Soldier (competitive)

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Revision as of 16:00, 6 July 2012 by Xierra (talk | contribs) (Speed: Changed from Equalizer to Escape Plan following the Pyromania Update.)
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This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Soldier.
The community competitive scene changes frequently. Some or all info may be outdated.
Soldier.png

The Soldier (sometimes referred to as "Solly" or "Sollie") is the default pocket and roaming class of the standard competitive lineup, valued for his versatility and synergy with Medics.


Information

Health

Max Health Overheal Max Pill Bottle First Aid Tin
200 hit points
300 hit points
+41 hit points
+100 hit points

Speed

Movement State Running Backpedaling Swimming Crouching
Normal 80% (240 u/s) 72% (216 u/s) 64% (192 u/s) 26.67% (80 u/s)
Escape Plan at 121-160 hp 88% (264 u/s) 79.2% (237.6 u/s) 70.4% (211.2 u/s) 29.33% (88 u/s)
Escape Plan at 81-120 hp 96% (288 u/s) 86.4% (259.2 u/s) 76.8% (230.4 u/s) 32% (96 u/s)
Escape Plan at 41-80 hp 112% (336 u/s) 100.8% (302.4 u/s) 89.6% (268.8 u/s) 37.33% (112 u/s)
Escape Plan at 1-40 hp 128% (384 u/s) 115.2% (345.6 u/s) 102.4% (307.2 u/s) 42.67% (128 u/s)
Boosted by Disciplinary Action 120% (240 u/s) ?% (? u/s) ?% (? u/s) ?% (? u/s)

Speeds written in "u/s" refer to in-game units per second. When running in a certain direction causes slowness, rapidly switching between diagonals usually improves speed.

Weapons

Main article: Soldier weapons (competitive)
# Weapon Damage Critical Damage Function Times Special
1 Rocket Launcher
Rocket launcher.png
Point-Blank: 56-112
512u: 45-90
1024u+: 23-48
Backlash: 45-89
RJ Backlash: 27-49
Critical: 135-270
Point-Blank Mini-Crit: 75-151
512u+ Mini-Crit: 61-122
Attack: 0.8s
Reload Start: 0.8s
Reload More: 0.92s
Effective for juggling and rocketjumping.
Direct Hit
Directhittransparent.png
Point-Blank: 70-140
512u: 56-112
1024u+: 30-59
Backlash: 45-89
RJ Backlash: 27-49
Critical: 169-338
Point-Blank Mini-Crit: 95-189
512u+ Mini-Crit: 76-152
Attack: 0.8s
Reload Start: 0.8s
Reload More: 0.92s
Banned or restricted in some leagues.
Mini-Crits if target is airborne due to explosive force.
Splash radius -70%.
Rocket speed +80%.
Effective for juggling and rocketjumping.
Black Box
Blackbox.png
Point-Blank: 56-112
512u: 45-90
1024u+: 23-48
Backlash: 45-89
RJ Backlash: 27-49
Critical: 135-270
Point-Blank Mini-Crit: 75-151
512u+ Mini-Crit: 61-122
Attack: 0.8s
Reload Start: 0.8s
Reload More: 0.92s
Banned in most leagues for acquisition time.
Heals user 15 health per hit per rocket.
Stores only 3 ammo instead of 4.
Effective for juggling and rocketjumping.
Rocket Jumper
Rocket launcher.png
All: 0 All: 0 Attack: 0.8s
Reload Start: 0.8s
Reload More: 0.92s
Banned in most leagues for acquisition time.
Stores 60 reserve ammo instead of 20.
Effective for rocketjumping.
Original
Original.png
Point-Blank: 56-112
512u: 45-90
1024u+: 23-48
Backlash: 45-89
RJ Backlash: 27-49
Critical: 135-270
Point-Blank Mini-Crit: 75-151
512u+ Mini-Crit: 61-122
Attack: 0.8s
Reload Start: 0.8s
Reload More: 0.92s
Statistically identical to Rocket launcher.
Launcher will appear right in the middle of your screen.
Liberty Launcher
Liberty Launcher.png
Point-Blank: 56-112
512u: 45-90
1024u+: 23-48
Backlash: 45-89
RJ Backlash: 27-49
Critical: 135-270
Point-Blank Mini-Crit: 75-151
512u+ Mini-Crit: 61-122
Attack: 0.8s
Reload Start: 0.8s
Reload More: 0.92s
Rocket speed +40%.
Stores only 3 ammo instead of 4.
Cow Mangler 5000
RED Cow Mangler 5000.png
Point-Blank: 96-101
512u: 45-81
1024u+: 41-43
Backlash: 24-80
RJ Backlash: 24-41
Critical: N/A
Point-Blank Mini-Crit: 109
512u+ Mini-Crit: ?
Attack: 0.8s
Reload Start: 1.3s
Reload More: 0.85s
Has an alternate fire that expends all 5 shots to mini-crit and inflict afterburn.
Does not require ammo.
Stores 5 ammo instead of 4.
No critical hits, even if critboosted.
5% slower reload time.
Deals only 20% damage to buildings.
2 Shotgun
Shotgun IMG.png
Point-Blank: 90
512u: 6/hit, avg 6 hits
1024u+: 3/hit
Critical: 18/hit (max 180)
Point-Blank Mini-Crit: 121
512u+ Mini-Crit: 8/hit
Attack: 0.625s
Reload Start: 1.0s
Reload More: 0.5s
Affected by fixed weapon spread (1 extra pellet at center).
Gunboats
Gunboats.png
N/A N/A N/A Banned or restricted in some leagues.
Reduces rocketjump damage by 60%.
Reduces all backlash damage that doesn't hit other players.
Buff Banner
Buff Banner Bugle.png
N/A N/A Trumpeting: ~3s
Buff: 10s
Banned or restricted in some leagues.
Grants self and allies within 450u Mini-Crits on use.
Gains rage equal to damage dealt (600 needed to fill).
Battalion's Backup
Battalion's Back-up Bugle.png
N/A N/A Trumpeting: ~3s
Buff: 10s
Banned or restricted in most leagues for acquisition time.
Grants self and allies within 450u Crit immunity and 35% damage reduction.
Gains rage equal to damage taken (170 needed to fill).
Concheror
Concheror Bugle.png
N/A N/A Trumpeting: ~3s
Buff: 10s
Banned or restricted in most leagues for acquisition time.
While the buff is active, allies within 450 units are healed for 35% of the damage they deal.
Mantreads
Mantreads.png
N/A N/A N/A -75% reduction in push force taken from damage.
Deals 3x falling damage to the player you land on.
Grants its abilities passively, does not need to be selected first in order to apply the ability.
Reserve Shooter
Reserve Shooter.png
Point-Blank: 90
512u: 6/hit, avg 6 hits
1024u+: 3/hit
Critical: 18/hit (max 180)
Point-Blank Mini-Crit: 121
512u+ Mini-Crit: 8/hit
Attack: 0.625s
Reload Start: 1.0s
Reload More: 0.5s
Affected by fixed weapon spread (1 extra pellet at center).
+15% faster weapon switch speed.
Mini-crits airborne targets for 3 seconds after switch.
Holds 3 shells instead of 6.
Righteous Bison
Righteous Bison.png
Point-Blank: 17-63
512u: 11-42
1024u+: 11-42
Critical: 36-60
Point-Blank Mini-Crit: 14-31
512u+ Mini-Crit: ?
Attack: 0.8s
Reload Start: 0.92s
Reload More: 0.4s
Does not require ammo.
Projectile penetrates enemy targets.
Projectile cannot be deflected.
Holds 4 shots instead of 6.
Deals only 20% damage to buildings.
3 Shovel
Shovel IMG.png
Melee: 65 Critical: 195
Mini-Crit: 88
Attack: 0.8s Completely standard melee weapon.
Frying Pan
Frying Pan.png
Melee: 65 Critical: 195
Mini-Crit: 88
Attack: 0.8s Statistically identical to Shovel.
Conscientious Objector
Conscientious Objector.png
Melee: 65 Critical: 195
Mini-Crit: 88
Attack: 0.8s Statistically identical to Shovel.
Saxxy
Saxxy.png
Melee: 65 Critical: 195
Mini-Crit: 88
Attack: 0.8s Limited item from Replay Update.
Statistically identical to Shovel.
Enemies killed by weapon turn gold on death instead of ragdolling.
Equalizer
Equalizer.png
Melee (200 hp+): 33
Melee (126 hp): 63
Melee (86 hp): 75
Melee (64 hp): 88
Melee (35 hp): 100
Melee (1 hp): 113
Mini-Crit (200 hp+): 44
Mini-Crit (150 hp): 71
Mini-Crit (100 hp): 99
Mini-Crit (52 hp): 125
Mini-Crit (7 hp): 150
Mini-Crit (1 hp): 153
Attack: 0.8s Cannot be healed by Medics while wielding. (see above).
Changes damage based on exact health, as follows.
Base Damage = 32.5 + (0.4063*[lost hp]).
Mini-Crit Damage = 43.88 + (0.5484*[lost hp]).
Has no method of getting Crits in competitive play.
Escape Plan
Escape Plan.png
Melee: 65 Critical: 195
Mini-Crit: 88
Attack: 0.8s Statistically identical to Shovel.
Cannot be healed by Medics while wielding.
Changes speed based on health range (see above).
Pain Train
Paintrain.png
Melee: 65 Critical: 195
Mini-Crit: 88
Attack: 0.8s Gives user double capture speed (like Scout).
Increases taken damage from hitscan by 10%.
Half-Zatoichi
Half Zatoichi.png
Melee: 65 Critical: 195/Instant
МMini-Crit: 88
Attack: 0.8с On kill: restores you to 100% health.
This weapon is Honorbound and once drawn cannot be sheathed until it kills.
Market Gardener
Market Gardener.png
Melee: 65 Critical: 195
Mini-Crit: 88
Attack: 0.8s Deals crits while the wielder is rocket jumping.
No random critical hits.
Disciplinary Action
Disciplinaryaction.PNG
Melee: 49 Critical: 146
Mini-Crit: 66
Attack: 0.8s On Hit Ally: Boosts both players' speed for several seconds.
Has a 70% longer reach than most melee weapons.
-25% damage penalty.
"u" stands for "units of distance." "+" stands for "or more." "s" stands for "seconds." "Reload Start" refers to how long it takes for 1 ammo to be reloaded after beginning to reload, and "Reload More" refers to how long it takes for each additional ammo to reload after the first. Damages and times are approximate and determined by community testing.

Usage

Soldier is a common choice for pocket because he can take a lot of damage and react relatively quickly to defend his Medic (Rocket Launcher and Shotgun can both deal damage faster and more reliably than Heavy's Minigun or either of Demoman's main weapons, something that is absolutely crucial when fighting Scouts). His Rocket Launcher also lets him easily contribute to building ÜberCharge through self-inflicted damage, and the fact that Rocket Jumps can be quickly used to switch between defensive and offensive tactics makes him a good target for Übers. Because one of roaming's main purposes (other than supporting the flanks and trying to kill the Medic or Demo) is to act as a backup pocket, Soldier makes an ideal candidate for that as well.

Common Tactics

One of the most important things to keep in mind as either a Pocket or a Roaming Soldier is mobility. The Soldier moves at 240 Hammer Units per second, or 80% of the normal speed. To compensate, a Soldier absolutely must have a strong grasp of Rocket Jumping and air strafing to stay in the action. Rocket jumping is also a very good way of securing a height advantage, something that helps players inflict more punishment on their enemies. As a result of their need to damage themselves just to keep up with the rest of the team or to gain an important height advantage, Soldiers will generally receive more attention from Medics than the rest of the team. Due to their large amount of health, Soldiers can form the core of most pushes, supported by the Medic and Demoman. Either Soldier should be ready to seize an opportunity and lead a push. Its also good for Soldiers to practice Airshots (see Community Demoman Strategy). Airshots can be practice in MGE Mod, tr_walkway, and more.

5-CP Push Strategies

The first thing Soldiers should focus on when playing any 5-CP map is, like the rest of the team, getting to the mid point quickly, via rocket jumping, and entering the battle with plenty of health. This is especially important for Soldiers, because without rocket jumping, Soldiers are slower than any other class in the standard competitive lineup. Memorizing the fastest and most health-efficient path to the middle point on each 5-CP map is essential for soldiers. Pocket Soldiers should move quickly enough to keep up with their Medics, but not leave them behind.

The near-constant stream of health that the Medic gives to the Soldier can enable him to enter the battle fully overhealed to 300 HP. Roaming Soldiers have two options at the start of a 5-CP map. They have the option of using the Gunboats to reach the midpoint very quickly, sometimes even before the Scouts and Demoman. The Gunboats are mainly for Roaming Soldiers who don't normally defend the Medic so value the added mobility over the hitscan weapon. They also have the option of taking the Shotgun and managing their health so that they can join the battle quickly, but keep enough health to be a dangerous threat.

Once at the mid point, the Soldiers should keep the enemy Soldiers and Demoman occupied with spam, and defend against aggressive players who are rushing in, such as a rocket-jumping Soldier or a Scout attempting to pick an important player. Pocket Soldiers in particular should keep an eye out for enemy Scouts aiming to kill their Medics, and ward them off.

Soldiers have several options for attacking at the mid point. If the roaming Soldier decided to use the Gunboats and arrived at the point quickly, he can secure a height advantage early on, putting pressure on the enemy Scouts and Demoman. During the mid fight, Soldiers can also utilize an offensive rocket-jump and attempt to pick the enemy Medic and swing the battle in their team's favor, though this maneuver is rather risky, as such an attack will place the Soldier in the midst of the enemy team. However, this shouldn't put you off, remember that as a Roaming Soldier you are expendable and you are sacrificing your life in order to force the enemy into a bad position and gift your team the upper hand. Even if jumping the enemy combo at the mid fight didn't result in a kill, it can still be useful because it throws the enemy into disarray and can deal a lot of damage. As a result the enemy team will have to play passively as they don't have the health to go aggressive.

A roaming Soldier on the team that loses the mid fight can choose to stick with the combo, and try to hold a chokepoint, or go with the remaining Scouts of the team. The roaming Soldier can also try to ambush the enemy team and pick their Medic, either by hiding in a oft-overlooked area or aggressively rocket-jumping over the Medic's guardians. This tactic, however, is extremely risky, and will almost always result in the death of the roaming Soldier, whether he succeeds or not.

A team that wins the mid fight can send its Soldiers to the next point and push on against the weakened, fleeing enemy team. Capitalizing on this opportunity can result in the team taking the second point with little resistance, after taking the middle point. Soldiers can either play conservatively and watch out for remaining enemies who may try to attack the Medic, or rush the enemy aggressively, finishing them off before support arrives.

Attack-Defend Strategies

The Soldier's role on Attack/Defend maps is fairly straightforward. On the attacking team, the Soldier will, as usual, be the core of most pushes, rocket-jumping to pick key targets, and destroying a Sentry Gun if the defending team has set one up. The defending Soldiers will attempt to block the enemy advance, blocking captures, and rocket-jumping to perches to make defending easier. Soldiers on the attacking team will need to watch for the enemy team's Sentry Gun, if they have one, as a few well-placed rockets can take it out and allow a team's Scouts to harass the enemy team if the Engineer is absent. Soldiers attacking or defending an elevated control point can rocket-jump to the point and use the height advantage to block enemies attempting to step on the point. Soldiers may need to be proficient in performing aerials in order to prevent enemy Soldiers and Demomen from taking away their height advantage.

Capture-the-Flag Strategies

As in other game-types, Soldiers are a valuable asset for attacking the enemy team's objective, in this case their intelligence. In particular the high max health of Soldiers allows them to attack the Intelligence room and survive despite its proximity with the enemy's spawn room. While Scouts may be the best choice for taking the intelligence back to the team's own Intelligence room, the team's Soldiers, as usual, should be leading the first push into enemy territory. When defending the intelligence, Soldiers are also a great choice for sitting on the intelligence until it returns to the Intelligence room, due to their ability to withstand enemy spam. Their Rocket Launchers allow them to juggle enemies headed for the intelligence and prevent the intelligence's timer from resetting. Whilst the Soldier is good at getting the intelligence normally, they should hand it over to a Scout who can utilise their speed to cap it quickly.

See also