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Whippin' Maggots into Men (Zero's Soldier Guide)


The Shaper

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(As my Soldier counter-part General Milky is currently indisposed with weapon tiers, I have decided to write a guide on the TF2 class known as Soldier.)

You just got on Steam, decided to try out this free game called "Team Fortress 2" which you've heard plenty of in the past, but never decided to install it. You are still new at the game so you've decided to try out the games practice feature. The very first class you learn of and experience first hand is Soldier. Now you are probably thinking "Let's get this over with I want to play as Heavy Weapons Guy", and there is no shame in that. But let me tell you right now; an experienced Soldier has the ability and the weaponry to defeat a Heavy player of equal skill level. Why? Because Soldier is a master of war and the battlefield, and Heavy is a stone-headed idiot who relies on the biggest weapon he can find and the incompetence of his targets.

I was like you once, I chose to turn away from the class in place of one I suspected would be much better, but after extensive play time and experience, there are no other classes I would rather master.

Let's get started.

Soldier is one of three classes cataloged as "Offense", and with good reason. A soldier is capable of destroying sentries, quickly navigating and exploring a battlefield via the rocket jump, and can inflict massive damage on just about any other target whether they are alone or in groups. That said, a defensive Soldier can stop captures, cover retreats, and hold back a push using his rockets, and with the use of backpacks can even transform his teammates from a bunch of cowering sacks of tears into violent killing machines.

I'll go over a detailed analysis of weapons in just a bit, but for now I wish to explain Soldiers abilities.

The Rocket Jump:

This move is a MUST LEARN if you are keen on consistently playing as Soldier. It is executed by firing a rocket either below or behind your feet while at the exact same time pressing ctrl + space. If executed properly, you should be propelled through the air or a good distance further. Soldiers who can execute this move properly and easily are capable of moving quickly through a map, escaping potential danger, or catching up to fleeing targets. One of Soldiers main drawbacks is his slower speed compared to other classes, but by rocket jumping this handicap is negated. It does, however, require health each time. So don't just go shooting rockets around your legs or you may find yourself without a few limbs.

!

Airshots and Juggling:

When you shoot the ground beside an enemy, the explosion should knock them through the air, or at the very least lift them up by a small amount. Juggling is when after knocking the enemy, you target the area they are about to land and fire. Depending on your timing, you have either hit them directly, or have sent them flying again. This move works against all classes but depending on what they are and how much health they have dictates how fatal the juggle will be (for instance a Heavy with 268 health will take longer to kill than a Pyro with 145). This move tends to disorientate players and gives you more time to terminate them, but be warned; most players won't like being bounced into the air, and they are still capable of shooting you.

An airshot on the other hand requires a lot more skill, a lot more quick thinking, and of course a lot more prediction.

An airshot is the act of bouncing an enemy into the air, and rather than firing at where they are going to land, you shoot them with another rocket before they even touch the ground. Other than requiring more prediction to know where they are headed, more quick thinking to fire the rocket at the precise time, and more skill to put those both together, there isn't much to be said on the subject other than it -should- kill most classes if you've actually managed to hit them. At the very least, they will be heavily damaged and may even die from fall damage if you have lifted them high enough.

(Both are shown in the first 30 seconds of this video)

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Now that abilities are out of the way, I will explain what should be your arsenal.

Primary

The Rocket Launcher: Soldier's primary, one of the best (if not THE BEST) weapons in the game, for in the hands of a skilled Soldier this weapon may execute all three of the abilities I have mentioned to you, as well as deliver crushing damage to all those foolish enough to stand in your way. At close range this weapon can inflict over a hundred damage directly, and using juggling and airshots you are able to destroy all foes within a few well-aimed shots, barring an over healed Heavy. This weapons drawback is it's slow reload time, and giving you only 4 shots before you must suffer through the lengthy process which leaves you vulnerable and without a reliable escape.

The Liberty Launcher: While not quite as efficient as the stock due to it's lack of a fourth rocket, this weapon could be used to accelerate your learning process. The faster speed helps you learn the ins and out of your class and could even be used in the hands of a skilled Soldier to devastate the enemy team in even less time than it would take with the stock. It isn't my weapon, but it could be yours, maggot.

The Direct Hit: While at first this weapon may seem like a liability given it's limited blast radius, if used properly and with enough skill the Direct Hit is potentially one of Soldiers most dangerous weapons. Airshots with this weapon deal minicrits, and the increased speed makes hitting a flying opponent not such an issue. The weapon is better saved for later when you know the class, but when you do, all will tremble before your wrath as you knock them into the air and kill them before they even knew a rocket was launched.

The Rocket Jumper: Normally I wouldn't address this, so I figure I may as well tell you I won't. Use it if you are fucking around or still training your rocket jumping skills. Otherwise don't expect anything. Literally, it does no damage.

Secondary

The Shotgun: Soldiers trusted sidearm and the absolute FINAL word when both you and your opponent are down to secondaries only. A wise man once told me the formula to a successful Soldier loadout: "Out of rockets? Switch to shotgun. Out of shotgun ammo? Either you died or he died." This is correct, as the shotgun at point blank is a lethal weapon and is not to be underestimated in the hands of any class. (Yes, even Enginseer)

The Buff Banner: Sick and tired of enemies either stopping a push or causing one? Can your team just -not- kill enemies like they used to? No problems with this little baby. Once you do enough damage, activating this grants minicrits to all those around you, and the best part is even YOUR rocket launcher will be bolstered by it's effects! Have someone bring a mop, because they'll be wiping your adversaries guts out of the floor for months.

The Gunboats: For those of you who can't get the jump correctly as often as you would like, or for those airborne champions who prefer to rain death on their opponents as compared to marching toward them from the ground, this is for you. 60% less damage inflicted goes a long way.

Melee

The Disciplinary Action: Let's face it, you never use melee anyway, and your team can never get out of the spawn fast enough to stop a capture, push a cart, grab the intelligence etc. So, why not whip the cowardice out of them? This weapon improves both your speed and the speed of your subordinates to a point where even Saynic the 'Eadge 'Og would be jealous. And yes, it can out-melee enemies, but it probably won't.

The Equalizer and The Escape Plan: During Pyromania "The Equalizer" was divided into two separate halves (much to my dismay), rather than being a sole weapon. The Escape Plan increases the speed of the Soldier as he lowers on health, and the (fake) Equalizer increases in damage. Both weapons retain part of what made the other weapon so effective although only one bears it's name. While both are a direct upgrade to the stock, The Escape Plan should be the better choice as it allows you to quickly escape from death and is still able to inflict damage. While the Equalizer is lethal if it actually collides with an enemy, it is nowhere near as useful.

I am sure you've noticed I didn't go over all of Soldiers weapons. If I didn't, it's because they are not worth addressing and shouldn't be used unless you are experimenting or are simply having fun by using ridiculous loadouts.

Zero's Tips/Common Knowledge (that I should list anyway)

-Shotgun can be used to preform airshots, although they are not as effective as with the rocket launcher, they are much easier and are still lethal. Use it when you can.

-There are two types of Soldiers: Roaming and Pocket. Pocket Soldiers tend to stick by Medics and exercise their 300 Health buff while over healed. They can be just as dangerous as pocket Heavies. Roaming Soldiers travel farther away from the objective in order to harass the enemy team. Any Soldier can be good at either, but if you give a good Soldier a good Medic you've got a force to be reckoned with.

-Watch out for Pyro's, they can deflect rockets. Either back at you, or another teammate. Reflected rockets are always minicrits, so if you meet an experienced airblaster and are not confident in your skills, try the shotgun. The number of W+M1's vastly outnumber airblasters, but that doesn't mean they don't exist.

-Soldiers can be more suited to taking down sentries than Demo's as the rocket launcher will travel in a straight line and farther than a stickybomb or grenade. Of course an ubered Demo is superior, contrary to popular belief a regular Soldier will probably be better than a regular Demo.

-If you are surrounded, rocket jump. It gives you a better view, places you out of harms way, and damages any enemies around you (including cloaked and disguised spies). Not to mention you can continue to shoot rockets below you, killing potential threats before you land. Watch that fall damage however.

-If you sense a spy has just ran off, try using the shotguns spread to find him before switching to the rocket and blowing him away. That way you will not have wasted any rockets.

-Critical rockets (crockets) are one of the most feared projectiles in all of TF2. A direct hit will do 270 damage to all opponents, and usually when you hear that sound you are bound to hit at least 2 people. Probably kill them.

-Control points are deathtraps, for you, but mostly for enemies. Think about it, 5 or 6 enemies all standing in one area, give 'em a few rockets to show them why YOU are the leader of this team!

And that my friends is all I can tell you about the Soldier. Good luck, and see you on the battlefield!

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I am sure you've noticed I didn't go over all of Soldiers weapons. If I didn't, it's because they are not worth addressing and shouldn't be used unless you are experimenting or are simply having fun by using ridiculous loadouts.

Subjective statement is subjective. You've obviously never seen anyone that's good with the Direct Hit. Direct Hit in the hands of someone that knows what they're doing with it will just kill you. That's the end of it. Before you know what's going on, you've been airshot by a rocket launcher that does more direct hit damage and is mini-critting, which is a death sentence for anything. It is just an instant death machine that your only reaction to is to bend over and take it like a man, while you cry in the shower later after the raping you just received.

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Subjective statement is subjective. You've obviously never seen anyone that's good with the Direct Hit. Direct Hit in the hands of someone that knows what they're doing with it will just kill you. That's the end of it. Before you know what's going on, you've been airshot by a rocket launcher that does more direct hit damage and is mini-critting, which is a death sentence for anything. It is just an instant death machine that your only reaction to is to bend over and take it like a man, while you cry in the shower later after the raping you just received.

Actually your right Vydrach, I should have gone over the Direct Hit as I have been raped by Soldiers who use it and see how in the hands of an expert it can be used as a valuable weapon and easily devastate any opponent. I shall add a section on the DH immediately.
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Heavy is a stone-headed idiot who relies on the biggest weapon he can find and the incompetence of his targets.

COME SAY THAT TO MY FACE TINY CITY BOY >:C

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-Watch out for Pyro's, they can deflect rockets. Either back at you, or another teammate. Reflected rockets are always minicrits so if you meet an airblaster, be on your guard.

I'm a little disappointed that you didn't emphasize that point much more than you did.

Welp, I guess I should update my guide.

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I'm a little disappointed that you didn't emphasize that point much more than you did.

I added a bit more, but there isn't much I can say without going off into a rant about what Pyros can do to Soldiers and not about what Soldiers can do to Pyros.
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