Difference between revisions of "Basic Soldier strategy"

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The [[Soldier]] is a tough, all-purpose assault class.  He's easy to pick up but difficult to master, capable of both ranged spam and close quarters violence.  His slow movement speed belies his potential agility.  He can [[Rocket Jump]] to cover distances quickly and reach unusual locations, and his weapons are excellent against all foes.
+
The [[Soldier]] is a tough, all-purpose assault class.  He's easy to pick up but difficult to master, capable of both ranged attacks and close-quarters combat.  His slow movement speed belies his potential agility.  He can [[Rocket Jump]] to cover distances quickly and reach unusual locations, and his weapons are excellent against all foes.
  
 
==General==
 
==General==
  
*Aim at the enemy's feet.  The splash will make it easier to damage them.
+
*Unless using the [[Direct Hit]], players are advised to aim at an enemy's feet as the splash radius will ensure that the rocket damages the target.
  
*[[Rocket Jump]] to the tops of structures that no other class can reach.  Enemies are easy to shoot from up high, but most will have difficulty firing back.
+
*Players can [[Rocket Jump]] to the top of structures that no other class (with the possible exception of the [[Demoman]]) can reach.  Enemies are often easier to hit from a high vantage point, and most will have difficulty firing back.
  
*Lead your targetsEven the [[Direct Hit]] suffers from significant flight time, so you must judge your opponent's position a moment ahead.
+
*It is advised that players always lead their targets. Even the [[Direct Hit]] suffers from significant flight time, so players must anticipate an opponent's position in order to increase the possibility of a hit.
  
*Avoid unloading multiple rockets or [[Shotgun]] shells until you're in a proper fight.  While spamming or approaching a position, fire a rocket, reload, and fire again. This way you're always at tip top condition before facing foes at short range.
+
*Players should avoid unloading multiple rockets or [[Shotgun]] shells unless in the thick of combat, and should instead fire a rocket, reload, and fire again when approaching the enemy at long-range. In this way, a player's weapons are always fully-loaded before facing foes at short range.
  
*If you do empty your entire Rocket Launcher clip in a fight consider switching quickly to your [[Shotgun]]. It is a powerful secondary weapon and rapidly deals massive hitscan damage. You'll do far better finishing them off immediately than reloading another rocket.
+
*If a player empties their entire Rocket Launcher clip in a fight, it is suggested that they consider switching to the [[Shotgun]]. It is a powerful secondary weapon and rapidly deals massive hitscan damage at close range. This allows players to deal continuous damage rather than pausing to reload another rocket and thereby taking the pressure off the enemy.
  
*Help your [[Medic]]s out in areas where there is no fighting by damaging yourself with your rockets. Damaging yourself allows Medics to fill up their [[ÜberCharge]] faster, but only after setup is finished.
+
*It is often useful if players assist friendly [[Medic]]s by damaging themselves with their own rockets. This allows Medics to fill up their [[ÜberCharge]] faster, but can be risky and should therefore be done when in an area free of enemies. It should also be noted that this tactic is only effective once the setup time has elapsed, as during the setup time a Medic's Übercharge rate is increased to its maximum level.
  
*When attacking [[Sentry Gun]] nests with anything besides the [[Direct Hit]], remember to shoot the ground or wall behind the gun. If you aren't damaging the [[Engineer]] at the same time, you're wasting shots.
+
*When attacking [[Sentry Gun]] nests with anything besides the [[Direct Hit]], players are advised to shoot the ground or wall behind the Sentry Gun. In this way, the player can damaging the [[Engineer]] and the Sentry Gun at the same time without wasting shots.
  
 
==Weapon Specific Tips==
 
==Weapon Specific Tips==
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===[[Rocket Launcher]]===
 
===[[Rocket Launcher]]===
 
{{Icon weapon|weapon=Rocket Launcher|icon-size=100x100px}}
 
{{Icon weapon|weapon=Rocket Launcher|icon-size=100x100px}}
*Always keep your Rocket Launcher loaded.
+
* Players should always keep the Rocket Launcher loaded.
  
*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 your [[Shotgun]]. This will assist you by keeping one extra rocket loaded.
+
* When fighting classes with limited health such as [[Scouts]], [[Engineers]] and [[Spies]], rather than using two rockets, players should fire one rocket then finish the enemy off with the [[Shotgun]]. This will ensure that extra rocket are loaded if needed.
  
* Try to [[juggling|juggle]] or bounce an enemy by shooting a rocket at their feet. By throwing them up in the air, you will be able to predict where they will land and you can follow up with ease.
+
* Players should try to [[juggling|juggle]] or bounce an enemy by shooting a rocket at their feet. By throwing them up in the air, players will be able to predict where they will land and can follow up with ease.
  
*The Rocket Launcher is often a better choice for Soldiers acting as Medic buddies than the [[Direct Hit]]. The wider splash radius makes protecting the Medic and attacking groups easier.
+
* The Rocket Launcher is often a better choice for Soldiers acting as Medic buddies than the [[Direct Hit]]. The wider splash radius makes protecting the Medic and attacking groups easier.
  
* If you are firing a rocket at an enemy who is very close to you, jump and fire your rocket at their feet. Doing so will minimize the amount of damage you deal to yourself, while putting some distance between you and your opponent at the same time.
+
* If a player is firing a rocket at an enemy who is very close, it can be useful to jump and fire a rocket at their feet. Doing so will minimize the amount of damage done to the player, while at the same time putting some additional distance between the player and the opponent.
  
* The Rocket Launcher has the most devastating Crits in the game. If you have any kind of Crit boost, immediately select the Rocket Launcher over any other weapon, as one crocket can take out multiple enemies with ease.
+
* The Rocket Launcher has one of the most devastating Crits in the game. If a player has any kind of Crit boost, they should immediately select the Rocket Launcher over any other weapon, as one crocket can take out multiple enemies at once.
  
 
===[[Direct Hit]]===
 
===[[Direct Hit]]===
 
{{Icon weapon|weapon=Direct Hit|icon-size=100x100px}}
 
{{Icon weapon|weapon=Direct Hit|icon-size=100x100px}}
* Aim directly at the enemy, not their feet. The explosive radius is tighter than a Shotgun's spread, and an enemy can easily jump over the explosion.
+
* Players should aim directly at the enemy and not their feet. The explosive radius is tighter than a Shotgun's spread, and therefore enemies can easily jump over the explosion.
  
* Hit the lower half of the enemy if possible. This will pop them into the air, allowing you to hit them a second time for an [[aerial]] [[Mini-Crit]].
+
* Players should try to hit the lower half of the enemy if possible. This will push them into the air temporarily, allowing players to hit them a second time for an [[aerial]] [[Mini-Crit]].
  
* The Direct Hit can destroy any Engineer building with two rockets, rather than three. The Direct Hit is thus a superior choice for taking out Engineer buildings.
+
* The Direct Hit can destroy any Engineer building with two rockets, rather than three. The Direct Hit therefore excels at destroying Engineer buildings, and can even be effective when the buildings are under constant repair.
  
* Direct Hit rockets are great for spamming stationary [[Snipers]] or [[Engineers]] huddled in one position behind their [[Sentry Gun]].
+
* Direct Hit rockets are great for spamming stationary [[Snipers]], or [[Engineers]] huddled in one position behind their [[Sentry Gun]].
  
* The blast radius for self-damage with the Direct Hit is almost the same as the self-damage radius of the [[Rocket Launcher]]. This allows you to rocket jump easily, but be careful.  At short range, you can blow yourself up.
+
* The blast radius for self-damage with the Direct Hit is almost the same as the self-damage radius of the [[Rocket Launcher]]. This allows players to rocket jump effectively, but caution is advised due to the increased damage.
  
 
===[[Black Box]]===
 
===[[Black Box]]===
 
{{Icon weapon|weapon=Black Box|icon-size=100x100px}}
 
{{Icon weapon|weapon=Black Box|icon-size=100x100px}}
*The Black Box holds fewer rockets but effectively gives you at least an extra 45 health in combat. If you have plenty of time to reload and pressure the enemy, this is the better long-term choice. If you need immediate fighting power, such as when facing off against another skilled [[Soldier]], you might want to stick with the [[Rocket Launcher]].
+
* The Black Box holds fewer rockets but effectively gives players at least an extra 45 health in combat. If a player has plenty of time to reload and pressure the enemy, then this is an effective long-term choice. If players need immediate fighting power, such as when facing off against another skilled [[Soldier]], they may wish to stick with the [[Rocket Launcher]].
  
* The healing provided from the Black Box along with the defense boost from the Battalion's Back-up can make a Soldier very difficult to kill - even more so if using the complete ''Tank Buster'' set, due to the reduced sentry damage.
+
* The healing provided from the Black Box along with the defense boost from the Battalion's Back-up can make a Soldier very difficult to kill, even more so if using the complete ''Tank Buster'' Set due to the reduced damage from Sentry Guns.
  
* The Black Box's healing more than covers the damage you take while rocket jumping with the [[Gunboats]]. You can remain mobile for a very long time with this combination.
+
* The Black Box's healing more than covers the damage players take while rocket jumping with the [[Gunboats]]. Due to this, players can remain mobile for a very long time with this combination.
  
*If you hit more than one enemy, you will be healed for 15 hp per enemy hit.
+
*If a player hits more than one enemy, they will be healed for 15 hp per enemy hit.
  
 
===[[Shotgun]]===
 
===[[Shotgun]]===
 
{{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
 
{{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
*Don't be afraid to use the Shotgun at medium to short range. It's as powerful as many primary weapons.
+
* Players should not be afraid to use the Shotgun at medium to short range. It's as powerful as many primary weapons.
  
* If facing an enemy Pyro who is skilled with the [[Airblast]] consider switching to the Shotgun.
+
* If facing an enemy Pyro who is skilled with the [[Airblast]], players should consider switching to the Shotgun.
  
* The Shotgun is useful against Demomen using the [[Chargin' Targe]]. Though they are resistant to the explosive damage of the Rocket Launcher, the Shotgun does normal damage.
+
* The Shotgun is useful against Demomen using the [[Chargin' Targe]]. Although they are resistant to the explosive damage of the Rocket Launcher, the Shotgun does normal damage.
  
* You can use the Shotgun to destroy an enemy Demoman's stickies.
+
* Players can use the Shotgun to destroy an enemy Demoman's [[Stickybombs|stickies]].
  
* One direct rocket and one Shotgun shot is enough to kill light classes in almost all circumstances.
+
* One direct rocket and one Shotgun blast is enough to kill light classes in almost all circumstances.
  
* If you are using the Direct Hit, it is highly advisable to use the Shotgun rather than the [[Buff Banner]], [[Battalion's Backup]] or [[Gunboats]]. If you miss with your rockets you can still finish off your foe with the Shotgun.
+
* If players are using the Direct Hit, it is highly advisable to use the Shotgun rather than the [[Buff Banner]], [[Battalion's Backup]] or [[Gunboats]]. If the rockets miss their target(s), players can still finish off the enemy with the Shotgun.
  
 
===[[Buff Banner]]===
 
===[[Buff Banner]]===
 
{{Icon weapon|weapon=Buff Banner|icon-size=100x100px}}
 
{{Icon weapon|weapon=Buff Banner|icon-size=100x100px}}
*Just like the [[Kritzkrieg]], the Buff Banner is best used with the [[Rocket Launcher]] or [[Black Box]]. The wider blast radius will make it easier to build Rage and it also makes the Mini-Crit boost more effective.
+
* Just like the [[Kritzkrieg]], the Buff Banner is best used with the [[Rocket Launcher]] or [[Black Box]]. The wider blast radius will make it easier to build Rage and it also makes the Mini-Crit boost more effective.
  
*When a friendly Medic [[ÜberCharge]]s a teammate, contribute to the rampage by using the Buff Banner.  
+
* When a friendly Medic [[ÜberCharge]]s a teammate, players should contribute to the rampage by using the Buff Banner.  
  
*The area of effect for the Buff Banner is large and passes through walls and floors.
+
* Players should note that the area of effect for the Buff Banner is large and passes through walls and floors.
  
*If the Buff Banner is used next to an [[Engineer]], his [[Sentry Gun]] will fire Mini-Crits no matter where it is on the map, even if it is nowhere near you or the [[Engineer]].
+
* If the Buff Banner is used next to an [[Engineer]], his [[Sentry Gun]] will fire Mini-Crits no matter where it is on the map, even if it is nowhere near the player providing the buff or the [[Engineer]].
  
*If a Medic is using a [[Kritzkrieg]] on you, use the Critical Hits to fill up your rage bar and follow the Kritzkrieg up with your Buff Banner. Usually 2 Critical Hits is enough to fill your rage bar.
+
* If a Medic is using a [[Kritzkrieg]] on a player, the Critical Hits will quickly fill up the Soldier's rage bar and allow the player to follow up the Kritzkrieg up with their Buff Banner. 2 Critical Hits is usually enough to fill a player's rage bar.
  
 
===[[Battalion's Backup]]===  
 
===[[Battalion's Backup]]===  
 
{{Icon weapon|weapon=Battalion's Backup|icon-size=100x100px}}
 
{{Icon weapon|weapon=Battalion's Backup|icon-size=100x100px}}
*The Battalion's Backup can act as a strong counter to its brother the [[Buff Banner]] and any critboost such as a [[Kritzkrieg]] or [[First Blood]].
+
* The Battalion's Backup can act as a strong counter to its brother the [[Buff Banner]], or any other critboost such as a [[Kritzkrieg]] or [[First Blood]].
  
*The Battalion's Backup is also useful on offense, as it allows your pushing team to absorb more enemy fire.
+
* The Battalion's Backup is also useful on offense, as it allows the pushing team to absorb more enemy fire.
  
*Since the Backup's Rage Meter is not dependent on the damage you do to the enemy, you can also use it in conjunction with the Direct Hit for an even bigger punch against Sentry Guns.  
+
* Since the Backup's Rage Meter is not dependent on the damage done to the enemy, players can also use it in conjunction with the Direct Hit in order to more effectively counter Sentry Guns.  
  
*The Battalion's Backup is well paired with the Black Box, allowing you to take more damage (and thereby build more Rage) without dying.
+
* The Battalion's Backup is well paired with the Black Box, allowing players to take more damage (and thereby build more rage) without dying.
  
 
===[[Gunboats]]===
 
===[[Gunboats]]===
 
{{Icon weapon|weapon=Gunboats|icon-size=100x100px}}
 
{{Icon weapon|weapon=Gunboats|icon-size=100x100px}}
* Use your Gunboats often. Rocket-jump and find high positions to fire from.
+
* When equipped, players should use the Gunboats often by rocket-jumping and finding high positions from which to launch attacks.
  
* Use them to traverse long distances quickly.  You can often find a health pack at your destination.
+
* Players should use the Gunboats to traverse long distances quickly, and health packs can be obtained when the player has reached their destination.
  
* Although you receive 60% less damage from rocket jumps, [[fall damage]] remains the same.
+
* Although players receive 60% less damage from rocket jumps, [[fall damage]] remains the same.
  
* Since you won't have a [[Shotgun]], it's more effective if you don't use the [[Direct Hit]] with your Gunboats.
+
* Since players will lack the [[Shotgun]], it's often more effective if the [[Direct Hit]] is not used with the Gunboats unless the player is confident in their accuracy.
  
 
===[[Shovel]] / [[Frying Pan]]===
 
===[[Shovel]] / [[Frying Pan]]===
 
{{Icon weapon|weapon=Shovel|icon-size=100x100px}} {{Icon weapon|weapon=Frying Pan|icon-size=100x100px}}
 
{{Icon weapon|weapon=Shovel|icon-size=100x100px}} {{Icon weapon|weapon=Frying Pan|icon-size=100x100px}}
* The Shovel is a viable option as long as your health is above 120 or you want to be healed with your melee weapon equipped. Otherwise, the [[Equalizer]] is more powerful.
+
* The Shovel is a viable option as long as the player's health is above 120 or if they wish to be healed with their melee weapon equipped. Otherwise, the [[Equalizer]] is a superior option.
  
* The Frying Pan is much louder than the Shovel but is otherwise identical. Don't be surprised if enemies notice an ambush with the Pan.
+
* The Frying Pan is much louder than the Shovel but is otherwise identical. Due to the increased volume of the hit sound effect, players should be aware that they may lose the element of surprise.
  
 
* Since the Shovel is only efficient at high health, using it with the [[Black Box]] minimizes the downsides of not having the Equalizer equipped.
 
* Since the Shovel is only efficient at high health, using it with the [[Black Box]] minimizes the downsides of not having the Equalizer equipped.
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===[[Equalizer]]===
 
===[[Equalizer]]===
 
{{Icon weapon|weapon=Equalizer|icon-size=100x100px}}
 
{{Icon weapon|weapon=Equalizer|icon-size=100x100px}}
*Unless you plan on using the Pain Train, always have the Equalizer equipped. You will not be using melee when at full health, so the Equalizer is essentially a straight upgrade over the Shovel.
+
* Unless the player plans on using the Pain Train, the Equalizer should always be equipped. As player would not normally use melee when at full health, the Equalizer is essentially a straight upgrade over the Shovel.
  
*The Equalizer can be used as a tool of escape.  A highly damaged Soldier can outrun most classes.
+
* The Equalizer can be used as a means of escape, as a highly-damaged Soldier can outrun most classes.
  
*Do not run into a fight alone with the Equalizer out. You should ONLY take out the Equalizer when at low health and you are already in the thick of an engagement.  
+
* Due to its low damage when the Soldier is fully healed, players should not run into a fight alone with the Equalizer out. Players should only take out the Equalizer when at low health and and are already in the thick of combat.  
  
*The Equalizer prevents Medics from healing you when you have it in your hand. If you pull it out during an Über, you will break the ÜberCharge, and possibly get yourself killed.
+
* The Equalizer prevents Medics from healing players when it is the currently equipped weapon. If players pull it out during an Übercharge, the ÜberCharge effect will be lost which will waste the Über and probably kill the player.
  
*Be careful who you pull out your Equalizer in front of. It tells the enemy that you're at low health and are an easy kill. Be aware that this can work to your advantage. Pulling out the Equalizer when your health is relatively high may tempt some enemies to attack you, effectively allowing you to bait them.
+
* Players should be careful when equipping the weapon in front of an enemy player. It tells the enemy that the player is at low health and is an easy kill. Players should be aware that this can work to their advantage however, as pulling out the Equalizer when at relatively high health may tempt some enemies to attack them, effectively allowing the Soldier to to bait the enemy.
  
 
===[[Pain Train]]===
 
===[[Pain Train]]===
 
{{Icon weapon|weapon=Pain Train|icon-size=100x100px}}
 
{{Icon weapon|weapon=Pain Train|icon-size=100x100px}}
* Never equip the Pain Train on a CTF map or while defending in an attack/defend map. It grants no advantage in these situations, but still applies bullet vulnerability.
+
* Players are advised not to equip the Pain Train on a CTF map or while defending in an attack/defend map. It grants no advantage in these situations, but still applies bullet vulnerability.
  
* The Pain Train is a highly situational weapon. You may want to switch between the Pain Train and a different melee weapon in the middle of a round.
+
* The Pain Train is a highly situational weapon. As such, players may wish to switch between the Pain Train and a different melee weapon in the middle of a round.
  
 
===[[Item sets#Soldier|The Tank Buster]]===
 
===[[Item sets#Soldier|The Tank Buster]]===
 
[[File:Backpack Soldier Bundle.png|100px|Tank Buster Set]]
 
[[File:Backpack Soldier Bundle.png|100px|Tank Buster Set]]
* The Sentry resistance can be used in conjunction with the Battalion's Backup to halve the Sentry damage you take.
+
* The Set's damage resistance can be used in conjunction with the Battalion's Backup in order to halve the damage dealt by Sentry Guns.
  
 
==See also==
 
==See also==

Revision as of 04:01, 28 February 2011

The Soldier is a tough, all-purpose assault class. He's easy to pick up but difficult to master, capable of both ranged attacks and close-quarters combat. His slow movement speed belies his potential agility. He can Rocket Jump to cover distances quickly and reach unusual locations, and his weapons are excellent against all foes.

General

  • Unless using the Direct Hit, players are advised to aim at an enemy's feet as the splash radius will ensure that the rocket damages the target.
  • Players can Rocket Jump to the top of structures that no other class (with the possible exception of the Demoman) can reach. Enemies are often easier to hit from a high vantage point, and most will have difficulty firing back.
  • It is advised that players always lead their targets. Even the Direct Hit suffers from significant flight time, so players must anticipate an opponent's position in order to increase the possibility of a hit.
  • Players should avoid unloading multiple rockets or Shotgun shells unless in the thick of combat, and should instead fire a rocket, reload, and fire again when approaching the enemy at long-range. In this way, a player's weapons are always fully-loaded before facing foes at short range.
  • If a player empties their entire Rocket Launcher clip in a fight, it is suggested that they consider switching to the Shotgun. It is a powerful secondary weapon and rapidly deals massive hitscan damage at close range. This allows players to deal continuous damage rather than pausing to reload another rocket and thereby taking the pressure off the enemy.
  • It is often useful if players assist friendly Medics by damaging themselves with their own rockets. This allows Medics to fill up their ÜberCharge faster, but can be risky and should therefore be done when in an area free of enemies. It should also be noted that this tactic is only effective once the setup time has elapsed, as during the setup time a Medic's Übercharge rate is increased to its maximum level.
  • When attacking Sentry Gun nests with anything besides the Direct Hit, players are advised to shoot the ground or wall behind the Sentry Gun. In this way, the player can damaging the Engineer and the Sentry Gun at the same time without wasting shots.

Weapon Specific Tips

A list of useful tidbits about the Soldier's tools.

Rocket Launcher

Item icon Rocket Launcher.png

  • Players should always keep the Rocket Launcher loaded.
  • When fighting classes with limited health such as Scouts, Engineers and Spies, rather than using two rockets, players should fire one rocket then finish the enemy off with the Shotgun. This will ensure that extra rocket are loaded if needed.
  • Players should try to juggle or bounce an enemy by shooting a rocket at their feet. By throwing them up in the air, players will be able to predict where they will land and can follow up with ease.
  • The Rocket Launcher is often a better choice for Soldiers acting as Medic buddies than the Direct Hit. The wider splash radius makes protecting the Medic and attacking groups easier.
  • If a player is firing a rocket at an enemy who is very close, it can be useful to jump and fire a rocket at their feet. Doing so will minimize the amount of damage done to the player, while at the same time putting some additional distance between the player and the opponent.
  • The Rocket Launcher has one of the most devastating Crits in the game. If a player has any kind of Crit boost, they should immediately select the Rocket Launcher over any other weapon, as one crocket can take out multiple enemies at once.

Direct Hit

Item icon Direct Hit.png

  • Players should aim directly at the enemy and not their feet. The explosive radius is tighter than a Shotgun's spread, and therefore enemies can easily jump over the explosion.
  • Players should try to hit the lower half of the enemy if possible. This will push them into the air temporarily, allowing players to hit them a second time for an aerial Mini-Crit.
  • The Direct Hit can destroy any Engineer building with two rockets, rather than three. The Direct Hit therefore excels at destroying Engineer buildings, and can even be effective when the buildings are under constant repair.
  • The blast radius for self-damage with the Direct Hit is almost the same as the self-damage radius of the Rocket Launcher. This allows players to rocket jump effectively, but caution is advised due to the increased damage.

Black Box

Item icon Black Box.png

  • The Black Box holds fewer rockets but effectively gives players at least an extra 45 health in combat. If a player has plenty of time to reload and pressure the enemy, then this is an effective long-term choice. If players need immediate fighting power, such as when facing off against another skilled Soldier, they may wish to stick with the Rocket Launcher.
  • The healing provided from the Black Box along with the defense boost from the Battalion's Back-up can make a Soldier very difficult to kill, even more so if using the complete Tank Buster Set due to the reduced damage from Sentry Guns.
  • The Black Box's healing more than covers the damage players take while rocket jumping with the Gunboats. Due to this, players can remain mobile for a very long time with this combination.
  • If a player hits more than one enemy, they will be healed for 15 hp per enemy hit.

Shotgun

Item icon Shotgun.png

  • Players should not be afraid to use the Shotgun at medium to short range. It's as powerful as many primary weapons.
  • If facing an enemy Pyro who is skilled with the Airblast, players should consider switching to the Shotgun.
  • The Shotgun is useful against Demomen using the Chargin' Targe. Although they are resistant to the explosive damage of the Rocket Launcher, the Shotgun does normal damage.
  • Players can use the Shotgun to destroy an enemy Demoman's stickies.
  • One direct rocket and one Shotgun blast is enough to kill light classes in almost all circumstances.
  • If players are using the Direct Hit, it is highly advisable to use the Shotgun rather than the Buff Banner, Battalion's Backup or Gunboats. If the rockets miss their target(s), players can still finish off the enemy with the Shotgun.

Buff Banner

Item icon Buff Banner.png

  • Just like the Kritzkrieg, the Buff Banner is best used with the Rocket Launcher or Black Box. The wider blast radius will make it easier to build Rage and it also makes the Mini-Crit boost more effective.
  • When a friendly Medic ÜberCharges a teammate, players should contribute to the rampage by using the Buff Banner.
  • Players should note that the area of effect for the Buff Banner is large and passes through walls and floors.
  • If the Buff Banner is used next to an Engineer, his Sentry Gun will fire Mini-Crits no matter where it is on the map, even if it is nowhere near the player providing the buff or the Engineer.
  • If a Medic is using a Kritzkrieg on a player, the Critical Hits will quickly fill up the Soldier's rage bar and allow the player to follow up the Kritzkrieg up with their Buff Banner. 2 Critical Hits is usually enough to fill a player's rage bar.

Battalion's Backup

Item icon Battalion's Backup.png

  • The Battalion's Backup is also useful on offense, as it allows the pushing team to absorb more enemy fire.
  • Since the Backup's Rage Meter is not dependent on the damage done to the enemy, players can also use it in conjunction with the Direct Hit in order to more effectively counter Sentry Guns.
  • The Battalion's Backup is well paired with the Black Box, allowing players to take more damage (and thereby build more rage) without dying.

Gunboats

Item icon Gunboats.png

  • When equipped, players should use the Gunboats often by rocket-jumping and finding high positions from which to launch attacks.
  • Players should use the Gunboats to traverse long distances quickly, and health packs can be obtained when the player has reached their destination.
  • Although players receive 60% less damage from rocket jumps, fall damage remains the same.
  • Since players will lack the Shotgun, it's often more effective if the Direct Hit is not used with the Gunboats unless the player is confident in their accuracy.

Shovel / Frying Pan

Item icon Shovel.png Item icon Frying Pan.png

  • The Shovel is a viable option as long as the player's health is above 120 or if they wish to be healed with their melee weapon equipped. Otherwise, the Equalizer is a superior option.
  • The Frying Pan is much louder than the Shovel but is otherwise identical. Due to the increased volume of the hit sound effect, players should be aware that they may lose the element of surprise.
  • Since the Shovel is only efficient at high health, using it with the Black Box minimizes the downsides of not having the Equalizer equipped.

Equalizer

Item icon Equalizer.png

  • Unless the player plans on using the Pain Train, the Equalizer should always be equipped. As player would not normally use melee when at full health, the Equalizer is essentially a straight upgrade over the Shovel.
  • The Equalizer can be used as a means of escape, as a highly-damaged Soldier can outrun most classes.
  • Due to its low damage when the Soldier is fully healed, players should not run into a fight alone with the Equalizer out. Players should only take out the Equalizer when at low health and and are already in the thick of combat.
  • The Equalizer prevents Medics from healing players when it is the currently equipped weapon. If players pull it out during an Übercharge, the ÜberCharge effect will be lost which will waste the Über and probably kill the player.
  • Players should be careful when equipping the weapon in front of an enemy player. It tells the enemy that the player is at low health and is an easy kill. Players should be aware that this can work to their advantage however, as pulling out the Equalizer when at relatively high health may tempt some enemies to attack them, effectively allowing the Soldier to to bait the enemy.

Pain Train

Item icon Pain Train.png

  • Players are advised not to equip the Pain Train on a CTF map or while defending in an attack/defend map. It grants no advantage in these situations, but still applies bullet vulnerability.
  • The Pain Train is a highly situational weapon. As such, players may wish to switch between the Pain Train and a different melee weapon in the middle of a round.

The Tank Buster

Tank Buster Set

  • The Set's damage resistance can be used in conjunction with the Battalion's Backup in order to halve the damage dealt by Sentry Guns.

See also