Community Soldier strategy
“ | I am going to enjoy killing each and every one of you sorry sacks of scum!
Click to listen
— The Soldier
|
” |
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 via Rocket Jumping. The Soldier is a solid "blast 'em everywhere" class, and experienced players can assault or defend key strategic points with ruthless efficiency.
Quick Tips
- Always take the high ground. You're less vulnerable, and your rockets are harder to avoid.
- Look for rocket-jump shortcuts, especially in capture-the-flag mode.
- A team without soldiers is probably offensively weak. Fill the role to push back the other team and threaten those objectives!
General
- With 200 HP, the Soldier is well-built to withstand the rigors of combat more easily than any other class except the Heavy. While the Pyro and Demoman have only slightly less HP than the Soldier, the Soldier can be overhealed to a maximum of 300 HP and is capable of engaging enemies reliably at most ranges, giving players more flexibility at longer ranges than the Pyro and closer ranges than the Demoman.
- However, the Soldier also boasts a slower foot-speed (when not under the effects of the Disciplinary Action) than any other class than the Heavy (when not equipped with the G.R.U. or under the effects of the Buffalo Steak Sandvich) or a Demoman carrying the Scotsman's Skullcutter. This can give ground-bound Soldiers less flexibility in attacking and retreating, so always be sure to plan ahead whenever possible.
- To this end, Soldiers may sometimes choose to act like Snipers, especially on defense, where a single Soldier is capable of very rudely interrupting enemy captures if positioned properly, even taking into account damage falloff. This should only be done near a friendly Dispenser or an ammo/health spawn point, as the low ammo capacity of the Rocket Launcher inhibits the staying power of the Soldier at distance.
- Next to the Heavy, Soldiers are among the most threatening classes in combat. Players tend to take Soldiers into consideration far more readily than most other classes due to the significant amount of damage the Rocket Launcher can cause at any range.
- Perhaps the Soldier's greatest advantage over any other class is the ability to rocket jump. By using the Soldier's primary weapon in conjunction with jumping, it is possible to reach considerable heights and cross great distances faster than most classes. This mobility is essential in gaining an advantage over the enemy in combat.
- In order to aid players, Soldiers will take only 60% damage from their own rockets; this translates to roughly 40 self-damage for each rocket jump. However, this damage reduction only applies when the Soldier is in mid-air when the rocket explodes, so any rockets fired while standing on the ground will do full damage.
- Rocket jumping vertically can allow players to reach locations normally inaccessible to most other classes, so try to use this to gain a height advantage over other players. The height advantage makes it easier to hit enemies with splash damage from rockets.
- Help a friendly Medic build ÜberCharge by causing self-damage with rockets. Only do this if there is no chance of a surprise enemy attack. It should be noted that ÜberCharge automatically builds up at the fastest rate during Setup time on the PC and Mac version, so this strategy is only useful after the round has begun.
- It is usually wise to enable the "Automatically reload weapons when you're not firing" option under Advanced Multiplayer options. When this option is enabled, weapons will automatically attempt a reload cycle after each shot, and can be interrupted by firing the weapon again. Due to the small magazine size of the Soldier's weapons, it is handy to keep them fully loaded in-between and even during some fights, and the single-shot reloading makes it harder for enemies to surprise you while reloading.
- The Soldier's rockets will originate from the left or right of the character model when shot, depending on the orientation (right-handed models will generate the projectile from the right, left-handed models from the left). This can be used to fire rockets around corners without being fully exposed, and must be taken into account when rocket jumping. This does not apply when using the Original, which fires from the center of the screen.
- In the configuration settings, changing the "cl_interp" command will alter how late rockets come out. Finding the right setting is useful for more precise aiming. The default is 0.01; going up to say 0.03 will increase the delay, the opposite holding true as well.
- Falloff damage for rockets is calculated based on where the player is when they explode, not where they were originally fired from. This can be exploited in the Soldier's favor by closing the distance on his enemies via rocket jumping toward large groups while firing down on them, increasing the potential amount of damage done.
Rocket Jumping
- Rocket jumping allows Soldiers to gain access to areas that are normally only accessible to other Soldiers and Demomen. They can also be used as shortcuts, to traverse areas faster, gain a height advantage over enemy players, or reach areas that are only accessible from the opposite direction.
- To perform a rocket jump, the Soldier simply fires a rocket at his feet while jumping. This will amplify the vertical component of his jump, allowing him to reach greater heights than normal.
- Performing a crouch-jump (jumping and then crouching) before firing the rocket will allow the Soldier to gain even more height. This can be essential in reaching areas that are inaccessible with rocket jumps that do not utilize crouch.
- Because a rocket jump merely amplifies existing momentum, it is important to keep the Soldier's intended direction in mind when rocket jumping, and alter his ground movement as such.
- Rocket jumps can be used for horizontal mobility as well as vertical mobility. The direction of the Soldier's momentum depends on where the rocket explodes relative to his center of mass, so launching a sideways rocket him allow him to gain significant forward momentum.
- When performing horizontal jumps, try to use nearby objects such as walls to create explosions at the same level as the Soldier, rather than below.
- The Soldier can strafe while in mid-air; this can be helpful in dodging fire directed at him, especially explosives launched by enemy Soldiers and Demomen.
- In conjunction with rocket jumps, air-strafing allows the Soldier to maintain a considerable amount of momentum even at the apex of his jump. In order to perform an air-strafe, simply hold a strafe key while releasing the forward key and turning in the same direction of the strafe. This allows the Soldier to strafe around corners or reach areas that are normally inaccessible through other means.
- Take into account the fact that rockets will spawn in the same direction of the Rocket Launcher. Right-handed models will spawn the rockets to the right of the player, and left-handed models likewise to the left. This can affect rocket jump performance considerably, especially horizontal jumps.
- Always take the opportunity to reload the Rocket Launcher immediately after initiating a rocket jump. If performing ambushes or bombing runs on the enemy, it allows the Soldier to use one more rocket against the enemy, or give him the chance to escape if things go bad.
- A great tutorial on advanced rocket jumping by compLexity's Jaegar can be found on YouTube[1].
Weapon Specific
Primary Weapons
Rocket Launcher/Original
Weapon | Kill Icon | Ammo | Damage | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Self Damage | Critical | Projectile Speed | |||||
Stock Rocket Launcher |
4 | 20 | 105-112 | 50-90 | 45-60 | 27-89 | 270 | 1100 Hammer units/sec | ||||
Promotional/Craft Original |
4 | 20 | 105-112 | 50-90 | 45-60 | 27-89 | 270 | 1100 Hammer units/sec |
- Always keep the Rocket Launcher loaded. With a maximum of four loaded shots for the Soldier's primary weapon, it's best to always be prepared. Enabling the "Automatically reload weapons when you're not firing" option under Advanced Multiplayer options can help considerably.
- Since the rocket is a slow traveling projectile, be sure to lead targets to hit where they will be, as well as aim at the ground or any walls nearby in order to take advantage of the splash damage radius.
- When shooting over long distances, try to lead the target and fire a second rocket at where they are likely to retreat. Doing this will greatly increase the chance of hitting enemies at long range. If the enemies are too far away, the Soldier can attack them with his Shotgun, rather than wasting his rockets. This won't do much damage, but the Shotgun can be reloaded far faster and the hitscan nature of the weapon denies any targets the opportunity to dodge the shots.
- The splash damage radius of the Rocket Launcher allows the Soldier to damage enemies even if there is no direct line of sight. This allows him to fire around corners or at objects near cover in order to damage and kill enemies.
- Try to juggle or bounce enemies by shooting a rocket at their feet. While in the air, enemies lose control over much of their movement(with the exception of Scouts, who can double-jump), allowing the Soldier to follow up with a second shot easily. Throwing enemies into the air often disorients them, and they often have trouble shooting back.
- Try to land a direct hit with a rocket on enemies trapped in mid-air. A direct hit does far more damage than splash alone.
- The most effective thing you can do in the game is take out the Medic, at any time- remember that no matter how heavy the front attack force is, the Medic always remains at the back, so rocket jump over the enemy and bomb the Medic to guarantee a kill. You may die, but it'll help your team to no end.
- The Rocket Launcher reloads slower than many other weapons, and it is unlikely that emptying the magazine will result in all four rockets hitting enemies. For this reason, try to predict enemy movements and fire one rocket at a time. One of the Soldier's greatest vulnerabilities is being attacked while reloading the Rocket Launcher, so having at least some rockets in reserve at all times can greatly increase his chances of surviving an ambush.
- Consider switching to the Shotgun rather than waiting for the Rocket Launcher to reload during a fight. This will allow the Soldier to continue his attack uninterrupted, and keep the pressure up on the enemy. 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.
- When firing a rocket at an enemy at point-blank range, jump and fire the rocket at their feet. Remember that if the Soldier is damaged by his own rockets while in mid-air, the game will treat it as a rocket jump, and thus will minimize the amount of damage the Soldier deals to himself while distancing him from the enemy at the same time.
- When trying to clear a control point or the Payload cart, rocket jump above the target area and fire downwards onto it. A key element of this is to reload while in mid-air, so that all four rockets will loaded and ready to go at the peak of the jump. The high angle of attack will ensure the splash damage affects a large 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 allows him to damage any attacking enemies more easily, as well as juggle them and disrupt their attack. It is also more effective than the Direct Hit while under the effects of a Kritzkrieg's ÜberCharge.
- The Rocket Launcher is capable of dealing a significant amount of damage when firing a Critical rocket. Whether through luck or a Crit-boost, a single Critical rocket is capable of killing almost any enemy in the game with a single hit, or dealing enough damage to force a hasty retreat.
- 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 the Shotgun. This will help the Soldier by keeping one extra rocket loaded, allowing him to continue his assault or defense with ease.
- One direct rocket and a reasonably accurate Shotgun blast at mid to close range will kill any 125HP class. One rocket and 2 Shotgun blasts will kill a Medic, and two rockets will kill a Pyro/Demoman. Remember these facts, so you don't end up using any more ammo than you absolutely have to.
- Note that the first-person view of the Original takes up much less of the screen than the Rocket Launcher, resulting in notably improved visibility due to the weapon's positioning.
- Because the Original fires directly down the cross hairs, it's a bit more accurate than the Rocket Launcher, an advantage offset by the fact that you can't fire around corners as easily as the Rocket Launcher.
- Due to the Original's unique first-person view-model, rocket jumps can now be performed without having to compensate for the rocket's off-center blast, which is the case with every other Rocket Launcher released in the game.
Direct Hit
Weapon | Kill Icon | Ammo | Damage | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Self Damage | Critical | Projectile Speed | |||||
Unlock Direct Hit |
4 | 20 | 140 | 112 | 57 | 27-89 | 336 | 1980 Hammer units/sec |
- The Direct Hit is an unlockable primary weapon for the Soldier. Rockets fired by the Direct Hit travel 80% faster than default rockets and deal 25% more damage and have a 70% reduced splash damage radius. It also deals Mini-Crits against enemies sent skyward by explosives.
- Always try to aim directly at enemies instead of at their feet, especially at close ranges. Take advantage of the faster rocket speed in that targets do not need to be led as much as with the Rocket Launcher. Remember that the blast radius of the rockets is so small that players can actively dodge rockets even at medium ranges and remain completely unharmed.
- The faster travel speed of the rockets can give enemies less time to react, providing a considerable advantage when attacking even at longer ranges. In particular, Pyros attempting to use compression blast will have a harder time attempting to deflect the rockets.
- Classes that remain largely stationary much of the time, such as spun-up Heavies, Engineers and Snipers are excellent targets for the Direct Hit. Players can easily force Heavies to retreat at medium ranges, kill Engineers from outside of the range of their Sentry Guns, or engage Snipers at equal ranges by taking advantage of the rockets' faster speed.
- The Direct Hit's higher base damage gives players a greater edge over 125-HP classes, as one direct rocket at close range can potentially kill them. This is especially true against Scouts, especially those carrying the Sandman.
- Despite the much smaller blast radius, the Direct Hit is still capable of bouncing and juggling 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.
- This greater knockback can be used in closing the distance with opponents as well. Jumping down from high ground while shooting at opponents below can knock targets skyward, making them easy targets for a follow-up Mini-Crit.
- Because this weapon deals Mini-Crits against enemies who have been sent airborne via explosives, try to juggle enemies into the air with the rockets and hit them again for increased damage.
- Remember that this applies for any explosives, including those of teammates or even the enemy. In particular, working with friendly Soldiers or Demomen can create opportunities to finish off enemies that they juggle.
- Always keep an eye out for explosive-jumping Soldiers and Demomen, especially if they are trying to gain a height advantage or rob reach height parity against players that already have the high ground. With especially good aim, it is possible to hit them in mid-air to both interrupt their jump as well as deal Mini-Crit damage.
- The Direct Hit can destroy any unattended Engineer building with two rockets, rather than the three required with the default Rocket Launcher. For this reason, if an enemy Engineer has deployed a Sentry Gun out in the open, the Direct Hit may be a good loadout choice for dispatching it. Even if the Engineer is actively repairing the Sentry Gun, the Direct Hit can damage it almost as fast as the Engineer can repair it, which can force him or her to either abandon it or pick it up and retreat, clearing the way for teammates to push forward.
- The Direct Hit is often more effective at defending high ground from enemies attempting to gain a height advantage than at attacking from it. Due to the smaller splash damage radius, attacking from above gives players less opportunities to deal damage to multiple enemies than the Rocket Launcher would. Direct Hit Soldiers should concentrate on watching for Soldiers and Demomen attempting to gain height parity via explosive jumps, as well as Scouts using the Force-A-Nature, while leaving Rocket Launcher Soldiers to do most of the attacking.
Black Box
Weapon | Kill Icon | Ammo | Damage | Healing | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Self Damage | Critical | Projectile Speed | On Hit | ||||||||||
Craft Black Box |
3 | 20 | 105-112 | 50-90 | 45-60 | 27-89 | 270 | 1100 Hammer units/sec | 15 |
- The Black Box is a craftable primary weapon for the Soldier. On hit, 15 HP is restored to the Soldier, but the Black Box is only capable of carrying 3 rockets instead of the Rocket Launcher's 4. If a rocket hits more than one enemy, 15 HP will be healed per damaged enemy.
- By being able to heal +15 HP for each hit, players can weather enemy fire for longer than usual. However, remember that due to the smaller magazine size it is not possible sustain fire for as long as with the other primary weapons.
- It does not matter how much damage is dealt to the enemy with a rocket in order to regenerate health. Also keep in mind that if by hitting more than one enemy, 15 HP will be replenished for each enemy hit. Using splash damage to hit multiple enemies at once can heal a considerable amount of health.
- 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.
- However, if a Spy arms the Dead Ringer, the Black Box will not replenish health, which can be used as a warning that the Spy is still alive.
- Keep in mind that due to smaller magazine size, the base reload (reloading the very first rocket) time penalty is more of a problem, so reload as often as possible, or try to reload rockets in strings rather than individually.
- 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 prolonged fights where the enemy can still output enough damage to overwhelm the Black Box's health replenishment.
- Since the Black Box is designed to keep players alive and healed, it is not advised to use the Equalizer as a 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 Shovel is recommended.
- As the reduced magazine size means more time spent reloading, if charging at a Sentry Gun that is constantly being repaired by its Engineer, try to take out the Engineer or Dispenser first. The time that would normally be spent reloading is just long enough for an Engineer to easily repair his or her Sentry Gun, making shots a waste of time, ammo, and possibly an ÜberCharge.
- Try to take the Shotgun along when carrying the Black Box, in order to offset the smaller magazine size. As players will often be unable to sustain fire for long, the Shotgun can help to finish off any enemies that can't be killed with only three rockets, as well as a measure of self-defense if attacked while reloading.
- Try to engage Heavies at long ranges. Not only will the Heavy only be able to inflict minimum damage due to damage falloff, that damage should be healed instantly once the Heavy is hit with a rocket.
- If using the Gunboats with the Black Box, keep in mind that the reduced rocket jumping damage taken can be easily healed by a couple of long range rockets, allowing players to fire rockets at the apex of their jumps 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.
- 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.
- The Black Box's effects go hand-in-hand with the Battalion's Backup quite well. It is extremely useful for defensive fighting when both are used together. The Black Box can restore health, making absorbing damage to charge the Battalion's Backup easier, and the Battalion's Backup can buff teammates' defense, allowing them to easily hold a position or push a Payload through a fortified position. Consider using the two together for defensive situations.
- When low on health, the Black Box can be used with a hit-and-run tactic. Retreat and hide behind cover while slightly healing to increase the chances of survival. Do this until you find a med-kit, Dispenser, or Medic.
Rocket Jumper
Weapon | Ammo | Damage | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Self Damage | Critical | Projectile Speed | ||||
Craft Rocket Jumper |
4 | 60 | N/A | N/A | N/A | N/A | N/A | 1100 Hammer units/sec |
- The Rocket Jumper is a craftable primary weapon for the Soldier. It deals no self-damage for rockets that explode near the Soldier and carries 60 extra ammo instead of 20, but it deals no damage to enemies, and players will suffer twice the amount of damage from enemy attacks.
- It gives the user much more mobility at a cost of much less fire power and twice as vulnerable to damage.
- This weapon, despite being meant for training only, has uses outside of such limitations. Due to inflicting no self-damage, players can execute consecutive rocket jumps and gain a considerable mobility advantage over other players. In maps with multiple paths or wide-open spaces, this can allow clever Soldiers to maneuver behind enemy lines and attack with surprise.
- Since the Rocket Jumper does no self-damage, players can fire rockets before hitting the ground after a high rocket jump as a cushion to prevent fall damage.
- If using the Equalizer, remember that self-damage can only be inflicted with fall damage. Therefore, it is less advisable to try ambushing people with the Equalizer unless the enemy has already caused previous damage.
- The Shotgun should always be the secondary weapon carried when using the Rocket Jumper, as aside from melee weapons it is the only means with which players can damage enemies.
- The Rocket Jumper is particularly effective when coupled with with the Pain Train. Using the Pain Train allows players to use their enhanced maneuverability to capture points behind enemy lines at twice the capture rate.
- The Rocket Jumper works very well when trying to capture the intelligence in CTF. Assuming there are no Sentry Guns locking down the Intelligence room, players will be able to chain rocket jumps to quickly navigate through the corridors of the enemy base and escape faster than the enemy is able to react.
Liberty Launcher
Weapon | Kill Icon | Ammo | Damage | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Self Damage | Critical | Projectile Speed | |||||
Craft Liberty Launcher |
3 | 20 | 105-112 | 50-90 | 45-60 | 27-89 | 270 | 1540 Hammer units/sec |
- The Liberty Launcher is a craftable primary weapon for the Soldier. It has a 40% faster rocket speed, but can only hold 3 rockets at a time, similar to the Black Box.
- The Liberty Launcher's speed allows for an easier time engaging targets at medium range, or shooting down airborne Soldiers or Demomen.
- One must be careful getting into close quarter fights using the Liberty Launcher. When fighting at short range, the speed and accuracy of rockets become less of an issue, and the Liberty Launcher's small magazine capacity will have you at a severe disadvantage.
- The Liberty Launcher excels when dueling single opponents. You should ideally fight only on your own terms, as you only have enough rockets for this; whereas with the standard Rocket Launcher it is completely plausible to rocket jump to an advantageous spot, this is not as desirable when you only have 3 rockets. Therefore, make sure you are accurate, and do not waste shots.
- Due to its lower clip size, it is important to keep the Liberty Launcher loaded and always go for airshots. Although the Direct Hit works better in this regard, the Liberty Launcher is more forgiving in terms of splash damage if you miss.
Cow Mangler 5000
Weapon | Kill Icon | Ammo | Damage to Players | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Self Damage | Mini-Crit | Projectile Speed | Afterburn | ||||
Craft Cow Mangler 5000 |
5 | ∞ | 117-121 | 45-81 | 41-43 | 24-80 | 109 | 1100 Hammer units/sec | 36 damage over 6 seconds |
- The Cow Mangler 5000 is a craftable primary weapon for the Soldier. This weapon fires five blasts of team-colored energy that deliver 10% less damage to players and 80% less damage against buildings. It has an unlimited ammo reserve. When the "Mangler" bar, another way of representing the clip size, is full, pressing the secondary fire button will cause the weapon to begin charging up, after which a single charged shot is fired. This shot deals mini-crit damage to players and will cause them to suffer six seconds of afterburn damage at the same rate as the Flamethrower, and disable buildings for four seconds. During this process, the entire Mangler bar is consumed and the Soldier's movement speed is two-thirds slower. The charged shot may ignite Huntsman arrows held by a friendly Sniper and even the Soldier if he is near enough. Charging a shot takes three seconds. This weapon has 5% slower reload time. This weapon does not fire random critical hits nor can it be Crit-boosted.
- Using your charged shot to kill an Engineer behind his buildings can be more advantageous than disabling his Sentry Gun. Engineers will die in a single charged shot if directly hit or dealt enough splash damage.
- Alternatively, use your charged shot to disable the Sentry Gun when you're with a team. The team can destroy the Sentry Gun without fear of retaliation for a few moments.
- Make use of cover when charging your secondary fire to avoid being a target, especially for enemy Snipers.
- Use the Cow Mangler 5000's charge sparingly, as the decreased movement speed to 27% makes you highly vulnerable, especially to Spies and Snipers.
- Fire the charged shot onto control points being captured by several enemies for maximum damage.
Secondary Weapons
Shotgun
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Stock Shotgun |
6 | 32 | 86-90 | 24-67 | 3-26 | 120 |
- Don't be afraid to use the Shotgun at medium range. Players should be able to take down any class, bar a Heavy (or Soldier at full health) at medium range with six rounds. Furthermore, due to its hitscan nature, it is an ideal weapon against players that are moving erratically at medium range and cannot be reliably damaged by rockets (such as double-jumping Scouts).
- The Shotgun is also more viable for targets that are far away or trying to retreat. Remember that targets must be led in order to kill them with the Rocket Launcher, and retreating enemies will be moving away, increasing the lead distance required to hit them with rockets.
- Pyros utilizing the compression blast to reflect rockets should die or be greatly weakened with six shots before they get within Flamethrower range. If they survive all six rounds, try to take them out with a rocket as they close in.
- One effective way to trick such Pyros is to use the same principle as Scouts, via weapons heckling. Close to just outside of Flamethrower range and attack with the Shotgun, forcing the Pyro to respond in kind, then quickly take out the Rocket Launcher and kill the Pyro before he or she can react. However, keep in mind that this trick will only work if the Pyro is not aware of this trick, and is not carrying the Degreaser.
- The Shotgun, as a hitscan weapon, can destroy an enemy Demoman's stickies. While the Rocket Launcher can blast sticky traps loose and scatter them, they are still a threat to teammates as the Demoman can still detonate them. Destroying the stickies instead can safely clear a path for teammates rather than simply reducing the damage that they might take.
- The Shotgun is also useful against Demomen using the Chargin' Targe, as the Targe does not increase damage resistance against range-based hitscan weapon. Still, keep in mind that the Demoman may charge at players using hitscan weapons, so be sure to stop the initial charge by juggling them with a rocket when they attempt this.
- One direct rocket and one Shotgun shot is often enough to kill light classes in most circumstances. Two rockets and one shell will usually kill Soldiers, assuming that the rockets do not hit the Soldier directly. The number of rockets and shells required is different when using the Direct Hit, but the same principles still apply. Try not to overkill enemies as this wastes ammo and can pose a major problem when fighting multiple enemies.
- If using the Direct Hit, it is highly advisable to use the Shotgun rather than a backpack buff item or the Gunboats. Not only will the Direct Hit's smaller splash radius greatly reduce the amount of overall damage players can deal and thus decrease the usefulness of a backpack item, the lack of a Shotgun can greatly hinder fighting enemies at close ranges.
- Similarly, due to its smaller magazine size, the Shotgun is also a good secondary weapon to use when carrying the Black Box.
- Shotguns are useful for destroying Dispensers and Teleporters. Though they do less damage than rockets, at close range they do the job just as well while conserving ammunition.
Buff Banner
Weapon | Effect | |||
---|---|---|---|---|
Buff | Damage Dealt to Activate | Effect Time | Effect Range | |
Unlock Buff Banner |
Allows your teammates near you to deal mini-crits. | 600 | 10 seconds | 450 Hammer units |
- The Buff Banner is an unlockable secondary weapon for the Soldier. By dealing damage to enemies, players can build up their Rage meters, and upon filling it, it can be activated by the user giving nearby teammates Mini-Crits boost against enemies for ten seconds.
- The Buff Banner is best used when teammates are about to make a push, or to counter enemy pushes. If teammates are attacking the enemy, the Buff Banner can give them enough firepower to dispatch their targets more easily, allowing them to quickly accomplish objectives or prevent the enemy team from accomplishing theirs.
- 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 teammates to push objectives. While this will reduce a player's ability to cause damage to the enemy, it also allows teammates to take make the most of the buff.
- Unlike Crits, Mini-Crits are still subject to damage ramp-up. Always take into account how far away enemies are, as a buff can help teammates to kill enemies more effectively at close range than at far.
- When a Soldier uses a Buff Banner, that player instantly becomes a priority target for the enemy team, especially Snipers and Spies. Stand in the middle of teammates, preferably behind a tall class such as the Heavy. This prevents Snipers from getting a clean headshot from the front and Spies from achieving a backstab from behind, while sharing the Buff Banner's effect field with as many teammates as possible.
- Just as with 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 as with ÜberCharges it is best to use it instead of lose it, especially when alone.
- As a teamwork-oriented weapon, the Buff Banner can be employed far more effectively if working alongside a Medic.
- When a friendly Medic ÜberCharges a teammate, contribute to the rampage by using the Buff Banner. This allows the Medic's patient to deal increased damage while invulnerable. However, be sure not to use it during a Kritzkrieg charge, as the effects do not stack.
- Always try to be healed by a Medic when a banner is deployed. As active banner wielders are a high-priority targets, this greatly decreases the chances of being killed and thus increases the duration of the banner, allowing teammates to make the most use of their Mini-Crits.
- Teaming up with a Medic with a Kritzkrieg at the start of a map for an early push can allow players to almost instantly build up their Rage meters. This, in turn, can allow Soldiers to quickly deploy a Buff Banner at the beginning of a match, giving teammates a considerable edge in firepower.
- 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 activating a Buff Banner to give them Mini-Crits. This cycle can be repeated continuously to give teammates an almost-constant stream of Mini-Crits.
- Alternatively, the Buff Banner's effects can be combined with those of the Battalion's Backup, as well as the Concheror, increasing teammates' offensive and defensive potential simultaneously. If used in a push, this can often be enough to overwhelm any defense.
- The Half-Zatoichi is useful for filling large amounts of Rage if there are players on the other team also using the Half-Zatoichi. As it one-hit kills other players wielding the weapon, this is useful for inflicting huge amounts of damage at once.
- If the Buff Banner is used next to an Engineer, that player's Sentry Gun will fire Mini-Crits no matter where it is on the map, even if it is nowhere nearby. 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.
- Snipers with the Bushwacka equipped can be effective with the Buff Banner's boost, as their melee weapon deals full Critical hits instead of Mini-Crits.
Gunboats
Weapon | Effect | |
---|---|---|
Passive Effect | ||
Craft Gunboats |
60% less damage from your own rockets. |
- The Gunboats are a craftable secondary weapon for the Soldier. Players carrying the Gunboats will take a further 60% reduced damage from rocket jumps, resulting in roughly 15 self-inflicted damage for each rocket jump.
- The greatest advantage of the Gunboats is that it provides players with considerable mobility without the risk of health loss. This can allow players to chain rocket jumps together to quickly reach their destinations, or to ambush enemies with more health. It can also be used to quickly escape losing battles.
- Although players will receive reduced damage from rocket jumps, damage received from falling remains the same. Keep this in mind when gauging rocket jumps to receive as little fall damage as possible.
- One common strategy for Gunboats Soldiers to adopt is to perform bombing attacks or runs over enemies. Using their enhanced mobility, Soldiers can get behind enemy lines or quickly intercept pushing groups, then perform a rocket jump over the heads of an enemy group while raining rockets down. Upon landing, players can execute another rocket jump to clear the area before the enemy can react.
- Firepower is reduced without the Shotgun, so make the most of the Rocket Launcher. Keep this in mind when encountering enemies that can easily dodge rockets, as well as when using rocket jumps to attack enemies from above.
- 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 the last rocket to escape via another rocket jump. This may be particularly effective against lone Heavies who are not aware of their surroundings.
- 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 dealing damage.
- Combining the Black Box with the Gunboats may seem counter intuitive, but it can provide an edge in survivability and ambushing when playing as a roaming Soldier. The Soldier's mobility can be greatly enhanced with the Gunboats, allowing players to pick and choose ambushes as they please. However, remember to keep a rocket in reserve for escape, as the lack of a Shotgun means that players cannot survive in drawn-out fights.
Battalion's Backup
Weapon | Effect | |||
---|---|---|---|---|
Buff | Damage Taken to Activate | Effect Time | Effect Range | |
Craft Battalion's Backup |
Protects nearby teammates from crits and blocks 35% of damage taken. | 350 | 10 seconds | 450 Hammer units |
- The Battalion's Backup is a craftable secondary item for the Soldier. Players can build up their Rage meters by taking damage from enemy attacks, and once fully charged can activate their banner and reduce the damage that the Soldier and nearby teammates will take by 35% for ten seconds. Players under the effect of the banner will be immune to critical hits but can still die from backstabs.
- Players must absorb a total of 350 damage from enemy attacks in order to fully charge the Battalion's Backup. Make sure to stay constantly healed up to ensure that the Rage meter can be reliably filled without getting killed.
- Like the Buff Banner, the Battalion's Backup is situational and most effective when multiple teammates are around to make use of it. It is best used when the team needs to make a push to accomplish an objective, or as a counter to an enemy push to prevent them from accomplishing an objective.
- Kritzkrieg pairs can benefit from the damage reduction the Battalion's Backup provides if it is used to push in behind their ÜberCharge. Remember that the Kritzkrieg does not grant invulnerability to the Medic or patient, so they can still be damaged; the Battalion's Backup can give them the extra survivability needed to complete their task.
- Try to pair a Battalion´s Backup with a friendly Soldier´s Buff Banner or Concheror. Using both will be very devastating.
- As with the Buff Banner, not having the Shotgun available can greatly increase vulnerability against enemies that can avoid being damaged by rockets. Always make sure to stick with teammates and have them assist against such enemies.
- One of the keys to using the Battalion's Backup effectively is to control when damage is taken from the enemy. Whenever possible, find ways to take damage without the danger of being killed by attacks.
- In general, the fastest way to build up the Rage meter is to be continuously healed by a Medic while fighting the enemy. However, this also carries the greatest risk as concentrated enemy attacks can still kill Soldiers even under such conditions.
- Stray rockets and grenades are another way to build up Rage. As inexperienced Soldiers and Demomen tend to try to launch as many explosives as possible at chokepoints while taking little time to aim, this can be used to easily build Rage by deliberately walking into errant explosives, without directly engaging the enemy.
- Being ignited also helps to build up Rage safely, so when on fire and behind the front lines, consider allowing the fire to burn out rather than picking up health to put it out. This can help to build additional points for the Rage meter, as it can accumulate up to 60 points of Rage, roughly a third of the meter.
- When playing in Egypt, it is possible to fill up the Rage meter by standing on the torches in spawn.
- The Battalion's Backup can act as a strong counter to the Buff Banner in that it can be used to completely nullify the Buff Banner's effects and protect teammates from an aggressive enemy push. However, this depends on being able to react quickly to the enemy push, as activating the banner takes time during which the enemy can still inflict Mini-Crits.
- Similarly, it is possible to nullify an opposing team's Kritzkrieg. However, remember that while everybody inside of the banner's range will not take Critical hits, regular damage can still kill and the Kritzkrieg pair can simply target teammates outside of the banner's effects.
- Using the Battalion's Backup can nullify the Crit-boost received when the enemy captures the Intelligence in CTF. This can help in preventing the enemy from using the Crit-boost in order to make another push for the Intelligence.
- The Battalion's 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 bodyshots). Friendly Heavies in particular will appreciate this. However, keep in mind that backstabs will still instantly kill.
- Since the Rage meter is not dependent on the damage dealt to the enemy, it can be used in conjunction with the Direct Hit for an even bigger punch against Sentry Guns.
- When paired with the Black Box, players can take more damage (and thereby build more Rage) without dying by replenishing HP via attacking the enemy.
- The damage reduction bonus of the Battalion's Backup multiplies with other damage modifiers, instead of adding. For instance, a Demoman carrying the Chargin' Targe will have 67.5% fire resistance (50% + [0.35 * 50%]), rather than 85% (50% + 35%).
- When combined with other damage resistance effects, the Battalion's Backup will build Rage in different ways.
- When equipped with the Pain Train, players will still generate the normal amount of Rage while taking increased damage from bullet weapons.
- When equipped with the Tank Buster item set, players will take 20% reduced damage from Sentry Guns, but will still generate Rage as normal; this can be effective in building Rage faster while being attacked by Sentry Guns.
- When under the effects of another Soldier's Battalion's Backup, players will take 35% reduced damage, and their Rage meters will build 35% slower.
Concheror
Weapon | Effect | |||
---|---|---|---|---|
Buff | Damage Dealt/Taken to Activate | Effect Time | Effect Range | |
Promotional/Craft Concheror |
Teammates are healed for 35% of damage dealt. | 1133 dealt or 333 taken | 10 seconds | 450 Hammer units |
- The Concheror is a craftable secondary weapon for the Soldier. It builds Rage both by inflicting damage against the enemy as well as taking damage, and when activated, will cause 35% of all damage dealt to the enemy to return as healing.
- 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).
- The Concheror's buff can bolster Medic Healing considerably, taking pressure off of friendly Medics and allowing them to focus only on teammates who require the most attention.
- The Concheror's healing is especially dramatic with the Black Box equipped, making Black Box-using Soldiers under the effects of a Concheror buff extremely hard to kill.
- The Concheror is ideal for supporting a charge. Whereas the Battalion's Backup and Buff Banner are both useful for breaching enemy choke-points, the added survivability provided by the Concheror's buff can keep multiple teammates in the fight and on the front lines. This makes it especially valuable for attacking teams during Payload, some versions of Control Points, and King of the Hill.
Reserve Shooter
Weapon | Kill Icon | Ammo | Damage | |||||
---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | |||
Craft Reserve Shooter |
3 | 32 | 86-90 | 24-67 | 3-26 | 120 |
- The Reserve Shooter is a craftable Shotgun weapon designed for air-shot combo attacks. It allows slightly faster weapon switching, and will Mini-Crit airborne targets for up to three seconds after switching. However, it can only load up to three Shotgun shells at a time.
- Unlike the Direct Hit, the Reserve Shooter will Mini-Crit any airborne target, regardless of whether they were launched by explosives or not. This allows players to take advantage of falling and jumping enemies, as well as those juggled into the air by their rockets.
- The bonus to weapon switching applies to any weapon in the load-out, which can make for some easier mid-air melee kills with weapons like the Equalizer or Market Gardener.
- Scouts are easy targets with the Reserve Shooter, as double-jumping is one of their main forms of dodging fire.
Mantreads
Weapon | Kill Icon | Effect | |||
---|---|---|---|---|---|
Damage | Passive Effect | ||||
Craft Mantreads |
3x Fall Damage | 75% reduction in push force from damage. |
- The Mantreads are a craftable 'passive' weapon that serves as a more aggressive counterpart to the Gunboats. While worn, the Soldier receives only a quarter of the usual Knockback from enemy explosions, and can inflict stomping damage through long falls.
- As with most other Soldier secondary weapons, keep the Rocket Launcher loaded as often as possible; with no Shotgun as a reserve, you will only have your Melee weapon to fall back on.
- The stomping damage inflicted by the Mantreads is triple the fall damage you suffer, so it follows that the higher you fall, the harder you'll hit the opponent you land on.
- Rocket Jumping seems the obvious answer, but any fall high enough to injure you is high enough to injure the person you land on. Consider jumping from concealed ledges and rooftops instead. On the other hand, rocket-jumping from these elevated locations adds more damage to your landing.
- Resist the urge to rocket-jump at the earliest opportunity, as you are an obvious target while airborne, and you'll take additional damage from enemy Soldiers using the Direct Hit or the Reserve Shooter.
Righteous Bison
Weapon | Kill Icon | Ammo | Damage | |||||
---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | Damage to Buildings | ||
Craft Righteous Bison |
4 | ∞ | 17-63 | 11-42 | 11-42 | 36-60 | 4 |
- The Righteous Bison has no need of ammo, so it's more self-sufficient than the shotguns. However, it holds less ammo per-magazine, fires a little slower, and does dramatically less damage to structures. It will take, on average, 17+ shots to down a Mini-Sentry with this weapon, let alone a normal one, so avoid using this weapon to engage structures if you can help it.
- The Righteous Bison's projectile does, however, travel through buildings. Use this to damage Engineers behind their guns or to pick off weakened enemies behind Dispensers.
- The Righteous Bison's projectile is somewhat slow - about the speed of a Rocket - and as such, has difficulty landing shots on foes at longer ranges.
- Because of the obvious piercing attribute and reasonable damage, the Righteous Bison does wonderfully in close-quarters combat and in tunnel fights. It tends to perform spectacularly on maps like Nucleus, Turbine, and 2Fort. Conversely it does worse on open-terrain maps, since it's easier to strafe away from it.
- Whilst a rare occurrence, a Righteous Bison's projectile can hit a moving target multiple times with the same shot, which ups its damage considerably.
- The Bison's projectile cannot be reflected by a Pyro's airblast - and it looks a lot like the Cow Mangler 5000's projectile from afar. Because of this, it's extremely useful for engaging enemy Pyros, whom are more likely to wind up fruitlessly trying to bounce back a Bison projectile if you've been using the Mangler for long enough, meaning the two weapons work very well together.
- It is *not* recommended that you equip this with the Cow Mangler 5000 unless you have a co-operative team as, upon reaching an enemy sentry, you will be completely powerless against it (due to both weapons suffering massive damage reduction against buildings). If you do equip both, make sure you have either a backup weapon or a teammate to use with your Bison secondary fire.
Melee Weapons
Shovel/Frying Pan/Saxxy
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Stock Shovel |
0.8 seconds | 65 | 195 | |
Promotional Frying Pan |
0.8 seconds | 65 | 195 | |
Promotional Saxxy |
0.8 seconds | 65 | 195 |
- The Shovel is a viable option for close-range enemies without the risk of inflicting self-damage by using the Rocket Launcher, or if reload the Shotgun will take too long.
- The Frying Pan is much louder than the Shovel, but is otherwise statistically identical. Use it for surprise attacks to disorient people.
- Because the Soldier is slower than every other class except for the Heavy or a Demoman using the Scotsman's Skullcutter, running after an enemy is not a good choice with this weapon; it's only good for taking someone by surprise, or the enemy is already at close range (such as Spies attempting to make a backstab).
- When paired up with a Medic for a Medi Gun ÜberCharge, the Shovel is a wise choice for a melee weapon. After expending the magazines for both the Rocket Launcher and Shotgun, the Shovel can be used to make the most of the last few seconds of an ÜberCharge.
- Consider using the Shovel with the Black Box, as players can heal 15 HP for each enemy hit, and the Equalizer relies on the player having low health in order to reliably deal damage (having equal damage as the Shovel at 121 health).
Equalizer
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Unlock Equalizer |
0.8 seconds | 33-107
(Health-depending) |
98-321
(Health-depending) |
- The Equalizer is an unlockable melee weapon for the Soldier. Players will move faster and deal more damage at low health while equipped with the Equalizer, however players cannot be healed by Medics while it is equipped.
- It is important to know how much damage the Equalizer can do at certain health brackets. Above 121 HP, the Equalizer does less damage than the Shovel, but at low enough levels it is capable of killing almost any class with just one or two hits.
- Rocket jumping and ambushing enemies is an excellent way to utilize the Equalizer. By using rocket jumps to hide in places where the enemy does not suspect, it is possible to ambush enemy players and score at least one or two kills, then use the speed boost to escape before they can react.
- The speed boost that the Equalizer grants injured players can be used to reach combat just as fast as rocket jumping. As players can move almost as quickly as Scouts when under 40 HP, this can be used to reach attacking positions before the enemy team and prepare an ambush. However, be sure to get healed before actually engaging in combat.
- The Equalizer can also be used as a tool of escape: the speed increase the Soldier receives allows players to outrun most classes. If a fight is not going well, equip the Equalizer and retreat.
- Equalizer-equipped Soldiers cannot be healed by Medics. If it is pulled out while being healed or during an ÜberCharge, the link to the Medic will be broken.
- Do not run into a fight alone with the Equalizer out; only take out the Equalizer when at low health and when 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 the Equalizer isn't the active weapon, enemies will likely focus fire on Soldiers due to the high amount of threat they present on the battlefield. Usually, the only option is to make a last stand and take out as many enemies as possible.
- It is also important to note that the speed boost can provide a major advantage when carrying the Intelligence on a CTF map. This can often allow Soldiers to outrun pursuing enemies in the same manner as Scouts.
- When engaging an enemy in a melee battle, it may be worth letting them land a few hits first, 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 Soldiers down enough to do serious damage with Equalizer strikes. However, it is also a risky strategy as they may also Crit.
- Be careful about when to equip the Equalizer. Players can easily gauge a Soldier's health by looking at how fast their movement speed is, which can in turn cause them to focus fire on faster-moving Soldiers and finish them off at range.
Kamikaze
Kill Icon | Weapon | Damage | Duration | Details | |
---|---|---|---|---|---|
Grenade |
Equalizer | 500 | 4 seconds | The Soldier throws his weapon, cracks his knuckles, rips a Grenade from his bandolier and pulls the pin. The blast kills him and any enemy within 6 feet. | |
(Lumbricus Lid) |
Just like the above description, but with a special "Hallelujah" sound clip that will play before exploding when the Lumbricus Lid is equipped. |
- The Soldier's Equalizer kill-taunt is the third longest-range taunt in the game. When this taunt is performed, the Soldier will die; any enemy players and buildings that are adjacent to the player will also die or be destroyed, respectively.
- This taunt can be used in situations where multiple enemies are approaching and cannot be dealt with alone. In these situations players can hide behind a corner and begin the taunt. If timed correctly the enemies will run past the corner at the final phase of the taunt, killing at least one or two of them. 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.
- Players can survive the taunt if it is performed while under the effects of the Battalion's Backup. However, using the Battalion's Backup will often immediately alert enemies to a Soldier's presence.
- 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.
Pain Train
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Pain Train |
0.8 seconds | 65 | 195 |
- The Pain Train is a craftable melee weapon for the Soldier and Demoman. It gives players an increased x2 capture rate multiplier like the Scout, but leaves the user more vulnerable to hitscan bullet weapons such as the Shotgun, Pistol, Minigun, and Sniper Rifle.
- The Pain Train is an ideal weapon for helping teammates to accomplish capture objectives more quickly. While Scouts can often lack the firepower required to contest a point, a Soldier can reliably fight off any defenders that try to stop a capture.
- However, the Pain Train is also a highly situational weapon, as its effects can be beneficial or detrimental depending on how battles are going around the map. Players may want to switch between the Pain Train and a different melee weapon in the middle of a round to maximize flexibility.
- Never equip the Pain Train on a CTF map or while defending in an attack/defend map. As players do not need to capture control points or push the Payload cart, this only bestows the increased hitscan vulnerability disadvantage.
- Players should not equip the Pain Train if they are having trouble with Heavies and Scouts, as the increased bullet damage makes these classes harder to defeat in combat situations.
- The Pain Train is an effective tool for Back-capping, as it grants the same capturing abilities as a Scout. As such, it is especially useful if players can rocket jump to enemy points prematurely, though the weakness to hitscan weapons may be a problem if a Scout, Heavy or Sentry Gun is guarding the point.
- The healing from the Black Box can help to counter the 10% bullet vulnerability from the Pain Train, but remember that Sniper Rifle headshots can still kill instantly. If facing an opponent constantly firing a hitscan weapon, fire back from a distance to keep replenish health and try to outlast them.
Half-Zatoichi
Weapon | Kill Icon | Attack Interval | Damage | Healing | |
---|---|---|---|---|---|
Point Blank | Critical | On Kill | |||
Craft Half-Zatoichi |
0.8 seconds | 65 | 195/Instant | 200 |
- The Half-Zatoichi is a craftable melee weapon for the Soldier; it fully restores the player's health upon killing an enemy, however the player cannot switch weapons until a kill has been made.
- Due to the Soldier's slow movement rate, it is often better to ambush enemies rather than try to attack head-on. Most players can easily outpace an approaching Soldier.
- Due to not being able to sheathe the weapon unless a kill is made, it is wise to only use the Half-Zatoichi either as a last resort or if a kill can be guaranteed. Failing to make a kill will leave players highly vulnerable to ranged attacks from enemies.
- As such, it is often wise to switch between primary and secondary weapons upon spawning, so that if the quick-switch key is pressed the Half-Zatoichi will not be accidentally equipped.
- Remember that when fighting an enemy equipped with the Half-Zatoichi, both players will be killed in one attack from the weapon no matter the amount of health. As such, the key to dueling other Soldiers or Demomen who are brandishing the Half-Zatoichi is landing the first hit.
- This weapon is superb for Medieval Mode, due to weapons being restricted largely to melee weapons. However, be especially careful of other players also using the Half-Zatoichi.
Disciplinary Action
Weapon | Kill Icon | Attack Interval | Damage | Effect | ||
---|---|---|---|---|---|---|
Point Blank | Critical | Speed Boost | Duration | |||
Craft Disciplinary Action |
0.8 seconds | 49 | 147 | 40% | 4 seconds |
- The Disciplinary Action is a craftable melee weapon for the Soldier; upon hitting an ally it gives both you and the ally a speed boost for four seconds, however damage is reduced by 25%.
- The Disciplinary Action is useful for giving yourself and an ally a speed boost in confined areas where you can't rocket jump effectively or when you are without a Medic.
- Due to the reduced damage, this weapon is not as useful in direct combat, this can be offset by hitting an ally before combat for the speed boost.
- While whipping Scouts does not increase their speed, the bonus still affects you, so whip everyone at all safe times.
Market Gardener
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Market Gardener |
0.8 seconds | 65 | 195 |
- The Market Gardener is a craftable trenching Shovel that inflicts Critical hits any time the player is airborne during a Rocket Jump. The only downside being that it doesn't crit in any other circumstance, save for a boost from the Kritzkrieg, or one of various Mini-crit boosts.
- As mentioned above, the Market Gardener pairs well with the Reserve Shooter's slight decrease in weapon-switching delay, making for easier mid-air attacks.
- Alternatively, the Market Gardener can be paired with the Gunboats to rocket-jump more often, and thus open up more opportunities to inflict serious injury on the opponent.
Item Sets
The Tank Buster
The Tank Buster | |
---|---|
Effect |
Leave a Calling Card on your victims |
- The 20% less damage from Sentry Guns players take while equipped with this item set makes them a much more viable class to take down Sentry Guns (compensating for the reduced magazine size of the Black Box and so increasing the time required to destroy the Sentry Gun). Try to aim behind the Sentry Gun to take out any Engineers trying to repair it or other buildings.
- The loadout for this item set turns players into a much more support-based Soldier, working on destroying Sentry Guns or distracting them to support teammates, or using the Battalion's Backup to soften any damage the enemy tries to deal.
- Remember that the Pain Train is a very useful tool for aiding teammates in capturing points. Players that want to capture a point away from teammates quickly (such as back capping) should 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 the chances of success a lot higher.
- While the Tank Buster Set is mainly a support build and will have players focusing on using the Black Box, the melee weapon is also very important. Consider the following for which melee weapon can benefit the Tank Buster pack the most:
- The Shovel/Frying Pan is useful because it bestows no negative effects and it allows players to receive healing while this weapon is out. While running out of rockets will rarely happen, there will still be situations where players will encounter enemies in tight quarters where rockets will inflict self-damage. This weapon benefits from having Medic support.
- The Pain Train is handy to have around when playing on Payload or CP maps for the increased capture rate, which will assist in accomplishing objectives, coupled with the defense granted by the Battalion's Backup. However, the Pain Train will not cause the Backup's Rage meter to fill faster. Make sure to only use this weapon when there are Control Points or Payload carts (and even then when not playing on Defense), or bringing it will be counterproductive. Medic support is desirable.
- The Equalizer is the typically used Soldier melee weapon because it offers increased attack power and speed when damaged. This feature plays upon the idea of the Tank Buster set in that taking more damage is a good thing. Health can be replenished with the Black Box, damage taken builds the Rage meter, and combat ability increases at low health. The negative aspect of not being able to receive Medic support while using this weapon can be dangerous. However, as players can simply switch to a different weapon to receive healing, it simply removes the ability to instantly receive healing from a Medic. 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.
- The Half-Zatoichi may come in handy if the player wants to have as many ways to heal as possible. It can especially help in charging the Rage meter for the Battalion's Backup as it fully restores health upon a kill. Remember to only draw it if a kill is assured.
- The Disciplinary Action fits well with the set's general support role, allowing the Soldier and his teammates to deploy faster.
- The Battalion's Backup can act as a strong offensive push, especially for an area where teammates are locked out of due to Sentry Guns. When pushing in, focus priority on Sentry Guns, as the set bonus's 20% Sentry Gun damage resistance and 35% damage reduction from the Battalion's Backup will often be enough to overwhelm a Sentry Gun nest. When combined the two resistances amount to 48% less damage taken, nearly doubling the Soldier's effective health against Sentry Guns.
Airborne Armaments
The Airborne Armaments | |
---|---|
Effect |
No effect |
- Whereas the Tank Buster set is largely defensive in nature, the Airborne Armaments set focuses heavily on mobile offense. the Liberty Launcher's fast rockets make it ideal for aerial attacks and make it extremely hard for Pyro to effectively airblast. The Reserve Shooter works well as a combo weapon to finish off enemies knocked airborne by the Launcher, or simply dealing with a pesky bunny-hopper or Scout. The Market Gardener allows for devastating melee attacks during rocket jumps, making it quite useful for ambushing enemies in high-up locations. All three weapons work extremely well together - the improved switch speed of the Reserve Shooter applies to all weapons being used by the Soldier.
- The Airborne Armaments set takes up all weapon slots, which means it's a bit more limited than the Tank Buster or General's Formals set. Thankfully, the Airborne Armaments set itself offers no set bonus and the components of it work both apart and together, making it a bit more versatile than it initially appears at a glance.
- The Airborne Armaments set shines on maps with lots of vertical mobility and places for Soldiers to Rocket Jump to and from. Maps like pl_goldrush, plr_hightower, and ctf_2fort all allow ample chances for rocket-jumping-related hijinks, and ample opportunity to juggle foes against walls. It tends to be a little less-effective on maps with wide-open terrain, but remains effective, due to the versatility of the set.
The General's Formals
The General's Formals | |
---|---|
Effect |
No effect |
- The General's Formals, appropriately enough, is a somewhat generalist set, centering around the enhancement ability of the Disciplinary Action and Mantreads. An unusual combination, it nonetheless works well, as the set allows a Soldier their choice of primary weapon, making it very versatile. This allows the player to tool a loadout using this set for either offensive (using the Cow Mangler 5000, Liberty Launcher, or Direct Hit) or Defensive (Black Box, Rocket Launcher, Original) purposes.
- The Disciplinary Action works well with the Mantreads, allowing you faster movement and ergo, longer and generally-more-accurate Rocket Jumps, whilst the Mantreads' knockback negation helps eliminate pushback whilst airborne. All this allows you to more reliably line-up a stomp on an enemy, and the set works particularly well on maps with lots of vertical terrain, such as pl_upward and plr_hightower.
- The Disciplinary Action being paired with the Mantreads is somewhat hit-or-miss for some players; the whip simply doesn't do that much damage for close-combat. Thankfully, the set itself doesn't offer a set bonus, meaning that you can shake things up quite a bit by substituting one item for another. For those who don't like the lack of offense the Disciplinary Action brings to the table, the Market Gardener, Equalizer, and Half-Zatoichi all offer exceptional close-quarters-combat punch for rocket-jump-related combat.
Dr. Grordbort's Victory Pack
Dr. Grordbort's Victory Pack | |
---|---|
Effect |
No effect |
- Dr. Grordbort's Victory pack is unique in that it is the only set in the game that functions completely without ammo. All of the weapons in this set (except the melee weapon, which is your choice) are "ray gun" retro-future style weapons, which do not carry ammunition and thus never need to be restocked. They also cause any enemies they hit to disintegrate when hit, an attribute unique to these weapons.
- On the other hand, this weapons set leaves the Soldier completely vulnerable to Engineers. Both the Cow Mangler and the Righteous Bison suffer an 80% reduction against buildings, meaning that the equipped Soldier must avoid Engineer stations whenever possible, and leave disabling them to other classes. If needed, you can bypass a Sentry Gun or disable it for teammates using the Cow Mangler 5000's charged shot.
- The Cow Mangler 5000 can fire five times and does not need to restock. This extra shot and long-use capacity is balanced out by a small damage and reloading penalty, and an inability to land critical hits under any condition.
- Although Soldiers are usually good targets for Medics, Medics should look over Soldiers wielding this item set. The critical hit boosting penalty on the Cow Mangler 5000 negates the Klitzkreig's usefulness, and an inability to damage buildings (especially Sentry Guns), often the most useful target for a Soldier, reduce the usefulness of a Medi Gun or Quick-Fix uber.
- The Cow Mangler's shots can be reflected by Pyros, but the Righteous Bison's cannot. When fighting Pyros, it is often best to switch to your Righteous Bison, whose shots look very similar, as they will often try to reflect the shot back at you and get hit by it instead.
- The Righteous Bison is like a second Rocket Launcher, which cannot hit buildings but can pierce multiple targets. It is wonderful at medium to close ranges, although in a one-on-one fight it can be outdamaged by a Shotgun. The Righteous Bison was for a long time the only weapon in the game with this piercing effect, until the introduction of the Machina in the Manno-Technology Bundle.
- When crafting, the blueprint for the Pith Helmet and Mutton and Chops is the same. Thus, there is a 50% chance that, if you already have one of the items, using the blueprint will give you a second copy of it. In those cases it is a good idea to trade it to another player with the opposite problem for its twin.
Weapon Combinations
Example Combinations | |||
---|---|---|---|
Combo | Usage | ||
A well-balanced setup, the Shotgun provides an alternative firearm when all four rounds for the Rocket Launcher have been expended. It is a great weapon to finish off weak opponents or dealing with classes at close ranges where explosives will inflict self-damage. Furthermore, the Shotgun is ideal for dealing with Pyros that use compression blast to deflect rockets, and Scouts that use their double-jump ability to avoid splash damage and prevent players from landing clean hits. The Equalizer can provide an additional edge against enemies when both of the other weapons are fully expended, or provide a much-needed speed boost in order to escape. | |||
or |
This setup focuses on using the Gunboats to gain a major mobility advantage over other Soldiers. Due to the increased ammo count and greatly decreased damage taken from rocket jumps, players can chain consecutive jumps together and reach their destinations very quickly, while retaining sufficient fire power to take out enemies. Furthermore, rocket jumps can be executed to fly over groups of enemies to rain down energy bolts from above, or to escape from situations where a normal rocket jump would lead to death. However, remember that due to the absence of the Shotgun certain classes like Pyros and Scouts will be much harder to deal with, and the much weaker damage against Sentry Guns makes it dangerous to enter a sentry farm. | ||
Recommended for players with exceptional aim, this setup takes advantage of the Direct Hit's higher damage. Dispatching Sentry Guns at a distance becomes easier, and dealing decisively with classes at close range without the risk of self-damage is another major advantage. However, due to the smaller splash damage radius, the Righteous Bison is recommended in order to give such players another level of firepower against players that are able to dodge the rockets, while maintaining a high level of damages; its fast reload speed and accuracy also provide a larger range for the Soldier. The Shovel can deal damage reliably at higher health levels, though it also prevents players from escaping easily when losing a fight. | |||
or
Shovel or Pain Train |
For a more team-oriented offensive Soldier. The Rocket Launcher's wide splash damage radius allows players to build up the Buff Banner's Rage meter quickly, the Pain Train's increased capture rate can help to accomplish capturing objectives faster. Remember, however, that without the Shotgun and due to the Pain Train's higher hitscan vulnerability, being isolated against enemies can often result in death, so teamwork is a must. Carrying the Shovel instead can enhance survivability but reduces capturing ability. | ||
Geared primarily towards team support and Sentry Gun elimination on offensive pushes. The Direct Hit can eliminate Sentry Guns quickly and can deal severe damage even to Wrangled Sentry Guns, while the Battalion's Backup will charge itself regardless of how much damage is dealt with the Primary weapon. Taking on Sentry Guns will help to charge the Backup quickly, and will enable teammates to push forward into well-defended territory more easily. | |||
or |
For support Soldiers who focus on assisting their teammates rather than directly killing the enemy. Every hit landed will replenish health as well as help to build up the Rage meter, making things easier for friendly Medics as they will be able to focus on healing teammates more. With only three rockets and no Shotgun shells, target prioritization and team support is crucial. | ||
A loadout more geared towards roaming Soldiers. The Black Box provides players with a way to regain health while away from friendly Medics and Dispensers, but suffers from a smaller magazine size. Try to use mobility to ambush enemies and retreat before they can retaliate, don't get pulled into drawn-out fights where the reduced magazine capacity will become a disadvantage. Due to being away from teammates more frequently, carrying a backpack buff will not benefit teammates, so the Shotgun is preferable in that it can provide an additional level of firepower when the Black Box's ammo runs out. The Equalizer provides a quick getaway when no one is around to provide support. | |||
or |
For Soldiers focused on surviving for as long as possible. The Black Box simultaneously replenishes health as well as builds Rage for the Concheror. When the Concheror is fully charged, it can then be deployed to replenish even more health from damaging enemies, as well as help teammates to survive longer. When the tables turn, the Equalizer can be used to make a fast getaway, or the Half-Zatoichi can be used to kill an enemy to restore full health. | ||
A niche setup dedicated to capturing points when facing an enemy team that continuously pushes forward. Due to suffering twice the normal amount of damage from enemy attacks, as well as the increased vulnerability to hitscan damage, players should focus on using mobility to avoid confrontations and escape detection. Using the Rocket Jumper in the same manner as the Gunboats, chain rocket jumps together to traverse great distances quickly, and try to get behind enemy lines to reach uncontested points, using the Pain Train's increased capture rate to capture the control point behind the enemy's back before they can react. As the Rocket Jumper is incapable of damaging enemy players, the Shotgun is the only real means of self-defense, and can be used to destroy any Stickybombs that may be placed on control points. | |||
or or
Shovel or Equalizer or Pain Train |
The Tank Buster Setup
With the Grenadier's Softcap, this setup provides 20% damage resistance against Sentry Guns, and thus make it good for pushing through areas locked down by Sentry Guns. The Black Box will provide players with the ability to recover health, which will be needed to soak up damage to charge up the Battalion's Backup. When the Pain Train is used, this setup is particularly suited in Payload maps during cart-pushing. |
Class Combat Strategies
Scout
- While Scouts are weak enough to be dispatched by a few rockets, few Scouts will give Soldiers the opportunity to do so. Scouts will often use their double-jump ability to dodge fire and prevent Soldiers from landing clean hits at close range.
- The easiest way to counter a double-jumping Scout is to predict where the second jump will place the Scout, then fire a rocket there to juggle the Scout, allowing for easy follow-up.
- It is also possible to directly hit the Scout with a contact rocket. Direct contact rockets are often enough to either kill a Scout outright or force a retreat, due to the Scout's low health.
- The Shotgun can be a useful choice for engaging Scouts, as it prevents them from dodging around to avoid damage as easily as with the Rocket Launcher. Good aim and prediction with the Shotgun can usually result in a victory.
- Be warned that using the Direct Hit can be a major disadvantage when fighting a Scout due to the reduced splash damage radius. While a direct contact rocket will almost certainly kill a Scout at close range, landing splash damage in an attempt to juggle the Scout is much harder.
- Scouts often tend to use their speed to flank and ambush their enemies, dealing as much damage as possible at close range and then retreating before the enemy can react. Always keep an eye on surroundings, and try to spot Scouts as they maneuver for a flank in order to predict where they might reappear.
- If a Scout tries to perform a weapons heckle, there is little that can be done besides trying to predict the range at which the Scout may try to engage at. In general, try to avoid fighting Scouts in open areas where they can use their maneuverability to heckle their targets.
- Be especially aware of Scouts using the Force-A-Nature, as it is capable of dealing significant damage in ambushes, and its knockback can prevent their targets from immediately responding. Whenever possible, try to catch Scouts in the middle of reloading their weapons, and fight them at a distance.
- Be further aware of Scouts using the Force-A-Nature to force jump up to areas that are normally only accessible via rocket jumping. Scouts can sometimes follow Soldiers up vertical access points and ambush them from behind.
- A Scout with Bonk! Atomic Punch will usually attempt to use it to get past friendly Sentry Guns. When dealing with such a Scout, try to physically body-block them to halt progress; this is especially useful in narrow corridors and doorways.
- The Rocket Launcher can also be used to juggle them, however beware of Scouts attempting to close the distance in order to cause the rockets to inflict self-damage. In such a case, simply switch to the Shotgun and wait for the Bonk!'s effects to wear off.
- A Scout under the effects of Crit-a-Cola can deal a tremendous amount of damage in a flanking maneuver; however, as the Scout will also take Mini-Crit damage, a few Shotgun blasts or a single rocket is usually enough to end the fight. The trick for dealing with such Scouts is to attack first.
- If a Scout manages to inflict stun using the Sandman, try to face the Scout and attack as soon as its effects wear off. Scouts will rarely attempt to dodge when attacking a stunned enemy, and are easier to dispatch due to the Sandman's -15 maximum HP penalty.
Soldier
- Fighting another Soldier largely depends on judging where to land rockets for the greatest amount of damage, individual loadouts, and aiming skill with the Shotgun.
- In general, if both Soldiers are using the Rocket Launcher, the outcome of the duel will depend mostly on aim and dodging. Maneuvering to avoid the most splash damage from the enemy Soldier's rockets will be the key to surviving, as well as trying to place rockets where they will do the most damage to the enemy Soldier.
- A Soldier using the Direct Hit can cause more damage to the other with contact hits, but will have trouble landing splash damage or juggling the enemy Soldier for a Mini-Crit. Furthermore, corners and obstacles cannot be utilized to land splash damage, which can be a significant problem if the other Soldier is not using the Direct Hit.
- Fighting using the Black Box is similar to the Rocket Launcher, however it can be harder to finish an opponent off with only three rockets, and its health regeneration capabilities are easily overwhelmed by the raw damage that rockets can inflict. If one or both Soldiers are using the Black Box, the outcome of the duel will depend more on what secondary and melee weapons are being carried.
- Deciding when to take the Shotgun out is important, as it can be used to quickly finish off enemy Soldiers after two or so rockets if both Soldiers' rockets have placed the two very close together.
- If a backpack buff item is equipped, the outcome will depend on what type of buff is being carried, as well as whether or not it is active. Furthermore, the melee weapons being carried will be the final decider in the event that both Soldiers are carrying backpack buff items.
- Melee duels between Soldiers can vary widely as the Soldier has four different melee weapons available. The Equalizer is often the most-frequently wielded melee weapon for the Soldier, and the outcome will often depend on who lands the first hit as well as the health levels of both Soldiers at that point. The Half-Zatoichi is capable healing upon kill but does not benefit from increased damage and speed; furthermore, it poses the danger of the enemy Soldier simply retreating out of melee range and switching to another weapon. If both Soldiers are wielding the Half-Zatoichi, either will be killed in a single hit.
- When fighting an enemy Soldier, always try to take the height advantage first and prevent the enemy Soldier from doing the same. The general rule is that the Soldier who has the height advantage is often the winner.
- If the enemy Soldier tries to take the height advantage, try to prevent this using whatever means possible, from hitting them in mid-air with rockets to using the Shotgun to push them away.
- Learning how to air-strafe can be crucial to survival when fighting an enemy Soldier who has the height advantage. Air-strafing prevents enemy Soldiers from landing clean hits with the Rocket Launcher, making achieving height parity easier.
- If an enemy Soldier has an active backpack buff, it is often best to simply deny combat until its effects wear off. Fighting an enemy Soldier who has a Mini-Crit, damage resistance or health regeneration buff can be hard if both start off on equal footing. Try to use the Shotgun to gain an advantage over enemy Soldiers with backpack buff items.
- If both Soldiers are carrying backpack buff items, it is possible to negate the enemy's buff by countering with another buff, or vice-versa. In particular, the Battalion's Backup is capable of nullifying any advantage from the Buff Banner, and the Concheror can help to mitigate any Mini-Crit damage taken as well.
- The Direct Hit is an excellent tool for taking down Soldiers who rocket-jump often. As Mini-Crits are inflicted on enemies sent skyward by explosives, a single Direct Hit rocket is capable of decisively dealing with an enemy Soldier.
Pyro
- The Pyro's greatest advantage lies in the ability to use compression blast to deflect rockets and inflict Mini-Crits on foes using deflected projectiles. When fighting alongside teammates, always be careful about firing rockets as a skilled Pyro can use those rockets against them.
- If using rockets to deal with the Pyro, try to launch them in such a way that the Pyro has no chance to deflect the rocket properly, or try to fire them into gaps between compression blasts. Using obstacles to land splash damage also prevents clean reflects.
- If using the Direct Hit, be sure to actively dodge the rockets as well since damage can be avoided by staying outside of the rockets' small splash radius.
- Only try to fire rockets at a Pyro if there are teammates to provide a distraction. Pyros cannot deflect rockets that they cannot see, so ambushing them or attacking from above can make a huge difference.
- The best way to deal with a Pyro is simply to use the Shotgun to deny the Pyro a chance to deflect any rockets. Try to engage Pyros from outside of their Flamethrower's range and deal as much damage as possible to force a retreat.
- Another trick is to try to goad them into using the Shotgun, and then quickly switching to the Rocket Launcher to attack them while they do not have the Flamethrower out. However, this is not possible against Pyros using the Degreaser
- In general, never try to use a melee weapon against a Pyro, as it offers the significant danger of being ignited and then finished off with the Axtinguisher. Unless the Pyro has been juggled, it is always possible to have the tables turned in a fight.
- Pyros using the Backburner are perhaps the easiest to deal with. Simply stay outside of their range, and try to juggle them with rockets.
- If a Pyro is using the Gas Jockey's Gear, take advantage of the item set's increased hitscan vulnerability and use the Shotgun to deal with them.
Demoman
- Demomen, like Soldiers, rely largely on explosive projectiles and a combination of knockback and juggling to defeat their opponents. Depending on the circumstances, they are easier and harder to defeat than a Soldier.
- A Demoman's greatest advantage over the Soldier is the ability to arc projectiles over obstacles or around corners where Soldiers cannot respond in kind. However, Demomen are somewhat easier to fight in direct combat since their explosives are either time-delayed or must be manually detonated.
- Demomen often rely on using their Stickybomb Launcher in order to deal damage. While it has a considerably shorter range than the Rocket Launcher, it can deal more damage per projectile and can juggle their targets more easily, as well as deploy more than one bomb simultaneously. The easiest way to deal with the Stickybomb Launcher is to stay outside of its range.
- The Grenade Launcher is usually simple to deal with, as it mainly comes down to avoiding getting hit directly by a grenade. Any grenades that hit the ground will automatically detonate after a set period of time, so it is simply a matter of avoiding them when they do detonate.
- Demomen can use their Stickybomb Launcher to lay sticky traps and detonate them when the enemy crosses it. Always be ready to deal with stick traps around corners or doorways.
- The most reliable way to deal with sticky traps is simply to use the Shotgun to destroy them. Take advantage of the fact that the first projectile for hitscan weapons that have not been fired for at least one second always travels straight down the crosshair to precisely destroy stickies at a distance. Always be careful not to get within range of the sticky trap's blast radius when removing them.
- The Rocket Launcher can also be used to scatter sticky traps quickly if using the Shotgun will take too long. This can reduce the chances of a sticky trap killing any teammates, however the stickies are still under the control of the Demoman, who can still detonate them and damage or kill any players within the trap. Try to scatter stickies in a direction where they cannot harm teammates (such as pushing them towards enemy lines), or simply off of ledges.
- Like the Soldier, Demomen can explosive-jump by using the Stickybomb Launcher. While they take more damage from such jumps, they can jump farther distances. If using the Direct Hit, try to knock them out of the sky, as a single rocket is often enough to finish a Demoman.
- A Demoman who has the Chargin' Targe and a long-range melee weapon equipped can be difficult to deal with without a Shotgun handy. As the Chargin' Targe effectively halves any damage that the Rocket Launcher can inflict, the Rocket Launcher can only really juggle the Demoman, but not reliably kill unless the Demoman was already previously damaged.
- If a Demoman uses a charge to close the distance, try to use the Rocket Launcher to juggle them and stop the charge, or try to stay out of its line of charge. Remember that weapons like the Eyelander and Scotsman's Skullcutter have a surprisingly long melee range, so Demomen can land hits at ranges that may seem safe.
- Demomen using the Scottish Resistance are easier to deal with directly due to the weapon's longer bomb arm time, but harder to defeat if they have laid multiple sticky traps. Stickies laid by the Scottish Resistance can be selectively detonated by the Demoman, and are highlighted no matter their location, so Demomen can detonate sticky traps that they see are under attack, or selectively detonate scattered bombs that have been pushed towards teammates.
- Sticky traps can also be selectively detonated and used as decoys. Remember that even if one trap may be laid in an obvious place and easily dealt with, it may be a decoy that is being used to distract players from a better-hidden trap nearby. If a trap is detonated by the Demoman, never assume that there are no other sticky traps nearby.
- The Loch-n-Load allows Demomen to land direct contact grenades more easily, but limits the Demoman to two rounds and the inability to land splash damage with missed grenades. While the grenades are considerably harder to dodge and deal more damage, the Demoman is left more vulnerable while reloading, which can be used as an opportunity to deal with them.
- If a Demoman is using the Ullapool Caber, simply try to stay outside of its range while dealing damage. The Rocket Launcher can be used to juggle any that are combining it with the Chargin' Targe, though the Shotgun can more easily deal with them as well.
Heavy
- Fighting Heavies mainly depends on the terrain. A Heavy's Minigun will quickly kill any Soldiers within a certain range given a clear line of sight, however the Rocket Launcher can be used to inflict splash damage around obstacles and corners, where the Heavy cannot counterattack.
- In general, if obstacles cannot be used to inflict splash damage, try to fight Heavies at long range where their Minigun's damage falloff and spread reduces the amount of damage taken.
- Ambushing Heavies from higher ground also provides a measure of cover. Often, Heavy players will only focus on what is in front of them, and can be dispatched quickly by ambushing them with rockets.
- Letting a Heavy within close range is not advised, as the Minigun will quickly shred any targets at close range and they can simply outlast Soldiers in Shotgun or melee fights. As Heavies are the slowest class in the game, it is not hard for a Soldier to outmaneuver a Heavy, so use this to deny Heavies a chance to close in.
- Spun-up Heavies are easy targets for rockets from the Direct Hit, as they are not hard to lead. Try engaging such Heavies at a distance, especially if they are out in the open and especially if they are using the Brass Beast.
- The Battalion's Backup is an excellent Heavy counter, as it can drastically cut down the Heavy's firepower advantage. Heavies that are preventing teammates from advancing can often be made to retreat by using the Battalion's Backup.
- Be especially wary of Heavies that are using the Fists of Steel, as it greatly reduces all projectile damage taken. Try to slow the Heavy's progress by juggling the enemy player with rockets, but if the distance is close enough simply take out a melee weapon and charge the Heavy.
- Heavies using the Gloves of Running Urgently are rarely a direct threat due to the weapon's low damage output. However, most Heavies simply use them for maneuvering and reaching their destinations faster, so it is always advised to try to kill them quickly while they cannot counterattack.
Engineer
- By themselves, Engineers are not hard to deal with since they lack the firepower needed to kill a Soldier except through ambushes. Two rockets is usually enough to dispatch an Engineer reliably.
- Be cautious of Engineers who set up ambush Sentry Guns by using the Gunslinger, as Combat Mini-Sentry Guns can deal a surprising amount of damage when used in an ambush, and the Engineer is harder to kill due to the +25 HP bonus. When dealing with such an Engineer, try to fight them one at a time instead of both simultaneously, and try to destroy the Sentry Gun from outside of its range first if possible.
- An Engineer using the Frontier Justice can kill Soldiers with just two shots, so tread carefully if dealing with such an Engineer. Try to ambush them from high areas where the terrain can be used as a shield against Crits.
Engineer Buildings
- The key to destroying Sentry Guns as a Soldier lies in the Rocket Launcher's ability to deal splash damage. By using splash damage, players can effectively damage a Sentry Gun from outside of its range of fire or from around corners, without the Sentry Gun being able to return fire.
- If an Engineer is constantly repairing the Sentry Gun, direct fire to the ground surrounding the Engineer (or nearby objects) to kill him or her, or attack the Dispenser.
- Once a 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 fire 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, focus on killing him or her first, as an Engineer is easier to kill than a Wrangler-shielded Sentry Gun. Once dead, the Engineer's Sentry Gun will be disabled (but shielded) for 3 seconds, leaving it vulnerable to follow-up attacks.
- It is possible to "edge" a Sentry Gun by shooting at it from around a corner where it cannot fire back, and damage it with the rockets' splash damage.
Medic
- Dealing with lone Medics is not hard, but the real trouble comes from their patients, who will always do everything possible to protect the Medic.
- When dealing with a Medic travelling with a buddy, try to ambush them and use the Rocket Launcher's knockback to separate the pair, then prey on the Medic. Using rocket jumps to gain a height or maneuverability advantage also helps.
- Medics will often refuse combat against a Soldier and retreat when things turn against them. As Medics are the second-fastest class in the game, getting a successful kill often relies on the terrain and whether the Medic is fighting back.
- In tight corridors, Medics using the Syringe Gun or Blutsauger will often retreat while firing around corners, using the syringes' delay to prevent enemies from pursuing. Never chase a Medic around a corner, and try to use alternate paths to ambush them.
- Try to juggle retreating Medics if possible, to prevent them from successfully escaping. Bouncing a Medic into a corner will make landing a follow-up rocket much easier.
- Medics fighting at long range will often use the Crusader's Crossbow. This cannot be countered easily except with the Direct Hit. Whenever possible, try to use rocket jumps to quickly close the gap, where the weapon's long reload time works against the Medic.
Sniper
- As Snipers fight at long range, the Rocket Launcher is the only weapon that can reliably counter a Sniper. In general, try to fire rockets at objects near the Sniper to inflict splash damage, or simply to suppress the Sniper in order to get closer.
- The Direct Hit is capable of countering Snipers at range, as the fast projectile travel time allows Soldiers to hit Snipers with more reliability. However, proper aim is required due to the significantly smaller splash damage radius.
- Snipers will often take the high ground in order to get a better view of the battlefield. Whenever possible, use rocket jumps to reach these locations, as well as to close the gap faster.
- Never rocket jump in plain view of a Sniper, as good Snipers can often predict the travel arc and land a headshot in mid-air.
- Like Medics, Snipers will often refuse combat, and will immediately retreat if attacked. Use the Rocket Launcher's splash radius to juggle them and prevent this.
- Snipers will sometimes equip Jarate and throw it at ambushers, then take out a melee weapon and go on the offensive; this can be especially deadly if the Sniper is using the Bushwacka in conjunction with Jarate. If this happens, simply keep out of melee range and continue attacking.
- If a Sniper knows that an enemy is approaching, he or she may attempt to scope in with the Sniper Rifle and land a headshot when the attacker appears. Equip the Shotgun and constantly fire at the Sniper to prevent this.
Spy
- The key to dealing with Spies is to identify them before they can strike. Check teammates frequently, and always be sure to turn around frequently, as Soldiers are frequent targets for Spies.
- Use the Rocket Launcher to juggle Spies whenever they have been identified. This can often prevent a Spy from getting a successful backstab against teammates.
- If dealing with a Spy at close range, using the Shotgun or a melee weapon can reduce the chances of inflicting self-damage. However, using a melee weapon may give the Spy a chance to strafe and perform a sidestab, or even a facestab.
- The Shotgun is a useful weapon for checking areas for cloaked Spies. Once a Spy's location has been determined, switch to the Rocket Launcher and splash the area to kill the Spy.
- When using a backpack buff item, be wary of teammates who are not being affected by the buff, as this normally indicates that that player is an enemy Spy. Also, be sure to turn around frequently as a Soldier with an active banner is a high-priority target for Spies.
- If a Spy is using the Dead Ringer, be sure to take out the Shotgun to Spy-check instead of the Rocket Launcher, as some Spies deliberately step in the way of rockets to cause them to inflict self-damage.
Cooperative Class Strategies
Scout
- As Scouts are the most fragile offensive class, they sometimes have trouble fighting against tougher classes. Be sure to offer assistance against these classes whenever possible.
- The Rocket Launcher's knockback can be used to pin enemies, making them easier targets for the Scout, or to push them away if the Scout is retreating.
- Soldiers, presenting the most threat in combat out of all classes except the Heavy, can also serve as distractions against enemies, which can create opportunities for friendly Scouts to perform flanks and ambushes.
- Both Scouts and Soldiers have a great deal of mobility. As such, both classes are able to use this maneuverability to conduct synchronized ambushes against unsuspecting groups of enemies.
- A Scout using the Sandman can make enemies considerably easier to hit with rockets. A Sandman-wielding Scout and a Soldier can work in tandem to stun high-priority targets and eliminate them quickly.
- A Scout using Mad Milk can help Soldiers to quickly recover health if used against an enemy group. The Rocket Launcher's splash damage can be used to replenish large amounts of health at a time. This effect can be amplified further for both by using the Buff Banner.
- When using a backpack buff item, remember that Scouts cannot benefit from its effects without restricting their movements, which makes them easier targets for the enemy. If paired up with a Scout, try to fight as close to the enemy as possible.
- In particular, a Scout can use the Boston Basher to inflict bleeding on an enemy, then retreat to inside of the radius of a Buff Banner to inflict Mini-Crit bleeding.
- A Scout using the Fan O'War can make a Soldier's target significantly easier to kill by hitting the enemy and then retreating, making follow-up attacks for the next 10 seconds Mini-Crits. In particular, Mini-Crit rockets can kill almost any class in just two well-placed rockets.
- When equipped with the Pain Train, Soldiers can assist Scouts in capturing points, especially back caps, while providing a significant amount of firepower to protect the Scout.
Soldier
- When working alongside Soldiers, try to use each other's rockets to juggle enemies and make follow-up attacks easier.
- Using their mobility, two Soldiers can use rocket jumps to perform ambushes on enemy groups very successfully. This can significantly amplify the power of an ambush since two Soldiers can land large amounts of splash damage over enemy groups.
- One of the best ways to work together with another Soldier is for one to have the Rocket Launcher or the Black Box while the other carries the Direct Hit. One Soldier can juggle opponents with rockets, while the other can finish off juggled enemies with the Direct Hit. The first Soldier can further use the Rocket Launcher or Black Box's wider splash radius to deal with targets that the Soldier with the Direct Hit cannot.
- Soldier pairs can also overwhelm Pyros using compression blast to deflect rockets by alternating fire to get rockets through the gaps between compression blasts. However, this is also dangerous as improper timing can result in the Pyro deflecting both rockets at once into a single target.
- Soldiers can also use their backpack buff items in tandem to build up their Rage meters.
- If both Soldiers are using the Buff Banner, one can activate the banner, allowing the second Soldier to inflict Mini-Crits to quickly charge up his or her banner, which can then be used to allow the first Soldier to quickly build up another full Rage meter.
- Different backpacks can also be combined for devastating effect. A simultaneous Buff Banner and Battalion's Backup push can create a two-to-one firepower difference between teams with even numbers, a simultaneous Buff Banner and Concheror can allow players to recover large amounts of health, and so on.
- Two Soldiers wielding the Pain Train can use their mobility to perform back caps on push maps. However, unlike doing so with a Scout, two Soldiers have considerably more firepower and can more easily fend off any attempts to defend the capture point.
- If one or both Soldiers are using the Half-Zatoichi, one of the Soldiers can use rockets to juggle and pin enemies, making it easier for the other Soldier to make a kill. Similarly, one Soldier can serve as a distraction to set the ground for an ambush by the other, which can be crucial due to the Soldier's slow movement speed.
Pyro
- Soldiers can support Pyros with the Rocket Launcher, which has considerably more range than the Flamethrower or Shotgun. This can help to negate the Pyro's range weaknesses.
- When setting up ambushes, Soldiers can use high ground to get the attention of enemy groups while the Pyro attacks from behind. This can be especially effective if the Pyro is using the Backburner.
- Compression blast is extremely helpful for Soldiers, as Pyros can extinguish flames as well as deflect explosives and juggle enemies to make landing rockets easier.
- Using the Buff Banner or Concheror can help Pyros to inflict greater damage or replenish health, respectively, due to either inflicting Mini-Crit afterburn or replenishing health from the same. This is especially noticeable if the Pyro has ignited multiple foes.
- A Soldier with the Direct Hit and a Pyro with the Flare Gun can provide long-range support for teammates when fighting Snipers or other Soldiers.
Demoman
- A Soldier and Demoman working side by side can deal out a huge amount of explosive damage. Both can cover each other by using direct-fire and arcing projectiles to attack targets as the situation demands.
- In particular, Soldiers can cover the Demoman's close-range weakness with the Shotgun and Rocket Launcher, allowing the Demoman to make the most of locking down areas with the sticky traps. This is especially useful if the Demoman is using the Scottish Resistance, as the longer bomb arm time is less of an issue.
- Demomen can set sticky traps to juggle and pin enemies for Soldiers to attack, or vice versa with the Soldier using the Rocket Launcher to knock enemies into sticky traps. Soldiers can also take advantage of friendly sticky traps by using the Direct Hit to inflict Mini-Crits on juggled targets.
- As both classes can perform explosive jumps, Soldiers and Demomen can perform devastating ambushes by using their mobility to attack enemies from unexpected angles. However, keep in mind that Demomen take more self-damage from explosive jumps, so it is usually wise to allow them to grab health pickups first whenever possible.
- By both using the Pain Train, a Soldier and Demoman can perform fast back-caps in the same manner as two Soldiers. However, in this case, the Demoman brings more flexibility in the ability to lay sticky traps to preemptively deny approaches to enemies attempting to stop the capture.
- If an enemy Demoman is attempting to destroy friendly sticky traps with the Scottish Resistance, use the Shotgun to destroy the incoming stickybombs. Remember that the Scottish Resistance has a longer arming time, during which the stickies can still be destroyed.
- Remember that the Buff Banner causes all damage inflicted by friendly players within its radius to become Mini-Crits. Any explosives fired or deployed by a Demoman prior to the banner being activated will inflict Mini-Crit damage while the Demoman is within its active radius.
- Conversely, any explosives fired or deployed while within the radius of an active banner will cease to deal Mini-Crit damage when the Demoman walks out of its radius or the banner expires.
- Rockets can be used to bounce opponents to make them easier for a Demoman using the Chargin' Targe to kill. Remember that the Chargin' Targe replaces the Stickybomb Launcher, so the Demoman loses the ability to place precise explosives.
Heavy
- As the Heavy and Soldier are the most powerful direct combat classes in the game, a Soldier-Heavy pair can easily kill any enemies that stand in their path. They can use their hitscan and explosive weapons as the situation warrants to counter any attacks.
- As the Soldier has more mobility than the Heavy, Soldiers can move in front of the Heavy and attack enemies first, giving the Heavy time to spin up the Minigun to deal with enemies as needed. Soldiers can also escape from losing combat situations more easily, so they can warn their partners of incoming danger more safely.
- Rocket jumping onto higher terrain also allows Soldier to cover Heavies from above. The higher terrain gives enemies fewer places to hide, and allows the Soldier to spot targets or ambushes for the Heavy.
- Always be especially wary of Spies. As the Soldier and Heavy are the slowest classes in the game, they are particularly vulnerable to backstabs. The pair should always watch each other's backs for Spies, and never focus on only a single direction while fighting.
- As Heavies are fairly easy targets for Snipers, always be sure to use the Rocket Launcher to suppress enemy Sniper positions. This can allow Heavies to proceed forward more safely.
- A Heavy using Natascha can slow enemies down, making them easier to hit with rockets.
- Conversely, rockets can be used to juggle enemies, making them easier to hit for a Heavy using the Minigun or the Brass Beast.
- Rockets can also be used to pin enemies against walls or corners, allowing a Heavy using the Killing Gloves of Boxing to score a kill more easily.
- Whenever a Heavy is recovering health by eating a lunchbox item, be sure to watch for enemy pushes, and protect the Heavy as necessary. The Heavy may return the favor later by providing a Sandvich or Buffalo Steak Sandvich via dropping.
- By consuming a Buffalo Steak Sandvich or equipping the Gloves of Running Urgently, a Heavy can move much faster. This added mobility can be used to reach ambush locations almost as quickly as a Soldier. Using this, Soldiers and Heavies can perform ambushes on unsuspecting groups that do not expect either to be there.
- A Heavy with the Fists of Steel can act as a mobile shield for Soldiers. This can be especially helpful if dealing with Sentry Guns.
- Use the Disciplinary Action to give a Heavy a speed boost while they have their gun revved. This is espicially true with Heavies wielding the Brass Beast, as whipping them can bring them back up to the base movement speed for the other miniguns.
Engineer
- In general, Soldiers can assist Engineers by guarding their buildings while the Engineer is setting up. Buildings are most vulnerable while they are being upgraded, so preventing or discouraging enemies from approaching can make setting them up easier.
- If an ÜberCharge pushes in to destroy an Engineer's buildings, try to use the Rocket Launcher to juggle one of the pair. The Sentry Gun's knockback is usually enough to push enemies away once they are airborne.
- Conversely, try ambushing pushing enemies from behind and using the Rocket Launcher to knock them around corners into friendly Sentry Guns.
- Soldiers can serve as useful escorts for Engineers who are hauling their buildings forward. As an Engineer carrying a building moves at about the same speed as a Heavy, Soldiers can keep up with little problem.
- When an Engineer is hauling a Sentry Gun to the front lines, try to suppress any enemies attacking the Engineer. However, if the enemy has not noticed the Engineer's presence, it is usually wiser not to attract attention.
- If an Engineer is under the effects of the Buff Banner, any damage dealt by the Engineer's Sentry Gun will inflict Mini-Crits. If providing support from the rear alongside an Engineer with the Wrangler, a Buff Banner can help to suppress enemies more effectively. The effect can be shared further with teammates if the Engineer has hauled the Sentry Gun to the front lines.
- An Engineer using the Gunslinger can also benefit from the Buff Banner, as any supporting Combat Mini-Sentry Guns that have been deployed can inflict more damage against enemies that wander into its range.
- Another less used and unconventional method is when the Engineer is in desperate need of metal, you can use your Rocket Launcher to kill yourself to give the Engineer metal.
Medic
- Soldiers can protect Medics best by using the Rocket Launcher to bounce away attackers, giving the Medic a chance to escape safely.
- Medics can benefit most greatly from being under the effects of the Battalion's Backup, as they will rarely actively attack enemies. If the Medic is pushing forward with a Kritzkrieg ÜberCharge, using the Battalion's Backup can help the pair to survive considerably longer.
- Similarly, a Medic pushing forward using an ÜberCharge from the Medi Gun can benefit from the effects of the Buff Banner.
Sniper
- Often the best thing that a Soldier can do for Sniper is to escort them while they are moving between sniping positions. As the Sniper fights from the rear, Soldiers have few opportunities to fight alongside Snipers.
- Soldiers using the Direct Hit can sometimes work alongside Snipers to provide long-range support firepower for teammates.
- A Sniper can use Jarate to make a Soldier's targets easier to dispatch. This is especially effective with the Rocket Launcher due to its wide splash radius.
- If a Sniper is using the Bushwacka, using the Buff Banner can allow him or her to inflict guaranteed Critical hits on enemies, which can be especially devastating in ambushes.
Spy
- As with other classes, Spies can place Electro Sappers on enemy Sentry Guns prior to attacks, making them far easier to dispatch.
- Soldiers can attract the attention of enemy groups easily, opening a window for Spies to approach and backstab them.
- Conversely, Spies using the Cloak and Dagger can warn Soldiers of enemy movements, which can make performing ambushes easier.
See also
External links
- Pway a Weal Cwass - A Guide to Soldier in TF2 by PandaPoops
- TF2 Rocket Jumping 101 by honorablejay
- compLexity TF2: Rocket Jumping by Jaeger
- Competitive Soldier tutorial by Fragga
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