Difference between revisions of "Basic Soldier strategy"

From Team Fortress Wiki
Jump to: navigation, search
(Added Black Box strategy)
(Pain Train)
Line 61: Line 61:
  
 
Only use the Pain Train when actively capturing objectives; it is useless when playing Capture the Flag or in any defensive scenario.
 
Only use the Pain Train when actively capturing objectives; it is useless when playing Capture the Flag or in any defensive scenario.
 +
The Pain Train is a pure upgrade when playing the attacking team in [[Medieval Mode]]. This is because Medieval Mode disables any weapons that fire bullets.
  
 
===[[Half-Zatoichi]]===
 
===[[Half-Zatoichi]]===

Revision as of 05:34, 8 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; he can damage himself to help build the Medic's Übercharge for later use.

Primary Weapons

Rocket Launcher

Item icon Rocket Launcher.png

Always keep your Rocket Launcher loaded for combat and for rocket jumping. To conserve ammunition, finish off weakened enemies with your Shotgun. Using a rocket to bounce an enemy into the air makes them an easy target for a follow-up shot. The wide splash radius of rockets allows you to efficiently deal damage by aiming at the feet of enemies.

Direct Hit

Item icon Direct Hit.png

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

Item icon Black Box.png

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

Item icon Shotgun.png

The Shotgun is as powerful as many primary weapons, making it an excellent choice to use when out of primary ammunition. It effectively counters Pyros who can skillfully airblast and Demomen who use the Chargin' Targe. Use it at close to medium range to finish enemies off.

Buff Banner

Item icon Buff Banner.png

Use the Buff Banner in conjunction with the Rocket Launcher or Black Box. 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 for leading charges into enemy territory. The area of effect is large and passes through any obstacle.

Battalion's Backup

Item icon Battalion's Backup.png

Use the Battalion's Backup when you are fighting at the front lines and constantly taking damage. Use it to hold an area or counter the Buff Banner and Kritzkrieg. It is almost necessary that a Medic heals you while you build your Rage meter.

Concheror

Item icon Concheror.png

Stay near the front lines close to a friendly Medic as you charge your Rage meter. The Concheror's area-of-effect healing isn't so effective when used only on yourself, so stay near allies to help them stay healthy during an offensive push. Using this weapon in combination with the Black Box can give you an immense health boost, with the 35% damage-to-health bonus from the Concheror plus an extra 15 HP from the Black Box. Use this extra survivability to your advantage and make a huge offensive push.

Gunboats

Item icon Gunboats.png

The Gunboats can be used to perform multiple rocket jumps in succession without having to heal. Use them when you roam around the map often and do not need your Shotgun to fend off enemies. Although the self-damage from rocket jumps is reduced, fall damage remains the same.

Melee Weapons

Shovel / Frying Pan

Item icon Shovel.png Item icon Frying Pan.png

Unless you excessively engage in melee combat when near a friendly Medic, the Equalizer is the better melee weapon of choice.

Equalizer

Item icon Equalizer.png

Because Soldiers don't generally use their melee weapon when at full health, the Equalizer is essentially a straight upgrade to the Shovel. Due to the increase in damage and move speed offered, you can use the Equalizer as a last resort to engage or escape enemies.

Pain Train

Item icon Pain Train.png

Only use the Pain Train when actively capturing objectives; it is useless when playing Capture the Flag or in any defensive scenario. The Pain Train is a pure upgrade when playing the attacking team in Medieval Mode. This is because Medieval Mode disables any weapons that fire bullets.

Half-Zatoichi

Half-Zatoichi

Only take out the Half-Zatoichi as a last resort or if you are sure that you can get a kill; the healing it provides just might be worth fighting at melee range.

Item sets

The Tank Buster

Black Box Battalion's Backup Grenadier's Softcap

If there is no Medic to deploy an ÜberCharge, use the Tank Buster set to tank Sentry Gun fire while your teammates destroy it.