Difference between revisions of "Anti-Soldier strategy"
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m (→Primary weapons: wording and did some additions the engineer has one for the airstrike so I added that but will need some reworking) |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Rocket Launcher}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Rocket Launcher}} + '''reskins''' | ||
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− | * A Soldier will typically aim rockets at your feet to hit you with | + | * A Soldier will typically aim rockets at your feet to hit you with splash damage. Rockets travel slowly; controlling the high ground or keeping a distance makes it more difficult for him to hit you. |
− | * The Rocket Launcher has a small | + | * The Rocket Launcher has a small clip size and reloads slowly; if a Soldier misses all of his shots, he will be forced to reload or switch to his [[Shotgun]], leaving him more vulnerable to attack. |
* Rockets suffer from falloff damage, which is calculated based on how far the Soldier is from the target when they explode, not where the rocket was originally fired from. Creating even a bit of distance from the Soldier after the rocket is fired can reduce damage taken. | * Rockets suffer from falloff damage, which is calculated based on how far the Soldier is from the target when they explode, not where the rocket was originally fired from. Creating even a bit of distance from the Soldier after the rocket is fired can reduce damage taken. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Direct Hit}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Direct Hit}} | ||
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− | * Rockets from the Direct Hit travel faster and deal increased damage | + | * Rockets from the Direct Hit travel faster and deal increased damage which can one-shot low-health classes at close range. Stay at medium range to keep full control over your movement and have room to react. |
* Rockets from the Direct Hit have an extremely low splash damage radius. The Soldier must line up his shots from out in the open while you can take cover without worrying about splash damage. | * Rockets from the Direct Hit have an extremely low splash damage radius. The Soldier must line up his shots from out in the open while you can take cover without worrying about splash damage. | ||
* The Direct Hit excels against immobile targets like a revved-up Heavy or the Engineer's Sentry Gun. If your ally cannot take cover, support them by attacking the Soldier whenever he pops out of cover. | * The Direct Hit excels against immobile targets like a revved-up Heavy or the Engineer's Sentry Gun. If your ally cannot take cover, support them by attacking the Soldier whenever he pops out of cover. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Black Box}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Black Box}} + '''reskins''' | ||
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− | * The Black Box heals the Soldier for up to 20 | + | * The Black Box heals the Soldier for up to 20 health when its rockets hit an enemy, allowing him to exchange harassment for prolonged periods of time. |
* The Black Box only holds three rockets in its clip. Keep up offensive pressure to stop him from recovering health. | * The Black Box only holds three rockets in its clip. Keep up offensive pressure to stop him from recovering health. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Rocket Jumper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Rocket Jumper}} | ||
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− | * The Rocket Jumper deals no damage and takes away the Soldier's most practical weapon, in exchange for | + | * The Rocket Jumper deals no damage and takes away the Soldier's most practical weapon, in exchange for non-damaging rocket jumps. His offense is severely reduced, although he will be much harder to hit. |
* Soldiers wielding the Rocket Jumper tend to also equip the [[Mantreads]] and the [[Market Gardener]]. Keep a distance if you see a Soldier approach with a rocket jump. | * Soldiers wielding the Rocket Jumper tend to also equip the [[Mantreads]] and the [[Market Gardener]]. Keep a distance if you see a Soldier approach with a rocket jump. | ||
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* The Liberty Launcher’s rockets maintain the splash radius of those from the Rocket Launcher but travel significantly faster. Attack from a distance and maintain space to dodge any rockets that come your way. | * The Liberty Launcher’s rockets maintain the splash radius of those from the Rocket Launcher but travel significantly faster. Attack from a distance and maintain space to dodge any rockets that come your way. | ||
− | * The Liberty Launcher deals 25% less damage but can fire one more rocket per clip. Overall, it slightly decreases the Soldier's potential damage per clip | + | * The Liberty Launcher deals 25% less damage but can fire one more rocket per clip. Overall, it slightly decreases the Soldier's potential damage per clip but makes his attacks harder to dodge. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cow Mangler 5000}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Cow Mangler 5000}} | ||
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− | * The Cow Mangler operates similarly to the Rocket Launcher but cannot deal full critical hits and inflicts minimal damage on buildings. | + | * The Cow Mangler operates similarly to the Rocket Launcher but cannot deal full critical hits and inflicts minimal damage on buildings (The former in general). |
* Don't allow a Soldier to disable an allied Sentry Gun with a charged shot. It takes a few seconds to fire, so use this time to prepare to deflect it or kill the Soldier outright. | * Don't allow a Soldier to disable an allied Sentry Gun with a charged shot. It takes a few seconds to fire, so use this time to prepare to deflect it or kill the Soldier outright. | ||
** If he succeeds in firing the charged shot, his entire clip will be emptied; either pursue him, defend the Sentry Gun, or switch focus to his teammates while he reloads. | ** If he succeeds in firing the charged shot, his entire clip will be emptied; either pursue him, defend the Sentry Gun, or switch focus to his teammates while he reloads. | ||
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* The Original is statistically identical to the Rocket Launcher, except the Original's rockets are fired directly down its crosshair, rather than slightly from his right side. Such a subtle difference allows him to be more effective at close range. | * The Original is statistically identical to the Rocket Launcher, except the Original's rockets are fired directly down its crosshair, rather than slightly from his right side. Such a subtle difference allows him to be more effective at close range. | ||
− | * Compared to the normal Rocket Launcher, the Soldier will have an easier time shooting rockets | + | * Compared to the normal Rocket Launcher, the Soldier will have an easier time shooting rockets toward his desired targets. However, a Soldier using the Original will be slightly more exposed if he tries to fire it from around a corner. As a result, his shots are likely more predictable than if he were to use the normal Rocket Launcher. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Beggar's Bazooka}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Beggar's Bazooka}} | ||
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* The Air Strike's clip size increases if the Soldier gets a kill. As a result, the Soldier becomes stronger but needs to spend more time reloading. | * The Air Strike's clip size increases if the Soldier gets a kill. As a result, the Soldier becomes stronger but needs to spend more time reloading. | ||
* The Air Strike's rockets have reduced explosive radius and damage. This is offset by the increased projectile speed and difficulty of dodging multiple rockets fired from above. | * The Air Strike's rockets have reduced explosive radius and damage. This is offset by the increased projectile speed and difficulty of dodging multiple rockets fired from above. | ||
− | * An airborne Soldier is an easy target for [[hitscan]] weapons like the Scattergun and | + | ** If you're an Engineer you can somewhat negate damage completely by using the Short Circuit, do be aware that the energy orb can only travel a set distance and it uses 65 metal so be careful with your choices. |
+ | * An airborne Soldier is an easy target for [[hitscan]] weapons like the Scattergun, the Minigun, and the Reserve Shooter. | ||
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Revision as of 15:14, 16 May 2023
“ | Oi, lend us yer shovel, so I can dig yer grave!
Click to listen
— The Sniper
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” |
The Soldier is a well-rounded, bulky class that is capable of both taking and dealing solid damage. While slow on foot, the Soldier is known for his trademark ability to rocket jump, which allows him to quickly maneuver around a map. He is most effective at medium range or on high ground, where he can use the powerful splash damage from his rockets to reliably dispatch foes. The Soldier has a number of different loadout options that, according to the situation, allow him to increase his offense, defense, or support options, making him extremely versatile. Although he lacks many exploitable weaknesses, the Soldier is not the master of any one trade; for example, the Scout is faster while the Demoman and Heavy can deal more damage.
Contents
General
Attributes | Anti-Soldier strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
Primary weapons
Weapon | Anti-Soldier strategy |
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Rocket Launcher + reskins |
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Direct Hit |
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Black Box + reskins |
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Rocket Jumper |
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Liberty Launcher |
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Cow Mangler 5000 |
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Original |
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Beggar's Bazooka |
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Air Strike |
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Secondary weapons
Armaments
Weapon | Anti-Soldier strategy |
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Shotgun + reskins |
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Gunboats |
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Reserve Shooter |
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Mantreads |
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Righteous Bison |
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Panic Attack |
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Banners
A Soldier's banners provide a 10-second area-of-effect buff to himself and nearby allies once he has dealt enough damage. The Soldier's teammates must remain close to him, so weapons with splash damage are effective for fighting a wave of buffed enemies. Killing the Soldier will end the effect immediately; if possible, aim for him first. Additionally, a Soldier using a banner lacks a secondary weapon; any class that can negate his rockets, such as the Pyro, can prevent him from charging his banner.
Weapon | Anti-Soldier strategy |
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Buff Banner + reskins |
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Battalion's Backup |
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Concheror |
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Melee weapons
Weapon | Anti-Soldier strategy |
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Shovel + reskins |
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Escape Plan |
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Equalizer |
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Pain Train |
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Half-Zatoichi |
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Market Gardener |
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Disciplinary Action |
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See also
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