Difference between revisions of "Anti-Soldier strategy"
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Black Box}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Black Box}} | ||
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− | *The Black Box heals the Soldier for 15 [[Health]] when its rockets hit an enemy, allowing him to stay in combat for prolonged periods of time. Rather than | + | *The Black Box heals the Soldier for 15 [[Health]] when its rockets hit an enemy, allowing him to stay in combat for prolonged periods of time. Rather than exchanging harassment, take out the Soldier before he can recover from any damage. |
*The Black Box only holds three rockets in its clip, leaving the Soldier quickly vulnerable. This also hinders his ability to ambush you through rocket jumping. | *The Black Box only holds three rockets in its clip, leaving the Soldier quickly vulnerable. This also hinders his ability to ambush you through rocket jumping. | ||
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*The Rocket Jumper deals no damage and takes away the Soldier's most practical weapon, so dispatching him is much easier. | *The Rocket Jumper deals no damage and takes away the Soldier's most practical weapon, so dispatching him is much easier. | ||
− | *Keep your distance from an airborne Soldier | + | *Keep your distance from an airborne Soldier to avoid attacks from the [[Mantreads]] or [[Market Gardener]]. Don't linger in wide, vertical areas, where a Soldier could ambush you with these weapons. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Liberty Launcher}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Liberty Launcher}} | ||
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*The Liberty Launcher’s rockets maintain the splash radius of those from the Rocket Launcher but travel moderately faster. Attack from a distance and make sure you have plenty of room to dodge any rockets that come your way. | *The Liberty Launcher’s rockets maintain the splash radius of those from the Rocket Launcher but travel moderately faster. Attack from a distance and make sure you have plenty of room to dodge any rockets that come your way. | ||
*The Liberty Launcher deals 25% less damage, making it ineffective if you have allies and/or sources of health nearby. Even if you can't dodge some of the rockets, you have a greater chance of surviving the engagement. | *The Liberty Launcher deals 25% less damage, making it ineffective if you have allies and/or sources of health nearby. Even if you can't dodge some of the rockets, you have a greater chance of surviving the engagement. | ||
− | ** The Liberty Launcher also deals 25% less rocket jump damage to the wielder, increasing his survivability while traversing the map; be aware of the extra health a Soldier using this weapon may have should he drop in on you | + | ** The Liberty Launcher also deals 25% less rocket jump damage to the wielder, increasing his survivability while traversing the map; be aware of the extra health a Soldier using this weapon may have should he drop in on you. |
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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 can never deal critical hits | + | *The Cow Mangler operates similarly to the Rocket Launcher but can never deal critical hits and inflicts heavily reduced damage to buildings. |
*Don't allow a Soldier with the Cow Mangler 5000 to disable an allied Sentry Gun with a charged shot. It takes a few seconds to prepare, so use this time to take the Soldier out. | *Don't allow a Soldier with the Cow Mangler 5000 to disable an allied Sentry Gun with a charged shot. It takes a few seconds to prepare, so use this time to take the Soldier out. | ||
− | **If he succeeds in firing the charged shot, his entire clip is emptied, forcing him to retreat and reload | + | **If he succeeds in firing the charged shot, his entire clip is emptied, forcing him to retreat and reload; either pursue him or switch focus to his teammates. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Beggar's Bazooka}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Beggar's Bazooka}} | ||
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− | * Never let a Soldier with the Beggar's Bazooka come close enough to unleash a barrage on your teammates. Ambush him as he loads, or force him to fire from a longer distance, where its lack of precision | + | * Never let a Soldier with the Beggar's Bazooka come close enough to unleash a barrage on your teammates. Ambush him as he loads, or force him to fire from a longer distance, where its lack of precision will cause some rockets to miss. |
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*The Reserve Shooter is capable of landing mini-crits on airborne targets, even if the target is simply jumping, so stay grounded. 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 is capable of landing mini-crits on airborne targets, even if the target is simply jumping, so stay grounded. 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 magazine side makes it less reliable of a sidearm than the Shotgun. | *The Reserve Shooter's reduced magazine side makes it less reliable of a sidearm than the Shotgun. | ||
− | *[[Weapon heckling]] is less effective against a Soldier with the Reserve Shooter | + | *[[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|Mantreads}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Mantreads}} | ||
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==== Banners ==== | ==== Banners ==== | ||
− | A Soldier's banners provide a 10-second area-of-effect buff to nearby allies once he has | + | A Soldier's banners provide a 10-second area-of-effect buff to nearby allies once he has dealt enough damage. Because the Soldier's teammates must remain close to him, 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, making him less effective in direct combat; if taken down quickly rather than in prolonged combat, he won't be able to activate his chosen banner. |
{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
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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 by the Battalion's Backup one-by-one. | + | *Use teamwork to overpower enemies buffed by the Battalion's Backup, one-by-one. |
− | *Beware activating the [[Kritzkrieg]] while the enemy has the Battalion's Backup in effect; most of the incoming targets will be immune to critical hits. | + | *Beware of activating the [[Kritzkrieg]] while the enemy has the Battalion's Backup in effect; most of the incoming targets will be immune to critical hits. |
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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|Pain Train}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Pain Train}} | ||
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− | *Despite the increased ease in killing Soldiers wielding the Pain Train | + | *Despite the increased ease in killing Soldiers wielding the Pain Train, be wary of any that may rocket jump or otherwise sneak by and capture your team's control points. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}} | ||
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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}} | ||
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− | * An enemy Soldier equipped with the Disciplinary Action will likely use it to hustle himself and teammates to the battlefield. | + | * An enemy Soldier equipped with the Disciplinary Action will likely use it to hustle himself and teammates to the battlefield rather than fight. As with the Shovel, try to remain well out of a Soldier's range should he use this weapon against you. |
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Revision as of 07:15, 30 April 2014
“ | 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 a decent amount of 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 close 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 offensive or defensive capabilities as well as buff teammates, making him extremely versatile. Although lacking 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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Weapons
Primary weapons
Weapon | Anti-Soldier strategy |
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Rocket Launcher / Original / Festive Rocket Launcher |
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Direct Hit |
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Black Box |
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Rocket Jumper |
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Liberty Launcher |
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Cow Mangler 5000 |
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Beggar's Bazooka |
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Secondary weapons
Armaments
Weapon | Anti-Soldier strategy |
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Shotgun |
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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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Banners
A Soldier's banners provide a 10-second area-of-effect buff to nearby allies once he has dealt enough damage. Because the Soldier's teammates must remain close to him, 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, making him less effective in direct combat; if taken down quickly rather than in prolonged combat, he won't be able to activate his chosen banner.
Weapon | Anti-Soldier strategy |
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Buff Banner |
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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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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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