Talk:Community Soldier strategy
Contents
equalizer survival
Can someone confirm it is possible to survive this by a being overhealed and under a low roof while performing the taunt, i suspect gunboats may also be required ??--Markd 15:23, 1 July 2010 (UTC)
- I'm not sure, but I know it is possible to survive it normally by using the last weapon key to switch weapons to something other than the equalizer, so you can be healed while executing the taunt. Hackett 15:28, 1 July 2010 (UTC)
- The Gunboats do nothing to aid you in survival in this situation. A bug previously existed which would lower the amount of damage took from the taunt, but it was corrected and patched a while ago. The way to survive the taunt is by being over-healed, using the weapon switch taunt glitch, allowing you to taunt with the Equalizer, and then quickly switch back to a weapon which will allow your Medic to continue healing you throughout the Equalizer taunt animation. Which obviously will mean you can survive the explosion and fall damage, even without a low roof. Infi^ 15:32, 1 July 2010 (UTC)
The one of the very few cases the Shovel is useful?
What with the Black Box and the Back-Up, you can easily heal yourself while building up the rage quickly, which then increases your defense and is completely resistance against crits (and applies to the allies around you). Since you'll have a lot of health for most of the time, and since the Equalizer's damage is only the same as the Shovel at 121 health, could this be one of the few cases where the Shovel is better than the Equalizer?
And I say that it is one of the very few cases, since the strategy mentions that the Equalizer is a straight-upgrade from the Shovel. AbeX300 21:11, 3 October 2010 (UTC)
- I would argue that simply because the Black Box can heal and the Backup can reduce damage does not mean that a Soldier using these items is always going to be at high health. In the unavoidable situation when the Soldier gets damaged quite a bit, the Equalizer's main use is not actually damage necessarily but a means of quickly escaping danger. The one real use for the Shovel that I can see is if a Soldier was paired up with a very reliable pocket Medic who is keeping you topped up with health along with using the Black Box and not using the Shotgun -- you could Shovel for close quarters engagements without breaking the Medigun beam, letting the Medic continuously keep you alive and build Übercharge. I'm personally still of the opinion that the Soldier's melee slot is one of the few instances in the game where one option is always better -- the Equalizer.--Aranarth 06:45, 6 November 2010 (UTC)
I usually go with melee weapons to kill spies that get too close, even as the soldier. Once the spy backs off, finish him with rockets or the shotgun. The equalizer and whip do less damage at full health. K-Raider NL 02:25, 26 June 2012 (PDT)
Battalion's Backup xx Pain Train
Is there any confirmation that the increased damage Pain Train's 10% bullet vulnerability accurately reflects itself in the Backup's rage generation?
I would guess so, and want to since it makes for a nice synergy, but there's always the possibility that the way it calculates the rage might not account for the 10% increase.
Some random thought, anyway. Gerk 02:50, 10 November 2010 (UTC)
- I've just now tested this, and you're right. The rage generated is identical. Tested it with a sniper bot getting bodyshots, with no damage spread. 150 damage taken and 165 damage taken result in an identical rage meter. I guess now the question is: does another soldier's backup reduce rage taken? Unapologetically Bad 18:51, 20 November 2010 (UTC)
How does Falloff Damage work?
I heard that falloff damage for the Rocket Launchers was calculated based on how far the Soldier was from the blast center at the time of the explosion rather than the exact location where it was fired. Is this true? --Bri 12:15, 13 November 2010 (UTC)
Just tested this in a listen server with damage spread disabled. Dealt a consistent -48. Turned noclip on, fired a rocket the enemy bot, then quickly moved in front of him. The damage dinged at -108. Therefore, falloff damage is calculated where the Soldier is at the time of damage and not where the rocket spawned. Gonna add that to the Strategy page now. :) --Bri 18:20, 15 November 2010 (UTC)
2nd person > 3rd person
I'm up to Direct Hit, pausing for the night. Hope to finish the rest tomorrow.
Black Box and it's healing effect
While translating the original english version of this article I revealed some moments that are very doubtful, here they are:
- The Black Box can be used to Spy-check as well, as it will display the +15 health bonus when hitting a cloaked or disguised Spy.
- Enemy Scouts under the effect of Bonk! Atomic Punch will still replenish health when hit with the Black Box, though always keep an eye on the number of remaining rockets in order not to run out of them when Bonk!'s effect wears off, and remember to avoid being caught in the rockets' splash radius.
And the article Black_Box says:
- The Soldier will not receive health if the target is a disguised Spy or an enemy under the effects of an ÜberCharge, however health will still be awarded if the target is a Scout under the effects of Bonk! Atomic Punch.
I'm not sure about this facts, so hoping someone will check them.
Moreover this facts was not mentioned in the Black Box's Demonstration
[RUS] ANGEL_UNDEAD 15:03, 28 July 2011 (PDT)
Another fact:
- The Concheror's health replenishment abilities, like the Black Box, can be used for rooting out enemy Spies (shooting a disguised teammate heals the shooter).
Marked all of them as [citation needed] until they will be confirmed.
[RUS] ANGEL_UNDEAD 12:49, 7 August 2011 (PDT)
Half-Zatoichi
The Half-Zatoichi is a craftable melee weapon for the Soldier and Demoman; it fully restores ...
(not only Soldier's melee weapon)
Fix it please
[RUS] ANGEL_UNDEAD 19:57, 12 August 2011 (PDT)
- This article about the Soldier's strategy only. I think your suggestion is wrong. — Cappy talk 20:02, 12 August 2011 (PDT)
- Hm, really?)
- The Pain Train is a craftable melee weapon for the Soldier and Demoman. (this sentence going before Half-Zatoichi's part) — [RUS] ANGEL_UNDEAD 14:09, 14 August 2011 (PDT)
- Hm, really?)
- Yeah, i guess it should say that the demoman can use it too. Holderiano 07:23, 9 May 2012 (PDT)
Aerials
I recently did some research on airshots. It turns out the best way of getting your enemy airborne is hitting their feet, rather than near their feet. The heavy is extremely hard to get airborne. Enemy soldiers can be launched high enough to hit them again in mid-air. I'm not sure if the soldier is heavier than other classes. Once you get an enemy up in the air, hit him again if you can. If that's too hard, shooting a rocket where he will land is a good alternative. The rest comes down to a lot of practice. Now where should we put this? K-Raider NL 02:21, 26 June 2012 (PDT)
- Still waiting for feedback. I think we should put some tips on aerials at the top of the page, as all rocket launcher can be used for 'airshots'. K-Raider NL 02:26, 1 July 2012 (PDT)
Equalizer's Split
Seeing as the Equalizer's effect has been split with the Escape plan, a lot of the weapon strategies probably need updating. Would it be easier to just add 'Or Escape Plan' to them, or should a section mentioning the Equalizer be changed entirely to the Escape Plan, seeing as the Escape Plan now fits the role of a quick escape, and the Soldiers slow speed means the damage of the Equalizer wouldn't aid him much in most situations.
Concheror
I'm a little confused with the damage done/taken needed to charge the concheror. This page says it takes 1133 damage dealt or 333 taken, but the item's page says it takes 480 damage dealt, and no mention of damage taken. Could somebody clear this up? Ghostchicken8 20:45, 5 September 2012 (PDT)