Difference between revisions of "Soldier match-ups"

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(Added some weapon recommendations.)
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{{Match-Up|forclass=soldier
 
{{Match-Up|forclass=soldier
   | scout-strategy = The Scout is also strong at close range and will try to outmaneuver you. Predict where the Scout will land after his double jump, then use the [[Rocket Launcher]]’s splash damage for guaranteed damage. The [[Liberty Launcher]] has faster projectiles that will be more difficult to dodge and have the same splash radius as normal rockets. If you [[rocket jump]] to higher ground to bombard him from above, consider how he can pursue you using his jumps. You might need your Shotgun when the Scout is able to dodge your rockets, such as at medium range.
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   | scout-strategy = The Scout is also strong at close range and will try to outmaneuver you. Predict where the Scout will land after his double jump, then use the [[Rocket Launcher]]’s splash damage for guaranteed damage. If you [[rocket jump]] to higher ground to bombard him from above, consider how he can pursue you using his jumps. If you are having trouble with a dodgy Scout at medium range, consider switching to the [[Liberty Launcher]], which has faster rockets and normal splash radius, or [[Shotgun]].  
   | soldier-strategy = When in a deathmatch against another Soldier, make each rocket count. On the ground, use nearby cover to avoid his splash damage. Maintain [[High ground advantage|a height advantage]]; you get to freely rain down rockets while the enemy Soldier is forced to land direct hits or pull out his Shotgun. Damaging yourself with a rocket jump to reach high ground is worth avoiding two of his rockets. If you run out of available rockets, switch to the Shotgun instead of reloading the Rocket Launcher to finish him off. If the enemy Soldier is actively rocket jumping, you can rocket jump into the air yourself, use precise aim to land an [[aerial]], use the [[Reserve Shooter]] to punish him with mini-crits, or fire a rocket where he is going to land.  
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   | soldier-strategy = When in a deathmatch against another Soldier, make each rocket count. Use rocket jumps to reach high ground and maintain [[High ground advantage|a height advantage]], so you can freely rain down rockets while he is forced to land direct hits. If you run out of rockets, consider whether you have time to reload or need to switch to the Shotgun. If the enemy Soldier is actively rocket jumping, match him with your own rocket jumps,  
   | pyro-strategy = A Pyro who is skilled with the [[compression blast]] can render your rockets useless. At medium to long range, harass an enemy Pyro with your Shotgun. Once he gets close, continue to use the Shotgun or shoot rockets at his feet; the closer he is, the harder it is to reflect your rockets. Rocket jumping is particularly useful, both to create some distance and to get into the air, where the Pyro is hard-pressed to hit you with any of his weapons. Shooting a rocket at the Pyro while mid-air can also make it much harder for him to airblast it toward you. Rockets fired by the [[Direct Hit]] travel much quicker than normal, making it harder for the Pyro to reflect them.
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use precise aim to land an [[aerial]], fire a rocket where he is going to land, or even use the [[Reserve Shooter]]'s mini-crits.  
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   | pyro-strategy = If the Pyro gets close, he can freely fire the Flame Thrower while you risk damaging yourself with rockets. Additionally, the Pyro's [[compression blast]] can reflect your rockets. If you are in an open area, rocket jump into the air to create some distance. Otherwise, switch to the Shotgun or fire rockets at his feet; the closer he is, the harder it is to reflect your rockets. Rockets fired by the [[Direct Hit]] and [[Liberty Launcher]] travel faster, making it harder for the Pyro to reflect them.
 
   | demoman-strategy = In terms of one-on-one encounters, the two of you are pretty evenly matched when it comes to damage output. Stay within medium range and maintain a direct line of sight, as your Rocket Launcher is easier to aim than his [[Grenade Launcher]] or [[Stickybomb Launcher]]. If you allow the Demoman to maintain a distance, he can freely shell you with grenades and charged Stickybombs. Rocket jumping can allow you to gain a height and distance advantage while making it difficult for the Demoman to land direct hits. To bypass his 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.
 
   | demoman-strategy = In terms of one-on-one encounters, the two of you are pretty evenly matched when it comes to damage output. Stay within medium range and maintain a direct line of sight, as your Rocket Launcher is easier to aim than his [[Grenade Launcher]] or [[Stickybomb Launcher]]. If you allow the Demoman to maintain a distance, he can freely shell you with grenades and charged Stickybombs. Rocket jumping can allow you to gain a height and distance advantage while making it difficult for the Demoman to land direct hits. To bypass his 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.
   | heavy-strategy = Don’t engage an enemy Heavy if his [[Minigun]] is already spun up; you will lose the ensuing one-on-one fight. He is slow, so harass him with your Rocket Launcher from around obstacles while denying him a direct line of sight. If his Minigun is not already revved up, you should be able to defeat him at close range by unleashing all your rockets and maybe a few Shotgun blasts. He is a relatively large and slow target, so the Direct Hit can be particularly effective against him. Rocket jump only to escape fights with a Heavy; you can’t quite afford the self-damage and the hitscan Minigun can still easily hit you in midair.
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   | heavy-strategy = Decide whether to directly engage an enemy Heavy depending on if his [[Minigun]] is already spun up. If his Minigun is not already revved up, you should be able to defeat him at close range by unleashing all your rockets and maybe a few Shotgun blasts. Otherwise, harass him from behind cover, preferably from high ground. The Heavy is the largest and slowest target, so the [[Direct Hit]] can be particularly effective against him.
   | engineer-strategy = Your Rocket Launcher allows you to destroy Engineer buildings from a safe distance and damage the Engineer himself via splash damage. Although it deals reduced damage to buildings, if you have teammates also attacking the nest, the [[Cow Mangler 5000]]'s charged shot can temporarily deactivate the Engineer's sentry guns, making your allies' jobs easier. If the Engineer stays near his nest, target him or his Dispenser first to prevent any repairs. Ensure that you have good cover to duck in and out of, especially if the Engineer is using his [[Wrangler]]. Once the Engineer is away or dead, the Sentry Gun is simple to destroy. If you must directly take on a level 3 Sentry Gun, it’d be best to come back with the [[Battalion's Backup]] or a friendly [[Medic]].
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Rocket jump only to escape fights with a Heavy; you can’t quite afford the self-damage and the hitscan Minigun can still easily hit you in midair.
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   | engineer-strategy = Your Rocket Launcher allows you to destroy Engineer buildings from a safe distance and damage the Engineer himself via splash damage. If the Engineer stays near his nest, target him or his Dispenser first to prevent any repairs. Take cover between shots so that the Sentry Gun can't lock on to you, especially if Engineer is using the Wrangler. If you must directly take on a level 3 Sentry Gun, it’d be best to come back with the [[Battalion's Backup]] or a friendly [[Medic]]. Speaking of which - if you attack alongside teammates, the [[Cow Mangler 5000]]'s charged shot can temporarily deactivate the Sentry Gun, making your allies' jobs easier.
 
   | medic-strategy = A lone Medic is an easy target. The Medic is a high priority target, especially when he’s healing his teammates. Use your Rocket Launcher’s splash damage to attack both him and his patient at once. You can rocket jump above and past the Medic’s allies to dive-bomb him. Even if you just make him retreat, you are denying his team a major source of healing.
 
   | medic-strategy = A lone Medic is an easy target. The Medic is a high priority target, especially when he’s healing his teammates. Use your Rocket Launcher’s splash damage to attack both him and his patient at once. You can rocket jump above and past the Medic’s allies to dive-bomb him. Even if you just make him retreat, you are denying his team a major source of healing.
   | sniper-strategy =  The Soldier is tough but slow, making him a prime target for an enemy Sniper. The Sniper will take aim at you from long range and tends to oversee wide open areas. If you must directly approach an enemy Sniper, move erratically and harass him with a few rockets. Although you're not likely to kill him, you will force him to take cover and can aim at objects near him to deal splash damage. In particular, the speedy rockets from the [[Direct Hit]] or [[Liberty Launcher]] can force him to take cover before he can take a single shot. You can rocket jump to quickly close the distance, but air-strafe to keep your trajectory inconsistent and avoid being shot out of the air. If you can get damage dealt and need to cross a Sniper sightline, the [[Battalion's Backup]] or the [[Concheror]] can nullify headshots or increase movement speed for both you and some allies for a few seconds.
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   | sniper-strategy =  The Soldier is tough but slow, making him a prime target for an enemy Sniper. The Sniper will take aim at you from long range and tends to oversee wide open areas. If you must directly approach an enemy Sniper, move erratically and harass him with a few rockets. Although you're not likely to kill him, you will force him to take cover and can aim at objects near him to deal splash damage. In particular, the speedy rockets from the [[Direct Hit]] or [[Liberty Launcher]] can force him to take cover before he can take a single shot. You can rocket jump to quickly close the distance, but air-strafe to keep your trajectory inconsistent and avoid being shot out of the air. 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.
 
   | spy-strategy = Your slow speed and heavy damage make you a prime target for any enemy Spy. The key is to identify him 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.
 
   | spy-strategy = Your slow speed and heavy damage make you a prime target for any enemy Spy. The key is to identify him 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.
 
}}
 
}}

Revision as of 22:54, 1 January 2021

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
The Scout is also strong at close range and will try to outmaneuver you. Predict where the Scout will land after his double jump, then use the Rocket Launcher’s splash damage for guaranteed damage. If you rocket jump to higher ground to bombard him from above, consider how he can pursue you using his jumps. If you are having trouble with a dodgy Scout at medium range, consider switching to the Liberty Launcher, which has faster rockets and normal splash radius, or Shotgun.
Soldier.png
Soldier
vs. Soldier.png
Soldier
When in a deathmatch against another Soldier, make each rocket count. Use rocket jumps to reach high ground and maintain a height advantage, so you can freely rain down rockets while he is forced to land direct hits. If you run out of rockets, consider whether you have time to reload or need to switch to the Shotgun. If the enemy Soldier is actively rocket jumping, match him with your own rocket jumps,

use precise aim to land an aerial, fire a rocket where he is going to land, or even use the Reserve Shooter's mini-crits.

Soldier.png
Soldier
vs. Pyro.png
Pyro
If the Pyro gets close, he can freely fire the Flame Thrower while you risk damaging yourself with rockets. Additionally, the Pyro's compression blast can reflect your rockets. If you are in an open area, rocket jump into the air to create some distance. Otherwise, switch to the Shotgun or fire rockets at his feet; the closer he is, the harder it is to reflect your rockets. Rockets fired by the Direct Hit and Liberty Launcher travel faster, making it harder for the Pyro to reflect them.
Soldier.png
Soldier
vs. Demoman.png
Demoman
In terms of one-on-one encounters, the two of you are pretty evenly matched when it comes to damage output. Stay within medium range and maintain a direct line of sight, as your Rocket Launcher is easier to aim than his Grenade Launcher or Stickybomb Launcher. If you allow the Demoman to maintain a distance, he can freely shell you with grenades and charged Stickybombs. Rocket jumping can allow you to gain a height and distance advantage while making it difficult for the Demoman to land direct hits. To bypass his 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 one of his 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.
Soldier.png
Soldier
vs. Heavy.png
Heavy
Decide whether to directly engage an enemy Heavy depending on if his Minigun is already spun up. If his Minigun is not already revved up, you should be able to defeat him at close range by unleashing all your rockets and maybe a few Shotgun blasts. Otherwise, harass him from behind cover, preferably from high ground. The Heavy is the largest and slowest target, so the Direct Hit can be particularly effective against him.

Rocket jump only to escape fights with a Heavy; you can’t quite afford the self-damage and the hitscan Minigun can still easily hit you in midair.

Soldier.png
Soldier
vs. Engineer.png
Engineer
Your Rocket Launcher allows you to destroy Engineer buildings from a safe distance and damage the Engineer himself via splash damage. If the Engineer stays near his nest, target him or his Dispenser first to prevent any repairs. Take cover between shots so that the Sentry Gun can't lock on to you, especially if Engineer is using the Wrangler. If you must directly take on a level 3 Sentry Gun, it’d be best to come back with the Battalion's Backup or a friendly Medic. Speaking of which - if you attack alongside teammates, the Cow Mangler 5000's charged shot can temporarily deactivate the Sentry Gun, making your allies' jobs easier.
Soldier.png
Soldier
vs. Medic.png
Medic
A lone Medic is an easy target. The Medic is a high priority target, especially when he’s healing his teammates. Use your Rocket Launcher’s splash damage to attack both him and his patient at once. You can rocket jump above and past the Medic’s allies to dive-bomb him. Even if you just make him retreat, you are denying his team a major source of healing.
Soldier.png
Soldier
vs. Sniper.png
Sniper
The Soldier is tough but slow, making him a prime target for an enemy Sniper. The Sniper will take aim at you from long range and tends to oversee wide open areas. If you must directly approach an enemy Sniper, move erratically and harass him with a few rockets. Although you're not likely to kill him, you will force him to take cover and can aim at objects near him to deal splash damage. In particular, the speedy rockets from the Direct Hit or Liberty Launcher can force him to take cover before he can take a single shot. You can rocket jump to quickly close the distance, but air-strafe to keep your trajectory inconsistent and avoid being shot out of the air. 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.
Soldier.png
Soldier
vs. Spy.png
Spy
Your slow speed and heavy damage make you a prime target for any enemy Spy. The key is to identify him 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.


See also