Difference between revisions of "Soldier match-ups"

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(Scout - The Direct Hit's loss of area damage is a huge factor in zone control that gives it a shaky reputation in competitive play. / Pyro - Flow of thoughts, can't find support for Mantreads. / Overall - decisive wording.)
(Shotgun and... - Differentiating between use cases. / Heavy - Air Strike is neutral. / Medic - weapon choice is important for bombs. / Sniper - I love the Market Gardener, but it's never quite a serious recommendation. / Spy - noun is cap., verb is not?)
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'''Useful weapons:'''  
 
'''Useful weapons:'''  
 
* The [[Liberty Launcher]]'s rockets are faster than default and retain the normal 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 [[Liberty Launcher]]'s rockets are faster than default and retain the normal 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 that are harder for the Scout to avoid due to their shots traveling instantly.
+
* The [[Shotgun]] is a [[hitscan]] weapon with instantly traveling bullets that are harder for the Scout to avoid.
  
 
   | soldier-strategy =  
 
   | soldier-strategy =  
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'''Useful weapons:'''  
 
'''Useful weapons:'''  
* The Shotgun and its variants are reliable backup weapons for when you run out of loaded rockets.
+
* The Shotgun is a reliable backup weapon for when you run out of loaded rockets.
 
* The [[Gunboats]] will reduce the damage you take from rocket jumps, allowing you to reach high ground more often with less risk.
 
* The [[Gunboats]] will reduce the damage you take from rocket jumps, allowing you to reach high ground more often with less risk.
 
* 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 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.
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'''Tactics:''' Stay outside of the Flame Thrower's short range. If you have a damaging secondary weapon, such as the Shotgun, use its unreflectable bullets to force the Pyro to approach you. From there, avoid firing rockets carelessly so the Pyro does not use them against you. 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 him to aim a rocket that is reflected. In open areas, you can rocket jump to high ground and attack from above to make reflecting rockets difficult.
 
'''Tactics:''' Stay outside of the Flame Thrower's short range. If you have a damaging secondary weapon, such as the Shotgun, use its unreflectable bullets to force the Pyro to approach you. From there, avoid firing rockets carelessly so the Pyro does not use them against you. 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 him to aim a rocket that is reflected. In open areas, you can rocket jump to high ground and attack from above to make reflecting rockets difficult.
  
If either of you move the fight into close range, the Pyro can freely burn you with his [[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 find healing to extinguish yourself.
+
If either of you move the fight into close range, the Pyro can freely burn you with his 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 find healing to extinguish yourself.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
 
* Rockets from the Direct Hit are fast enough that the Pyro can have difficulty reflecting them. Even if they are reflected, their smaller blast radius means the Pyro has to land a difficult direct hit on you.
 
* Rockets from the Direct Hit are fast enough that the Pyro can have difficulty reflecting them. Even if they are reflected, their smaller blast radius means the Pyro has to land a difficult direct hit on you.
 
* 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 [[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 Shotgun and the [[Righteous Bison]] cannot have their shots deflected. The Shotgun can be used as your main tool, while both can be switched to periodically to give the Pyro predicting when you will actually fire a rocket.
+
* The Shotgun and the [[Righteous Bison]] cannot have their shots deflected. The Shotgun can be used as your main tool, while both can be switched to periodically to give the Pyro trouble predicting when you will actually fire a rocket.
  
 
   | demoman-strategy =  
 
   | demoman-strategy =  
 
'''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.
 
'''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 [[Grenade Launcher|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]] instead, move to close range, as stickybombs need time to arm and the Demoman will not be able to hit you without blowing himself up as well.  
+
'''Tactics:''' Unlike your rockets, the Demoman's [[Grenade Launcher|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.  
  
If the Demoman has placed a Stickybomb trap, use the Shotgun to destroy the stickies or a well placed rocket to scatter them. Try to avoid pushing the stickybombs towards you or your team. It is possible, albeit unlikely, to push the stickies towards the Demoman and trick him into blowing himself up.
+
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.
 
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:'''  
* Weapons that increase or restore your health, such as the Black Box or Concheror, will allow you to potentially survive an extra direct hit from a grenade.
+
* Weapons that increase or restore your health, such as the Black Box or Concheror, allow you to potentially survive an extra direct hit from a grenade.
* A shield-wielding Demoknight resists explosive damage, but not the bullet damage of the Shotgun and its variants.
+
* A shield-wielding Demoknight resists explosive damage, but not bullet damage from the Shotgun or Reserve Shooter.
  
 
   | heavy-strategy =  
 
   | heavy-strategy =  
'''Relative merits:''' You and the Heavy are both among the tankiest classes in the game. Compared to your rockets, the Minigun fires bullets that travel instantly and have a higher damage-per-second, but deal their damage gradually instead of in bursts. The Heavy is also much less mobile than you; he will usually be carefully defending an area, or slowly advancing forwards, allowing you to decide when you engage him.
+
'''Relative merits:''' The Heavy is the one 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 deals 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 engage him.
  
'''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, minimizing your exposure to his Minigun while still dealing constant damage yourself. Because he is a big, slow target, it is very easy to hit him with direct shots, especially when he's spun up. Try to keep a modest distance, as the Minigun is deadliest at close range; attacking from high ground both increases your distance from him and gives you more cover from Minigun fire.
+
'''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 while minimizing exposure to his Minigun. Because he is a big, slow target, it is very easy to hit him with direct shots, especially when he's spun up. Try to keep a modest distance, as the Minigun is deadliest at close range; 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, making it much easier to land shots with the Direct Hit.
+
* The Heavy is the largest and slowest class, 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 at all.
+
* A well-aimed barrage from the Beggar's Bazooka can potentially kill a Heavy before he has time to spin up his Minigun.
* The [[Buff Banner]]'s guaranteed mini-crits increase your damage output, allowing you to power through the Heavy's large health pool.
+
* The [[Buff Banner]]'s guaranteed mini-crits increase your team's damage output, allowing you to power through the Heavy's large health pool.
  
 
   | engineer-strategy =  
 
   | engineer-strategy =  
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'''Useful weapons:'''  
 
'''Useful weapons:'''  
 
* The high base damage of the Direct Hit allows you to destroy buildings faster, but limits you ability to do splash damage. It will also destroy Combat Mini-Sentries in one hit.
 
* The high base damage of the Direct Hit allows you to destroy buildings faster, but limits you ability to do splash damage. It will also destroy Combat Mini-Sentries in one hit.
* The [[Battalion's Backup]]'s buff will halve the damage you and any nearby teammates take from sentries for its duration, allowing you to charge a troublesome Sentry Gun head-on with your team.
+
* 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 [[Cow Mangler 5000]]'s charged shot can temporarily deactivate buildings, allowing the rest of your team to push in.
 
* The [[Cow Mangler 5000]]'s charged shot can temporarily deactivate buildings, allowing the rest of your team to push in.
  
 
   | 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. Because a Medic's healing abilities make his entire team stronger, it is important to shoot him first when possible to deprive his team of their main source of healing.
+
'''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 both a Medic and one of his patients, try to use your Rocket Launcher’s splash damage to attack both of them simultaneously. Alternatively, you can rocket jump past the Medic's allies and dive-bomb him before he has time to react. If a Medic is retreating, you may be able to pursue him with a rocket jump and cut off his escape.
+
'''Tactics:''' In a direct fight against both a Medic and his patient, try to use your Rocket Launcher’s splash damage to attack both of them simultaneously. 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.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* Weapons that reduce the damage you take from rocket jumps, such as the Liberty Launcher and Gunboats, can give you the mobility to chase the Medic almost anywhere.
+
* If you dive-bomb the enemy Medic, use a primary weapon with enough clip size and damage potential to quickly finish him off.
 +
* Weapons that improve your ability to rocket jump, such as the Gunboats, can give you the mobility to chase the Medic almost anywhere.
  
 
   | sniper-strategy =   
 
   | sniper-strategy =   
'''Relative merits:''' Your high health pool and ability to rocket jump makes you an ideal class to ambush a Sniper. At long range, you are at a significant disadvantage; try to creep up on the Sniper from behind, or rush in with a rocket jump to quickly close the distance.
+
'''Relative merits:''' As you fight other enemies at the frontlines, the enemy Sniper can freely target you from afar. If you split off from the main battle and roam, your high health pool and ability to rocket jump helps in ambushing him.
  
'''Tactics:''' Snipers will usually tend to be watching over an area 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 [[Sniper Rifle]]. Because of this, it is important to reach close range as quickly as possible so he does not have time to line up a shot. Use rocket jumps to quickly and unexpectedly approach his shelter. Once you are at close range, the fight is greatly in your favor, as it is difficult for a Sniper to hit headshots on a moving target at close range.
+
try to creep up on the Sniper from behind, or rush in with a rocket jump to quickly close the distance.
 +
 
 +
'''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 [[Sniper Rifle]]. Because of this, it is important to reach close range as quickly as possible so he does not have time to line up a shot. Use rocket jumps to quickly and unexpectedly approach his shelter. Once you are at close range, the fight is greatly in your favor, as it is difficult for the Sniper to hit headshots on a moving target at close range.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* The active buffs of the [[Battalion's Backup]] and [[Concheror]] will negate critical damage and increase your movement speed respectively, allowing you and your team to cross a Sniper's sightline more safely.
+
* 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.   
 
* The [[Mantreads]] give increased air maneuverability when rocket jumping, which helps in safely reaching the Sniper's perch.   
* Snipers are prime targets for the [[Market Gardener]], as they tend to be standing still in an open area away from the rest of their team. It is easiest to hit a Market Garden on a Sniper who is unaware of your presence; try to avoid passing through his field of view.
 
  
 
   | spy-strategy =  
 
   | spy-strategy =  
 
'''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.
 
'''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:''' Always try to keep an eye out for potential Spies. Listen for sounds such as cloaking/uncloaking or a teammate being backstabbed, and use your weapons to Spy-check any suspicious players. If a Spy tries to escape using his [[cloak]], use splash damage to "search" a wide area. To reduce the risk of 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 that from a Spy's Cloak or a teammate being backstabbed. If a Spy tries to escape using his [[Cloak]], use splash damage to "search" a wide area. Once you discover the Spy, keep the fight outside of melee range to reduce the risk of being backstabbed.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  

Revision as of 16:57, 26 June 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
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. If possible, fight the Scout in tight spaces where he can't maneuver, or rocket jump to high ground that is beyond the reach of his double jump.

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 a distant ledge or through a window, than it is to run away using a grounded route.

Useful weapons:

  • The Liberty Launcher's rockets are faster than default and retain the normal 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 is a hitscan weapon with instantly traveling bullets that are harder for the Scout to avoid.
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. Tracking the number of rockets you both 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 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 too 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 is a reliable backup weapon for when you run out of loaded rockets.
  • The Gunboats will reduce the damage you take from rocket jumps, allowing you to reach high ground more often with less risk.
  • 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.
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 him to reflect your rockets as possible.

Tactics: Stay outside of the Flame Thrower's short range. If you have a damaging secondary weapon, such as the Shotgun, use its unreflectable bullets to force the Pyro to approach you. From there, avoid firing rockets carelessly so the Pyro does not use them against you. 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 him to aim a rocket that is reflected. In open areas, you can rocket jump to high ground and attack from above to make reflecting rockets difficult.

If either of you move the fight into close range, the Pyro can freely burn you with his 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 find healing to extinguish yourself.

Useful weapons:

  • Rockets from the Direct Hit are fast enough that the Pyro can have difficulty reflecting them. Even if they are reflected, their smaller blast radius means the Pyro has to land a difficult direct hit on you.
  • 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 Shotgun and the Righteous Bison cannot have their shots deflected. The Shotgun can be used as your main tool, while both can be switched to 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 increase or restore your health, such as the Black Box or Concheror, allow you to potentially survive an extra direct hit from a grenade.
  • A shield-wielding Demoknight resists explosive damage, but not bullet damage from the Shotgun or Reserve Shooter.
Soldier.png
Soldier
vs. Heavy.png
Heavy
Relative merits: The Heavy is the one 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 deals 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 engage him.

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 while minimizing exposure to his Minigun. Because he is a big, slow target, it is very easy to hit him with direct shots, especially when he's spun up. Try to keep a modest distance, as the Minigun is deadliest at close range; 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, an easy target for the Direct Hit.
  • A well-aimed barrage from the Beggar's Bazooka 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.
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 he places a Mini-Sentry right in front of you, or is standing near it, try to use splash damage to damage both of them at the same time. Mini-Sentries take only a few seconds to complete construction, so it is best to destroy it before that happens.

Useful weapons:

  • The high base damage of the Direct Hit allows you to destroy buildings faster, but limits you ability to do splash damage. It will also destroy Combat Mini-Sentries in one hit.
  • 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 Cow Mangler 5000's charged shot can temporarily deactivate buildings, allowing the rest of your team to push in.
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 both a Medic and his patient, try to use your Rocket Launcher’s splash damage to attack both of them simultaneously. 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.

Useful weapons:

  • If you dive-bomb the enemy Medic, use a primary weapon with enough clip size and damage potential to quickly finish him off.
  • Weapons that improve your ability to rocket jump, such as the Gunboats, can give you the mobility to chase the Medic almost anywhere.
Soldier.png
Soldier
vs. Sniper.png
Sniper
Relative merits: As you fight other enemies at the frontlines, the enemy Sniper can freely target you from afar. If you split off from the main battle and roam, your high health pool and ability to rocket jump helps in ambushing him.

try to creep up on the Sniper from behind, or rush in with a rocket jump to quickly close the distance.

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 Sniper Rifle. Because of this, it is important to reach close range as quickly as possible so he does not have time to line up a shot. Use rocket jumps to quickly and unexpectedly approach his shelter. Once you are at close range, the fight is greatly in your favor, as it is difficult for the Sniper to hit headshots on a moving target at close 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.
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 that from a Spy's Cloak or a teammate being backstabbed. If a Spy tries to escape using his Cloak, use splash damage to "search" a wide area. 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 normal splash radius are your best option for tracking a cloaked Spy.
  • If you are using the Buff Banner or its variants, shooting a disguised Spy will still fill your Rage meter.


See also