Community Soldier strategy

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Revision as of 21:37, 27 January 2011 by HimitsuNoRyu (talk | contribs) (Weapon Specific)
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As the general purpose assault class of TF2, the Soldier is easy to pick up and play but difficult to master. The Soldier is capable of both long range and close quarters attacks, is quite accurate, and can often access places on various maps others cannot by Rocket Jumping. The Soldier is a solid "blast 'em everywhere" class, and experienced players can use him to assault or defend key strategic points with ruthless efficiency.

General

  • Rocket Jump to the tops of structures that are usually out of reach. Enemies are easily surprised by the unexpected angles you gain from above their heads. Don't forget that you can also take fall damage upon landing.
  • When shooting over long distances, try to lead your shots and fire a second rocket to where your target is likely to retreat. Doing this will greatly increase your chance of hitting enemies over long range. If the enemies are too far away you can attack them with your Shotgun, rather than wasting your rockets. This won't do much damage, but the Shotgun can be loaded far faster and the bullets travel to your target right away.
  • The Rocket Launcher reloads slower than many other weapons and it is unlikely that if you empty your entire clip that all four rockets will hit your target. For this reason, you should take your time in predicting your enemy's movements and fire one rocket at a time.
  • If you do empty your entire Rocket Launcher clip in a fight consider switching quickly to your Shotgun (if you know that it is loaded) rather than waiting for your rockets to reload. This will allow you to continue your attack uninterrupted, and may keep you alive long enough for you to retreat. If you become stuck in a one-on-one match with an enemy Soldier, switching to the Shotgun at the right time could be the difference between life and death.
  • Help your Medics out in areas where there is no fighting by damaging yourself with your rockets. Damaging yourself allows Medics to fill up their ÜberCharge faster. Be careful to watch your health, and as a general rule, don't allow your health to drop below half way, just in case you are rushed or ambushed by enemies. It should be noted that ÜberCharge automatically builds up at the fastest rate during Setup time on the PC version, so this strategy is only useful after the round has begun.
  • Changing the "cl_interp" command will alter how late rockets come out. Finding the right setting is useful for more precise aiming.
  • Falloff damage is calculated based on where the Soldier is when the rocket explodes, not where it was originally fired from. You can take advantage of this by rocket jumping toward large groups of enemies while firing down on them. This results in more damage than simply rocket jumping straight up and firing at them.

Weapon Specific

Rocket Launcher

Item icon Rocket Launcher.png

  • Always keep your Rocket Launcher loaded. With a maximum of four loaded shots for your primary weapon, it's best to always be prepared. There's a very helpful advanced options setting that will automatically reload whenever you're not shooting.
  • Since the rocket is a slow traveling projectile, aim ahead of the enemy's feet or at an adjacent wall. Again, activating auto-reload in the advanced multiplayer options menu may help you out, as the small clip size and slow reload of the Rocket Launcher may jeopardize your safety in some situations.
  • While reloading the Rocket Launcher, you are able to fire a newly loaded rocket before the reload animation actually finishes. Keep this in mind when spamming high-traffic chokepoints.
  • When fighting classes with little health, such as Scouts, Engineers and Spies, rather than using two rockets, fire one rocket then finish them off with your Shotgun. This will help you by keeping one extra rocket loaded, allowing you to continue your assault or defense with ease.
  • Try to juggle or bounce an enemy by shooting a rocket at their feet. By throwing them up in the air, you will be able to predict where they will land, and you can follow up with ease. Throwing enemies into the air often disorients them, and they often have trouble shooting back.
    • Juggled enemies can be airshot for extra damage. Shooting map geometry near juggled players works well too.
  • When trying to clear a control point or the Payload cart, rocket jump above your target area and fire downwards onto it. A key element of this is to reload on your way up, so that as you approach the peak of your jump you will have all four rockets loaded and ready to go. The high angle of attack will ensure you splash damage the entire area of the cart or control point, which can be very useful.
  • The Rocket Launcher is often a better choice for Soldiers acting as Medic buddies than the Direct Hit. The wider splash radius of the Rocket Launcher's rockets makes both protecting the Medic and attacking groups easier. It is also more effective than the Direct Hit if you are the recipient of a Kritzkrieg charge.
  • If you are firing a rocket at an enemy who is very close to you, jump and fire your rocket at their feet. Doing so will minimize the amount of damage you deal to yourself, while putting some distance between you and your opponent at the same time.
  • The Rocket Launcher has the most devastating Crits in the game. If you have any kind of Crit boost, immediately take the Rocket Launcher over any other weapon, as one crocket can take out multiple enemies with ease.
  • One of the most suitable tactics for this weapon is to fire all four rockets when in combat, and if your enemy tries to chase you when you run for cover, pull out your Shotgun and fire at them with it.

Direct Hit

Item icon Direct Hit.png

  • Having faster rockets than the standard Rocket Launcher, the Direct Hit requires a few adjustments to playing style.
  • At close range, aim directly at the enemy instead of at their feet, as the blast radius of the rockets is so small that players can actually jump over the explosion, and remain completely unharmed.
  • For Rocket Jumping, you have to jump much sooner than normal due to the faster speed of your rockets. Other than this, the speed, distance, and self-damage of both rocket launchers is virtually the same in terms of Rocket Jumping.
  • The Direct Hit is often more effective at defending high ground than attacking from it. Hitting targets from distance is more difficult when attacking from above than with the normal Rocket Launcher. Direct Hit Soldiers should concentrate on watching for rocket jumpers and Force-A-Nature Scouts while leaving Rocket Launcher Soldiers to do most of the attacking.
  • Jump down from high ground while shooting at opponents below you. Your enemy will fly upwards, and if you time your jump right, they will end up at your feet, allowing you to finish them off with a Mini-Crit.
  • The Direct Hit can destroy any Engineer building with two rockets, rather than the three required with the default Rocket Launcher. For this reason, if you need to destroy a Sentry Gun that is sitting out in the open, the Direct Hit may be a good loadout choice.
  • Direct Hit rockets are great for picking off unaware Engineers and Snipers if the angle of attack is right.
  • Despite the much smaller blast radius, the Direct Hit is still capable of juggling and bouncing enemies if used correctly. The knockback of the Direct Hit is significantly more powerful than the Rocket Launcher. Enemies can be sent so high that they hit the skybox, or sent flying across the map if the rocket is placed correctly. Against Chargin' Targe Demomen, this can be an effective way to negate their mobility and position them to be finished off with the Shotgun.
  • The blast radius for self-damage with the Direct Hit is almost the same as the self-damage radius of the Rocket Launcher. Take this into account when you are up against enemies at a close range.
  • Because this weapon Mini-Crits on enemies who are in mid-air, you can juggle enemies into the air and hit them again, or hit the people that are jumping.
  • The increased speed of the rocket can make it more difficult for a Pyro from the other team to deflect using the Airblast.
  • Thanks to the great amount of damage the weapon can deal, Direct Hit may be used to ambush on light classes, often achieving a kill just in one rocket.

Black Box

Item icon Black Box.png

  • The Black Box has a smaller clip, however, they restore 15hp on each hit. If you have lots of chances to reload, this can help you easily outlive your foes.
  • Keep in mind that due to smaller clip, the base reload (reloading the very first rocket into the clip) time penalty is more of a problem, so reload as often as possible.
  • The healing provided from the Black Box along with the defense boost from the Battalion's Back-up can make a Soldier very difficult to kill - even more so if using the complete Tank Buster set, due to the reduced sentry damage (assuming a sentry is helping).
  • The healing from the Black Box can help counter the 10% bullet vulnerability from the Pain Train, but remember that Sniper Rifle headshots can still kill you instantly. If facing an opponent constantly firing at you, fire back to keep yourself healed and try to outlast them.
  • The Black Box can be useful in Arena mode, or when there are no health packs or medics nearby, but remember not to engage in any fights in which you know you could easily die.
  • It does not matter how much damage you do with the Black Box for the 15 health points to be healed. Keep in mind that if you hit more than one enemy, you will be healed for 15 hp per enemy hit. Spamming some rockets into a group of enemies can heal you a considerable amount.
  • The Black Box can be used to Spy check as it will show you the +15 health bonus when hitting a cloaked or disguised Spy.
  • As the reduced clip size means more time spent reloading, if charging at a Sentry being healed or tanked, try to take out the Engineer behind it or a Dispenser. The time you would spend reloading is just long enough for an Engineer to easily repair his Sentry Gun, making your shots a waste of time, ammo, and possibly an ÜberCharge.
  • Try using the Gunboats with the Black Box. The reduced rocket jumping damage you take can be easily healed by a couple of long range rockets, allowing you to fire rockets at the apex of your jump and gain health upon landing should they hit. However, in 1v1 fights with powerful classes, not having a secondary weapon is a large disadvantage. Use with caution.
  • Whilst using The Black Box, it is useful to use the Shotgun extensively on close targets after having fired the 3 rockets. While in many cases it is very hard to outright kill medium range or even close targets with one barrage from The Black Box's meager 3 round clip, if you pull out the Shotgun at medium ranges you will finish them off in 2-3 hits and at close, or if your previous shots had been relatively accurate, only 1. This is much more speedy and efficient than reloading. The only downside to this is the inability to use the Buff Banner or Battalion's Backup as well as the fact that Medic/Soldier combos and Heavies have enough health that this tactic will be largely ineffectual.
  • Try to engage Heavies at a long distance. Not only will the Heavy only be able to inflict minimum damage to you due to the range, that damage should be healed instantly once he is hit with a rocket.
  • If you're low on health, you can still refill it by hitting enemy Scouts under the effect of Bonk!, though always keep an eye on your remaining rockets in order not to run out of them when Bonk!'s effect wears off.
  • Since the Black Box is designed to keep you alive and healed, it is not advised to use the Equalizer as your melee weapon. The suicidal tactics of the Equalizer don't couple well with the healing abilities of the Black Box, so using the Pain Train or your Shovel is recommended.

Rocket Jumper

Item icon Rocket Jumper.png

  • If you intend to use the Rocket Jumper in online play, you may want to bring your Shotgun since you won't have a primary weapon that can deal damage.
  • This weapon, despite being meant for training only, has uses outside of such simulations. It grants very good mobility to a player who is a good Rocket Jumper. No self-damage means you can rocket jump to your heart's content (assuming you can easily and quickly heal any fall damage inflicted), so use it whenever possible and for every situation you could benefit, Such as reaching the front lines faster, dodging, returning to resupply...
  • The Rocket Jumper is particularly effective when coupled with with the Pain Train or the Equalizer. Using the Pain Train turns you into a pseudo-Scout, with 2x capture rate and a Shotgun. Rocket jumping to attack at unexpected times will surprise most foes, and if you're below 100 health, you may want to switch to your Equalizer while flying towards your enemy.
  • If you are using the Equalizer, remember that you will only be able to damage yourself with fall damage. Therefore, it is less advisable to try ambushing people with the Equalizer unless you have already been damaged by the enemy.
  • Combined with the Equalizer, you can survive the Kamikaze taunt with the Rocket Jumper, leaving you free to attempt taunt kills as many times as you want. Try using it around corners to ambush oncoming foes. This works best in areas with low ceilings, as it allows you to get back on your feet quickly.
  • Surviving the Kamikaze jump also allows you to rocket jump straight up, giving you access to a jump higher than you could with a rocket jump.
  • Since the Rocket Jumper does no damage, you can shoot the rocket before hitting the ground after a high rocket jump to slow your speed and prevent fall damage.
  • This weapon is excellent for making a quick getaway. Do not forget about this in the heat of battle, as you may be able to escape and regroup.
  • The Rocket Jumper works very well when trying to capture the intelligence in CTF. Assuming there are no Sentry Guns locking down their Intelligence room, you will be able to rocket jump through the corridors of the enemy base and out of the other side with the intelligence in tow.
  • Use the Rocket Jumper to make enemy Pyros waste their ammo by reflecting your "fake rockets". Rockets from the Rocket Jumper that are reflected back will not damage you, but will show as Mini-Crits and knock you back. If this happens they may come in closer to finish you off, where you can easily survive their attacks, as you have more health than they think you have, and Shotgun them to death.
  • Since the Rocket Jumper is uncommon in online play, try to use the rockets to intimidate oncoming opponents. Nothing is less inviting than a wave of rockets hurtling towards you, and most enemies will fall back to avoid them. However, try not to hit any enemies with your rockets as they will quickly realize that you are bluffing.
  • Combined with the Pain Train, you can blast your way to mid-point at a much faster rate than your allies and be able to start the capture for your team. You can also make a hasty retreat, should the enemy think of the same thing and outnumber you.
  • The Rocket Jumper is the ideal weapon for countering sticky bomb traps. You'll take no damage from your jump, aside from fall damage, as well as avoiding the sticky trap. Another use for being the first one through the sticky trap is that it will clear the way for your team mates. Keep in mind that the Rocket Jumper only protects you from self-inflicted blast damage, so always rocket jump over sticky traps instead of just walking through them.
  • Successful rocket jumping requires the use of jumping, crouching, and shooting a rocket beneath you in one swift movement.

Shotgun

Item icon Shotgun.png

  • Don't be afraid to use the Shotgun at medium range. You should be able to take down any class, bar a Heavy (or maybe a Soldier) at medium range in a single clip. As a result, use it if people are moving erratically at medium range and are not getting hit by your rockets (such as circle strafing Pyros and Scouts).
  • The Shotgun is also more viable for targets that are far away or trying to retreat.
  • Pyros utilizing the Airblast (who would reflect your rockets back at you) should die or be greatly weakened with six shots before they get within Flamethrower distance. If they survive a full clip, you can take them out with a rocket as they close in.
  • The Shotgun is also useful against Demomen using the Chargin' Targe. The Targe does not stop bullets; still keep in mind that Demomen may charge at you, so be sure to deny the charge by juggling them when they charge.
  • You can use the Shotgun to destroy an enemy Demoman's stickies.
  • One direct rocket and one Shotgun shot is enough to kill light classes in almost all circumstances. Two rockets and one shell will usually kill Soldiers, assuming your rockets do not hit him directly. The number of rockets and shells required is different when using the Direct Hit, but the same principles still apply. You should try not to overkill your enemies as this wastes ammo that you may need later.
  • If you are using the Direct Hit, it is highly advisable to use the Shotgun rather than the Buff Banner or the Gunboats, as the Direct Hit builds up these bonuses slower due to the smaller blast radius. The Direct Hit is also less useful in close quarters, as its blast radius decrease will make it harder to kill your opponent, and the Shotgun is all around more useful.

Buff Banner

Item icon Buff Banner.png

  • The Buff Banner is a situation-dependent weapon and is most effective for organized teams conducting coordinated pushes.
  • Just like the Kritzkrieg, the Buff Banner is best when used with the Rocket Launcher. The wider blast radius will make it easier to build Rage and it also makes the Mini-Crit boost more effective.
  • Though it is better to use the Buff Banner when there are many teammates around, the Rage meter is not carried over between deaths, so use it before you lose it, even if you are alone.
  • When a friendly Medic ÜberCharges a teammate, contribute to the rampage by using the Buff Banner. Ensure the Medic is not carrying a Kritzkrieg as the effects do not stack.
  • Team up with a Medic with an ÜberCharge to maximize the length and utility of the Buff Banner, as its Mini-Crit effects will wear off if the Soldier dies.
  • Team up with a Medic with a Kritzkrieg at the start of a map for an early push to quickly build up an initial Buff Banner and then retreat to your team mates to deploy it. Lends itself well to the strategy described below.
  • Work with other Soldiers carrying the Buff Banner to build Rage faster by taking advantage of the other Soldier's Mini-Crits while the Buff Banner they carry is in use. In turn assist other Soldiers to fill their Rage meters by using your Buff Banner to give them Mini-Crits.
  • The area of effect for the Buff Banner is large and passes through walls and floors. Use the Buff Banner from a safe position that helps your team push objectives. For example, a Buff Banner Soldier can stand above the tunnel leading to the first point of Badwater Basin and give his team below the buff effect.
  • Unlike Crits, Mini-Crits are still subject to damage ramp-up. Always take into account how far away you and your team are from the objective in order to maximize its effectiveness.
  • If the Buff Banner is used next to an Engineer, his Sentry Gun will fire Mini-Crits no matter where it is on the map, even if it is nowhere near you or the Engineer. However, it is not recommended to waste a Buff Banner solely on a single Sentry Gun when it could be employed far more profitably on several teammates.
  • When a Soldier uses a Buff Banner, they instantly become a priority target for the enemy team, especially Snipers and Spies. Stand in the middle of your teammates, preferably behind a tall class such as the Heavy. This prevents Snipers from headshotting you from the front and Spies from backstabbing you from the back, while sharing the Buff Banner's effect field with as many teammates as possible.
  • Snipers with the Bushwacka equipped can be effective with the Buff Banner's boost, as their melee weapon does Critical hits instead of Mini-Crits.

Battalion's Backup

Item icon Battalion's Backup.png

  • The Battalion's Backup damage reduction multiplies with other damage modifiers, as opposed to adding.
  • The Battalion's Backup can act as a strong counter to its brother, the Buff Banner, in that it if you see a large attack coming from a enemy using the Buff Banner, the Battalion's Backup can be used to completely nullify its effects and protect your team from the push.
  • The Battalion's Backup can act as a strong offensive push when paired with its other Polycount set items, the Black Box and Grenadier's Softcap, especially for an area your team is locked out of due to Sentry Guns. Blow the horn and lead the pack in, and make short work of the sentry with your 20% sentry resistance (assuming you equip the full Tank Buster set) and 35% damage reduction from the Backup will turn a once locked down area into conquered ground. When combined the two resistances amount to 48% less damage taken, nearly doubling your effective health against Sentry Guns.
  • Since the Backup's Rage Meter is not dependent on the damage you do to the enemy, you can also use it in conjunction with the Direct Hit for an even bigger punch against Sentry Guns.
  • If your team is getting pushed back and has been badly hurt, it's always a good idea to jump into the firefight and rescue them using the Battalion's Backup. This could very easily save the lives of front-line troops. Remember, it's a team effort, and if your Battalion needs some Backup, then it's time to call in the cavalry.
  • Like the Buff Banner, the Battalion's Backup is situational and most effective when heavy damage is expected such as at a round start, a point being captured, or a danger zone.
  • The Battalion's Backup is best built in a situation where you can control the amount of damaged received, synergistic with a Medic trying to build an ÜberCharge going to front lines.
  • Nullify an opposing team's Kritzkrieg with the buff as soon as you see them charging in, ready to unleash it.
  • Kritzkrieg medics can benefit from the damage reduction the Battalion's Backup provides if you push in behind their ÜberCharge.
  • The Battalion's Backup is well paired with the Black Box, allowing you to take more damage (and thereby build more Rage) without dying.
  • The Backup is excellent for pushing into areas covered by Snipers. Headshots count as Critical hits and will be nullified by the Backup's buff (in addition to reducing the damage of the bodyshot too). The Heavies on your team in particular will appreciate this.
  • If you are on fire and are within reach of a resupply cabinet or Dispenser, assuming it's safe it might be worth letting the burn damage accumulate for a few more seconds to maximize the amount of Rage gained (especially if your meter is nearly full). Also, if you encounter an un-attended Sentry Gun, and a health source is near, consider doing the same thing.
  • Using the Battalion's Backup when the enemy captures the intelligence in CTF can halt their critical shots. This can help when being spawn camped and the enemy is taking your intelligence.
  • Equipping the Battalion's Backup with the Pain Train allows the Soldier to build up his Rage Meter quicker due to the extra 10% damage received from enemy bullets. This is a good combination when rushing together with teammates to capture a control point in a counter attack, due to the fast defensive buff obtained and increased point capturing speed. However, having the Battalion's Backup along with the Pain Train makes the Soldier a high priority target out in the open to be eliminated, so it is best to move along side teammates for cover or have a Medic overheal you as you prepare the defensive buff to capture the point.
  • Try to avoid rocket jumping into combat when you have the Battalion's Backup equipped. The self-damage you take will not be added to your Rage Meter and it makes you more susceptible to being killed before you can use it.
  • Drowning with the Battalion's Backup is a relatively safe way of filling the Rage Meter. Assuming a player starts with 200 health, drowning until achieving 23 health (about 48 seconds total time underwater, 36 seconds of which deal drowning damage) will completely fill the Rage Meter. Health will be fully restored about 32 seconds after surfacing as players "catch their breath." The overall time required to fill the Rage Meter and regain health without using medkits, a Dispenser, or the like totals to about 1 minute and 20 seconds.
  • One thing to take note of is that even after the patch to remove falling damage from contributing to rage, it is still possible to rocket jump straight up in a corner to accumulate Rage. This process can take a minute or two, though, so it is advised to attempt inside a building in the Start up phase, with the help of a Medic. You are able to kill two birds with one stone by filling up both your Rage Meter as well as your allied Medic's ÜberCharge much faster with all the damage he is healing. Note: Still working, as of Oct. 16, 2010
  • When playing in Egypt, it is possible to fill up your rage meter by standing on the fire in spawn.
  • When playing in Dustbowl as BLU (Stage 1, toward Point A), stand in front of your resupply cabinet to soak in damage to fill your Rage Meter while continuously getting your health restored. This enables you to use your Battalion's Backup very early with very little fear of dying. Do be mindful of Kritzkrieg-charged enemies on the outset though as they can often out-damage the lulls between when the resupply cabinet will restore your health completely or even deal over 200 damage instantly, rendering your resupply cabinet defense useless.
    • The strategy of soaking damage in choke point spam with a health source nearby can apply to almost any map this way.
  • Try to pair your Battalion´s Backup with a friendly Soldier´s Buff Banner. Using both will be very devastating.

Gunboats

Item icon Gunboats.png

  • Maximize your use of the Gunboats while wearing them. Rocket-jump to escape enemies or reach high ground as much as you can, as the Gunboats allow you to pick your battles and lose less health in doing so.
  • Due to the fact that you take 60% less damage from rocket jumps, it is best to travel long distances so you can get to a destination first.
  • Although you receive 60% less damage from rocket jumps, damage received from falling remains the same.
  • Your firepower is reduced without your Shotgun, so make the most of your rockets. When possible, rocket jump and fire three rockets down on your opponent, using splash damage to your advantage.
  • The Gunboats make using rocket jumping to get to a Medkit a more viable option.
  • One advantage provided by the Gunboats is the ability to utilize hit-and-run tactics easily. Rocket jump towards an enemy, fire two rockets, and use your last one to escape via another rocket jump. This may be particularly effective against lone Heavies who are unaware of your presence.
  • Since the damage received from falling remains the same, you receive less damage if you shoot another rocket at your feet before landing, although this requires practice and its practicality is questionable.
  • Do not use the Gunboats with the Rocket Jumper, as there is no blast damage to reduce, and leaves the player with only a melee weapon for damage.
  • Most players will use the Direct Hit with the Shotgun and the Rocket Launcher with the Gunboats. The logic behind this is that the Direct Hit's smaller blast radius will detract from the effectiveness of a rocket jump, particularly if you plan to rocket jump over your opponents a lot. The accuracy of this is disputed, but many players remember this advice.
  • Combining Black Box with gunboat may seems counter intuitive, but if one merely use it to reach a destination faster, such as toward a battlement, and planned to hold out as much as possible, such combination is viable — but you will need to have good aim to make up from the loss of one rocket.

Shovel / Frying Pan

Item icon Shovel.png Item icon Frying Pan.png

The Shovel is a reasonable choice when conserving ammo
  • The Shovel is a viable option for close-range enemies that you want to kill without injuring yourself with Rocket Launcher, or if you believe it will take too long to reload your Shotgun.
  • The Frying Pan is much louder than the Shovel, but is otherwise statistically identical. Use it for surprise attacks to disorient people.
  • Because you're slower than every other class except for the Heavy, running after someone is not a good choice with this weapon; it's only good if you're taking someone by surprise or the enemy you're fighting is moving in close up (such as Spies trying to backstab you).
  • The Equalizer is almost a complete upgrade over the Shovel. The Shovel only wins out when the Soldier is near full health, at which point the Shovel does twice as much damage. However, Soldiers rarely use melee except for when they are near death anyway. Since both weapons are used for the same situations, it is recommended that all Soldiers should use the Equalizer if they have it.
  • If you intend to be a Medic Buddy under the effects of a Medi Gun ÜberCharge, it may be worth taking the Shovel along. If you happen to run out of Ammo for both your Rocket Launcher and your Shotgun, get out your Shovel and do as much damage as possible as not to waste those precious remaining seconds of invulnerability!
  • Consider using the Shovel with the Black Box, as it heals you 15 health per hit, and the Equalizer relies on your health for damage (having equal damage as the Shovel at 121 health).

Equalizer

Item icon Equalizer.png

  • If you cannot rocket jump, you can reach the middle of 5-point push maps like Granary by damaging yourself to below 40 health, then running at nearly Scout speed to the middle. If you take no further damage after initially damaging yourself, a Medic can heal you at max-rate before you go in to fight at mid.
  • The Equalizer can be used as a tool of escape: The speed increase the Soldier receives is to the point that he can outrun most classes. If you think you are going to die in a fight, you can equip the Equalizer and retreat. In situations when you're on fire and you approach a friendly Medic, be sure to unequip the Equalizer so he can heal you.
  • Do not run into a fight alone with the Equalizer out. You should ONLY take out the Equalizer when at low health and you are already in the thick of an engagement. If there are more allies around than enemies, use the speed to run away for health packs. If there are more enemies around than allies, simply fight to the death. Even if you don't have the Equalizer out, your enemies will likely focus fire on you. Soldiers are usually primary targets. Usually, your only option is to make a last stand and take out as many enemies as possible.
  • The Equalizer prevents Medics from healing you when you have it in your hand. If you pull it out during an Über, you will break your ÜberCharge.
  • It is also important to note that you can carry Intelligence under the effects of the Equalizer. You may want to consider using it in a CTF match.
  • If you get into a melee fight with someone, it may be worth letting them hit you once if you are at high health, as otherwise the Equalizer's damage will be too little to be effective unless it Crits. This is especially useful against lower health classes, as their often average melee weapon strikes will wear you down enough to do serious damage with your strikes. However, it is also a risky strategy as they may also Crit, resulting in you losing a lot more health than you need to (and possible dying as a result).
  • Be careful who you pull out your Equalizer in front of. Usually, it equates to holding a large sign that says "I'm at low health, you should focus on shooting me!"

Kamikaze

Kamikaze

  • The Soldier's Equalizer kill-taunt is the third longest-range taunt in the game. When you perform this taunt, you will die. Any enemies that are adjacent to you, whether they be in front, behind or beside you will also die. It can be used in situations where you see multiple enemies heading your way and you know you won't be able to take them by yourself. In these situations you can hide behind a corner and start taunting. If timed correctly the enemies will run past the corner when you explode your grenade, causing you and all the enemies to be killed. However, it is an impractical and risky strategy for killing enemies and as such should not be considered a legitimate strategy when playing seriously. It can be effectively used for revenge after a match loss or avoiding humiliation.
  • You can survive the taunt if can be overhealed while performing it, however this requires a quick weapon switch to switch weapons as you start the taunt, or sliding right in front of a resupply cabinet to change away from the Equalizer. You can also survive the taunt when equipped with the Rocket Jumper, as the only damage you ever take is from the fall. However, you will be vulnerable since you will be stuck in midair and unable to use a different weapon for a second. Be sure to scan around you while in third-person to keep track of any immediate threats that will try to hit you in midair. Either rocket jump away or take care of nearby enemies with your Shotgun.
  • Wearing the Lumbricus Lid while taunting will play the "Hallelujah" sound clip roughly 1.5 seconds before the explosion, which may be long enough to warn nearby enemies to keep a safe distance away. If you are using the Kamikaze as a legitimate strategy, don't wear the Lumbricus Lid.

Pain Train

Item icon Pain Train.png

  • The Pain Train is an improvised weapon constructed from a railroad spike and a discarded wooden handle. It lets you capture points twice as fast, but leaves you more vulnerable to bullet weapons such as the Shotgun, Minigun, and Sniper Rifle.
  • Never equip the Pain Train on a CTF map or while defending in an attack/defend map. It grants absolutely no advantage in these situations, and still applies bullet vulnerability.
  • The Pain Train is a highly situational weapon. You may want to switch between the Pain Train and a different melee weapon in the middle of a round.
  • With the Pain Train, you do not have a good method of retreat like you would with the Equalizer, so be careful if you have to retreat from combat.
  • You should not equip the Pain Train if you are having trouble with Heavies and Scouts, as the increased bullet damage makes these already annoying enemies nearly impossible to beat in some situations.
  • For standard melee tactics, see the Shovel entry, as they both do the same damage and attack at the same rate.
  • The Pain Train is an effective tool for Back-capping, as it grants you the same capturing abilities as a Scout. As such, it is especially useful if you can rocket jump to enemy points prematurely, though the weakness to bullets may be a problem if a Scout, Heavy or Sentry Gun is guarding the point.

The Tank Buster

The Tank Buster Set

  • The 20% less damage from Sentry Guns you take while equipped with this pack make you a much more viable class to take down Sentry Guns (compensating for the reduced clip of the Black Box and so increased time destroying the Sentry Gun). As above, try to aim behind the Sentry to take out any Engineers trying to repair it or other buildings.
  • The loadout this pack requires makes you a much more support-based Soldier, working on destroying Sentry Guns or distracting them to allow your team to move on, or using the Battalion's Backup to soften any damage the enemy throws at you.
  • Using the Black Box, the Grenadier's Softcap and a Shotgun, without Battalion's Backup can be a smart disguise fooling people trying to catch you reloading your primary.
  • Remember that the Pain Train is a very useful tool for aiding your team in capturing points. If you want to capture a point away from your team quickly (such as backcapping), try to use the Battalion's Backup prior to capturing and keep firing rockets where enemy reinforcements will come from. The combination of improved damage resistance, health gain and x2 capturing speed will make your chances of success a lot higher.
  • Conversely, using the Equalizer may not be such a good idea, as your constant health restoration during fights and defense buffs will heavily reduce your Equalizer's effectiveness.
  • While the Tank Buster Set is mainly a support build and will have you focusing on using your Black Box, your melee weapon is also very important, the following are reasons how your melee weapon can benefit the Tank Buster pack.
  • The Shovel/Frying Pan is useful because it contains no negative effect and it allows you to receive healing while this weapon is out. You will not often find yourself out of rockets but you will need to account for those times and times when you are in tight areas and using your rockets is impractical. This weapon benefits from having Medic support.
  • The Pain Train is handy to have around when you're taking part in Payload, or capture the point for the increased capture rate, which will assist your teams speed, coupled with the defense granted by the Battalion's Backup. The negative effect, 10% increased vulnerability to bullet damage, is also useful in that in taking more damage, your rage meter on the Battalion's Backup will charge faster. This particular aspect can be helpful in any game type, but again most so in Payload and capture the point maps. This melee weapon greatly benefits from Medic support.
  • The Equalizer is the typically used Soldier melee weapon because most people find it to be a straight upgrade from the Shovel due to its increased attack power and speed when damaged. This exact feature plays upon the idea of the Tank Buster set in that taking more damage is a good thing. You can heal yourself, fill your rage meter, and when you're injured your melee attacks will gain power and your movement speed will increase. The negative aspect of not being able to receive Medic support while using this weapon can be dangerous. However, you can simply switch over to one of your other items to receive healing, it just removes the ability to receive instant help from a Medic, as you have to switch weapons. This weapon is great for solo play where support is not an option. The Equalizer is most useful in capture the flag and arena maps.

Engineer Buildings

  • The key to destroying Sentry Guns as a Soldier lies in your Rocket Launcher's ability to deal splash damage. By using splash damage, you can effectively damage a Sentry Gun from outside its range of fire and in some cases, without it being visible to you.
  • If an Engineer is persistently repairing the Sentry Gun, direct your fire to the ground surrounding the Engineer (or the wall behind him) to kill him, or attack his Dispenser.
  • Once the Sentry Gun is unattended or the Dispenser is down, it will only take a maximum of three well-aimed rockets to destroy it, or in the case of the Direct Hit two rockets will suffice.
  • Since the Engineer update, Engineers are now stationing their Sentry Guns out in the open and using the Wrangler, as they would normally fall victim to attackers outside its sensor range when in an open area. They are still vulnerable to long-range rocket attacks since the turret is now under manual control and cannot be as quickly reloaded and repaired. Pay attention to where the laser from the Sentry Gun is pointing, and then empty your rocket into the Sentry Gun from afar. This tactic works best during heavy fighting, when the Engineer is distracted. If the Engineer is also out in the open, consider him the higher priority target: the Engineer is easier to kill than a Wrangler-shielded Sentry Gun. Once dead, the Engineer's sentry will be disabled (but shielded) for 3 seconds, leaving it vulnerable.
  • It is possible to "edge" a sentry by shooting at it from around a corner where it cannot detect you, and damage it with your rockets' splash damage.

Rocket Jumping

There are many areas that can be accessed by rocket jumping which can help you to ambush your enemies and take them by surprise. Some examples of these areas are:

  • The roof of Point B on CP_GravelPit.
  • Over the metal barrier guarding the Sniper roost in CTF_2Fort. It is also possible to stand on the metal barrier, which serves as a good hiding place as few people look upwards while exiting the battlements.
  • Through the hole in a metal grate right after the entrance doors in CTF_2Fort. This leaves you to the left of the spiral staircase, perfect for reaching the enemy Intelligence. However, the adjacent room is also home to one of the enemy spawn points. Also of note, Engineers love to place Dispensers at the staircase entrance to halt your advance.
  • Over the box cars in CP_Well (this is even possible before the round starts).
  • From the raised area at point C on CP_GravelPit (the top of the two large ramps) to about three quarters of the way up the tower.
  • Also on Hydro, but on the part of the map with the pair of ledges (connecting the dish and the base). From the base side, headed to the dish, there is a big rock formation separating the two paths. You can get on top of the rock and shoot down on enemies. This is a classic example of where people just don't tend to look.
  • A quick way onto the roof of the house in Harvest; can also be used to gain access to the roof of the control point in Harvest.

Map Specific

2Fort

  • With some precise aiming, you can actually rocket jump clear across the water by backpedaling off the edge while jumping, and then performing a crouch rocket jump. Using this method, you can quickly perform a second rocket jump to reach the enemy battlements while still having approximately half of your health left.
  • Use the tight corners indoors and in the sewers to fire rockets around corners by quickly darting out just as your rocket is going to fire, and then back behind cover. This will allow you to hit your enemies while avoiding their fire.
  • While you are carrying the Intelligence, remember that rocket jumping can help you to reach your own base faster, and avoid enemy fire. For example, you can rocket jump up through the gate at the entrance of your base, or up onto your own battlements.

Badwater Basin

  • The ridges of the first area provide a large area of cover for both BLU and RED players with areas of high ground making rocket jumping especially useful.
  • Defensive Soldiers can stand on the rocks and fire rockets into the BLU spawn, but this can leave you open to enemy Snipers.
  • The cliff's rock formations make ideal places to rocket jump into for both teams, this allows BLU Soldiers to push into the middle of the area under cover and RED Soldiers to escape should they jump up from the tunnel's entrance.
  • On defense this area lets you roam freely and ambush enemies, on Offense it is worth noting the Sentry Guns that could be put up behind the upper left cliffs or the rocks on the right..
  • By firing rockets down the tunnel, you can prevent enemies from blocking the way, and splash damage Sentry Guns and Spies hiding around the tunnel's corners.
  • Both attacking and defending. BLU Soldiers can use the back courtyard to rocket jump to the roof to take down Engineer buildings from behind the air ducts. Once the roof is clear, you can fire rockets down on the enemy team until the point is captured and their spawn shortcut is lost.
  • For the defending team, you can rocket jump across the main sniping area and onto the roof bypassing the stairs and ambushing any BLU players, falling back down if you need to clear the cart. The rear buildings around the courtyard may also have Engineers setting up in them, so you can rocket jump onto the balcony and splash the BLU teleports or Sentry Guns. Watch out for Scouts in the courtyard and jump up to the roof if you need to take a breather or escape.
  • The third point is difficult for BLU Soldiers to attack because there will often be a Sentry Gun next to the health and ammo kits in the gully, making rocket jumping across to the left building hard without losing health or being spotted. From a distance, the Direct Hit can be used to destroy Sentry Guns, such as on the left balcony or peeking around the corners next to the point.
  • RED Soldiers will have a much easier time at the third point, being able to use rockets to deny enemies the chance to go through the chokepoints (the corner coming out of the upper house, the right corridor and the bottom of the slope) and jump to the upper walkways should an enemy Über or rush come with the cart. Try not to push too far out if you can help it, as BLU Snipers may be able to snipe you from the second point's roof area.
  • The last point is a great place for the Direct Hit on either team, as it lets BLU Soldiers take out any Sentry Guns under the overhangs quickly, and prevents enemy Soldiers and Demomen jumping up to stop you if you can airshot effectively.
  • The normal Rocket Launcher can keep clear of Spies and other enemies, and also hit Sentry Guns around corners via splash damage.
  • On attack, if the cart only needs a tiny push to win the game, it may be worth rocket jumping and landing on the cart to reset the rollback countdown and possibly win the game, whether or not you survive.
  • On defense in a brief lull after a push, you can also rocket jump onto the lip of the roof above the third point area to take out enemy Medics or warn teammates of incoming Spies.

Dustbowl

  • Stage 1
    • Defending the first control point of stage one can be easy as a Soldier due to the large ammo and health supplies in the vicinity. Standing on the raised area surrounding the point will allow you to damage multiple attackers at once and also keep you away from Pyros.
    • When attacking the first point of stage one, a good way to take down enemy Sentry Guns is to exit your spawn via the right side of the mines. This way, you can out range the Sentry Guns that are often placed near the windows of the control point house.
    • While defending the second control point, you can rocket jump up into the mines that are to the right of the point. This can be a good way to surprise enemies and kill Medics building ÜberCharge. You should, however, be wary of Sentry Guns and sticky bombs that may be in place to stop you.
  • Stage 2
    • If you are defending the first point, stand on top of the house closest to the BLU spawn and fire rockets downwards. This shuts down enemy Soldiers and Pyros, they will have difficulty killing you due to your height advantage. There is also a large supply of health and ammo nearby.
    • You can reach the first control point from the trench outside of your spawn with two well placed rocket jumps. If a Medic overheals you you can potentially reach the point with full health in less than three seconds, allowing you apply pressure on the enemy very quickly.
  • Stage 3
    • Similar to attacking the first point of Stage 2, you can reach the control point with a single rocket jump. A well timed rocket jump will allow you to pass Sentry Guns while still taking minimal damage.
    • When attacking the second control point, you can rocket jump up from the valley near the RED spawn to flank your enemies. Conversely, if you are defending this point, you should be watchful of Soldiers and Demomen who are attempting this themselves, as well as Spies and Medics pushing in an ÜberCharge.

Freight

Control point 3 
  • Mid fight
    • Soldiers can exploit a lot of height advantage at this control point. The two roofs on the buildings around the point can be utilized by the Soldier to cover the point. A small health is also located on both roofs making the Soldier less reliant on the team's Medic.
    • Defensive minded Soldiers during the initial mid-fight should look to cover the main flank left of the point. This route is popular with Scouts and Pyros. The Soldier's ability to rocket jump makes him a very able class to defend this flank quickly and effectively.
    • Hurt enemies will often retreat for medium Health Packs. Try to kill them or rocket jump onto the item, taking it and finishing the victim(s) off.
  • Attacking
    • Pushing out from second onto mid, Soldiers should be with the main group watching the immediate flanks whilst the likes of the Heavies and Demos worry about the resistance in front of the pack. If the team has successfully pushed the enemy back and is capping mid, the Soldier should push forward and hassle any enemies looking to block the point.
    • An alternative push would see the Soldier immediately push up regardless of how the team is doing cap wise and try and flank them through the stairs on either the left, via rocket jump, or to the right at mid. He should look to get a pick on the team's Medics and Snipers, making any push onto mid a lot easier. And even if the push fails, if the Medic goes down, it should delay any push onto the second point; allowing the team to regroup and push again.
  • Defending
    • A Soldier can be at a number of places defending mid. The first should be the door to the right, as it is a much short corridor and also he can see the whole room down to the bottom unlike the left door. Enemies will be looking to flank from this door as well as Soldiers should keep their eyes peeled.
    • A second area for a Soldier to cover is in water. Here is a very popular place for Spies to slip by undetected. Other, heavier classes may try this route as well, but so long as the Soldier informs his team of the incoming flank the team should have little problem addressing it.
Control point 2/4 
  • Attacking
    • A popular route for Soldiers attacking this point is the balcony overlooking the point, this is accessed from the left entrance of yard and through the "water room", the room with the chute into the water which leads back into yard. The balcony can provide an excellent spamming position when the team is pushing onto the point. Further down the balcony is a small room, there maybe some resistance in here but the stairway within this room leads down to a small area commonly holding the defensive line making it a perfect flanking route.
  • Defending
    • Defensive Soldiers should try and hold the water room, possibly with the aid of a Demoman. Giving up the balcony can mean giving up the point as it is much easier to defend this point with the balcony and water room secure. Falling back from water room, try and hold the stairs discussed beforehand as some enemy players may try and push for a quick flank on the rest of your team.
Control point 1/5 
  • Attacking
    • Soldiers should opt straight for the main doors through to final when attacking because of the short distance to the point, being wary of sticky traps is required before going through this door.
    • The middle, and lowest, entrance to the point is the second option for the Soldier, although he should try and rocket jump as walking up to the point will make him Sniper fodder.
    • The entrance furthest left is perhaps the least used option for Soldiers wishing to attack mainly because enemy Snipers will usually watch this entrance because Snipers attacking the final cap will use this area. Soldiers around here are not unheard of, however, as they can make solid defenders for Snipers and also counter and block and potential flanks from Scouts and Spies.
  • Defending
    • The primary location for a Soldier should be near the main door to the left of the point as this will be where any large pushes will be. Alternatively he can stand behind the corrugated sheets to the right and use as a potential ambush spot.
    • Soldiers looking to help their teams push out onto the second cap should look to the right entrance, commonly there will be low HP classes such as Snipers and Scouts around here to provide little resistance. Soldiers may choose to either hold station here and provide an easier time for his Snipers knowing there is potentially one less spot for them to worry about or they can continue along a small corridor which overlooks the hallway down to the middle entrance to last - at the end should be a small platform which looks over the second control point; opposite balcony. Here Soldiers can happily spam any defenders on the point. A small health kit is immediately behind him in cover.

Gorge

Attack

  • Attacking the first area of Gorge is well suited to a Soldier, as the various pieces of high ground such as the right hut or the central containers will let you rain rockets down on the RED team and provide health and ammo for you should you need it (though be careful of enemy Soldiers and Demomen on the containers, especially if they are packing the Direct Hit).
  • When choosing which spawn door to come out of, fire your rockets to make it seem like you are going to go through that door anyway. Even if you do not, it will distract the enemy team from where you are truly coming out of the spawn.
  • If you are coming out of the right entrance, you can rocketjump over the hut and wall to drop down behind the RED team and surprise them (or alternatively, jump again to reach the main gorge area).
  • If there are any Sentry Guns set up, they will likely be in the top left windows. In the event of this, use the Direct Hit or normal long range rockets to take it down.
  • The interior of the building connecting the first yard and the main point/gorge area has multiple exits, allowing you to pick whichever angle you like to advance from. That said, it is not recommended to jump directly for the point as there will usually be at least one Sentry Gun to knock you away or kill you.
  • The far left side allows you to access the RED defenses from the left and look directly into their right garage door from a distance. The long range you will be from their Sentry Guns will allow you to bombard them with rockets for a simple but effective surprise, and once you are done with that you could sneak up the stairs and behind their lines (to take them from behind or even preemptively approach the final point). Be cautious of this no matter how tempting it sounds, however, because there will be at least one or two people hiding in the left building to block your way so only go into the building this way if you have backup.
  • When moving along the far left of the gorge point area, make sure to move erratically and even rocketjump across if you can see enemy Snipers in the right doors trained on you.
  • If you are low on health and need a quick boost, there is a Medium health kit underneath the bridge. This is only readily accessible when there are no Sentry Guns though, as they will cut you off otherwise.
  • When capturing the point, fire rockets continuously at the right garage door when you can see enemies repeatedly opening and closing it. This will act as a deterrent, letting your team capture the point and move on.
  • The corridors and rooms between the first and last points can be very good for Soldiers with the Buff Banner as the tight spaces make building a rage with the normal Rocket Launcher incredibly easy via using splash damage off walls and around corners. This will come in handy at the last point, as every little helps in the final big push.
  • The raised walkways in the corridors are good for the normal rockets too as they are so narrow that any enemy you fire at will be inevitably splashed to some degree. You can use these walkways to escape from RED charges into your ranks and find health relatively easily to counteract the self damage (though this is practically nullified when using the Gunboats.
  • The last point is very open, and though it may seem tempting to use the Direct Hit on the Snipers at the back do not, as it will give away your position for when you are trying to destroy more important targets such as Sentry Guns and charged Medics.
  • There are only a few ways to access the last point, namely the main door, the left corridor and the upper walkways. The upper walkways are much more noticeable to the enemy team and they can see you coming through the glass windows, but this way is unique in that it's the only way in which you can successfully damage defenses put under the overhang next to the point. Use this to your advantage by periodically returning there to take out any defenses that are being/have been built, and also to kill any Soldiers or Demomen who came up to deny you the walkway.
  • When capturing the point, you can rocketjump up the middle wall to the left RED spawn door, holding them in as necessary. This works even better if you arrange to have another Soldier or heavy class stand on the opposite door, and can win the game for your team by buying those few crucial seconds.

Defense

  • When defending the first yard, use rocket jumps as a primary means of getting from one place to another. This is because the high ground gives you an enormous advantage (being able to reach and see into the enemy spawns from it at times) and staying moving will make you a much more difficult target for the BLU team (it may be worth equipping the Gunboats for this, though some of the damage will be canceled out by friendly Medics or health kits).
  • If you are Ubercharged or Kritzkrieged, try to stand at the edge of the middle BLU spawn door and look to the left into the spawn. You will be able to see some of the area within their spawn, and with a few well placed critical rockets doing major splash damage you can waste even more of the enemy's time, perhaps even forcing them to build new Ubers.
  • When the BLU team are pushing in through the left spawn door, try rocketjumping directly over the left wall to surprise them enough so you can take out at least one or two of them. This may be a risky move, but it will benefit your team in the long run.
  • The top right room is a good place to fire rockets from as it has plenty of health and ammo for resupplying and is a relatively safe haven from directly attacking classes like Pyros or Scouts. However, be warned of enemy Soldiers jumping up to take the room for themselves, and Snipers hiding near their left spawn door aiming through the windows. This room can also be used as a means of hiding behind the BLU team when they push into the main gorge point area, but the BLU team might have the same idea for building charges in and holding their ground.
  • At the main gorge area, you can simply rocket jump over the point and onto the future BLU forward spawn to secure some sneaky high ground. It will also be difficult for BLU Soldiers and Demomen to get up there, as it is out in the open and easily aimed at by your teammates.
  • If the BLU team congregates on the point and it looks uncertain as to whether your team will keep it, fire some rockets of either variety at the crowd of people as you are very likely to hit someone. This will not only damage/kill enemies efficiently but also can build a rage meter in no time at all, for a perfect counter charge.
  • When pushing back into the corridors between the last and first points, do not forget to look above you at the numerous walkways to check for any hiding threats to the charge like a charged Medic or a Spy. Conversely, you can jump up to these walkways (including at the last point's top right one) to take the enemy by surprise.
  • If you yourself can successfully advance to the BLU spawn (usually the forward one), be sure to take out their Teleporters. The chances are that the Engineer will not die for quite a while with such a good setup, and he cannot get back up to his spawn to build a new Teleporter entrance.
  • The last point can be attacked from a number of different entrances by the BLU team, but all of them more toward the right side of the point area. For this reason, use the left side to Scout out any enemies entering from either of the entrances, and then run through your spawn around the right or under the canopies across the middle so you can attack/rocketjump up without being seen by the BLU team prior to their push.
  • If the BLU team are capturing the point, you can go out of the right spawn door to appear above the point and fire rockets directly down onto the capturing enemies. This can be dangerous and unpredictable though, as at this point there may be somebody outside your right spawn anticipating your attack, or a Sniper aiming at the middle to prevent the point being blocked.
  • If the enemy are rushing in through your side of the point area and you need to escape, simply jump across to the other side of the point or up to the middle and into the right spawn door. This is easy enough, as the ceiling of this area is high enough to let you make full, non-horizontal jumps.

Granary

  • You can rocket jump onto the top of box cars surrounding the middle point, to gain a height advantage.
  • Lure enemies inside buildings and near doorways, as your rockets are more useful in confined spaces. You are more vulnerable in the open spaces between control points, try to limit the time you spend outdoors.
  • Attacking the second control point easy from the far left entrance (the one that leads to the upper area). Not only does it allow you fire rockets down upon the defenders below, it also allows you to destroy Sentry Guns. Attacking via this path also grants easy access to the enemy's first point.

Gravel Pit

  • Use the roof of Point B to your advantage. It is a great place for Soldiers, you can watch over the point as well as the paths leading from the enemy spawn. If you are on the roof, be wary of enemy Snipers, Demomen and Soldiers.
  • You can rocket jump onto the roofs of the small huts surrounding Point A for a height advantage, and a clear view of all incoming attackers.
  • When defending or attacking Point C, you can reach the peak of the tower with a rocket jump by jumping onto the roof of the small house that is in front of the point. This allows you to either quickly attack, or quickly defend the point, depending on what team you are on.

Hydro

  • Ambush techniques work well as there are different paths that you can take, most of which end at a choke point. Many of these routes have potential for Soldiers to rocket jump to, taking the enemy by surprise.
  • Hydro is very prone to 'camp wars' wherein both teams will play very defensively, and guard their own team's Control Point. Firing rockets at choke points and firing around corners may help your team eliminate defensive players such as Engineers and Snipers.
  • The vents are your friends, as you can often use them to drop down behind enemy lines while avoiding most head-on confrontations. When traveling in the vents, be careful not to kill yourself when firing rockets in such close quarters.
  • The control points in Hydro have a very short capture time, and because of this, killing enemies who are on the point may not be the most effective way to defend it. Try to aim rockets at your enemies' feet, so as to launch them off of the control point. Once the risk of capture has been removed, you can then finish them off with your Rocket Launcher or Shotgun as necessary.

Junction

  • It is worth noting that for both teams, rocket jumping is very limited in its usefulness on this map as a lot of the larger areas have ceilings to cut you off at the apex of your jump. If you can horizontally rocket jump though, it can be used for quick crossing of the larger areas and corridors.
Attack
  • When attacking the area at A, try to go through the right doorway or even through one of the areas behind the point, as the bottom left one will be at the mercy of Pyros waiting to ambush you and Demomen firing Grenades down there. However, if you are sure it is clear the stairway can be used to attack any Sentry Guns positioned on the point itself.
  • The tight spaces of this map make the normal Rocket Launcher your best bet, as you can take advantage of the large amount of splash. It may also be worth using the Buff Banner, as it is for this same reason that you can build up a rage very quickly (and the absence of rocket jumps makes the Gunboats somewhat impractical).
  • Point B is a lot harder to access as both of the spawn doors are in relatively easy to access places for the RED team, meaning that a sticky trap or Kritzkrieg waiting is likely. The door on the far left that comes from A isn't much better either for solo attempts, as it is underneath a ledge that enemies can easily fire down at you from, but if your team charges from multiple exits OR you know that there are no traps waiting, you can move towards and between the crate stacks to stay in cover.
  • If RED team members are standing on the point in the small room (viewable through the windows), edge around the corner on the right side and fire normal rockets in to deal major damage to anybody standing there. That said, be careful of any Pyros trying to airblast your rockets, as the tight space makes it even riskier thanks to the Mini-Crits they get when reflecting.
  • As your team captures B, look through the door towards C occasionally to stop RED pushes from storming in and retaking the point/stopping the capture. If you want to maintain an element of surprise, stand in the corridor to the left between B and C and ambush enemies as they rush towards the B area, being careful not to move too close to the C point as you will be spotted through the windows.
  • In the corridor between A and B is the entrance to a very small corridor that goes directly to C. This area can be used as another entrance out of the many to C, and also you can reach the A point halfway through it, coming out on the same level as the point itself. Keep this in mind if you need to flank enemy Sentry Guns or even as a place to jump and escape to if RED push back onto A.
  • Point C is very difficult to attack directly as it has a lot of cramped entrances (being easy for the RED team to chase you into or set traps around) and is small enough to allow Sentry Guns to detect anybody coming through any one of these entrances. Therefore, try to push in with your team when there is an ÜberCharge ready, or when teammates are pushing through other entrances simultaneously.
  • If you can find an angle to look at a Sentry Gun while being outside its range, use the Direct Hit to destroy it. This is important on point C as Engineers can tank their Sentry Guns very easily due to the confined spaces making Spies difficult to use effectively. Otherwise, try to take them down while the Engineer goes for metal, and convey to your team when it's safe to push in.
  • When capturing the point, stand on the side nearer the enemy spawn, as the tight room the point is in is very susceptible to splash damage and Pyros. By standing on the near side, you will be somewhat out of the range of any projectile spam being fired from their spawn due to the angle, and hopefully be able to capture the point via your survival.
Defense
  • Defending this map will be especially easy if you can have a friendly Medic build up a Kritzkrieg ready in case you need a quick solution to stop a point being captured. The very small space in which the enemy team can stand to capture points makes any critical rockets even more deadly than before, and in the confined space and with the element of surprise it is unlikely a Pyro will be able to successfully reflect your rockets.
  • The spawn doors of the BLU team are visible from the A and B points if you stand directly on them. This is useful as you can spot and call out any BLU charges, and jump down from the high ground to get behind them when they come up the stairs at either point.
  • At point A, try to stay out of sight and wait for the enemies to come to you, as the wide open area at the front is a poor place to take enemies on in comparison to the narrow stairwells. Alternatively, stand on the left ledge across from the point and fire rockets at the BLU team as they congregate on the point itself.
  • Do not try to ambush BLU players as they come out of spawn, as they have control of the doors and can easily retreat should they feel in over their head. Instead, wait until they have advanced to a distance where they cannot retreat easily, then strike.
  • Standing on the A point and shooting down onto incoming BLU players is a bad idea as Pyros can easily reflect your rockets at that distance and you may be sniped from the lower spawn.
  • At B, try keep yourself hidden or in the halls between B and C when you anticipate a BLU push coming in, and push back towards the point or the spawn doors to suppress anybody you meet and stop reinforcements to those that have reached the point. Once again though, do not fire rockets directly at the spawn doors as they can be easily reflected. Watch out on the right corridor also, as if A has been captured it is the most direct route to B.
  • When defending C, only push out when you have adequate support or a charge to survive with. Otherwise, you are very likely to be killed with any sticky traps that the BLU team have laid to secure their front lines. You can also jump into the windows in the center, to take them from the sides at B.
  • You can also go through the path from C to the A-B corridor, to get behind enemies coming from either side. Be careful though as you will likely pass by their spawn doors, allowing them to warn their teammates and box you in if you're not cautious.
  • If the BLU team are attempting a rush on the point and have a few players on the point itself, fire normal rockets directly through the doorways as the splash will do major damage to a likely already damaged group. With a few rockets you will be able to kill off any players inside, saving the point and preventing the BLU victory.

Pipeline

  • This map, like an average Payload map, relies on people pushing the cart to victory and trying to deter the enemy from pushing theirs. The Buff Banner is especially effective here because of this, as it will motivate your team to push the cart and also make them a lot more likely to win in the initial push past the enemy cart.
  • The map is also vertically open enough to facilitate rocket jumping wherever you go, so if you wish to cover ground fast but not have to rely on health kits, use the Gunboats.
  • Because of the open space of the map and also its suitability for airblasting Pyros (thanks to the long, wide and level corridors), try using the Direct Hit when going solo. This will give you a much higher success rate when dueling enemy Soldiers jumping to meet you, and also be too fast for most Pyros to easily reflect at close to mid range.

Section 1

  • The balconies from either team's side that overlook the enemy spawn area are ideal for rocket jumping up to in case you need to deny them a path of attack or Sniper unaware enemies with long range rockets. That said, be sure to drop down to a safe area if too many enemies come through the one way gate at once.
  • The ledges that overlook the control points are also great for Soldiers, as you can rain rockets down on players leaving the spawn and jump down with a Buff Banner when your team is present. If the enemy team is trying to harass you like this, simply jump up there to stop them.
  • The aforementioned ledges can also be used to push the cart onto the point if the enemy team are not looking. To do this, simply wait for the safest moment then drop onto the cart for a quiet yet sudden win.

Section 2

  • This area's different paths are suited for different rocket launchers; the main corridor is good for the normal Rocket Launcher as the corners and blind spots of the enemy team can be bombarded with splash damage as a good rage meter builder/deterrent, and the rear corridors are good for the Direct Hit as you can access the enemy's area and use the high ground to your advantage (this is also where enemy Soldiers and Demomen jump up to stop you the most).
  • When firing rockets down the main corridor with the cart tracks, take not of any enemy Pyros waiting to reflect your rockets. This is likely the easiest area in the whole map for reflection, and as such they can aim your rockets right back at your team and abuse your splash damage with ease (this is especially dangerous if you have used a Kritzkrieg, as the reflected critical rockets may do considerable damage to anyone hiding near the cart),
  • If the enemy team has taken the main corridor's alcove, use the normal Rocket Launcher's splash damage to destroy any Sentry Guns set up around the numerous corners or pillars. The bunched up enemies will also take a large amount of damage, possibly killing them (thus making it easier for your team to retake the area) or building up a rage meter for the Buff Banner sufficiently.
  • If you can see Sentry Guns around the enemy's main area from the higher ground around their spawn (having come from behind) use the Direct Hit to suddenly and carefully destroy them (only 2 rockets are needed and they travel at a higher speed, making it all the more sudden for the enemy team).

Section 3

  • The high ledge areas up the ramps are good places to rocket jump up to, as you can fire your rockets down at the enemy cart as they try to push it and also stop enemies coming out of their far spawn door on the middle level.
  • The rocks that separate the lowest level where the carts start out will act as good cover from the enemy team initially. However, take this opportunity away from them by rocket jumping over and killing any hiding or unsuspecting players that might be looking elsewhere (do not do this too much though, as the enemy will know you are coming and lie in wait to counter your efforts).
  • Jump over to the enemy Sniper deck if their Snipers are becoming a problem for your team. If you jump from their blind spot (to the direct side of the deck or from the ground level) they won't see you coming, allowing you to dispatch them quickly and easily.
  • When trying to stop the enemy team pushing their cart, hide on the roof above their lowest spawn door, in the corner closest to the wall next to where the carts begin. This will let you fire directly down onto anybody on either side of the cart, and regardless of whether you are killed stall the enemy team long enough for your team to have an opportunity to push your cart.
  • If a friendly Engineer or other teammates decide to set up a defense at the top of the ramps, guard them well as the enemy team will be unable to push the cart onto the uppermost level until they are taken care of. Conversely, if you see the enemy team setting up use the Direct Hit to snipe them and destroy any Sentry Guns they may be building (this may require the help of a friendly Sniper, Soldier or Demoman if the Engineer is constantly repairing his Sentry Gun).

Well

  • You can Rocket Jump over trains and box cars, allowing you to flank enemies and take them by surprise.
  • The water exit from your base to the middle point is a great way to get behind your enemy if they have forward Sentry Guns up. Also, using this path during Sudden Death can be very effective, as you will often come up behind your enemies.
  • You can rocket jump from the first floor of your first point up to the surrounding balcony of the second floor. This is a good way to get to the upper levels of your base quickly, if enemies are making a push from the top of your base.
  • You can use your rockets' splash radius to damage enemies who are in the Sniper balconies by shooting directly upwards. This way, you can injure or kill them without entering their field of view at any time.
  • Standing on top of the box cars will give you a significant advantage over your enemies (especially other Soldiers) by making it easier for your rockets to inflict splash damage, and also giving you the element of surprise. When you are on the box cars, be very wary of enemy Snipers.
  • You can rocket jump into the rafters in the first point room. Doing so will help you to hide from your enemies and ambush them from an unexpected angle.

See also

External links