Difference between revisions of "Anti-Soldier strategy"
0Togedemaru0 (talk | contribs) m (Fixed a link) |
GrampaSwood (talk | contribs) (Reword, knockback is mentioned in 2nd tip, I don't like the wording in the last tip personally, but I can't think of anything better. The point is that if you're under the Soldier, strafing to get a hit is much harder than if you're running backwards) |
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* Stay at mid-range and strafe against Direct Hit-wielding Soldiers, baiting out shots to make them waste time reloading or aiming, then pick them off with short bursts of damage or by chipping away at their health over time while dodging. | * Stay at mid-range and strafe against Direct Hit-wielding Soldiers, baiting out shots to make them waste time reloading or aiming, then pick them off with short bursts of damage or by chipping away at their health over time while dodging. | ||
* The Direct Hit excels against immobile targets like a revved-up Heavy or the Engineer's Sentry Gun. If your ally cannot take cover, support them by attacking the Soldier whenever he pops out of cover. | * The Direct Hit excels against immobile targets like a revved-up Heavy or the Engineer's Sentry Gun. If your ally cannot take cover, support them by attacking the Soldier whenever he pops out of cover. | ||
− | * If you are launched into the air by an explosion, maneuver to avoid being [[Aerial|airshot]], as the Direct Hit deals [[ | + | * If you are launched into the air by an explosion, maneuver to avoid being [[Aerial|airshot]], as the Direct Hit deals [[Mini-Crits]] to those propelled airborne by an explosion. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Black Box}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Black Box}} + '''reskins''' | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cow Mangler 5000}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Cow Mangler 5000}} | ||
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− | * The Cow Mangler operates similarly to the Rocket Launcher but replaces | + | * The Cow Mangler operates similarly to the Rocket Launcher but replaces Critical hits with Mini-Crits and inflicts minimal damage on buildings. |
* Don't allow a Soldier to disable an allied Sentry Gun with a charged shot. It takes a few seconds to fire, so use this time to prepare to deflect it or kill the Soldier outright. | * Don't allow a Soldier to disable an allied Sentry Gun with a charged shot. It takes a few seconds to fire, so use this time to prepare to deflect it or kill the Soldier outright. | ||
** If he succeeds in firing the charged shot, his entire clip will be emptied; either pursue him, defend the Sentry Gun, or switch focus to his teammates while he reloads. | ** If he succeeds in firing the charged shot, his entire clip will be emptied; either pursue him, defend the Sentry Gun, or switch focus to his teammates while he reloads. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter}} | ||
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− | * The Reserve Shooter is capable of landing | + | * The Reserve Shooter is capable of landing Mini-Crits on targets sent airborne by certain means. If propelled into the air by a rocket, air-strafe to avoid his fire and do your best to quickly reach solid ground. |
* The Reserve Shooter's reduced clip size makes it less reliable of a sidearm than the Shotgun. If he misses his 4 shots, he becomes vulnerable far more quickly. | * The Reserve Shooter's reduced clip size makes it less reliable of a sidearm than the Shotgun. If he misses his 4 shots, he becomes vulnerable far more quickly. | ||
* [[Weapon heckling]] is less effective against a Soldier with the Reserve Shooter due to its decreased weapon switch time. | * [[Weapon heckling]] is less effective against a Soldier with the Reserve Shooter due to its decreased weapon switch time. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Buff Banner}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Buff Banner}} + '''reskins''' | ||
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− | * The Buff Banner allows a Soldier and his allies to deal | + | * The Buff Banner allows a Soldier and his allies to deal Mini-Crits; it's best to fight from behind cover while his team is buffed. You may also choose to retreat, wasting the limited time your enemies have to inflict more damage. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Battalion's Backup}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Battalion's Backup}} | ||
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* Use teamwork to overpower enemies buffed defensively by the Battalion's Backup, one by one. | * Use teamwork to overpower enemies buffed defensively by the Battalion's Backup, one by one. | ||
− | * Do not activate | + | * Do not activate Crit boosts, such as that from the [[Kritzkrieg]], while the enemy has the Backup's buff; they will be immune to Critical hits. Wait until the Backup's effect has ended or if there's a Spy on your team or if you are a Spy and the opportunity shows itself to backstab the Soldier. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Concheror}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Concheror}} | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Escape Plan}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Escape Plan}} | ||
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− | * A Soldier will typically use the Escape Plan's speed boost as a last resort to escape. When the Escape Plan is his active weapon, he takes guaranteed | + | * A Soldier will typically use the Escape Plan's speed boost as a last resort to escape. When the Escape Plan is his active weapon, he takes guaranteed Mini-Crits. |
* Note his movement speed to gauge his health; if a Soldier is running quickly while holding this weapon, he's heavily injured. A few long-range shots, even from the [[Scattergun]] or [[Shotgun]], may be enough to kill him. | * Note his movement speed to gauge his health; if a Soldier is running quickly while holding this weapon, he's heavily injured. A few long-range shots, even from the [[Scattergun]] or [[Shotgun]], may be enough to kill him. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Market Gardener}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Market Gardener}} | ||
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− | * Be wary of a rocket-jumping Soldier trying to enter melee range - if he holds the [[Market Gardener]], his attack will be a guaranteed | + | * Be wary of a rocket-jumping Soldier trying to enter melee range - if he holds the [[Market Gardener]], his attack will be a guaranteed Critical hit, which will instantly kill most classes. |
* Keep your distance until he lands, throw off his aim by shooting him and dealing knockback, or snipe him out of the sky. | * Keep your distance until he lands, throw off his aim by shooting him and dealing knockback, or snipe him out of the sky. | ||
− | * | + | * Weapons like the [[Direct Hit]] and the [[Reserve Shooter]] deal extra damage to classes launched by explosions, such as a Soldier trying to use the Market Gardener. Putting obstacles between you and the Soldier can remove the threat of a Critical hit, such as a roof. Be wary of an experienced Soldier doing a very small rocket jump, or even surfing your explosives, to get a Critical hit off in tighter spaces. |
− | + | * If a rocket-jumping Soldier is aiming for you, walking backwards makes it much easier for the Soldier to hit you. Instead, walk under the Soldier to make it harder for him to hit you, as turning around mid-air is much more difficult than on the ground. | |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Disciplinary Action}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Disciplinary Action}} |
Latest revision as of 17:56, 29 July 2024
“ | Oi, lend us yer shovel, so I can dig yer grave!
Click to listen
— The Sniper
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” |
The Soldier is a well-rounded, bulky class that is capable of both taking and dealing solid damage. While slow on foot, the Soldier is known for his trademark ability to rocket jump, which allows him to quickly maneuver around a map. He is most effective at medium range or on high ground, where he can use the powerful splash damage from his rockets to reliably dispatch foes. The Soldier has a number of different loadout options that, according to the situation, allow him to increase his offense, defense, or support options, making him extremely versatile. Although he lacks many exploitable weaknesses, the Soldier is not the master of any one trade; for example, the Scout is faster while the Demoman and Heavy can deal more damage.
Contents
General
Attributes | Anti-Soldier strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
Primary weapons
Weapon | Anti-Soldier strategy |
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Rocket Launcher + reskins |
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Direct Hit |
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Black Box + reskins |
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Rocket Jumper |
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Liberty Launcher |
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Cow Mangler 5000 |
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Original |
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Beggar's Bazooka |
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Air Strike |
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Secondary weapons
Armaments
Weapon | Anti-Soldier strategy |
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Shotgun + reskins |
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Gunboats |
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Reserve Shooter |
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Mantreads |
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Righteous Bison |
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Panic Attack |
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Banners
A Soldier's banners provide a 10-second area-of-effect buff to himself and nearby allies once he has dealt enough damage. The Soldier's teammates must remain close to him, so weapons with splash damage are effective for fighting a wave of buffed enemies. Killing the Soldier will end the effect immediately; if possible, aim for him first. Additionally, a Soldier using a banner lacks a secondary weapon; any class that can negate his rockets, such as a Pyro, can prevent him from charging his banner.
Weapon | Anti-Soldier strategy |
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Buff Banner + reskins |
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Battalion's Backup |
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Concheror |
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Melee weapons
Weapon | Anti-Soldier strategy |
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Shovel + reskins |
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Escape Plan |
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Equalizer |
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Pain Train |
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Half-Zatoichi |
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Market Gardener |
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Disciplinary Action |
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See also
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