman-strategy = | ||
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'''Useful weapons:''' | '''Useful weapons:''' | ||
* The Heavy is the largest and slowest class, so the [[Direct Hit]] can be particularly effective. | * The Heavy is the largest and slowest class, so the [[Direct Hit]] can be particularly effective. | ||
− | * The [[Buff Banner]]'s guaranteed mini-crits can give | + | * The [[Buff Banner]]'s guaranteed mini-crits can give your team enough damage output to power through the Heavy's large health pool. |
− | |||
| engineer-strategy = | | engineer-strategy = | ||
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'''Useful weapons:''' | '''Useful weapons:''' | ||
− | * If you dive-bomb the enemy Medic, use a primary weapon with enough clip size and damage potential to quickly finish him off | + | * If you dive-bomb the enemy Medic, use a primary weapon with enough clip size and damage potential to quickly finish him off. |
| sniper-strategy = | | sniper-strategy = | ||
'''Relative merits:''' The Sniper tends to oversee wide, open areas that you might rocket jump through. | '''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 | + | '''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 [[Strafing#Air_Strafing|air-strafe]] to keep your trajectory inconsistent and avoid being shot out of the air. |
'''Useful weapons:''' | '''Useful weapons:''' | ||
* Speedy rockets from the [[Liberty Launcher]] can force the Sniper to take cover before he can take a single shot. | * 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. | * 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. | ||
− | * The [[Mantreads]] | + | * The [[Mantreads]] give increased air maneuverability when rocket jumping, which helps in safely reaching the Sniper's perch. |
| spy-strategy = | | spy-strategy = |
Revision as of 15:06, 21 June 2021
“ | I am going to enjoy killing each and every one of you sorry sacks of scum!
Click to listen
— The Soldier on class match-ups
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” |
Class | Strategy | ||
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Soldier |
vs. | 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 where he can't maneuver, and rocket jump to high ground that is beyond his double jump. Useful weapons:
|
Soldier |
vs. | 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:
|
Soldier |
vs. | 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 rockets difficult. Useful weapons:
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Soldier |
vs. | 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:
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Soldier |
vs. | 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:
|
Soldier |
vs. | 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:
|
Soldier |
vs. | 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:
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Soldier |
vs. | 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:
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Soldier |
vs. | 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:
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See also
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