User:InShane/sandbox3

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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 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.

Tactics: Anticipate the Scout's movements when aiming your rockets to deal splash damage. If he double jumps 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, and rocket jump to high ground that is beyond the range of his double jump.

Useful weapons:

  • The Direct Hit's rockets are fast and can instantly kill a Scout at close range, but lose splash radius.
  • The Liberty Launcher's rockets are fast and retain normal splash radius.
  • The Shotgun is a hitscan weapon that is harder to avoid.
Soldier.png
Soldier
vs. Soldier.png
Soldier
Mirror matchup: In a deathmatch against an equally skilled Soldier, positioning and weapon management is 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.

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, pursuit or move into a stronger position while he cannot fight back.

Useful weapons:

  • The Shotgun is a reliable backup weapon when you run out of rockets or if you find rockets too slow.
  • The Escape Plan lets you retreat even if the enemy Soldier rocket jumps after you.
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
The Demoman and you are evenly matched when it comes to damage output. If you allow the Demoman to maintain a distance, he can freely shell you with grenades and charged Stickybombs. Stay within medium range, rocket jump to take a height advantage, 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 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