Welcome back to Tf2 Guides.
These Guides are intended for Players of All Skill Levels.
Today we going to war, Otherwise you are a Dirty Hippie!
We are talking about
The Soldier
First Name: Unknown
Last Name: Doe
Health: 200 (300 in Overheal)
Speed: 80%
Special ability: Rocket jump
Casual Role: Offense
Competitive Role: Pick/Power
The Soldier was born....somewhere in America. Desperately Wanted to fight in World War 2. However he was Rejected by Every single Military Branch, So be Bought his Own Ticket to Europe, After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.
Gameplay wise. the Soldier is the Most all around class, Able to do Both Offense and Defense Effectively, Due to Soldier's HUGE damage output and Huge amount of Health. he is the Perfect Class for new players.
However Soldier does have one thing that Requires Hours of Practice and Mastery. Rocket Jumping. Im not going over Rocket Jumping today. however I will say that because of Rocket Jumping Soldier is THE Definition of term "Easy to Learn, Hard to Master"
While Soldier is slow on foot, Rocket Jumping allows him to cover distances quickly and reach high ground. And his weapons are capable of taking on multiple foes at once, However the downside is that they run out of ammunition quickly. Even should he run out of loaded rockets, he has some strong secondary weapons, meaning he's never out of the fight.
A good Soldier should avoid spamming and make each shot count, leading targets properly and aiming at the feet of enemies to maximize splash damage.
Now Onto his Stock Weapons Starting with his Primary
(Weapons are Calculated without Damage Fall-off)
The Stock Rocket Launcher is Widely Considered To be the Best Rocket Launcher
It Does a Solid base 90 Damage on hit. and it does Splash Damage. doing less damage based on how far away the Foe is from the explosion, It holds 4 shots Before needed to be reloaded and it has 20 Shots in Reserve.
Due to the Slow Reload, if you run out of shots in 1v1 Duels you are pretty much Dead.
However the Biggest Weakness of Rocket Launchers is that the Rocket is a Projectile, Meaning that it can be Reflected By Pyro's airblast, and Destroyed By the Engineer's Short Circuit
Now onto his Secondary, the Shotgun
The Shotgun Functions Similarly to Scout's Scattergun, Having 6 Shots, and 32 in Reserve, it fires 10 pellets per shot, that does Base damage of 6 each.
However the Shotgun maintains damage better at medium range compared to the Scattergun. Designed to force players to use the Scout's speed to get up close for high risk/high reward damage.
The Shotgun is Very powerful, that Rivals that of the Scattergun. and can be used as an Alternate Primary. If your Rocket Launcher is out of ammunition, the Shotgun makes for a decent backup weapon and can be used to finish off injured enemies. Alternatively, you can switch to it at close range when you don't want to suffer from your own splash damage. It is a good option for fighting experienced Pyros and Scouts, who are easily able to avoid damage from your projectiles.
Now for his Melee we got the Shovel.
It does a Base 65 Damage per-swing.
The Shovel is comparable to the default melee weapons of most other classes. However, your slow speed puts you at a disadvantage in melee duels. Unless you excessively engage in melee combat when near a friendly Medic, you're better off equipping a different melee weapon then this Piece of Garbage.
Of course that is not the Only Weapons for Soldier so Here are a few Alternates.
Soldier has the most amount of Alternate weapons out of any other class and has a ton of options for him to use.
For the Primary Slot Most Soldiers Tend to use the Black Box.
It does the Same Damage as Stock and the same amount of Reserve ammo. However it has one Less Loaded Rocket. only having a max of 3 loaded,
As an Upside it Heals up to 20 Health Per hit. Giving Soldier more Survivability. However, the reduced clip size impairs your immediate staying power; in particular, offensive rocket jumping becomes less effective due to your lack of ammunition and long reload time. Use it in prolonged combat, where you will have time to constantly reload and outlast your enemies.
For the Secondary Slot the Most useful in my Opinion, are the Buff Backpacks.
The Buff banner
The Battalion's backup
And The Concheror
How these Backpacks work is they Replace your Secondary Weapon for a Support Tool. when you Deal Damage it Fill a "Rage" Meter. After doing a Certain amount of damage with Each backback (600 for the Buff banner and Battalion's backup, 480 for the Concheror) The Meter Fills and you can use the Backpack, after using the Backpack it Gives a Buff based on what Backpack used to both you and nearby Teammates.
The Buff Banner will cause you to project an aura, giving you and all nearby allies guaranteed mini-crits for a short period of time. Stay near the front lines and use a primary weapon that has a wide blast radius to quickly fill the Buff Banner's Rage meter. It's especially effective when leading charges into enemy territory, especially if used alongside a friendly Medic's ÜberCharge. The area of effect is large and passes through any obstacle, allowing your teammates to easily follow you.
The Battalion's Backup acts as the opposite of the Buff Banner, projecting an aura that decreases all damage taken by you and nearby allies by 35%. You can use the defensive effect to lead an attack, hold an area, or counter the crit boosts granted by the Kritzkrieg, Buff Banner, and other sources. The aura also further reduces the damage taken from Sentry Guns to a total of 50% resistance, making it useful for destroying an Engineer nest. Additionally, the Battalion's Backup passively grants 20 points of bonus health, giving you extra survivability against bursts of damage.
The Concheror is like the Buff Banner, but has an aura that affects nearby allies, increasing their movement speed and allowing them to recover health by dealing damage. The Concheror charges much faster than the other banner variants, allowing you to use the buff more often to maintain momentum. Unlike the bonuses provided by the other banners, the healing provided by the Concheror isn't so effective when used only on yourself, as you can't constantly fire the Rocket Launcher to recover health. Thus, it is best to activate its area buff when near allies. The Concheror also grants health regeneration that increases out of combat, allowing you to heal up a bit between encounters.
Finally is Soldier's Melee Weapon and the Most Useful to me is the Disciplinary Action
It Does Slightly Less Damage then the Stock Melee. However when you hit an Ally with it. it provides a 4 second speed buff to you, and a 2 second speed buff to the Ally.
There is also a Hidden Stat on it that gives it 70% more Melee Range. (I dont get why its a Hidden Stat but whatever)
The main perk of this weapon is that it allows you to strike a teammate to temporarily boost both of your running speeds. Thus, you can use it to increase your mobility without sacrificing health by rocket jumping. Stay near allies so that you can make use of the speed boost more often; it can be used when running to the front lines, retreating, or chasing after faster opponents.
And thats it!
The Basics of Soldier.
Thanks to the TF2 Wiki. once again, I dont play Soldier that often, so it helps.
https://wiki.teamfortress.com/wiki/Soldier
https://wiki.teamfortress.com/wiki/Basic_Soldier_strategy
Next time we are Doing the Pyro. See you all then.
Play Soldier Jump
http://bit.ly/2UiB0aU