Difference between revisions of "Basic Soldier strategy"

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{{Icon weapon|weapon=Rocket Launcher|icon-size=100x100px}}
 
{{Icon weapon|weapon=Rocket Launcher|icon-size=100x100px}}
  
The Rocket Jumper dealls absolutely no damage, and tacks many vulnerabilities on you. Therefore, it is designed to practice Rocket Jumping, and is not meant for serious combat. If you really decide to use it, it is best to equip the Shotgun or the Reserve Shooter as well, so that you have some way to deal ranged damage. Take caution, as the additional damage you'll take from the increased vulnerabilities will make you an easy target in firefights. Alternatively, you could equip the Gunboats to constantly rocket jump, using the Equilizer to potentially win a one-on-one fight.
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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]].
  
 
===[[Liberty Launcher]]===
 
===[[Liberty Launcher]]===
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{{Icon weapon|weapon=Battalion's Backup|icon-size=100x100px}}
 
{{Icon weapon|weapon=Battalion's Backup|icon-size=100x100px}}
  
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. Using the Black Box is also a generally good idea. 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]].
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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]]===
 
===[[Concheror]]===
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{{Icon weapon|weapon=Mantreads|icon-size=100x100px}}
 
{{Icon weapon|weapon=Mantreads|icon-size=100x100px}}
  
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. However, it can be used if you wish to kill Heavies or scoped Snipers with style.
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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.
  
 
==Melee Weapons==
 
==Melee Weapons==
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{{Icon weapon|Half-Zatoichi|icon-size=100x100px}}
 
{{Icon weapon|Half-Zatoichi|icon-size=100x100px}}
  
The full heal 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.
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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]]===
 
===[[Disciplinary Action]]===
 
{{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, coupled with an attack range longer than the Shovel, can also be used to chase after weak but faster opponents.
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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]]===

Revision as of 07:47, 8 July 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

Item icon Rocket Launcher.png

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.

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 or slow 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. 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.

Rocket Jumper

Item icon Rocket Launcher.png

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.

Liberty Launcher

Item icon Liberty Launcher.png

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

Item icon Shotgun.png

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.


Buff Banner

Item icon Buff Banner.png

Use the Buff Banner in conjunction with the Rocket Launcher, Black Box, or Liberty Launcher 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

Item icon Battalion's Backup.png

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

Item icon Concheror.png

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

Item icon Gunboats.png

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.

Reserve Shooter

Item icon Reserve Shooter.png

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.

Mantreads

Item icon Mantreads.png

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

Item icon Shovel.png Item icon Frying Pan.png Item icon Saxxy.png

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

Item icon Equalizer.png

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

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. 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

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

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

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

Black Box Battalion's Backup Grenadier's Softcap

Although the set bonus is meant to help you against Sentry Guns, the reduced clip size of the Black Box means that you probably won't be able to destroy an attended one yourself, even if Übercharged. You can, however, use the set effect and the Battalion's Backup to tank Sentry Gun fire while your teammates destroy it.


General's Formals

Mantreads Disciplinary Action Armored Authority Fancy Dress Uniform

The General's Formals can be useful for quickly traveling to and securing an area, particularly patches of high ground where you can easily be displaced by an explosive. You'll only have the Rocket Launcher as a reliable source of damage, so use the Disciplinary Action to bring along slower teammates that can provide additional firepower.


The Airborne Armaments

Liberty Launcher Reserve Shooter Market Gardener Jumper's Jeepcap

This item set focuses on taking out single targets quickly and precisely, as the reduced magazine size of the set weapons means you are very vulnerable after only a few shots. Once you bounce an enemy into the air with the Liberty Launcher, follow it up with either another rocket or the Reserve Shooter before he can land and retaliate.