Difference between revisions of "Basic Soldier strategy"

From Team Fortress Wiki
Jump to: navigation, search
(General: Changed to conform with Help:Style_guide)
(Weapon Specific Tips: Changed to conform with Help:Style_guide)
Line 20: Line 20:
  
 
===[[Rocket Launcher]]===
 
===[[Rocket Launcher]]===
*Always keep your Rocket Launcher loaded.
+
* Soldiers 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 little health such as  [[Scouts]], [[Engineers]] and [[Spies]], rather than using two rockets, Soldiers can fire one rocket then finish them off with the [[Shotgun]]. This will assist you by keeping one extra rocket loaded.
  
* 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.
+
* Soldiers can [[juggling|juggle]] or bounce an enemy by shooting a rocket at their feet.  By throwing them up in the air, Players can  predict where they will land and 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.
+
* When firing a rocket at an enemy who is very close, Soldiers can jump and fire the rocket at their feet. Doing so will minimize the amount of damage dealt to the Soldier, while putting some distance between the Soldier and their opponent at the same time.
  
* The Rocket Launcher has the most devastating Crits in the game. If you have any kind of Crit boost, immediately take the Rocket Launcher over any other weapon, as one crocket can take out multiple enemies with ease.
+
* The Rocket Launcher has the most devastating Crits in the game. A Soldier with any kind of Crit boost should immediately take the Rocket Launcher over any other weapon, as one crocket can take out multiple enemies with ease.
  
 
===[[Direct Hit]]===
 
===[[Direct Hit]]===
  
* 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.
+
* With the Direct Hit, unlike the Rocket Launcher, Soldiers should 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.
  
* 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]].
+
* Soldiers should hit the lower half of the enemy if possible.  This will pop them into the air, allowing them to be hit 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 is thus a superior choice for taking out Engineer buildings.
Line 42: Line 42:
 
* 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 Soldiers to rocket jump easily, but they should be careful because at short range, Soldiers can blow themselves up.
  
 
===[[Black Box]]===
 
===[[Black Box]]===
  
*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 the Soldier at least an extra 45 health in combat.  If they have plenty of time to reload and pressure the enemy, this is the better long-term choice.  If the Soldier needs immediate fighting power, such as when facing off against another skilled [[Soldier]], they might want 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 sentry damage.
  
* The Black Box 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 healing more than covers the damage taken while rocket jumping with the [[Gunboats]].  Soldiers 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.
+
* When hitting more than one enemy, the Soldier will be healed for 15 hp per enemy hit.
  
*Try to engage [[Heavy|Heavies]] at a long distance. Not only will the [[Heavy]] only be able to inflict minimum damage to you due to the range, that damage should be healed instantly once he is hit with a rocket.
+
* Soldiers should try to engage [[Heavy|Heavies]] at a long distance. Not only will the Heavy only be able to inflict minimum damage to the Soldier due to the range, that damage should be healed instantly once he is hit with a rocket.
  
 
===[[Rocket Jumper]]===
 
===[[Rocket Jumper]]===
*If you intend to use the Rocket Jumper in online play, you may want to bring your Shotgun since you won't have a primary.
+
* When using the Rocket Jumper in online play, Soldiers may want to use the Shotgun since they won't have a primary which produces damage.
  
*Since the Rocket Jumper does no damage, you can shoot the rocket before hitting the ground after a high rocket jump to slow your speed and prevent fall damage.
+
*Since the Rocket Jumper does no damage, Soldiers can shoot the rocket before hitting the ground after a high rocket jump to slow their speed and prevent fall damage.
  
*The Rocket Jumper works very well when trying to capture the intelligence in CTF. Assuming there are no Sentry Guns locking down their Intelligence room, you will be able to rocket jump through the corridors of the enemy base and out of the other side with the intelligence in tow.
+
*The Rocket Jumper can work very well when trying to capture the intelligence in CTF. Assuming there are no Sentry Guns in the enemy Intelligence room, a Soldier will be able to rocket jump through the corridors of the enemy base and out of the other side with the intelligence in tow.
  
 
===[[Shotgun]]===
 
===[[Shotgun]]===
*Don't be afraid to use the Shotgun at medium to short range.  It's as powerful as many primary weapons.
+
* Soldiers should not hesitate 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]] Soldiers 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]].  Though 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.
+
* Soldiers can use the Shotgun to destroy an enemy Demoman's stickies.
  
 
* One direct rocket and one Shotgun shot is enough to kill light classes in almost all circumstances.
 
* One direct rocket and one Shotgun shot 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]] or the [[Gunboats]].  If you miss with your rockets you can still finish off your foe with the Shotgun.
+
* When using the Direct Hit, it is highly advisable to use the Shotgun rather than the [[Buff Banner]] or the [[Gunboats]].  If a Soldier misses with the rockets they can still finish off their foe with the Shotgun.
  
 
===[[Buff Banner]]===
 
===[[Buff Banner]]===
  
*Just like the [[Kritzkrieg]], the Buff Banner is best 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.
+
* Just like the [[Kritzkrieg]], the Buff Banner is best 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.
  
*When a friendly Medic [[ÜberCharges]] a teammate, contribute to the rampage by using the Buff Banner.  
+
* When a friendly Medic [[ÜberCharges]] a teammate, Soldiers can 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.
+
* 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 Soldier or the Engineer.
  
*[[Snipers]] with the [[Bushwacka]] equipped can be effective with the Buff Banner's boost, as their melee weapon does Critical hits instead of Mini-Crits.
+
* [[Snipers]] with the [[Bushwacka]] equipped can be effective with the Buff Banner's boost, as their melee weapon does Critical hits instead of Mini-Crits.
  
 
===[[Battalion's Backup]]===  
 
===[[Battalion's Backup]]===  
  
*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]] and any 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 a 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, it can also be used in conjunction with the Direct Hit for an even bigger punch against 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 Soldiers to take more damage (and thereby build more Rage) without dying.
  
 
===[[Gunboats]]===
 
===[[Gunboats]]===
  
* Use your Gunboats often.  Rocket-jump and find high positions to fire from.
+
* When using the Gunboats, Soldiers should Rocket-jump and find high positions to fire from.
  
*Due to the fact that you take 60% less damage from rocket jumps, it is best to travel long distances so you can get to a destination first.
+
* Due to the fact that Soldiers take 60% less damage from rocket jumps, it is possible to travel long distances so the Soldier can get to a destination first.
  
*Although you receive 60% less damage from rocket jumps, damage received from falling remains the same.
+
* Although Soldiers receive 60% less damage from rocket jumps, damage received from falling remains the same, so aiming for higher ground or destinations that are even height with the source is highly advised.  
  
*Since you won't have a [[Shotgun]], it's more effective if you don't use the [[Direct Hit]] with your Gunboats.
+
* Since the Soldier won't have a [[Shotgun]], it's more effective if they don't use the [[Direct Hit]] with the Gunboats.
  
 
===[[Shovel]] / [[Frying Pan]]===
 
===[[Shovel]] / [[Frying Pan]]===
 
[[Image:Meetthesoldier2.jpg|thumb|right|250px|The [[Shovel]] is a reasonable choice when conserving ammo]]
 
[[Image:Meetthesoldier2.jpg|thumb|right|250px|The [[Shovel]] is a reasonable choice when conserving ammo]]
* 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 a Soldiers health is above 120 or they want to be healed with their melee weapon equipped.  Otherwise, the [[Equalizer]] is more powerful.
  
 
* 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.  Don't be surprised if enemies notice an ambush with the Pan.
Line 118: Line 118:
 
===[[Equalizer]]===
 
===[[Equalizer]]===
  
*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 using the Pain Train, Soldiers should typically have the Equalizer equipped. Typically a Soldier will not be using melee when at full health, so 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 tool of escape.  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.  
+
* Soldiers should not run into a fight alone with the Equalizer out. Soldiers should only take out the Equalizer when at low health and in the thick of an engagement.  
  
*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 when it is the active weapon. If it is out during an Über, it will break the ÜberCharge, and possibly get the Soldier killed.
  
*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.
+
* Soldiers should be careful who they pull out the Equalizer in front of.  It tells the enemy that the Soldier at low health and is an easy kill. Be aware that this can work to the Soldiers advantage. Pulling out the Equalizer when health is relatively high may tempt some enemies to attack, effectively allowing the Soldier to bait them.
  
 
===[[Pain Train]]===
 
===[[Pain Train]]===
  
* 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.
+
* Soldiers should 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.
  
* 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. Soldiers may want to switch between the Pain Train and a different melee weapon in the middle of a round.
  
 
===Tank Buster Set===
 
===Tank Buster Set===
  
* The Sentry resistance can be used in conjunction with the Battalion's Backup to halve the Sentry damage you take.
+
* The Sentry resistance is used in conjunction with the Battalion's Backup to halve the Sentry damage taken.
  
 
==See also==
 
==See also==

Revision as of 17:41, 10 November 2010

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.

General

  • Soldiers can Jumping#Rocket jumps 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.
  • When using the primary weapons, Soldiers should always lead their targets! Even the Direct Hit suffers from significant flight time, so a Soldier must fire where the opponent is about to be, not where they currently are.
  • A Soldier should avoid unloading multiple rockets or Shotgun shells until they're in a proper fight. While spamming or approaching a position they should fire a rocket, reload, and fire again. This way they always have a full clip or are one shot short of a full clip when facing foes at short range.
  • If a Soldier does empty their entire Rocket Launcher clip in a fight they can switch quickly to the Shotgun. It is a powerful primary weapon and deals massive hitscan damage very rapidly. A player is likely better off finishing them immediately rather than reloading another rocket.
  • Soldiers can help their Medics out in areas where there is no fighting by damaging themselves with your rockets. Self inflicted damage allows Medics to fill up their ÜberCharge faster, but only after setup is finished.
  • When attacking Sentry Gun nests with anything besides the Direct Hit, Soldiers should shoot the ground or wall behind the gun. If the Engineer isn't taking damage at the same time, the shots are generally ineffective.

Weapon Specific Tips

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

Rocket Launcher

  • Soldiers should always keep the Rocket Launcher loaded.
  • When fighting classes with little health such as Scouts, Engineers and Spies, rather than using two rockets, Soldiers can fire one rocket then finish them off with the Shotgun. This will assist you by keeping one extra rocket loaded.
  • Soldiers can juggle or bounce an enemy by shooting a rocket at their feet. By throwing them up in the air, Players can predict where they will land and 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.
  • When firing a rocket at an enemy who is very close, Soldiers can jump and fire the rocket at their feet. Doing so will minimize the amount of damage dealt to the Soldier, while putting some distance between the Soldier and their opponent at the same time.
  • The Rocket Launcher has the most devastating Crits in the game. A Soldier with any kind of Crit boost should immediately take the Rocket Launcher over any other weapon, as one crocket can take out multiple enemies with ease.

Direct Hit

  • With the Direct Hit, unlike the Rocket Launcher, Soldiers should 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.
  • Soldiers should hit the lower half of the enemy if possible. This will pop them into the air, allowing them to be hit 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 blast radius for self-damage with the Direct Hit is almost the same as the self-damage radius of the Rocket Launcher. This allows Soldiers to rocket jump easily, but they should be careful because at short range, Soldiers can blow themselves up.

Black Box

  • The Black Box holds fewer rockets but effectively gives the Soldier at least an extra 45 health in combat. If they have plenty of time to reload and pressure the enemy, this is the better long-term choice. If the Soldier needs immediate fighting power, such as when facing off against another skilled Soldier, they might want 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 Black Box healing more than covers the damage taken while rocket jumping with the Gunboats. Soldiers can remain mobile for a very long time with this combination.
  • When hitting more than one enemy, the Soldier will be healed for 15 hp per enemy hit.
  • Soldiers should try to engage Heavies at a long distance. Not only will the Heavy only be able to inflict minimum damage to the Soldier due to the range, that damage should be healed instantly once he is hit with a rocket.

Rocket Jumper

  • When using the Rocket Jumper in online play, Soldiers may want to use the Shotgun since they won't have a primary which produces damage.
  • Since the Rocket Jumper does no damage, Soldiers can shoot the rocket before hitting the ground after a high rocket jump to slow their speed and prevent fall damage.
  • The Rocket Jumper can work very well when trying to capture the intelligence in CTF. Assuming there are no Sentry Guns in the enemy Intelligence room, a Soldier will be able to rocket jump through the corridors of the enemy base and out of the other side with the intelligence in tow.

Shotgun

  • Soldiers should not hesitate 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 Soldiers 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.
  • Soldiers can use the Shotgun to destroy an enemy Demoman's stickies.
  • One direct rocket and one Shotgun shot is enough to kill light classes in almost all circumstances.
  • When using the Direct Hit, it is highly advisable to use the Shotgun rather than the Buff Banner or the Gunboats. If a Soldier misses with the rockets they can still finish off their foe with the Shotgun.

Buff Banner

  • Just like the Kritzkrieg, the Buff Banner is best 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.
  • When a friendly Medic ÜberCharges a teammate, Soldiers can 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.
  • 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 Soldier or the Engineer.
  • Snipers with the Bushwacka equipped can be effective with the Buff Banner's boost, as their melee weapon does Critical hits instead of Mini-Crits.

Battalion's Backup

  • The Battalion's Backup is also useful on offense, as it allows a pushing team to absorb more enemy fire.
  • Since the Backup's Rage Meter is not dependent on the damage done to the enemy, it can also be used in conjunction with the Direct Hit for an even bigger punch against Sentry Guns.
  • The Battalion's Backup is well paired with the Black Box, allowing Soldiers to take more damage (and thereby build more Rage) without dying.

Gunboats

  • When using the Gunboats, Soldiers should Rocket-jump and find high positions to fire from.
  • Due to the fact that Soldiers take 60% less damage from rocket jumps, it is possible to travel long distances so the Soldier can get to a destination first.
  • Although Soldiers receive 60% less damage from rocket jumps, damage received from falling remains the same, so aiming for higher ground or destinations that are even height with the source is highly advised.
  • Since the Soldier won't have a Shotgun, it's more effective if they don't use the Direct Hit with the Gunboats.

Shovel / Frying Pan

The Shovel is a reasonable choice when conserving ammo
  • The Shovel is a viable option as long as a Soldiers health is above 120 or they want to be healed with their melee weapon equipped. Otherwise, the Equalizer is more powerful.
  • 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.
  • Since the Shovel is only efficient at high health, the Black Box minimizes the downsides of not having the Equalizer equipped.

Equalizer

  • Unless using the Pain Train, Soldiers should typically have the Equalizer equipped. Typically a Soldier will not be using melee when at full health, so 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.
  • Soldiers should not run into a fight alone with the Equalizer out. Soldiers should only take out the Equalizer when at low health and in the thick of an engagement.
  • The Equalizer prevents Medics from healing when it is the active weapon. If it is out during an Über, it will break the ÜberCharge, and possibly get the Soldier killed.
  • Soldiers should be careful who they pull out the Equalizer in front of. It tells the enemy that the Soldier at low health and is an easy kill. Be aware that this can work to the Soldiers advantage. Pulling out the Equalizer when health is relatively high may tempt some enemies to attack, effectively allowing the Soldier to bait them.

Pain Train

  • Soldiers should 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.
  • The Pain Train is a highly situational weapon. Soldiers may want to switch between the Pain Train and a different melee weapon in the middle of a round.

Tank Buster Set

  • The Sentry resistance is used in conjunction with the Battalion's Backup to halve the Sentry damage taken.

See also