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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. Keep in mind that a Half-Zatoichi that has killed someone will be covered in blood, allowing him to switch to his other weapons. | | * 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. Keep in mind that a Half-Zatoichi that has killed someone will be covered in blood, allowing him to switch to his other weapons. |
− | * A Soldier who just killed someone with his Half-Zatoichi will regain all his health, so be careful starting a fight with a Soldier who just killed one of your teammates with it. | + | * A Soldier who kills an enemy with his Half-Zatoichi will regain all his health, so be careful starting a fight with a Soldier who just killed one of your teammates with it. |
| *Though striking a wielder of the Half-Zatoichi with your own will kill him instantly, you also suffer the risk of instant death if you're struck first. If you are unwilling to take a chance, let your teammates help, either by killing him themselves, or by distracting him so you can land a surprise blow. | | *Though striking a wielder of the Half-Zatoichi with your own will kill him instantly, you also suffer the risk of instant death if you're struck first. If you are unwilling to take a chance, let your teammates help, either by killing him themselves, or by distracting him so you can land a surprise blow. |
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Revision as of 21:48, 20 August 2011
The Soldier is a devastating, bulky predator who has an above average amount of health and is capable of effective attacks from any range. While slow on foot, the Soldier is known for his trademark rocket jumping ability which allows experienced players to quickly move around a map and reach high areas at a cost of self-inflicted damage. Generally, the best way to engage a Soldier is in an open area where you can avoid his rockets and counterattack. The Soldier is also disadvantaged when he has the lower ground in a battle, if he is forced to fire his rockets at uphill angles, it will limit and or eliminate his ability to deal splash damage depending on his opponents positioning. Keep in mind that the Soldier has a number of different loadout options that allow him to give offensive and defensive buffs to teammates, heal himself, and wield the most dangerous melee weapon in the game if his health is low enough.
General
Role
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- The Soldier is an all-around class with a dangerous primary weapon and few exploitable weaknesses. He is particularly strong when he takes the high ground.
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Health
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- The Soldier has the second largest amount of default health of all classes, and when overhealed, can be very difficult to take down.
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Speed
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Power
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- The rockets that Soldiers fire are highly damaging at close range, but are less powerful and can be dodged more easily as the distance between the two of you increases.
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Weapon Specific
A list of useful tidbits about the Soldier's tools, and how to counter them.
Primary Weapons
- Rockets, with the exception of those from the Direct Hit and Liberty Launcher, move slowly. Try to dodge them by strafing and jumping or use a Compression blast.
![Rocket Launcher](/w/images/thumb/f/fe/Item_icon_Rocket_Launcher.png/100px-Item_icon_Rocket_Launcher.png) Rocket Launcher
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- The Rocket Launcher is a very versatile and powerful weapon, but it can only hold four loaded rockets at a time. Watching the Soldier's actions and attacking when he has no rockets loaded can grant you an immense advantage.
- If you get too close, a Soldier can use his rockets to pop you into the air, where he can harm you more easily, either by firing a rocket where you land or by shooting you in mid-air with his Shotgun. A Scout's Double Jump can help him escape further damage, while a Heavy is harder to send skyward.
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![Direct Hit](/w/images/thumb/e/e7/Item_icon_Direct_Hit.png/100px-Item_icon_Direct_Hit.png) Direct Hit
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- The Direct Hit can one-hit-kill weaker classes at close range. Keep your distance, and try to fight at mid-to-long range where the Direct Hit's low splash damage radius becomes readily apparent.
- The Direct Hit's rockets are much faster than normal ones. Move quickly and take advantage of the minimized splash range.
- The Direct Hit deals more damage than the regular Rocket Launcher so be careful to try not to take a direct hit.
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![Black Box](/w/images/thumb/d/d2/Item_icon_Black_Box.png/100px-Item_icon_Black_Box.png) Black Box
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- Mobility is key, as the Black Box will grant the Soldier with 15+ health each time he hits you.
- The Soldier only has three shots granting you an immense advantage to attack while he's reloading.
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![Rocket Jumper](/w/images/thumb/5/53/Item_icon_Rocket_Jumper.png/100px-Item_icon_Rocket_Jumper.png) Rocket Jumper
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- Although there is practically no use for the Rocket Jumper in serious gameplay, the Soldier might use this to attack or secure higher positions easily, so tread carefully with a height advantage.
- A Soldier wielding a Rocket Jumper is more vulnerable to most projectiles, bullets and fire. Take advantage of that weakness.
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![Liberty Launcher](/w/images/thumb/2/24/Item_icon_Liberty_Launcher.png/100px-Item_icon_Liberty_Launcher.png) Liberty Launcher
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- The Liberty Launcher is very effective at close-to-mid range due to the rockets being 40% faster. Try to keep away from him and fight in long range combat.
- The Launcher only has three shots granting you the chance to attack while he's reloading.
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![Cow Mangler 5000](/w/images/thumb/4/46/Item_icon_Cow_Mangler_5000.png/100px-Item_icon_Cow_Mangler_5000.png) Cow Mangler 5000
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- The charge shot on the Cow Mangler 5000 deals mini-crits and sets its targets on fire, but it takes around 3 seconds to fully charge, and uses the entire clip. You can attempt to kill him as he charges, or you can wait for him to fire the shot, leaving him with no more shots to defend himself with.
- Charging the Cow Mangler 5000 forces the Soldier to move much more slowly for the duration. This gives you a great opportunity to Headshot, Backstab, or Charge him.
- The Cow Mangler 5000 has one extra shot compared to the regular Rocket Launcher, so keep your distance until he uses all five shots. Getting too close will allow the Soldier to knock you around with them (though being a Heavy provides some resistance to knockback).
- The Cow Mangler 5000 has a 5% slower reloading speed, so use this as an advantage, especially if the Soldier fired a charged shot with it.
- The Cow Mangler 5000 can never fire critical shots, even if crit boosted by the Kritzkrieg or by winning a round, so you need not worry about being struck by a crocket. The increased clip and special charged shot compensate for this, however.
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Secondary Weapons
![Shotgun](/w/images/thumb/5/5f/Item_icon_Shotgun.png/100px-Item_icon_Shotgun.png) Shotgun
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- The Shotgun is typically used when a Soldier does not want to use the Rocket Launcher, either because he is out of loaded rockets (or wishes to conserve them) or he is fighting a close-range target and does not want to take self-damage. Either way, he is more vulnerable to attack with the Shotgun out than when he wields any of his primary weapons (excluding his Rocket Jumper).
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![Gunboats](/w/images/thumb/0/0c/Item_icon_Gunboats.png/100px-Item_icon_Gunboats.png) Gunboats
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- Soldiers using the Gunboats often take the high ground. Prevent this from happening; on the ground, the Soldier is less effective without his Shotgun. Attack the Soldier vigorously, as he has no secondary weapon to aid him in combat.
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![Reserve Shooter](/w/images/thumb/3/34/Item_icon_Reserve_Shooter.png/100px-Item_icon_Reserve_Shooter.png) Reserve Shooter
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- The Reserve Shooter draws 15% faster than the standard Shotgun and mini-crits airborne targets for 3 seconds after switching to it. Try to stay on the ground for the duration, as even jumping will give him the bonus damage against you.
- The Reserve Shooter only holds 3 shots per clip, making him extra vulnerable to attack once he uses them all.
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![Mantreads](/w/images/thumb/6/6a/Item_icon_Mantreads.png/100px-Item_icon_Mantreads.png) Mantreads
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- The Mantreads deals 3x his fall damage when he falls onto a enemy, so maintain an even ground with him.
- The Mantreads reduces knockback. Try to avoid doing knockback kills such as: shooting him off a cliff, shooting him into a train, and launching him skyward.
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Banners
- Killing the Soldier using a banner buff will end the effect immediately.
- A buffed Soldier needs to stay within range of his team while buffed to benefit them the most, making splash damage and other attacks affecting multiple enemies, such as Jarate or the Flamethrower, incredibly effective.
- Soldiers will often make a quick retreat in search of their team when they have a full charge. If you see this happen, give chase.
- Soldiers using a banner lack a mid-range weapon. Stay close enough to ensure that they will take self-damage from rockets but far away enough to avoid the rockets.
![Buff Banner](/w/images/thumb/7/7c/Item_icon_Buff_Banner.png/100px-Item_icon_Buff_Banner.png) Buff Banner
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- The Mini-Crit buff has a short range, encouraging the enemy team to cluster. Use (critically-boosted) rockets, grenades, and stickies to quickly kill or break them up.
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![Battalion's Backup](/w/images/thumb/d/d8/Item_icon_Battalion%27s_Backup.png/100px-Item_icon_Battalion%27s_Backup.png) Battalion's Backup
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- This weapon will make Critical hits useless. Quickly eliminate the Soldier to ensure your Critical hits register.
- Since this builds up whenever a Soldier is hurt, focus your attention on any nearby health kits or resupply rooms. The Soldier could have attacked you in order to draw your fire and build up his buff.
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![Concheror](/w/images/thumb/7/7e/Item_icon_Concheror.png/100px-Item_icon_Concheror.png) Concheror
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- Mobility is the key here, as any enemy buffed with the Concheror will regain health when they damage you.
- A well-organised team should concentrate their fire on one target at a time, as any buffed enemy left to their own devices will quickly regain any health they have lost. The ideal target is, of course, the Soldier who created the buff.
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Melee Weapons
![Item icon Shovel.png](/w/images/thumb/7/73/Item_icon_Shovel.png/100px-Item_icon_Shovel.png)
Shovel / Frying Pan
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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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![Equalizer](/w/images/thumb/b/ba/Item_icon_Equalizer.png/100px-Item_icon_Equalizer.png) 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 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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![Pain Train](/w/images/thumb/4/4b/Item_icon_Pain_Train.png/100px-Item_icon_Pain_Train.png) 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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![Half-Zatoichi](/w/images/thumb/a/a9/Item_icon_Half-Zatoichi.png/100px-Item_icon_Half-Zatoichi.png) 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. Keep in mind that a Half-Zatoichi that has killed someone will be covered in blood, allowing him to switch to his other weapons.
- A Soldier who kills an enemy with his Half-Zatoichi will regain all his health, so be careful starting a fight with a Soldier who just killed one of your teammates with it.
- Though striking a wielder of the Half-Zatoichi with your own will kill him instantly, you also suffer the risk of instant death if you're struck first. If you are unwilling to take a chance, let your teammates help, either by killing him themselves, or by distracting him so you can land a surprise blow.
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![Market Gardener](/w/images/thumb/a/ac/Item_icon_Market_Gardener.png/100px-Item_icon_Market_Gardener.png) 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.
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![Disciplinary Action](/w/images/thumb/c/cf/Item_icon_Disciplinary_Action.png/100px-Item_icon_Disciplinary_Action.png) Disciplinary Action
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- The Disciplinary Action does 25% less damage to enemies, so use this as an advantage and try to pick him off. Of course, you will still have to worry about him scoring a random critical hit on you.
- When he hits an ally with this item, the Soldier gains a speed boost for several seconds, so try to avoid him in close combat, slaying him before he can reach you. When attacking him, make sure none of his teammates are nearby for him to strike; this may enable him a quick getaway.
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Class Set
The Tank Buster
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- A Soldier using the Tank Buster item set will be less vulnerable to Sentry Guns, but he can only fire three rockets before a reload, and lacks a Shotgun. If you can catch the Soldier before he reloads, you will have a major advantage over him.
- Because of this Class Set giving off a more defensive asset for the Soldier, try to not attack this type of Soldier on the enemy's territory since he would have the distinct terrain advantage.
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See also