Difference between revisions of "Soldier match-ups"

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{{Match-Up|forclass=soldier
 
{{Match-Up|forclass=soldier
 
   | scout-strategy =
 
   | scout-strategy =
'''Relative merits:''' Both you and the Scout are strong at close range. You hold the advantage when you can utilize your rockets' splash damage or if there is high ground you can safely [[rocket jump]] to, but the Scout can typically decide if and where to fight.
+
'''Relative merits:''' Both you and the Scout are strong close-quarters combatants. You have an advantage if you can utilize your rockets' splash damage, especially when you have the high ground, but the Scout will typically try to initiate the fight with that in mind.
  
'''Tactics:''' Anticipate the Scout's movements when aiming your rockets to deal splash damage. If he [[double jump]]s to dodge one of your shots, his landing trajectory should be predictable enough for your next rocket. Once the explosion pops him into the air, follow up with another rocket or the [[Shotgun]]. If possible, guard objectives to force the Scout to approach you in tight spaces where he cannot utilise his mobility as much, and rocket jump to high ground that is beyond his double jump, though you should still be wary that he can use his [[scattergun]] and [[pistol]] to throw you off with slight [[knockback]] from his damage as you rocket jump.  
+
'''Tactics:''' Anticipate the Scout's movements when aiming your rockets. Aim at the ground or nearby walls to inflict splash damage, as the Scout's high movement speed makes it difficult to hit him directly. If he [[double jump]]s to dodge one of your shots, the arc of his jump should be predictable enough to aim a rocket where he will land. Your rockets are harder to avoid when you are higher up, so consider rocket jumping to high ground, beyond the reach of the Scout's double jump, or simply into the air before firing a barrage down. If possible, force the Scout to fight you in tight spaces where he can't maneuver.
  
'''Useful weapons:'''  
+
Because of the Scout's extreme speed, it is difficult for you to retreat. If you have enough health, it is usually better to rocket jump somewhere out of his reach, such as to high ground or through a window, than it is to use a grounded escape route.
* The [[Liberty Launcher]]'s rockets are faster than the [[Rocket Launcher]], making it harder for scouts to dodge, and it still retains normal splash radius.
+
 
* The [[Shotgun]] is a [[hitscan]] weapon that is harder to avoid; players with more confident aim can also use the [[Reserve Shooter]] to punish scouts for [[jumping]] by dealing mini-crit damage, but the weapon has a smaller clip.
+
'''Useful weapons:'''
 +
* The [[Direct Hit]] changes the dynamic of this match-up. Its fast, stronger rockets can kill a Scout in a single hit, but only at close range. At medium range, landing a direct hit on the Scout, especially if they have good reflexes, continues to be difficult.
 +
* The [[Liberty Launcher]]'s rockets are faster than default and retain the default splash radius, which makes hitting a dodgy Scout easier. Its reduced damage is less of a concern when dealing with the Scout's low health pool.
 +
* The [[Shotgun]] and its variants are [[hitscan]] weapons with instantly-traveling bullets that are harder for the Scout to avoid.
 +
* The [[Gunboats]] allow you to rocket jump into the air and rain rockets down without losing as much health.
  
 
   | soldier-strategy =  
 
   | soldier-strategy =  
'''Mirror match-up:''' In a deathmatch against an equally skilled Soldier, positioning and weapon management are key. Observe which primary weapon your opponent has chosen to decide on any playstyle changes to make. Tracking the number of rockets you both have loaded can help you decide whether to approach or take cover.
+
'''Mirror match-up:''' In a duel against an equally skilled Soldier, positioning and weapon management are key. Observe which weapons your opponent has chosen and adapt your strategy accordingly - for example, if your opponent is '''not''' using the [[Gunboats]], try to pressure them into rocket jumping. Tracking the number of rockets you each have loaded can help you decide whether to approach or take cover.  
  
'''Tactics:''' Predict the enemy Soldier's movements to make each rocket count. Both of you want to [[rocket jump]] to high ground to freely rain down rockets and force the other to land direct hits. If your opponent is too predictable with his rocket jumps, fire a rocket where he is going to land, use precise aim to land an [[aerial]], or chase after him with your own jump and attack from above. If you run out of rockets, consider whether you have time to reload or need to switch to the Shotgun. If you count that he is out of rockets, pursue him or move into a stronger position while he cannot fight back.
+
'''Tactics:''' Both of you are relatively slow on the ground; aim for direct hits to maximize each rocket's damage and move unpredictably to make it difficult for your opponent to do the same. If possible, take high ground using a rocket jump to make dealing and avoiding splash damage easier. If your opponent is predictable with his rocket jumps, you can fire a rocket where he will land, use precise aim to land an [[Aerial|airshot]], or chase after him with your own rocket jump and attack from above. If you run out of rockets, switch to a different weapon or take cover and reload. If you think the enemy Soldier is out of rockets, approach him or move to a stronger position while he's unable to attack you.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* The [[Direct Hit]] can be useful for targeting a rocket-jumping Soldier, although you lose out on area control.
+
* The Shotgun and its variants are reliable backup weapons if you run out of loaded rockets.
* The [[Shotgun]] is a reliable backup weapon when you run out of rockets or if you find rockets too slow.
+
* The Direct Hit and [[Reserve Shooter]] deal mini-crit damage to targets launched by explosions. This applies not only to when you launch your opponent with a well-aimed rocket, but also when he rocket jumps.
* The [[Escape Plan]] lets you retreat even if the enemy Soldier rocket jumps after you.
+
* The [[Gunboats]] let you rocket jump to higher ground or retreat without losing as much health. The positional advantage can be worth trading in the Shotgun.
 +
* The [[Escape Plan]] is your best tool for retreating if you are low on health while your opponent can still rocket jump towards you.
  
 
   | pyro-strategy =  
 
   | pyro-strategy =  
'''Relative merits:''' Your weapons outrange the Pyro's Flame Thrower and you can always rocket jump away to favorable terrain. However, the Pyro's [[compression blast]] can reflect your rockets, and when these standard damage-rockets are reflected, they deal mini-crit damage. If he gets too close, he can freely fire away while you risk damaging yourself with rockets.
+
'''Relative merits:''' Your weapons outrange the Pyro's [[Flame Thrower]], giving you a significant advantage at medium range. However, the Pyro's [[airblast|compression blast]] can reflect your rockets. Fighting a Pyro is largely about making it as hard for them to reflect your rockets as possible.
 +
 
 +
'''Tactics:''' Try to stay outside of the Flame Thrower's short range to avoid being set on fire. Avoid firing rockets so predictably that the Pyro reflects them back at you; instead, stagger your rate of fire so the Pyro has trouble predicting your shots, and aim at the floor or nearby surfaces to make it more difficult for them to aim a rocket that is reflected. In open areas, you can rocket jump to high ground and attack from above to make aiming reflected rockets even more difficult. If you have a damaging secondary weapon, such as the Shotgun, you can safely fire away from medium range.
  
'''Tactics:''' The [[Shotgun]]'s unreflectable bullets can force a Pyro to approach you directly. From there or without the Shotgun, aim rockets at their feet when they least expects it, around corners, and on terrain to deal splash damage. Stagger your shots and bait out the Pyro's compression blast to avoid having your rockets reflected. In open areas, you can rocket jump into the air and attack from above to make reflecting rockets more ddifficult.
+
If either of you move the fight into close range, the Pyro can freely burn you with their Flame Thrower but has less time to react to your rockets. Avoid positioning such that you can be airblasted into a corner, where the Pyro can freely follow up with weapons like the [[Flare Gun]] or [[Axtinguisher]]. Watch your health so that [[afterburn]] and rocket jump damage combined won't kill you before you can find healing to extinguish yourself.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* Faster rockets fired by the [[Liberty Launcher]] are harder to reflect and still deal splash damage.
+
* The [[Beggar's Bazooka]] and [[Air Strike]] can fire a volley of rockets fast enough that the Pyro can't reflect them all at once.
 +
* The [[Direct Hit]] and [[Liberty Launcher]] both have faster rockets that are much harder to react to and can mess up the Pyro's timing.
 +
* The Shotgun and its variants, as well as the [[Righteous Bison]], cannot have their shots deflected. You can use a shotgun as your main weapon against a Pyro, or switch between them and your Rocket Launcher periodically to give the Pyro trouble predicting when you will actually fire a rocket.
  
 
   | demoman-strategy =  
 
   | demoman-strategy =  
'''Relative merits:''' You and the Demoman are matched in damage output. You are more equipped for close range duels and roaming, while the Demoman can spread his damage over a wide area without needing a line of sight. You can both [[explosive jump]] to travel quickly, but [[Sticky jumping]] tends to cost more health.
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'''Relative merits:''' You and the Demoman both specialize in explosives. You are better at close range duels and can roam the map faster, while the Demoman can spread damage over a wide area and attack without direct line of sight. You can both use explosive jumps to travel quickly, but [[sticky jumping]] is slower and costs more health.
 +
 
 +
'''Tactics:''' Unlike your rockets, the Demoman's grenades do not have any damage falloff, but they also do not explode immediately on contact with the environment. Stay at medium range, where you'll have an easier time avoiding direct hits, and steer clear of grenades that have bounced onto the ground. If the Demoman is using the [[Stickybomb Launcher]] to fight you directly, move to close range, as Stickybombs take time to arm and the Demoman will not be able to hit you without blowing himself up as well.  
  
'''Tactics:''' If the Demoman maintains a distance or stays behind obstacles, he can shell you with grenades and charged Stickybombs. Rocket jump towards his blind spot, then stay within medium range and maintain a direct line of sight, where you'll have an easier time aiming your Rocket Launcher. To deal with Stickybomb traps, use the Shotgun's pellets to disarm them or a well placed rocket to scatter them. If the Demoman decides to rush you down with [[Chargin’ Targe|one]] of [[Splendid Screen|his]] [[Tide Turner|shields]], use the [[knock back]] from a rocket to pop him into the air and cancel his charge, or quickly rocket jump out of the way.  When [[rocket jumping]], experienced demomen can use their [[Grenade Launcher]] to deal damage to you and throw off your jumps in the air; to avoid this, try [[Air Strafing|strafing]] when you're in the air.
+
When faced with a Stickybomb trap, use the Shotgun to destroy the Stickybombs or a well placed rocket to scatter them. It is possible, albeit tricky, to push the Stickybombs towards the Demoman and force him to give up his current position.
 +
 
 +
A '''Demoknight''' using a [[shield]] secondary such as the [[Chargin' Targe]] does not have a Stickybomb Launcher, but will likely be using a melee weapon with increased melee range, such as the [[Eyelander]], and attempt to [[Charging|charge]] you with it. If he does, shoot the ground in front of him to pop him into the air and cause him to miss you, or quickly rocket jump out of the way.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* A shield-wielding Demoman resists explosive damage, but not the Shotgun's [[Hitscan|bullet]] damage.
+
* Weapons that restore or increase your health, such as the Black Box or Concheror, potentially let you survive an extra direct hit from a grenade.
* Shield-wielding demomen can also charge at you; to deal with this, try to aim a rocket near their feet to propel them in the air so that they can't hit you.
+
* A shield-wielding Demoknight resists explosive damage, but not bullet damage from the Shotgun and its variants.
 +
* The [[Direct Hit]] and [[Reserve Shooter]] will deal mini-crits to an explosive jumping Demoman, likely causing them to [[Glossary of player terms#C|crater]], if not killing them outright.
  
 
   | heavy-strategy =  
 
   | heavy-strategy =  
'''Relative merits:''' The Heavy has more firepower and health than you, but very low mobility. He may defend a location, but you can decide when you engage him.
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'''Relative merits:''' The Heavy is the only class who has more health and firepower than you. Compared to your Rocket Launcher, his Minigun fires bullets that travel instantly and have a higher damage-per-second, but deal damage gradually instead of in bursts. The Heavy is much less mobile than you; he will usually be carefully defending an area, or slowly advancing forwards, allowing you to decide when to initiate the fight.
  
'''Tactics:''' Avoid being directly targeted by the Heavy's [[Minigun]]. If it is already spun up, harass him from behind cover, using rocket jumps to take the high ground. Otherwise, you should be able to defeat him at close range by unleashing rockets and Shotgun blasts. Use [[rocket jumping]] to escape and remain out of his minigun's range, as at mid-range he doesn't need to adjust his aim as much.
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'''Tactics:''' Attempt to catch the Heavy unaware-when his Minigun isn't spun up, from behind, or both. If he's spun up and trying to shoot you, peek in and out of cover to fire rockets and constantly deal damage while minimizing exposure to his Minigun. He is a big, slow target who is very easy to hit him with direct shots, especially when he's spun up. Never fight a Heavy head-on or in enclosed spaces, where his Minigun will decimate you; attacking from high ground both increases your distance from him and gives you more cover from Minigun fire.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* The Heavy is the largest and slowest class, so the [[Direct Hit]] can be particularly effective.
+
* The Heavy is the largest and slowest class, making him an easy target for the Direct Hit.
* The [[Battalion's Backup]] can give your team enough [[Damage#Damage_vulnerability.2C_resistance.2C_and_blocking|protection]] to force the Heavy away from his defended location.
+
* A well-aimed barrage from the Beggar's Bazooka or Air Strike can potentially kill a Heavy before he has time to spin up his Minigun.
 +
* The [[Buff Banner]]'s guaranteed mini-crits increase your team's damage output, allowing you to power through the Heavy's large health pool.
 +
* The defensive aura from activating the Battalion’s Backup can help your team push into a position the Heavy is already protecting.
  
 
   | engineer-strategy =  
 
   | engineer-strategy =  
'''Relative merits:''' Rockets always deal full damage to buildings, making you great at taking down Engineer buildings.
+
'''Relative merits:''' Your Rocket Launcher is one of the better anti-Sentry Gun weapons - its high base damage can make short work of buildings, and the splash damage of rockets can damage multiple targets at once, including the Engineer.
 +
 
 +
'''Tactics:''' Aim your rockets so they damage both Engineer and Sentry Gun via splash damage. Unless you are being pressured by the enemy team, you can freely stay out of range or peek in and out of cover, spamming rockets at buildings. Take cover between shots to minimize the damage the Sentry Gun deals to you, especially if Engineer is using the [[Wrangler]]. Even if you do not destroy the Engineer's buildings immediately, you will quickly drain his metal supply and soften up his buildings for your team to finish the job.
  
'''Tactics:''' Aim your rockets so they damage both Engineer and Sentry Gun via splash damage. Unless you are pressured by the enemy team, you can freely stay out of range or peek out of cover to drain the Engineer's metal supply. Take cover between shots so that the Sentry Gun can't lock on to you, especially if Engineer is using the [[Wrangler]].
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An Engineer wielding the [[Gunslinger]] deploys [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]] instead of regular Sentry Guns, and will usually use his Shotgun to participate in fights more actively. If the Engineer places a Mini-Sentry mid-combat, prioritize the Mini-Sentry while dealing splash damage to him before the Mini-Sentry finishes construction.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* If you must directly take on a level 3 Sentry Gun, come back with the [[Battalion's Backup]] or a friendly [[Medic]].
+
* The Direct Hit's increased damage is effective against the Engineer's immobile buildings. Its rockets also destroy Combat Mini-Sentries in one hit.
* Use the splash damage of your [[Rocket Launcher]] to deal damage to both the engineer (assuming he's near his buildings) and his buildings at the same time; dealing damage to the engineer can kill him, meaning nobody except other engineers can repair his buildings.
+
* The [[Cow Mangler 5000]]'s charged shot can temporarily deactivate buildings, allowing the rest of your team to push in. If you cannot rely on your team to push in, however, its reduced damage renders it a liability.
* If you attack alongside teammates, the [[Cow Mangler 5000]]'s charged shot can temporarily deactivate a Sentry Gun, though it deals miniscule damage to buildings with its normal projectile.
+
* The [[Battalion's Backup]]'s buff will halve the damage you and nearby teammates take from Sentry Guns for its duration, allowing you to charge a troublesome Sentry Gun head-on with your team.
*The [[Direct Hit]]'s speedy rockets which deal more damage than the [[Rocket Launcher]] allow you to destroy buildings on your own, when your team can't assist you; note that the weapon's reduced explosion radius means that you can't deal damage to the engineer, assuming he's near his buildings and his buildings at the same time through splash damage.
 
  
 
   | medic-strategy =  
 
   | medic-strategy =  
'''Relative merits:''' A lone Medic is an easy target and should flee from you, but will typically be guarded by his teammates.
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'''Relative merits:''' A lone Medic is an easy target and should flee from you, but will typically be guarded by his teammates. Because a Medic's healing abilities make his entire team stronger, it is important to kill him first when possible to deprive his team of their main source of healing.
  
'''Tactics:''' Killing the enemy Medic takes priority to eliminate his team's source of healing. In a direct fight, use your Rocket Launcher’s splash damage to both attack the Medic and his patient at once. Alternatively, rocket jump above and past the Medic's allies to dive-bomb him. If the Medic retreats, you may be able to pursue him with a rocket jump.
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'''Tactics:''' In a direct fight against a Medic and his patient, try to use your Rocket Launcher’s splash damage to attack both of them simultaneously so that the Medic falls back. Alternatively, you can rocket jump past the Medic's allies and dive-bomb him before he has time to react. If the Medic is retreating, you may be able to pursue him with a rocket jump and cut off his escape. Be wary of the Medic possibly "surfing" your rockets' knockback to make a getaway.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* If you dive-bomb the enemy Medic, use a primary weapon with enough clip size and damage potential.
+
* If you plan to dive-bomb the enemy Medic, the [[Mantreads]]'s knockback resistance prevents his allies from disrupting your approach by shooting you mid-air, while the Market Gardener’s critical strike can instantly nab the kill.
 +
* Weapons that improve your ability to rocket jump, such as the [[Liberty Launcher]] or [[Gunboats]], can give you the mobility to chase a Medic almost anywhere.
 +
* The [[Battalion's Backup]] can make you and nearby teammates immune to critical hits, which will completely negate an ÜberCharge from the [[Kritzkrieg]].
  
 
   | sniper-strategy =   
 
   | sniper-strategy =   
'''Relative merits:''' The Sniper tends to oversee wide, open areas that you might rocket jump through.  
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'''Relative merits:''' The Sniper can target you from afar while you fight at the frontline. If you split off from the main battle and roam, your high health pool and ability to rocket jump makes you suited for ambushing him at close range, where he is weakest.
  
'''Tactics:''' If you can navigate to the high ground where a Sniper typically nests, you make short work of him. For a direct approach, move erratically, fire rockets to force him behind cover, and aim at nearby objects to deal splash damage. You can rocket jump to quickly close the distance, but [[Strafing#Air_Strafing|air-strafe]] to keep your trajectory inconsistent and avoid being shot while in the air.  
+
'''Tactics:''' The Sniper tends to watch the battlefield from a distant, high vantage point. At long range, your rockets are easy for him to dodge, and he can kill you with a single partially-charged headshot from his rifle. You want to reach close range, where he will have difficulty lining up a headshot. Use vertical rocket jumps away from his earshot to access flanking routes and creep up from behind, or use horizontal rocket jumps for a sudden direct approach to dodge his scope. Once you are at close range, the fight is greatly in your favor as long as you keep moving to avoid getting headshot at point-blank range.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* Speedy rockets from the [[Liberty Launcher]] can force the Sniper to take cover before he can take a single shot.
+
* The active buffs of the [[Battalion's Backup]] and [[Concheror]] negate critical damage and increase your movement speed respectively, allowing you and your team to cross a Sniper's sightline more safely.
* The activatable auras from the [[Battalion's Backup]] and [[Concheror]] negate critical hits and grant movement speed respectively, allowing your team to cross into a Sniper's sightline more safely.
+
* The Mantreads give increased air maneuverability when rocket jumping, which helps in safely reaching the Sniper's perch.
 +
* You risk taking splash damage in close combat. Your Shotgun and melee weapon work well against the Sniper, who carries weaker close-range weapons.
  
 
   | spy-strategy =  
 
   | spy-strategy =  
'''Relative merits:''' Your slow speed and heavy damage make you a prime target for any enemy Spy. You are more likely to encounter an enemy Spy when directly fighting alongside your team rather than roaming around with rocket jumps.
+
'''Relative merits:''' Your slow grounded speed and high damage output make you a prime target for any enemy Spy. You are most likely to encounter an enemy Spy when directly fighting alongside your team, rather than when roaming around with rocket jumps.
  
'''Tactics:''' Identify the Spy before he strikes. Use the Rocket Launcher to Spy-check suspicious teammates, or the Shotgun to avoid self-damage if they're too close, then splash the area with your Rocket Launcher if he tries to escape by cloaking. To reduce the risk of self-damage or accidentally being backstabbed, keep the fight outside of melee range.
+
'''Tactics:''' Keep an eye and ear out for a potential Spy. Use the Rocket Launcher to Spy-check suspicious teammates and listen for sounds such as a Spy's cloak deactivating or a teammate being backstabbed. If a Spy tries to escape by cloaking, use splash damage to "search" a wide area and reveal him. Once you discover the Spy, keep the fight outside of melee range to reduce the risk of being backstabbed.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* Rocket launchers with the normal splash radius are your best option for tracking a Cloaked Spy.
+
* Rocket launchers with the default, largest blast radius are your best option for tracking a cloaked Spy. The Shotgun and its variants also work if you do not want to risk taking splash damage.
* [[Banner]] weapons such as the [[Buff Banner]] and the [[Concheror]] can be used to [[spy-check]]; try shooting at suspicious teammates, and if you see your meter fill up, you can determine that they are a spy.
+
* If you are using the [[Buff Banner]] or one of its variants, a disguised Spy won't be affected by the buff and will not show the appropriate circles near his feet, but shooting at them will fill up your meter.
 +
* Anything that allows you to move faster or rocket jump more, such as the [[Escape Plan]] or the [[Gunboats]], makes you significantly harder to backstab.
 
}}
 
}}
  

Latest revision as of 05:18, 24 December 2022

I am going to enjoy killing each and every one of you sorry sacks of scum!
The Soldier on class match-ups
Class Strategy
Soldier.png
Soldier
vs. Scout.png
Scout
Relative merits: Both you and the Scout are strong close-quarters combatants. You have an advantage if you can utilize your rockets' splash damage, especially when you have the high ground, but the Scout will typically try to initiate the fight with that in mind.

Tactics: Anticipate the Scout's movements when aiming your rockets. Aim at the ground or nearby walls to inflict splash damage, as the Scout's high movement speed makes it difficult to hit him directly. If he double jumps to dodge one of your shots, the arc of his jump should be predictable enough to aim a rocket where he will land. Your rockets are harder to avoid when you are higher up, so consider rocket jumping to high ground, beyond the reach of the Scout's double jump, or simply into the air before firing a barrage down. If possible, force the Scout to fight you in tight spaces where he can't maneuver.

Because of the Scout's extreme speed, it is difficult for you to retreat. If you have enough health, it is usually better to rocket jump somewhere out of his reach, such as to high ground or through a window, than it is to use a grounded escape route.

Useful weapons:

  • The Direct Hit changes the dynamic of this match-up. Its fast, stronger rockets can kill a Scout in a single hit, but only at close range. At medium range, landing a direct hit on the Scout, especially if they have good reflexes, continues to be difficult.
  • The Liberty Launcher's rockets are faster than default and retain the default splash radius, which makes hitting a dodgy Scout easier. Its reduced damage is less of a concern when dealing with the Scout's low health pool.
  • The Shotgun and its variants are hitscan weapons with instantly-traveling bullets that are harder for the Scout to avoid.
  • The Gunboats allow you to rocket jump into the air and rain rockets down without losing as much health.
Soldier.png
Soldier
vs. Soldier.png
Soldier
Mirror match-up: In a duel against an equally skilled Soldier, positioning and weapon management are key. Observe which weapons your opponent has chosen and adapt your strategy accordingly - for example, if your opponent is not using the Gunboats, try to pressure them into rocket jumping. Tracking the number of rockets you each have loaded can help you decide whether to approach or take cover.

Tactics: Both of you are relatively slow on the ground; aim for direct hits to maximize each rocket's damage and move unpredictably to make it difficult for your opponent to do the same. If possible, take high ground using a rocket jump to make dealing and avoiding splash damage easier. If your opponent is predictable with his rocket jumps, you can fire a rocket where he will land, use precise aim to land an airshot, or chase after him with your own rocket jump and attack from above. If you run out of rockets, switch to a different weapon or take cover and reload. If you think the enemy Soldier is out of rockets, approach him or move to a stronger position while he's unable to attack you.

Useful weapons:

  • The Shotgun and its variants are reliable backup weapons if you run out of loaded rockets.
  • The Direct Hit and Reserve Shooter deal mini-crit damage to targets launched by explosions. This applies not only to when you launch your opponent with a well-aimed rocket, but also when he rocket jumps.
  • The Gunboats let you rocket jump to higher ground or retreat without losing as much health. The positional advantage can be worth trading in the Shotgun.
  • The Escape Plan is your best tool for retreating if you are low on health while your opponent can still rocket jump towards you.
Soldier.png
Soldier
vs. Pyro.png
Pyro
Relative merits: Your weapons outrange the Pyro's Flame Thrower, giving you a significant advantage at medium range. However, the Pyro's compression blast can reflect your rockets. Fighting a Pyro is largely about making it as hard for them to reflect your rockets as possible.

Tactics: Try to stay outside of the Flame Thrower's short range to avoid being set on fire. Avoid firing rockets so predictably that the Pyro reflects them back at you; instead, stagger your rate of fire so the Pyro has trouble predicting your shots, and aim at the floor or nearby surfaces to make it more difficult for them to aim a rocket that is reflected. In open areas, you can rocket jump to high ground and attack from above to make aiming reflected rockets even more difficult. If you have a damaging secondary weapon, such as the Shotgun, you can safely fire away from medium range.

If either of you move the fight into close range, the Pyro can freely burn you with their Flame Thrower but has less time to react to your rockets. Avoid positioning such that you can be airblasted into a corner, where the Pyro can freely follow up with weapons like the Flare Gun or Axtinguisher. Watch your health so that afterburn and rocket jump damage combined won't kill you before you can find healing to extinguish yourself.

Useful weapons:

  • The Beggar's Bazooka and Air Strike can fire a volley of rockets fast enough that the Pyro can't reflect them all at once.
  • The Direct Hit and Liberty Launcher both have faster rockets that are much harder to react to and can mess up the Pyro's timing.
  • The Shotgun and its variants, as well as the Righteous Bison, cannot have their shots deflected. You can use a shotgun as your main weapon against a Pyro, or switch between them and your Rocket Launcher periodically to give the Pyro trouble predicting when you will actually fire a rocket.
Soldier.png
Soldier
vs. Demoman.png
Demoman
Relative merits: You and the Demoman both specialize in explosives. You are better at close range duels and can roam the map faster, while the Demoman can spread damage over a wide area and attack without direct line of sight. You can both use explosive jumps to travel quickly, but sticky jumping is slower and costs more health.

Tactics: Unlike your rockets, the Demoman's grenades do not have any damage falloff, but they also do not explode immediately on contact with the environment. Stay at medium range, where you'll have an easier time avoiding direct hits, and steer clear of grenades that have bounced onto the ground. If the Demoman is using the Stickybomb Launcher to fight you directly, move to close range, as Stickybombs take time to arm and the Demoman will not be able to hit you without blowing himself up as well.

When faced with a Stickybomb trap, use the Shotgun to destroy the Stickybombs or a well placed rocket to scatter them. It is possible, albeit tricky, to push the Stickybombs towards the Demoman and force him to give up his current position.

A Demoknight using a shield secondary such as the Chargin' Targe does not have a Stickybomb Launcher, but will likely be using a melee weapon with increased melee range, such as the Eyelander, and attempt to charge you with it. If he does, shoot the ground in front of him to pop him into the air and cause him to miss you, or quickly rocket jump out of the way.

Useful weapons:

  • Weapons that restore or increase your health, such as the Black Box or Concheror, potentially let you survive an extra direct hit from a grenade.
  • A shield-wielding Demoknight resists explosive damage, but not bullet damage from the Shotgun and its variants.
  • The Direct Hit and Reserve Shooter will deal mini-crits to an explosive jumping Demoman, likely causing them to crater, if not killing them outright.
Soldier.png
Soldier
vs. Heavy.png
Heavy
Relative merits: The Heavy is the only class who has more health and firepower than you. Compared to your Rocket Launcher, his Minigun fires bullets that travel instantly and have a higher damage-per-second, but deal damage gradually instead of in bursts. The Heavy is much less mobile than you; he will usually be carefully defending an area, or slowly advancing forwards, allowing you to decide when to initiate the fight.

Tactics: Attempt to catch the Heavy unaware-when his Minigun isn't spun up, from behind, or both. If he's spun up and trying to shoot you, peek in and out of cover to fire rockets and constantly deal damage while minimizing exposure to his Minigun. He is a big, slow target who is very easy to hit him with direct shots, especially when he's spun up. Never fight a Heavy head-on or in enclosed spaces, where his Minigun will decimate you; attacking from high ground both increases your distance from him and gives you more cover from Minigun fire.

Useful weapons:

  • The Heavy is the largest and slowest class, making him an easy target for the Direct Hit.
  • A well-aimed barrage from the Beggar's Bazooka or Air Strike can potentially kill a Heavy before he has time to spin up his Minigun.
  • The Buff Banner's guaranteed mini-crits increase your team's damage output, allowing you to power through the Heavy's large health pool.
  • The defensive aura from activating the Battalion’s Backup can help your team push into a position the Heavy is already protecting.
Soldier.png
Soldier
vs. Engineer.png
Engineer
Relative merits: Your Rocket Launcher is one of the better anti-Sentry Gun weapons - its high base damage can make short work of buildings, and the splash damage of rockets can damage multiple targets at once, including the Engineer.

Tactics: Aim your rockets so they damage both Engineer and Sentry Gun via splash damage. Unless you are being pressured by the enemy team, you can freely stay out of range or peek in and out of cover, spamming rockets at buildings. Take cover between shots to minimize the damage the Sentry Gun deals to you, especially if Engineer is using the Wrangler. Even if you do not destroy the Engineer's buildings immediately, you will quickly drain his metal supply and soften up his buildings for your team to finish the job.

An Engineer wielding the Gunslinger deploys Combat Mini-Sentry Guns instead of regular Sentry Guns, and will usually use his Shotgun to participate in fights more actively. If the Engineer places a Mini-Sentry mid-combat, prioritize the Mini-Sentry while dealing splash damage to him before the Mini-Sentry finishes construction.

Useful weapons:

  • The Direct Hit's increased damage is effective against the Engineer's immobile buildings. Its rockets also destroy Combat Mini-Sentries in one hit.
  • The Cow Mangler 5000's charged shot can temporarily deactivate buildings, allowing the rest of your team to push in. If you cannot rely on your team to push in, however, its reduced damage renders it a liability.
  • The Battalion's Backup's buff will halve the damage you and nearby teammates take from Sentry Guns for its duration, allowing you to charge a troublesome Sentry Gun head-on with your team.
Soldier.png
Soldier
vs. Medic.png
Medic
Relative merits: A lone Medic is an easy target and should flee from you, but will typically be guarded by his teammates. Because a Medic's healing abilities make his entire team stronger, it is important to kill him first when possible to deprive his team of their main source of healing.

Tactics: In a direct fight against a Medic and his patient, try to use your Rocket Launcher’s splash damage to attack both of them simultaneously so that the Medic falls back. Alternatively, you can rocket jump past the Medic's allies and dive-bomb him before he has time to react. If the Medic is retreating, you may be able to pursue him with a rocket jump and cut off his escape. Be wary of the Medic possibly "surfing" your rockets' knockback to make a getaway.

Useful weapons:

  • If you plan to dive-bomb the enemy Medic, the Mantreads's knockback resistance prevents his allies from disrupting your approach by shooting you mid-air, while the Market Gardener’s critical strike can instantly nab the kill.
  • Weapons that improve your ability to rocket jump, such as the Liberty Launcher or Gunboats, can give you the mobility to chase a Medic almost anywhere.
  • The Battalion's Backup can make you and nearby teammates immune to critical hits, which will completely negate an ÜberCharge from the Kritzkrieg.
Soldier.png
Soldier
vs. Sniper.png
Sniper
Relative merits: The Sniper can target you from afar while you fight at the frontline. If you split off from the main battle and roam, your high health pool and ability to rocket jump makes you suited for ambushing him at close range, where he is weakest.

Tactics: The Sniper tends to watch the battlefield from a distant, high vantage point. At long range, your rockets are easy for him to dodge, and he can kill you with a single partially-charged headshot from his rifle. You want to reach close range, where he will have difficulty lining up a headshot. Use vertical rocket jumps away from his earshot to access flanking routes and creep up from behind, or use horizontal rocket jumps for a sudden direct approach to dodge his scope. Once you are at close range, the fight is greatly in your favor as long as you keep moving to avoid getting headshot at point-blank range.

Useful weapons:

  • The active buffs of the Battalion's Backup and Concheror negate critical damage and increase your movement speed respectively, allowing you and your team to cross a Sniper's sightline more safely.
  • The Mantreads give increased air maneuverability when rocket jumping, which helps in safely reaching the Sniper's perch.
  • You risk taking splash damage in close combat. Your Shotgun and melee weapon work well against the Sniper, who carries weaker close-range weapons.
Soldier.png
Soldier
vs. Spy.png
Spy
Relative merits: Your slow grounded speed and high damage output make you a prime target for any enemy Spy. You are most likely to encounter an enemy Spy when directly fighting alongside your team, rather than when roaming around with rocket jumps.

Tactics: Keep an eye and ear out for a potential Spy. Use the Rocket Launcher to Spy-check suspicious teammates and listen for sounds such as a Spy's cloak deactivating or a teammate being backstabbed. If a Spy tries to escape by cloaking, use splash damage to "search" a wide area and reveal him. Once you discover the Spy, keep the fight outside of melee range to reduce the risk of being backstabbed.

Useful weapons:

  • Rocket launchers with the default, largest blast radius are your best option for tracking a cloaked Spy. The Shotgun and its variants also work if you do not want to risk taking splash damage.
  • If you are using the Buff Banner or one of its variants, a disguised Spy won't be affected by the buff and will not show the appropriate circles near his feet, but shooting at them will fill up your meter.
  • Anything that allows you to move faster or rocket jump more, such as the Escape Plan or the Gunboats, makes you significantly harder to backstab.


See also