Soldier weapons (competitive)
The community competitive scene changes frequently. Some or all info may be outdated.
The Soldier is a class that is highly dependent on his primary weapon. The primary weapons available are unique to the Soldier, and allow him to accomplish many things, including Rocket Jumping to obtain a height advantage and juggling enemies. The Soldier's secondary and melee weapons grant him additional abilities, but the focus is usually on the Rocket Launcher, Black Box, or the Direct Hit.
Primary Weapon
The Soldier’s versatility is built into his Rocket Launcher. Important uses of the Rocket Launcher include rocket jumping, spam, and aerials. Übercharged players can still be juggled with the knockback from rockets, although they will take no damage.
Rocket Launcher
The stock Rocket Launcher is useful for dealing large quantities of damage to a variety of enemies. It deals great splash damage, which allows the Soldier to hit Scouts, but it also can be aimed at specific enemies to deal greater damage. It serves as the best for rocket jumping, which is the main tactic in the Soldier arsenal. Although it cannot finish off targets in one shot, it deals impressive damage when crit-boosted, making the Soldier a good target for a Kritzkrieg Übercharge.
The Original has the same stats as the Rocket Launcher, but shoots its rockets from the center of the player's screen instead of from slightly to the side. The Black Box has the same stats as the Rocket Launcher, but grants 15 additional health on hit, and holds only up to 3 rockets in the chamber. The Liberty Launcher has the same stats as the Rocket Launcher, but fires shots 40% faster, and holds only up to 3 rockets in the chamber.
Weapon | Damage | Critical Damage | Function Times | Special |
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Rocket Launcher |
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Effective for juggling and rocketjumping. |
Direct Hit
The Direct Hit's deals increased damage, allowing the Soldier to finish off enemies. Its rockets fly faster, providing less time for enemies to dodge incoming fire. However, it deals little splash damage, removing the Soldier's ability to deal large quantities of damage to many targets at once. It deals mini-crits to any explosion-launched airborne target, such as another rocket-jumping Soldier. Overall, its reduction of splash damage removes the Soldier's primary damage dealing method.
Weapon | Damage | Critical Damage | Function Times | Special |
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Direct Hit |
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Rocket Jumper
The Rocket Jumper is a Rocket Launcher that deals no damage to any player, and knockback only to its firer. It is useful for practicing rocket jumps, and effecting back-caps.
Weapon | Damage | Critical Damage | Function Times | Special |
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Rocket Jumper |
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Cow Mangler
The Cow Mangler 5000 stocks one additional ammo than the Rocket Launcher, but has a significantly decreased reload time. If it is at full ammo, its alternate fire will consume all five ammunition, and charge up a laser, slowing down the Soldier. The laser deals Mini-Crits, but otherwise functions normally. This weapon has reduced damage against buildings, and cannot be crit-boosted by the Kritzkrieg.
Weapon | Damage | Critical Damage | Function Times | Special |
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Cow Mangler 5000 |
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Beggar's Bazooka
The Beggar's Bazooka can unleash high damage quickly, but its overall firing time setback is a large loss and prevents the Soldier from reacting very quickly. Using multiple rockets for rocket jumping will not cause you to jump farther. The 3º deviation can be a huge penalty, as it reduces the effectiveness of airshots or long-range shots. Finally, the inability to grab ammunition from Dispensers is quite situational, but it reduces a Soldier's ability to spam on an Attack/Defend or Payload map.
Weapon | Damage | Critical Damage | Function Times | Special |
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Beggar's Bazooka |
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Usage
Soldiers will usually use the Rocket Launcher instead of Direct Hit. The Direct Hit’s main weaknesses is its inability to deal damage to many enemies at once. Pocket Soldiers in particular are more suited to the standard Rocket Launcher, as defending the team’s Medic from Scouts is usually easier at close range with the Rocket Launcher's splash radius. The Black Box, when available, is good for a roaming Soldier to stay alive for longer. The Liberty Launcher is useful for aerials, however the loss of a rocket is hard to compensate for. The Rocket Jumper is useful with the Market Gardener or Pain Train, for fast back caps, but otherwise makes the Soldier useless. The Cow Mangler 5000 has general functionality, and its increased ammunition makes it highly useful. However, if the Soldier does not win in a direct engagement, he will have to retreat due to reload times. The Beggar's Bazooka can be useful for ambushing and a quick spam, but remove the Soldier's ability to react quickly and constantly fend off the enemy team. Generally, soldiers use the stock Rocket Launcher due to its large clip size and strong splash damage. Some Soldiers will opt for the Original should they wish to use its center-firing rockets to push out from wrong-handed corners more effectively.
Secondary Weapon
Soldiers have seven choices for their secondary weapon, all of which are very different.
Shotgun
The Shotgun is a reliable sidearm for the Soldier. It deals significant damage at medium range and almost as much damage as the Rocket Launcher at close ranges. The Shotgun is highly effective at finishing off wounded foes, and can be useful against Scouts, who can dodge rockets but cannot dodge hitscan weapons such as the Shotgun. Switching to the Shotgun in order to conserve loaded rockets can be very helpful when faced with multiple enemies. Because the Shotgun is a hitscan weapon, it can be useful in finishing off fleeing foes who are low on health.
Weapon | Damage | Critical Damage | Function Times | Special |
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Shotgun |
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Affected by fixed weapon spread (1 extra pellet at center). |
The Buff Banner
The Buff Banner is rarely used in competitive play, as it restricts the Soldier to only one ranged weapon. It is usually better to let a Pocket take the Buff Banner, as the Roamer is less likely to survive long enough to build up his rage meter without a Shotgun.
Weapon | Damage | Critical Damage | Function Times | Special |
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Buff Banner |
N/A | N/A |
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The Gunboats
The Gunboats reduce damage from rocket jumps, allowing a Soldier using them to safely traverse a map. However, the loss of a Shotgun greatly reduces the Soldier's damage output. The Gunboats are well suited to a roaming Soldier who can quickly push forward without losing much health.
Weapon | Damage | Critical Damage | Function Times | Special |
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Gunboats |
N/A | N/A | N/A |
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The Battalion's Backup
The Battalion's Backup is rarely used in competitive play, as it restricts the Soldier to only one ranged weapon. It is usually better to let a Pocket take the Battalion's Backup, as the Roamer is less likely to survive long enough to build up his rage meter without a Medic.
Weapon | Damage | Critical Damage | Function Times | Special |
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Battalion's Backup |
N/A | N/A |
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The Concheror
The Concheror is rarely used in competitive play, as it restricts the Soldier to only one ranged weapon. It is usually better to let a Pocket take the Concheror, as the Roamer is less likely to survive long enough to build up his rage meter without a Medic.
Weapon | Damage | Critical Damage | Function Times | Special |
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Concheror |
N/A | N/A |
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The Mantreads
As with other secondaries, the lack of a Shotgun leaves soldiers weak in combat. However, the Mantreads reduce knockback by 75%, which makes the Soldier hard to move. The Mantreads "stomp" damage is more of a gimmick, but a good Soldier can deal an easy 100 damage to a target, or more if falling from a rocket jump.
Weapon | Damage | Critical Damage | Function Times | Special |
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Mantreads |
N/A | N/A | N/A |
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Reserve Shooter
The Reserve Shooter allows the Soldier to deal increased damage to airborne targets. With decreased switching time, the Soldier can make it active and fire off a shell, dealing mini-crits to any airborne target. It has a reduced clip, but otherwise deals identical damage to the Shotgun.
Weapon | Damage | Critical Damage | Function Times | Special |
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Reserve Shooter |
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Righteous Bison
The Righteous Bison is useful when ammo is scarce. However, the reload time is slower than the Shotgun, and damage dealt to buildings is neglidgible. It can however damage multiple enemies at the same time.
Weapon | Damage | Critical Damage | Function Times | Special |
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Righteous Bison |
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Usage
The Shotgun is the most common choice for Soldiers, as it is a reliable weapon useful for finishing off foes to conserve rockets. The Gunboats may be useful in 5-CP maps for faster rollouts, or quickly traversing the map, especially for Roaming Soldiers. The extra mobility compensates for the lack of a sidearm. The banners have yet to prove their worth in competitive play, as they are rarely if ever used. The Reserve Shooter can frequently deal more damage than the stock Shotgun, but must be used more sparingly due to reduced ammunition. The Righteous Bison can help deal with multiple enemies at once, and has unlimited ammo, if a reduced clip size. Overall, soldiers tend to use the stock Shotgun, but may use the Gunboats under some circumstances.
Melee Weapon
While melee combat rarely comes into play, a Soldier's choice of melee weapon may result in benefits outside of melee combat.
The Shovel
The Shovel is the Soldier’s standard melee weapon. It deals some damage, but has alternatives which are usually better. The Frying Pan has the same stats as the Shovel.
Weapon | Damage | Critical Damage | Function Times | Special |
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Shovel |
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The Equalizer
Due to the “last resort” nature of melee weapons, the Equalizer can be put to good use in combat. At low health, a single strike with the Equalizer can deal over 100 damage. You can't be healed by your team's Medic while wielding this weapon, though.
Weapon | Damage | Critical Damage | Function Times | Special |
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Equalizer |
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The Escape Plan
The Escape Plan allows a Soldier better suvivability, as when he is deathmatching with another Soldier or Demoman, he can quickly escape if the fight turns against him. While active, he cannot be healed by a Medic, and his speed will not allow him to outrun Scouts.
Weapon | Damage | Critical Damage | Function Times | Special |
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Escape Plan |
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The Pain Train
The double capture speed that the Pain Train provides allows Soldiers to perform back-caps on unguarded capture points more effectively. This can be useful in forcing advancing enemies to abandon a push in order to save their besieged point. Soldiers using the Pain Train must be wary, however, as they become slightly more vulnerable Shotguns, Scatterguns, and Pistols.
Weapon | Damage | Critical Damage | Function Times | Special |
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Pain Train |
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Half-Zatoichi
The Half-Zatoichi presents the advantage of full health granted upon a melee kill. However, once the player has drawn their Half-Zatoichi, they are unable to switch to another weapon until they have made a kill. The Soldier's slower speed combined with this handicap makes the Half-Zatoichi impractical at best in competitive play.
Weapon | Damage | Critical Damage | Function Times | Special |
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Half-Zatoichi |
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Disciplinary Action
Since the Soldier's melee weapon is rarely used, the decreased damage dealt is rarely bad. The boost granted can be useful at the beginning of a 5-Control Point map, to allow the team to reach the point faster.
Weapon | Damage | Critical Damage | Function Times | Special |
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Disciplinary Action |
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Market Gardener
The Market Gardner grants critical hits while rocket jumping. This means that a Soldier skilled enough to rocket jump to the location of an enemy player can be almost guaranteed a kill, which can be useful in picking off an enemy unit such as a Medic. In competitive play, random critical hits are disabled, so the Market Gardner functions as a direct upgrade from the Shovel.
Weapon | Damage | Critical Damage | Function Times | Special |
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Market Gardener |
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Usage
The Equalizer is generally superior in melee combat to its counterparts, but prevents healing while active. The Escape Plan provides the advantage of allowing Soldiers low on health to quickly escape what could be certain death. The Pain Train, at the cost of increased damage, can be useful for a roaming Soldier for a backcap. The Disciplinary Action can be useful for a pocket, as he will frequently have a Medic, making the Equalizer's healing prevention problematic. The Market Gardener can be used as a niche weapon, which can provide a surprising burst of damage, but is relatively easy to dodge.
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