Soldier strategy

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As the general purpose assault class of TF2, the Soldier is easy to pick up and play but difficult to master. The Soldier is capable of both long range and close quarters attacks, is quite accurate, and can often access places on various maps others cannot by rocket jumping. The Soldier is a solid "blast 'em everywhere" class, and experienced players can use him to assault or defend key strategic points with ruthless efficiency.

Contents

General

  • Try rocket jumping to the tops of structures that no other class would be able to reach. You'd be surprised how often even a guy with a big Rocket launcher can surprise the enemy when they are not where people are expected to be in a map. Note that you can also take fall damage upon landing.
  • Always keep your Rocket launcher reloaded when you're not in the middle of a firefight. With a maximum of four loaded shots for your primary weapon, it's best to always be prepared.
  • Rockets travel slowly, so always aim at the feet of the enemy or at a wall that is behind them. Although a rocket has a much greater point of impact damage than the splash does, shooting enemies directly is too risky and you will probably waste your precious ammo. Shooting enemies directly can work well on targets that are not moving much, or enemies who are in close quarters, as a direct rocket will deal a very large amount of damage. A well placed shot at an enemy's feet will launch (juggle) them , slightly disorienting them and giving you a more predictable place for a lethal follow up shot.
  • When shooting over long distances, try to lead your shots and fire a second rocket where your target is likely to retreat to. Doing this will greatly increase your chance of actually hitting enemies over long range. If the enemies are too far away you can just tease them a little bit with your shotgun too, rather than wasting your rockets. This won't do much damage, but the shotgun can be loaded far faster and the bullets travel to your target right away.
  • The Rocket launcher reloads slower than many other weapons and it is unlikely that if you empty your entire clip that all four rockets will hit your target. For this reason, you should take your time in predicting your enemy's movements and fire one rocket at a time.
  • If you do empty your entire Rocket launcher clip in a fight and there is an enemy nearby, consider switching quickly to your Shotgun (if you know that it is loaded) rather than waiting for your rockets to reload. This will allow you to continue your attack uninterrupted, and may keep you alive long enough for you to retreat. If you become stuck in a one-on-one match with an enemy Soldier, switching to the Shotgun at the right time could be the difference between you killing your enemy and him killing you.
  • Help your Medics out in areas where there is no fighting by damaging yourself with your rockets. Damaging yourself allows Medics to fill up their ÜberCharge faster. Be careful to watch your health, and as a general rule, don't allow your health to drop below half way, just in case you are rushed or ambushed by enemies. It should be noted that ÜberCharge builds up faster during setup time on the PC version, so this strategy is only useful after the round has begun.

Sentry Destruction

The key to blowing up Sentry guns as a Soldier lies in your Rocket launcher's ability to deal splash damage. By using splash damage, you can effectively damage a Sentry gun without being within its range of fire in some cases, without it even being visible to you. If an Engineer is persistently repairing the Sentry, simply direct your fire to the ground surrounding the Engineer to kill him. Once the Sentry is unattended, it will only take a maximum of three well aimed rockets to destroy it.

Rocket Jumping

There are many areas that can be accessed by rocket jumping which can help you to ambush your enemies and take them by surprise. Some examples of these areas are:

  • The roof of Point B on CP_GravelPit.
  • Over the metal barrier guarding the sniper roost in CTF_2Fort. It is also possible to stand on the metal barrier, which serves as a good hiding place due to the fact that few people look upwards while exitting the battlements.
  • Over the box cars in CP_Well (this is even possible before the round starts).
  • From the raised area at point C on CP_GravelPit (the top of the two large ramps) to about three quarters of the way up the tower.
  • Also on hydro, but on the part of the map with the pair of ledges (connecting the dish and the base). From the base side, headed to the dish, there is a big rock formation separating the two paths. You can get on top of the rock and shoot down on enemies. This is a classic example of where people just don't tend to look.

Map Specific

CP_Well

  • You can rocket jump over trains and box cars, allowing you to flank enemies and take them by surprise.
  • The water exit from your base to the middle point is a great way to get behind your enemy if they have forward Sentries up. Also, using this path during Sudden Death can be very effective, as you will often come up behind your enemies.
  • You can rocket jump from the first floor of your first point up to the surrounding balcony of the second floor. This is a good way to get to the upper levels of your base quickly, if enemies are making a push from the top of your base.
  • You can use your rockets' splash radius to damage enemies who are in the Sniper balconies by shooting directly upwards. This way, you can injure or kill them without entering their field of view at any time.
  • Standing on top of the box cars will give you a significant advantage over your enemies (especially other Soldiers) by making it easier for your rockets to inflict splash damage, and also giving you the element of surprise. When you are on the box cars, be very wary of enemy Snipers.
  • You can rocket jump into the rafters in the first point room. Doing so will help you to hide from your enemies and ambush them from an unexpected angle.

TC_Hydro

  • Ambush techniques work wonders here. There are usually two or three different paths that you can take, most of which end at a choke point. Many of these routes have potential for you Soldiers to rocket jump up from behind, taking the enemy by surprise.
  • Hydro is very prone to 'camp wars' wherein both teams will play very defensively, and guard their own team's control point. Firing rockets at choke points and firing around corners may help your team to elminate some defensive players such as Engineers and Snipers.
  • By far the best strategy for Hydro is (as mentioned above) to attack your enemies from behind. If you can take out their Sentry guns, then a solid offensive push may grant your team a swift victory. The vents are your friends, as you can often use them to drop down behind enemy lines while avoiding most head-on confrontations. When travelling in the vents, be careful not to kill yourself when firing rockets in such close quarters.
  • The control points in Hydro have a very short capture time, and because of this, killing enemies who are on the point may not be the most effective way to defend it. Try to aim rockets at your enemies feet, so as to launch them off of the control point. Once the risk of capture has been removed, you can then finish them off with your Rocket launcher or Shotgun as is necessary.

CP_DustBowl

  • Stage 1
    • Defending the first control point of stage one can be easy as a Soldier due to the large ammo and health supplies in the vicinity. Standing on the raised area surrounding the point will allow you to damage multiple attackers at once and also keep you out of reach from Pyros.
    • When attacking the first point of stage one, a good way to take down enemy Sentries is to exit your spawn via the right side of the mines. This way, you can out range the Sentry guns that are often placed near the windows of the control point house.
    • While defending the second control point, you can rocket jump up into the mines that are to the right of the point. This can be a good way to surprise enemies and kill Medics who are trying to build an ÜberCharge. You should, however, be wary of Sentry guns and sticky bombs that may be in place to stop you.
  • Stage 2
    • If you are defending the first point, you can stand on top of the house closest to the BLU spawn and fire rockets down upon enemies. This is an effective way to shut down enemy Soldiers and Pyros, as they will have great difficulty killing you due to your height advantage. There is also a large supply of health and ammo nearby to help you survive longer.
    • You can reach the first control point from the trench outside of your spawn with two well placed rocket jumps. If a Medic overheals you, this means you can potentially reach the point with full health in less than three seconds, allowing you apply a lot of pressure on the enemy very quickly.
  • Stage 3
    • Similar to attacking the first point of Stage 2, you can reach the control point with a single rocket jump. A well timed rocket jump will allow you to pass Sentry guns while still taking minimal damage.
    • When attacking the second control point, you can rocket jump up from the valley near the RED spawn to flank your enemies. Conversely, if you are defending this point, you should be watchful of Soldiers and Demomen who are attempting this themselves, as well as Spies and possibly Medics who are trying to push in an ÜberCharge.

CP_Granary

  • You can rocket jump onto the top of box cars surrounding the middle point, so that you can use height to your advantage.
  • Try to lure enemies inside buildings and near doorways, as your rockets are more useful in confined spaces. You are more vulnerable in the open spaces between control points, and as such you should try to limit the time you spend outdoors.
  • Attacking the second control point easy from the far left entrance (the one that leads to the upper area). Not only does it allow you rain rockets down upon the defenders below, it also allows you to destroy Sentry guns with relative ease. Attacking via this path also grants you easy access to the enemy's first point.

CP_GravelPit

  • Use the roof of Point B to your advantage. It is a great place for Soldiers, as you can watch over the point as well as the paths leading from the enemy spawn. If you are on the roof, be wary of enemy Snipers, Demomen and Soldiers.
  • You can rocket jump onto the roofs of the small huts surrounding Point A to give you a height advantage, and a clear view of all incoming attackers.
  • When defending or attacking Point C, you can reach the peak of the tower with a rocket jump by jumping onto the roof of the small house that is in front of the point. This allows you to either quickly attack, or quickly defend the point, depending on what team you are on.

CTF_2Fort

  • With some precise aiming, you can actually rocket jump clear across the water by backpedaling off the edge while jumping, and then performing a crouch rocket jump. Using this method, you can quickly perform a second rocket jump to reach the enemy battlements while still having approximately half of your health left.
  • Use the tight corners indoor and in the sewers to fire rockets around corners by quickly darting out just as your rocket is going to fire, and then back behind cover. This will allow you to hit your enemies while avoiding their fire.
  • While you are carrying the intel, remember that rocket jumping can help you to reach your own base faster, and avoid enemy fire. For example, you can rocket jump up through the grate at the entrance of your base, or up onto your own battlements.

Weapon Specifics And Advanced Tips

Rocket launcher

  • Since the rocket is a slow traveling projectile, aim ahead of the enemy's feet or at an adjacent wall. Activating auto-reload in the advanced game options menu may help you out, as the small clip size and slow reload of the Rocket launcher may jeopardize your safety in some situations.
  • When fighting classes with little health such as Scouts, Engineers and Spies, rather than using two rockets, fire one rocket then finish them off with your Shotgun. This will assist you by keeping one extra rocket loaded, allowing you to continue your assault or defence with ease.
  • Try to juggle or bounce an enemy by shooting a rocket at their feet. By throwing them up, you will be able to predict where they will land and you can follow up with ease. Throwing enemies up into the air also serves to disorient them, so that they may have trouble shooting back at you.
  • When trying to clear a control point or the payload, rocket jump above your target area and fire downwards onto it. A key element of this is to jump and reload on your way up, so that as you approach the peak of your jump you will have all four rockets loaded and ready to go. The high angle of attack will ensure you splash damage the entire area of the cart or control point, which can be very useful.
  • The Rocket launcher is often a better choice for Soldiers acting as Medic buddies than the Direct Hit. The wider splash radius of the Rocket launcher's rockets makes both protecting the Medic and attacking groups easier. It is also more effective than the Direct Hit if you are the recipient of a Kritzkrieg charge.
  • If you are firing a rocket at an enemy who is very close to you, jump and fire your rocket at their feet. Doing so will minimise the amount of damage you deal to yourself, while putting some distance between you and your opponent at the same time.
  • The Rocket launcher has the most devastating crits in the game. If you have any kind of crit boost, immediately take the rocket launcher over any other weapon, as one crocket can take out multiple enemies with ease.

Direct Hit

  • Rockets fired by the Direct Hit travel much faster than those fired by the Rocket launcher. At close ranges, it is advisable to aim directly at the enemy instead of at his/her feet in order to inflict as much damage as possible, as the rocket closes the distance very quickly. In addition, the blast radius of the rockets is so small that players can actually jump over the explosion completely unharmed, effectively wasting your rockets.
  • Rocket Jumps with the Direct Hit have different timing than with the normal Rocket launcher, due to the nearly doubled projectile speed. You will have to jump much sooner than normal. As far as anyone can tell, the speed, distance, and self-damage of both rocket launchers is virtually the same in terms of rocket jumping.
  • The Direct Hit is often more effective at defending high ground than attacking from it. Hitting targets is more difficult when attacking from above than with the normal Rocket launcher. Direct Hit Soldiers should concentrate on watching for rocket jumpers and Force-A-Nature Scouts while leaving Rocket launcher Soldiers to do most of the attacking if possible.
  • One trick you could try from high ground is jumping down while shooting an opponent below you. Your enemy will fly upwards, and if you time your jump right, they will end up right at your feet allowing you to finish them off with a mini-crit.
  • Because of its higher base damage, the Direct Hit can destroy any Engineer building with two rockets, rather than the three required of the default Rocket launcher. For this reason, if you need to destroy a Sentry that is sitting out in the open, then the Direct Hit may be a good choice, taking down an unattended Sentry in a matter of seconds.
  • Direct Hit rockets are great for picking off Engineers who are guarding Sentry guns if the angle of attack is right. The rockets can either hurl the Engineer away from his Sentry or kill him instantly, leaving his Sentry virtually helpless.
  • Despite the much smaller blast radius, the Direct Hit is perfectly capable of juggling and bouncing enemies if used correctly. In fact, the knockback of the Direct hit is actually significantly more powerful than that of the Rocket launcher. Enemies can be sent so high that they hit the skybox, or can sent flying across the map if the rocket is placed correctly. Against Chargin' Targe Demomen, this can be a very effective way to negate their mobility and position them to be finished off with the Shotgun.
  • The blast radius for self-damage with the Direct Hit is actually almost the same as the self-damage radius of the Rocket launcher. Take this into account when up against enemies at a short range so that you do not blow yourself up.

Shotgun

  • Despite common First person Shooter logic, dont be afraid to use the shotgun at medium range. Usually the shotgun is the main close range weapon (and in this game it stil is more potent at this range) of the game, and it in fact is for the Engineer (and more or less the Scattergun for the scout). But assuming around 5 pellets connect per shot, you should be able to take down any class bar a a heavy (or maybe a soldier) at medium range in a single clip. As a result, use it if people are moving erratically at medium range and are not getting hit by your rockets (such as circle strafing pyros and scouts).
  • If you believe it will take too long to reload your Rocket launcher before the enemy kills you, switch to the Shotgun. The Shotgun is also more viable for targets that are far away or trying to retreat.
  • The Shotgun is useful against a Pyro who has skill with the airblast (who would reflect your rockets back at you). With good aim, you should be able to kill or greatly weaken the Pyro with six shots before he gets within flamethrower distance. If he survives a full clip, you can take him out with a rocket just out of Flamethrower range (reflecting rockets is difficult at close range) or switch to the shovel if you have no rockets loaded and are desperate.
  • The Shotgun is also useful against Demomen using the Chargin' Targe. The targe's resistances do not stop bullets.
  • You can use the Shotgun to destroy an enemy Demoman's stickies.
  • Use the Shotgun to finish off enemies you have hit with one or more direct rockets. This is important for conserving the four rockets that you have loaded. One direct rocket and one Shotgun shot is enough to kill light classes in almost all circumstances. Two rockets and one shell will usually kill Soldiers, assuming your rockets do not hit him directly. The number of rockets and shells required is different when using the Direct Hit, but the same principles still apply. You should try not to overkill your enemies as this wastes ammo that you may need later.
  • If you are using the Direct Hit, it is highly advisable to use the Shotgun rather than the Buff banner or the Gunboats.

Buff Banner

  • Just like the Kritzkrieg, the Buff banner is best when used with the Rocket launcher. The wider blast radius will make it easier to build Rage and it also makes the mini-crit boost more effective.
  • Though it is better to use the Buff banner when there are many teammates around, remember, the rage meter is not carried over between deaths. If the mini-crit boost would help you escape a situation in which you would otherwise die, use it. Even if you are alone.
  • If you know that a friendly Medic is going to ÜberCharge another teammate, you can contribute to the rampage by using the Buff banner. Just make sure that the Medic is not carrying a Kritzkrieg.
  • Team up with a friendly Medic with an ÜberCharge to maximize the length and utility of the Buff banner, as its minicrit effects will wear off if the Soldier dies.
  • The area of effect for the Buff banner is large and passes through walls and floors. Use the Buff banner from a safe position that helps your team push objectives. For example, a Buff banner Soldier can stand above the tunnel of Pl_Badwater and give his team below the buff effect.
  • Unlike crits, mini-crits are still subject to range rampup. Though the damage boost will make up for the damage lost over longer ranges, this still has a significant effect on the impact of a Buff banner. Always take into account how far away you and your team are to the objective you have to attack in order to maximize its effectiveness.
  • If you are defending a friendly Engineer who has a Sentry set up, and there is a serious threat incoming (multiple non-Übered enemies), the Buff banner may give the sentry an edge to fight back with. If the Buff banner is used next to the Engineer, his sentry will fire minicrits no matter where it is on the map, even if it is nowhere near you or the Engineer. With some coordination, a Buff banner Soldier and an Engineer can work together to put a surprise Sentry next to an area where traffic is expected, then move on to work on other areas. When the Engineer begins to hear the hit dings of his Sentry, he orders the Soldier to break out the Buff banner. The enemies trying to take out the Sentry will be taken completely off guard by the inexplicably mini-critting Sentry.

Gunboats

  • In most situations, the Gunboats are not good for serious play. They are not a sufficient sidegrade to either the Buff banner or the Shotgun. Unless you are making significant use of rocket jumps to confuse your enemy, the Gunboats should only be used to practice jumps.
  • Due to the fact that you take 75% less damage from rocket jumps, it is best to travel long distances so you can get to a destination first. Your firepower is reduced without your shotgun, so make the most of your rockets. When possible, rocket jump and fire three rockets down on your opponent, using splash damage to your advantage.
  • The Gunboats make using rocket jumping to get to a Medkit a more viable option.
  • You might benefit more from choosing the Rocket launcher over the Direct Hit when using the Gunboats, particularly if you plan to rocket jump over your opponents a lot.

Shovel

The Shovel is a reasonable choice when conserving ammo
  • The shovel is a viable option for close-range enemies that you want to kill without injuring yourself with Rocket launcher, or if you believe it will take too long to reload your shotgun.
  • Because you're slower than every other class except for the Heavy, running after someone is not a good choice with this weapon; it's only good if you're taking someone by surprise or the enemy you're fighting is moving in close up (such as Spies trying to backstab you).
  • At this time, the Equalizer is a complete upgrade over the Shovel. The Shovel only wins out when the Soldier is near full health, at which the Shovel does twice as much damage. However, Soldiers almost never use melee except for when they are near death anyway. Since both weapons are used for the same situations, all Soldiers should be using The Equalizer if they have it.

Equalizer

  • If you cannot rocket jump, you can reach the middle of 5-point push maps like Granary by damaging yourself to below 40 health, then running at nearly scout speed to the middle. If you take no further damage after initially damaging yourself, a medic can heal you at max-rate before you go in to fight at mid.
  • The Equalizer can be used as a tool of escape: The speed increase the Soldier receives is to the point that he can outrun most classes. If you think you are going to die in a fight, you can equip the Equalizer and retreat.
  • Do not run into a fight alone with the equalizer out. You should ONLY take out the Equalizer when at low health and you are already in the thick of an engagement. If there are more allies around than enemies, use the speed to run away for health packs. If there are more enemies around than allies, fight to the death. Even if you don't have the Equalizer out, your enemies will likely focus fire on you. Soldiers are always primary targets. Usually, your only option is to make a last stand and take out as many enemies as possible.
  • The Equalizer prevents Medics from healing you when you have it in your hand. If you pull it out during an Über, you will break the ÜberCharge, and possibly get yourself killed.

Grenade

  • The Soldier's grenade taunt has a much shorter range than it may appear, but it is still the third longest-range taunt in the game. When you perform this taunt, you will die, as well as any enemies that are adjacent to you, whether they be in front, behind or beside you. As it is ineffective for killing enemies and is also very risky to perform at all, it should not be considered a legitimate strategy and should be avoided entirely when playing seriously. But it can be the perfect tool for revenge after a match loss, as it can take out multiple enemies and if performed correctly, can take away the satisifaction an enemy has when killing you, as you'll kill yourself.
  • With the help of a friendly Medic, you can help fellow Engineers by using this taunt. Ask a Medic to overheal you, and then perform the taunt. The Soldier will throw his Equalizer on the ground, providing Engineers with 100 metal. You can repeat this many times, providing Engineers with even more metal. Just be careful to switch to another weapon after taunting, because you will be launched to the air and will die of fall damage, and the Equalizer prevents Medics from healing you.

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