Difference between revisions of "Soldier weapons (competitive)"

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{{competitive}}
 
{{competitive}}
{{update}}
 
  
 
The '''Soldier''' is a class that is highly dependent on his primary weapon. The primary weapons available are unique to the Soldier, and allow him to accomplish many things, including [[Rocket Jump]]ing to obtain a height advantage and [[juggling]] enemies. The Soldier's secondary and melee weapons grant him additional abilities, but the focus is usually on the Rocket Launcher, Black Box, or the Direct Hit.
 
The '''Soldier''' is a class that is highly dependent on his primary weapon. The primary weapons available are unique to the Soldier, and allow him to accomplish many things, including [[Rocket Jump]]ing to obtain a height advantage and [[juggling]] enemies. The Soldier's secondary and melee weapons grant him additional abilities, but the focus is usually on the Rocket Launcher, Black Box, or the Direct Hit.
  
 
==Primary Weapon==
 
==Primary Weapon==
The Soldier’s versatility is built into his Rocket Launcher. Important uses of the Soldier’s primary weapon include rocket jumping, spam, and juggling foes with knockback from rockets. THe knockback that it produces can be useful even when the target is ubered as they can be juggled and the uber wasted.
+
The Soldier’s versatility is built into his Rocket Launcher. Important uses of the Rocket Launcher include rocket jumping, spam, and [[aerials]]. Übercharged players can still be juggled with the knockback from rockets, although they will take no damage.
  
 
=== Rocket Launcher===
 
=== Rocket Launcher===
 
[[File:Rocket launcher.png| 100px|right]]
 
[[File:Rocket launcher.png| 100px|right]]
The standard Rocket Launcher is an incredibly useful and versatile weapon. It is effective against Scouts, who can dodge rockets but have a harder time dodging splash damage at close range. The Rocket Launcher’s key strengths are the ability to damage multiple enemies at once, and the ability to deal significant damage to targets, even with a missed shot. Its weakness is the ease with which enemies can avoid rockets at long range. The Rocket Launcher’s damage output is quite high, but it cannot kill any enemy in one shot, except for a Scout wielding the Sandman.
+
The stock Rocket Launcher is useful for dealing large quantities of damage to a variety of enemies. It deals great splash damage, which allows the soldier to hit scouts, but it also can be aimed at specific enemies to deal greater damage. It serves as the best for rocket jumping, which is the main tactic in the soldier arsenal. Although it cannot finish off targets in one shot, it deals impressive damage when crit-boosted, making the soldier a good target for a Kritzkrieg Übercharge.
  
The [[Original]] is a reskin of the Rocket Launcher, and therefore has the same stats as the Rocket Launcher.  
+
The [[Original]] has the same stats as the Rocket Launcher.  
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 21: Line 21:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Rocket Launcher]] <br>[[Image:Rocket launcher.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Rocket Launcher]] <br>[[Image:Rocket launcher.png|70x39px]]
| style="background-color:#FFF4CC;" | '''Point-Blank:''' 56-112 <br>'''512 units:''' 45-90 <br>'''Over 1024 units:''' 23-48 <br>'''Backlash:''' 45-89 <br>'''[[Jumping#Rocket Jump|RJ]] Backlash:''' 27-49
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | '''Critical:''' 135-270 <br>'''Point-Blank Mini-Crit:''' 75-151 <br>'''Over 512 units Mini-Crit:''' 61-122
+
* '''Point-Blank:''' 56-112  
| style="background-color:#FFF4CC;" | '''Attack:''' 0.8s <br>'''Reload Start:''' 0.8s <br>'''Reload More:''' 0.92s
+
* '''512 units:''' 45-90  
| style="background-color:#FFF4CC;" | Effective for [[juggling]] and [[rocketjump]]ing.
+
* '''Over 1024 units:''' 23-48
 +
* '''Backlash:''' 45-89
 +
* '''[[Jumping#Rocket Jump|RJ]] Backlash:''' 27-49
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 135-270
 +
* '''Point-Blank Mini-Crit:''' 75-151
 +
* '''Over 512 units Mini-Crit:''' 61-122
 +
| style="background-color:#FFF4CC;" |  
 +
* '''Attack:''' 0.8s
 +
* '''Reload Start:''' 0.8s  
 +
* '''Reload More:''' 0.92s
 +
| style="background-color:#FFF4CC;" | Effective for [[juggling]] and rocketjumping.
 
|}
 
|}
 
<br>
 
<br>
 
===Direct Hit===
 
===Direct Hit===
 
[[File:Directhittransparent.png| 100px|right]]
 
[[File:Directhittransparent.png| 100px|right]]
The Direct Hit's usefulness lies in its increased damage and rocket speed. Thanks to the Direct Hit’s increased damage, Direct Hit rockets cause greater [[knockback]] than rockets from the standard Rocket Launcher. While the Direct Hit is powerful and is more effective for performing [[aerial]]s against rocket-jumping foes than its counterpart, it is lacking in certain situations. The Direct Hit contributes poorly to [[spam (competitive) spam, due to the decreased slash radius of its rockets. In addition, despite being capable of killing Scouts in one hit at close ranges, the Direct Hit is ''usually'' less effective against them because missed shots will rarely inflict any damage.
+
The Direct Hit's deals increased damage, allowing the soldier to finish off enemies. Its rockets fly faster, providing less time for enemies to dodge incoming fire. However, it deals little splash damage, removing the soldier's ability to deal large quantities of damage to many targets at once. It deals mini-crits to any explosion-launched airborne target, such as another rocket-jumping soldier. Overall, its reduction of splash damage removes the soldier's primary damage dealing method.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 38: Line 50:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Direct Hit]] <br>[[Image:Directhittransparent.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Direct Hit]] <br>[[Image:Directhittransparent.png|70x39px]]
| style="background-color:#FFF4CC;" | '''Point-Blank:''' 70-140 <br>'''512 units:''' 56-112 <br>'''Over 1024 units:''' 30-59 <br>'''Backlash:''' 45-88 <br>'''[[Jumping#Rocket Jump|RJ]] Backlash:''' 27-49
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | '''Critical:''' 169-338 <br>'''Point-Blank Mini-Crit:''' 95-189 <br>'''Over 512 units Mini-Crit:''' 76-152
+
* '''Point-Blank:''' 70-140
| style="background-color:#FFF4CC;" | '''Attack:''' 0.8s <br>'''Reload Start:''' 0.8s <br>'''Reload More:''' 0.92s
+
* '''512 units:''' 56-112
| style="background-color:#FFF4CC;" | Mini-Crits if target is airborne due to explosive force. <br>Splash radius -70%. <br>Rocket speed +80%. <br>Effective for [[juggling]] and [[rocketjump]]ing.
+
* '''Over 1024 units:''' 30-59
 +
* '''Backlash:''' 45-88
 +
* '''[[Jumping#Rocket Jump|RJ]] Backlash:''' 27-49
 +
| style="background-color:#FFF4CC;" |  
 +
* '''Critical:''' 169-338
 +
* '''Point-Blank Mini-Crit:''' 95-189
 +
* '''Over 512 units Mini-Crit:''' 76-152
 +
| style="background-color:#FFF4CC;" |  
 +
* '''Attack:''' 0.8s  
 +
* '''Reload Start:''' 0.8s  
 +
* '''Reload More:''' 0.92s
 +
| style="background-color:#FFF4CC;" |  
 +
* Mini-Crits if target is airborne due to explosive force.
 +
* Splash radius -70%.
 +
* Rocket speed +80%.  
 +
* Rockets have the same knockback for rocket jumping.
 
|}
 
|}
 
<br>
 
<br>
 +
 
=== Black Box===
 
=== Black Box===
 +
 
[[File:Item icon Black Box.png| 100px|right]]
 
[[File:Item icon Black Box.png| 100px|right]]
 +
 
'''Note: The Black Box is banned or restricted in some leagues.'''
 
'''Note: The Black Box is banned or restricted in some leagues.'''
  
The Black Box is very similar to the Rocket Launcher, but its clip size is smaller: the Black Box has a clip size of only three rockets, while the Rocket Launcher stores four. To compensate for this disadvantage, the Black Box grants its user an additional 15 health for every hit, which can be useful if a Soldier is in dire need of health and lacks a Medic.
+
The Black box is functionally identical to the stock Rocket Launcher, except in two key regards. It provides 15 health for every rocket hit, but only hold three rocket in its clip. The health can be useful for a roaming soldier, as it allows him to survive longer without getting healed by a medic.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 57: Line 88:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Black Box]] <br>[[Image:Blackbox.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Black Box]] <br>[[Image:Blackbox.png|70x39px]]
| style="background-color:#FFF4CC;" | '''Point-Blank:''' 56-112 <br>'''512 units:''' 45-90 <br>'''Over 1024 units:''' 23-48 <br>'''Backlash:''' 45-89 <br>'''[[Jumping#Rocket Jump|RJ]] Backlash:''' 27-49
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | '''Critical:''' 135-270 <br>'''Point-Blank Mini-Crit:''' 75-151 <br>'''Over 512 units Mini-Crit:''' 61-122
+
* '''Point-Blank:''' 56-112
| style="background-color:#FFF4CC;" | '''Attack:''' 0.8s <br>'''Reload Start:''' 0.8s <br>'''Reload More:''' 0.92s
+
* '''512 units:''' 45-90
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Heals user 15 health per hit per rocket. <br>Stores only 3 ammo instead of 4. <br>Effective for [[juggling]] and [[rocketjump]]ing.
+
* '''Over 1024 units:''' 23-48
 +
* '''Backlash:''' 45-89
 +
* '''[[Jumping#Rocket Jump|RJ]] Backlash:''' 27-49
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 135-270
 +
* '''Point-Blank Mini-Crit:''' 75-151
 +
* '''Over 512 units Mini-Crit:''' 61-122
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s  
 +
* '''Reload Start:''' 0.8s
 +
* '''Reload More:''' 0.92s
 +
| style="background-color:#FFF4CC;" |  
 +
* '''Banned in most leagues for acquisition time.'''
 +
* Heals user 15 health per hit per rocket.
 +
* Stores only 3 ammo instead of 4.
 +
* Effective for [[juggling]] and rocket jumping.
 
|}
 
|}
 
<br>
 
<br>
 +
 
=== Rocket Jumper===
 
=== Rocket Jumper===
 +
 
[[File:Rocket launcher.png| 100px|right]]
 
[[File:Rocket launcher.png| 100px|right]]
 +
 
'''Note: The Rocket Jumper is banned or restricted in some leagues.'''
 
'''Note: The Rocket Jumper is banned or restricted in some leagues.'''
  
The Rocket Jumper is essentially a Rocket Launcher that deals no damage to players, including its wielder. It is (as its name suggests) meant for rocket-jumping, and it is quite effective for doing so, but the Rocket Jumper's total lack of offensive capabilities generally make it a less than ideal choice.
+
The Rocket Jumper is a Rocket Launcher that deals no damage to any player, and knockback only to its firer. It is useful for practicing rocket jumps. It deals consistant damage when used in conjunction with the market gardener, allowing the soldier to deal guaranteed critical hits while taking little to no damage. The rocket jumper doubles the damage that the soldier takes from bullets, explosions, or fire.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 76: Line 126:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Rocket Jumper]] <br>[[Image:Rocket launcher.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Rocket Jumper]] <br>[[Image:Rocket launcher.png|70x39px]]
| style="background-color:#FFF4CC;" | '''All:''' 0
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | '''All:''' 0
+
* '''All:''' 0
| style="background-color:#FFF4CC;" | '''Attack:''' 0.8s <br>'''Reload Start:''' 0.8s <br>'''Reload More:''' 0.92s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Stores 60 reserve ammo instead of 20. <br>Effective for [[rocketjump]]ing. <br>100% damage vulnerability to bullets, explosives, and fire.
+
* '''All:''' 0
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
* '''Reload Start:''' 0.8s
 +
* '''Reload More:''' 0.92s
 +
| style="background-color:#FFF4CC;" |  
 +
* '''Banned in most leagues for acquisition time.'''  
 +
* Stores 60 reserve ammo instead of 20.
 +
* Effective for [[rocket jumping]].  
 +
* +100% vulnerability to bullet, explosive, and fire damage.
 
|}
 
|}
 
<br>
 
<br>
  
 
===Liberty Launcher===
 
===Liberty Launcher===
 +
 
[[File:Liberty Launcher.png| 100px|right]]
 
[[File:Liberty Launcher.png| 100px|right]]
The Liberty Launcher is useful for hitting moving targets in a face-to-face battle, as the projectile speed is much faster than the standard Rocket Launcher. However, at the cost of faster projectile movement, the clip only holds 3 rockets, compared to the standard Rocket Launcher's 4.
+
 
 +
The Liberty Launcher's projectiles move 40% faster, and deal the same quantity of splash damage. This makes hitting aerials slightly easier, but since the rocket launcher holds only three ammunition in its clip, it makes drawn out battles worse for this soldier.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 95: Line 156:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Liberty Launcher]] <br>[[Image:Liberty Launcher.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Liberty Launcher]] <br>[[Image:Liberty Launcher.png|70x39px]]
| style="background-color:#FFF4CC;" | '''Point-Blank:''' 93 <br>'''512 units:''' 62 <br>'''Over 1024 units:''' 34 <br>'''Backlash:''' 61 <br>'''[[Jumping#Rocket Jump|RJ]] Backlash:''' 37
 
| style="background-color:#FFF4CC;" | '''Critical:''' 250 <br>'''Point-Blank Mini-Crit:''' 114 <br>'''Over 512 units Mini-Crit:''' 89
 
| style="background-color:#FFF4CC;" | '''Attack:''' 0.8s <br>'''Reload Start:''' 0.92s <br>'''Reload More:''' 0.8s
 
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
*+40% projectile speed
+
* '''Point-Blank:''' 93
*-25% clip size
+
* '''512 units:''' 62
 +
* '''Over 1024 units:''' 34
 +
* '''Backlash:''' 61
 +
* '''[[Jumping#Rocket Jump|RJ]] Backlash:''' 37
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 250
 +
* '''Point-Blank Mini-Crit:''' 114
 +
* '''Over 512 units Mini-Crit:''' 89
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
* '''Reload Start:''' 0.92s
 +
* '''Reload More:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Effective for [[Juggling]] and [[Rocket Jumping]].
 +
* +40% projectile speed
 +
* -25% clip size
 
|}
 
|}
 
<br>
 
<br>
  
 
===Usage===
 
===Usage===
Soldiers will usually opt for the Rocket Launcher over the Direct Hit. The Direct Hit’s main weaknesses is its inability to spam effectively or defend against enemy Scouts, limiting its usefulness in many situations. Pocket Soldiers in particular are more suited to the standard Rocket Launcher, as defending the team’s Medic from Scouts is usually easier at close range with the Rocket Launcher's splash radius.
+
 
While the Rocket Launcher is generally considered the most versatile and reliable of the Soldier's primary weapons, the Direct Hit may be used in specific plays where focused damage is required to accomplish a task.
+
Soldiers will usually use the Rocket Launcher instead of Direct Hit. The Direct Hit’s main weaknesses is its inability to deal damage to many enemies at once. Pocket Soldiers in particular are more suited to the standard Rocket Launcher, as defending the team’s Medic from Scouts is usually easier at close range with the Rocket Launcher's splash radius. The Black Box, when available, is good for a roaming soldier to stay alive for longer. The Liberty Launcher is useful for aerials, however the loss of a rocket is hard to compensate for. The rocket jumper is useful with the market gardener or pain train, for fast back caps, but otherwise makes the soldier useless.
The Rocket Jumper is ineffective for performing any task that a Soldier is generally sent to perform, save for perhaps a [[back-cap]] attempt while wielding the Pain Train.
 
  
 
==Secondary Weapon==
 
==Secondary Weapon==
Soldiers have seven choices for their secondary weapon, and all seven have noticeable impacts on the Soldier’s playstyle.
+
 
 +
Soldiers have seven choices for their secondary weapon, all of which are very different.
  
 
=== Shotgun===
 
=== Shotgun===
 +
 
[[File:Shotgun IMG.png| 100px|right]]
 
[[File:Shotgun IMG.png| 100px|right]]
 +
 
The Shotgun is a reliable sidearm for the Soldier. It deals significant damage at medium range and almost as much damage as the Rocket Launcher at close ranges. The Shotgun is highly effective at finishing off wounded foes, and can be useful against Scouts, who can dodge rockets but cannot dodge hitscan weapons such as the Shotgun. Switching to the Shotgun in order to conserve loaded rockets can be very helpful when faced with multiple enemies. Because the Shotgun is a hitscan weapon, it can be useful in finishing off fleeing foes who are low on health.
 
The Shotgun is a reliable sidearm for the Soldier. It deals significant damage at medium range and almost as much damage as the Rocket Launcher at close ranges. The Shotgun is highly effective at finishing off wounded foes, and can be useful against Scouts, who can dodge rockets but cannot dodge hitscan weapons such as the Shotgun. Switching to the Shotgun in order to conserve loaded rockets can be very helpful when faced with multiple enemies. Because the Shotgun is a hitscan weapon, it can be useful in finishing off fleeing foes who are low on health.
 +
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 123: Line 199:
 
|-
 
|-
 
! style="background-color:#fffae7;" | [[Shotgun]] <br>[[Image:Shotgun IMG.png|70x39px]]
 
! style="background-color:#fffae7;" | [[Shotgun]] <br>[[Image:Shotgun IMG.png|70x39px]]
| style="background-color:#fffae7;" | '''Point-Blank:''' 90 <br>'''512 units:''' 6/hit, avg 6 hits <br>'''Over 1024 units:''' 3/hit
+
| style="background-color:#fffae7;" |  
| style="background-color:#fffae7;" | '''Critical:''' 18/hit (max 180) <br>'''Point-Blank Mini-Crit:''' 121 <br>'''Over 512 units Mini-Crit''' 8/hit
+
* '''Point-Blank:''' 90  
| style="background-color:#fffae7;" | '''Attack:''' 0.625s <br>'''Reload Start:''' 1.0s <br>'''Reload More:''' 0.5s
+
* '''512 units:''' 6/hit, avg 6 hits  
 +
* '''Over 1024 units:''' 3/hit
 +
| style="background-color:#fffae7;" |
 +
* '''Critical:''' 18/hit (max 180)  
 +
* '''Point-Blank Mini-Crit:''' 121  
 +
* '''Over 512 units Mini-Crit''' 8/hit
 +
| style="background-color:#fffae7;" |
 +
* '''Attack:''' 0.625s  
 +
* '''Reload Start:''' 1.0s  
 +
* '''Reload More:''' 0.5s
 
| style="background-color:#fffae7;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
| style="background-color:#fffae7;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
|}
 
|}
Line 131: Line 216:
  
 
===The Buff Banner===
 
===The Buff Banner===
 +
 
[[File:Buff Banner Buffpack.png| 100px|right]]
 
[[File:Buff Banner Buffpack.png| 100px|right]]
 +
 
'''Note: The Buff Banner is banned or restricted in some leagues.'''
 
'''Note: The Buff Banner is banned or restricted in some leagues.'''
  
The Buff Banner is seldom used in competitive play and thus has yet to show its usefulness or lack thereof. It is usually better to let a Pocket take the Buff Banner, as the Roamer is less likely to survive long enough to build up his rage meter without a Shotgun.
+
The Buff Banner is rarely used in competitive play, as it restricts the soldier to only one ranged weapon. It is usually better to let a Pocket take the Buff Banner, as the Roamer is less likely to survive long enough to build up his rage meter without a Shotgun.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 145: Line 233:
 
| style="background-color:#fffae7;" | '''N/A'''
 
| style="background-color:#fffae7;" | '''N/A'''
 
| style="background-color:#fffae7;" | '''N/A'''
 
| style="background-color:#fffae7;" | '''N/A'''
| style="background-color:#fffae7;" | ''' Trumpeting:''' ~3s <br>'''Buff:''' 10s
+
| style="background-color:#fffae7;" |
| style="background-color:#fffae7;" | '''Banned or restricted in ''some'' leagues.''' <br>Grants self and allies within 450u Mini-Crits on use. <br>Gains rage equal to damage dealt (600 needed to fill). <br>Gains rage even when not equipped.
+
* ''' Trumpeting:''' ~3s  
 +
* '''Buff:''' 10s
 +
| style="background-color:#fffae7;" |
 +
* '''Banned or restricted in ''some'' leagues.'''  
 +
* Grants self and allies within 450u Mini-Crits on use.  
 +
* Gains rage equal to damage dealt (600 needed to fill).  
 +
* Gains rage even when not active.
 
|}
 
|}
 
<br>
 
<br>
  
 
===The Gunboats===
 
===The Gunboats===
 +
 
[[File:Gunboats.png| 100px|right]]
 
[[File:Gunboats.png| 100px|right]]
The Gunboats reduce damage from rocket-jumps greatly, allowing a Soldier using them to quickly traverse a map. However, Soldiers using the Gunboats experience a disadvantage in damage output due to their lack of a Shotgun. To compensate for this disadvantage, Soldiers using the Gunboats are most effective when they take advantage of their ability to move quickly and secure a height advantage without losing much health. At the start of 5-CP maps, a Roaming Soldier with the Gunboats can quickly reach the middle point and obtain a height advantage. Such a tactic can provide the Soldier with relative safety from enemy Scouts, and put pressure on the enemy Demoman early on. A skilled Roaming Soldier can arrive before even the Scouts in many 5-CP maps, allowing him to keep the enemy at bay with spam and help his team's Demoman deny the enemy team easy access to the middle point.
+
 
 +
The Gunboats reduce damage from rocket jumps, allowing a Soldier using them to safely traverse a map. However, the loss of a shotgun greatly reduces the soldier's damage output. The gunboats are well suited to a roaming soldier who can quickly push forward without losing much health.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 164: Line 261:
 
| style="background-color:#fffae7;" | '''N/A'''
 
| style="background-color:#fffae7;" | '''N/A'''
 
| style="background-color:#fffae7;" | '''N/A'''
 
| style="background-color:#fffae7;" | '''N/A'''
| style="background-color:#fffae7;" | Reduces [[rocketjump]] damage by 60%. <br>Reduces all backlash damage that doesn't hit other players.
+
| style="background-color:#fffae7;" |
 +
* Reduces [[rocket jump]] damage by 60%.  
 +
* Reduces all backlash damage that doesn't hit other players.
 
|}
 
|}
 
<br>
 
<br>
Line 172: Line 271:
 
'''Note: The Battalion's Backup is banned or restricted in some leagues.'''
 
'''Note: The Battalion's Backup is banned or restricted in some leagues.'''
  
The Battalion's Backup is generally banned in competitive play for acquisition time and thus has yet to show its usefulness or lack thereof. It is usually better to let a Pocket take the Battalion's Backup, as the Roamer usually plays farther from the rest of the team than the Pocket, is less likely to find opportunities to use the Battalion's Backup to great effect, and is more likely to be in need of a Shotgun than a Pocket Soldier.
+
The Buff Banner is rarely used in competitive play, as it restricts the soldier to only one ranged weapon. It is usually better to let a Pocket take the Battalion's Backup, as the Roamer is less likely to survive long enough to build up his rage meter without a Medic.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 183: Line 283:
 
| style="background-color:#fffae7;" | '''N/A'''
 
| style="background-color:#fffae7;" | '''N/A'''
 
| style="background-color:#fffae7;" | '''N/A'''
 
| style="background-color:#fffae7;" | '''N/A'''
| style="background-color:#fffae7;" | '''Trumpeting:''' ~3s <br>'''Buff:''' 10s
+
| style="background-color:#fffae7;" |
| style="background-color:#fffae7;" | '''Banned or restricted in most leagues for acquisition time.''' <br>Grants self and allies within 450u Crit immunity and 35% damage reduction. <br>Gains rage equal to damage taken (350 needed to fill).
+
* '''Trumpeting:''' ~3s  
 +
* '''Buff:''' 10s
 +
| style="background-color:#fffae7;" |
 +
* '''Banned or restricted in most leagues for acquisition time.'''  
 +
* Grants self and allies within 450u Crit immunity and 35% damage reduction.  
 +
* Gains rage equal to damage taken (350 needed to fill).
 +
* Gains rage even when not active.
 
|}
 
|}
 
<br>
 
<br>
  
 
===The Concheror===
 
===The Concheror===
 +
 
[[File:Concheror Buffpack.png| 80px|right]]
 
[[File:Concheror Buffpack.png| 80px|right]]
 +
 
'''Note: The Concheror is banned or restricted in some leagues.'''
 
'''Note: The Concheror is banned or restricted in some leagues.'''
 +
 +
The Concheror is rarely used in competitive play, as it restricts the soldier to only one ranged weapon. It is usually better to let a Pocket take the Concheror, as the Roamer is less likely to survive long enough to build up his rage meter without a Medic.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 202: Line 312:
 
| style="background-color:#fffae7;" | '''N/A'''
 
| style="background-color:#fffae7;" | '''N/A'''
 
| style="background-color:#fffae7;" | '''N/A'''
 
| style="background-color:#fffae7;" | '''N/A'''
| style="background-color:#fffae7;" | ''' Trumpeting:''' ~3s <br>'''Buff:''' 10s
+
| style="background-color:#fffae7;" |
| style="background-color:#fffae7;" | '''Banned or restricted in ''some'' leagues.''' <br>While the buff is active, allies within 450 units are healed for 35% of the damage they deal.
+
* ''' Trumpeting:''' ~3s  
 +
* '''Buff:''' 10s
 +
| style="background-color:#fffae7;" |
 +
* '''Banned or restricted in ''some'' leagues.'''  
 +
* While the buff is active, allies within 450 units are healed for 35% of the damage they deal.
 +
* Gains rage equal to damage dealt and damage taken (1133 dealt or 333 recieved).
 +
* Gains rage even when not active.
 
|}
 
|}
 
<br>
 
<br>
  
 
===The Mantreads===
 
===The Mantreads===
 +
 
[[File:Mantreads.png| 100px|right]]
 
[[File:Mantreads.png| 100px|right]]
As with the Gunboats, the lack of a shotgun leaves the player defenseless in close combat. However, the Mantreads reduce [[knockback]] by 75%, which leaves the player (with the exception of rocket jumping, obviously) rooted to the spot. The Mantreads also triple 'stomp' damage, rendering maps with high platforms, such as [[Badlands]], perfect ambush points.
+
 
 +
As with other secondaries, the lack of a shotgun leaves soldiers weak in combat. However, the Mantreads reduce [[knockback]] by 75%, which makes the soldier hard to move. The Mantreads "stomp" damage is more of a gimmick, but a good soldier can deal an easy 100 damage to a target, or more if falling from a rocket jump.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 224: Line 342:
 
| style="background-color:#fffae7;" |
 
| style="background-color:#fffae7;" |
 
*-75% reduction in push force taken from damage.
 
*-75% reduction in push force taken from damage.
*Deals 3x falling damage to the player you land on.
+
* Deals 3x falling damage to the player you land on.
 
|}
 
|}
 
<br>
 
<br>
 +
 +
===Reserve Shooter===
 +
<!-- Fill this in please. If it's banned in competitive *always*, simply say that, don't leave it out.-->
  
 
===Righteous Bison===
 
===Righteous Bison===
 +
 
[[File:Righteous Bison.png| 80px|right]]
 
[[File:Righteous Bison.png| 80px|right]]
The Righteous Bison is useful in large maps, where ammo is far apart, as it does not require ammo. However, the reload time is slower than the Shotgun, and damage dealt to buildings is severely reduced. Also, it is useful against Pyros, as its projectiles cannot be reflected, and can also be used to light the Huntsman arrows of friendly Snipers.
+
 
 +
The Righteous Bison is useful when ammo is scarce. However, the reload time is slower than the Shotgun, and damage dealt to buildings is neglidgible. It can however damage multiple enemies at the same time.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 240: Line 363:
 
|-
 
|-
 
! style="background-color:#fffae7;" | [[Righteous Bison]] <br>[[Image:Righteous Bison.png|70x39px]]
 
! style="background-color:#fffae7;" | [[Righteous Bison]] <br>[[Image:Righteous Bison.png|70x39px]]
| style="background-color:#fffae7;" | '''Point-Blank:''' 40 <br>'''512 units:''' 16 <br>'''Over 1024 units:''' 12
 
| style="background-color:#fffae7;" | '''Critical:''' 44 <br>'''Point-Blank Mini-Crit:''' 31 <br>'''Over 512 units Mini-Crit''' 15
 
| style="background-color:#fffae7;" | '''Attack:''' 0.8s <br>'''Reload Start:''' 0.92s <br>'''Reload More:''' 0.4s
 
 
| style="background-color:#fffae7;" |
 
| style="background-color:#fffae7;" |
*Does not require ammo.
+
* '''Point-Blank:''' 40
*Projectile penetrates enemy target.
+
* '''512 units:''' 16
*Projectile cannot be deflected.
+
* '''Over 1024 units:''' 12
*Deals only 20% damage to buildings.
+
| style="background-color:#fffae7;" |
 +
* '''Critical:''' 44
 +
* '''Point-Blank Mini-Crit:''' 31
 +
* '''Over 512 units Mini-Crit''' 15
 +
| style="background-color:#fffae7;" |
 +
* '''Attack:''' 0.8s
 +
* '''Reload Start:''' 0.92s
 +
* '''Reload More:''' 0.4s
 +
| style="background-color:#fffae7;" |
 +
* Does not require ammo.
 +
* Projectiles penetrate enemies.
 +
* Projectiles cannot be deflected.
 +
* Deals 20% damage to buildings.
 
|}
 
|}
 
<br>
 
<br>
Line 258: Line 390:
  
 
===The Shovel===
 
===The Shovel===
 +
 
[[File:Shovel IMG.png| 100px|right]]
 
[[File:Shovel IMG.png| 100px|right]]
The Shovel is the Soldier’s standard melee weapon. Like other standard melee weapons, it deals moderate damage, but because most weapons are far more effective than the Shovel, the Shovel is only good as a novelty or a weapon of last resort.
 
  
The [[Frying Pan]] is a reskin of the Shovel, and therefore has the same stats as the Shovel.
+
The Shovel is the Soldier’s standard melee weapon. It deals some damage, but has alternatives which are strictly better.
 +
 
 +
The [[Frying Pan]] has the same stats as the Shovel.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 271: Line 405:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Shovel]] <br>[[Image:Shovel IMG.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Shovel]] <br>[[Image:Shovel IMG.png|70x39px]]
| style="background-color:#FFF4CC;" | '''Melee:''' 65
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | '''Critical:''' 195 <br>Mini-Crit: 88
+
* '''Melee:''' 65
| style="background-color:#FFF4CC;" | '''Attack:''' 0.8s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Completely standard melee weapon.
+
* '''Critical:''' 195  
 +
* Mini-Crit: 88
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Completely standard melee weapon.
 
|}
 
|}
 
<br>
 
<br>
  
 
===The Equalizer===
 
===The Equalizer===
 +
 
[[File:Equalizer.png| 100px|right]]
 
[[File:Equalizer.png| 100px|right]]
Due to the “last resort” nature of melee weapons, the Equalizer can actually be put to good use in combat. At low health, a single strike with the Equalizer can deal upwards of 100 damage. More importantly, the Equalizer’s speed boost can be used to escape situations that would normally result in a Soldier’s death. Although Soldiers wielding the Equalizer cannot be healed by their Medics, this is only a concern when a Soldier is being pursued near his team's Medic.
+
 
 +
Due to the “last resort” nature of melee weapons, the Equalizer can be put to good use in combat. At low health, a single strike with the Equalizer can deal over 100 damage. More importantly, the Equalizer’s speed boost can be used to escape situations that would normally result in a Soldier’s death. Although Soldiers wielding the Equalizer cannot be healed by their Medics, this is only a concern when a Soldier is being pursued near his team's Medic.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 289: Line 431:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Equalizer]] <br>[[Image:Equalizer.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Equalizer]] <br>[[Image:Equalizer.png|70x39px]]
| style="background-color:#FFF4CC;" | '''Melee (at 200+ HP):''' 33 <br>'''Melee (at 126 HP):''' 63 <br>'''Melee (at 86 HP)''': 75 <br>'''Melee (at 64 HP):''' 88 <br>'''Melee (at 35 HP):''' 100 <br>'''Melee (at 1 HP):''' 113
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | '''Mini-Crit (200&nbsp;hp+):''' 44 <br>'''Mini-Crit (150&nbsp;hp):''' 71 <br>'''Mini-Crit (100&nbsp;hp):''' 99 <br>'''Mini-Crit (52&nbsp;hp):''' 125 <br>'''Mini-Crit (7&nbsp;hp):''' 150 <br>'''Mini-Crit (1&nbsp;hp):''' 153
+
* '''Melee (at 200+ HP):''' 33  
| style="background-color:#FFF4CC;" | '''Attack:''' 0.8s
+
* '''Melee (at 126 HP):''' 63  
| style="background-color:#FFF4CC;" | Cannot be healed by [[Medic (competitive)|Medics]] while wielding. <br>Changes speed based on health range. <br>Changes damage based on exact health, as follows. <br>Base Damage = 32.5 + (0.4063*[lost hp]). <br>Mini-Crit Damage = 43.88 + (0.5484*[lost hp]). <br>Has no method of getting Crits in competitive play.
+
* '''Melee (at 86 HP)''': 75  
 +
* '''Melee (at 64 HP):''' 88  
 +
* '''Melee (at 35 HP):''' 100  
 +
* '''Melee (at 1 HP):''' 113
 +
| style="background-color:#FFF4CC;" |
 +
* '''Mini-Crit (200&nbsp;hp+):''' 44  
 +
* '''Mini-Crit (150&nbsp;hp):''' 71  
 +
* '''Mini-Crit (100&nbsp;hp):''' 99  
 +
* '''Mini-Crit (52&nbsp;hp):''' 125  
 +
* '''Mini-Crit (7&nbsp;hp):''' 150  
 +
* '''Mini-Crit (1&nbsp;hp):''' 153
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" | Cannot be healed by [[Medic (competitive)|Medics]] while wielding.  
 +
* The soldier runs 24 units per second faster for every 40 health lost.
 +
* Damage is based on exact health, as follows:
 +
** Base Damage = 32.5 + (0.4063*[lost hp]).  
 +
** Mini-Crit Damage = 43.88 + (0.5484*[lost hp]).  
 +
* Has no method of dealing Crits in standard competitive play.
 
|}
 
|}
 
<br>
 
<br>
  
 
===The Pain Train===
 
===The Pain Train===
 +
 
[[File:Paintrain.png| 100px|right]]
 
[[File:Paintrain.png| 100px|right]]
 +
 
'''Note: The Pain Train is banned in some leagues for acquisition time.'''
 
'''Note: The Pain Train is banned in some leagues for acquisition time.'''
  
The double capture speed that the Pain Train provides allows Soldiers to perform back-caps on unguarded capture points more effectively. This can be useful in forcing advancing enemies to abandon a push in order to save their besieged point. Soldiers using the Pain Train must be wary, however, as they become slightly more vulnerable to hitscan weapons, mostly enemy Scouts.
+
The double capture speed that the Pain Train provides allows Soldiers to perform back-caps on unguarded capture points more effectively. This can be useful in forcing advancing enemies to abandon a push in order to save their besieged point. Soldiers using the Pain Train must be wary, however, as they become slightly more vulnerable Shotguns, Scatterguns, and Pistols.
 +
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 309: Line 472:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Pain Train]] <br>[[Image:Paintrain.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Pain Train]] <br>[[Image:Paintrain.png|70x39px]]
| style="background-color:#FFF4CC;" | '''Melee:''' 65
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | '''Critical:''' 195 <br>'''Mini-Crit:''' 88
+
* '''Melee:''' 65
| style="background-color:#FFF4CC;" | '''Attack:''' 0.8s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | '''Banned in some leagues for acquisition time.''' <br>Gives user double capture speed (like [[Scout (competitive)|Scout]]). <br>Increases taken damage from hitscan by 10%.
+
* '''Critical:''' 195  
 +
* '''Mini-Crit:''' 88
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* '''Banned in some leagues for acquisition time.'''  
 +
* Gives user doubled capture speed.  
 +
* Increases taken damage from hitscan weapons by 10%.
 
|}
 
|}
 
<br>
 
<br>
  
 
===Half-Zatoichi===
 
===Half-Zatoichi===
 +
 
[[File:Half Zatoichi.png| 100px|right]]
 
[[File:Half Zatoichi.png| 100px|right]]
 +
 
'''Note: Half-Zatoichi is banned in some leagues for acquisition time.'''
 
'''Note: Half-Zatoichi is banned in some leagues for acquisition time.'''
  
The Half-Zatoichi presents the advantage of full health granted upon a melee kill. However, once the player has drawn their Half-Zatoichi, they are unable to switch to another weapons such as the Shotgun until they have killed an enemy. The soldier's slower speed combined with this handicap makes the Half-Zatoichi impractical at best in competitive play.
+
The Half-Zatoichi presents the advantage of full health granted upon a melee kill. However, once the player has drawn their Half-Zatoichi, they are unable to switch to another weapons until they have killed an enemy. The soldier's slower speed combined with this handicap makes the Half-Zatoichi impractical at best in competitive play.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 330: Line 502:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Half-Zatoichi]] <br>[[Image:Half Zatoichi.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Half-Zatoichi]] <br>[[Image:Half Zatoichi.png|70x39px]]
| style="background-color:#FFF4CC;" | '''Melee:''' 65
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | '''Critical:''' 195/{{tooltip|Instant|Instant kill upon landing a blow on an enemy Demoman/Soldier actively wielding the Half-Zatoichi}} <br>'''Mini-Crit:''' 88
+
* '''Melee:''' 65
| style="background-color:#FFF4CC;" | '''Attack:''' 0.8s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | '''Banned in some leagues for acquisition time.''' <br>On kill: restores you to 100% health <br>This weapon is Honorbound and once drawn cannot be sheathed until it kills.
+
* '''Critical:''' 195/{{tooltip|Instant|Instant kill upon landing a blow on an enemy Demoman/Soldier actively wielding the Half-Zatoichi}}  
 +
* '''Mini-Crit:''' 88
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* '''Banned in some leagues for acquisition time.'''  
 +
* On kill: restores you to 100% health  
 +
* This weapon is Honorbound and once drawn cannot be sheathed until it kills.
 
|}
 
|}
 
<br>
 
<br>
  
 
===Disciplinary Action===
 
===Disciplinary Action===
 +
 
[[File:Backpack Disciplinary Action.png| 100px|right]]
 
[[File:Backpack Disciplinary Action.png| 100px|right]]
The Disciplinary Action grants a speed boost to any teammate struck by the wielder. It is therefore very useful in the initial break-out to capture a point in 5 CP maps, however, it has very little use in competitive play aside from this specific situation. The damage penalty makes it less useful as a melee weapon than most other soldier weapons.
+
 
 +
Since the soldier's melee weapon is rarely used, the decreased damage dealt is rarely bad. The boost granted can be useful at the beginning of a 5CP map, to allow the team to reach the point faster.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 349: Line 530:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Disciplinary Action]] <br>[[Image:Backpack Disciplinary Action.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Disciplinary Action]] <br>[[Image:Backpack Disciplinary Action.png|70x39px]]
| style="background-color:#FFF4CC;" | '''Melee:''' 47
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | '''Critical:''' 147 <br>'''Mini-Crit:''' 66
+
* '''Melee:''' 47
| style="background-color:#FFF4CC;" | '''Attack:''' 0.8s
+
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 147  
 +
* '''Mini-Crit:''' 66
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* Can hit ally to boost both player and ally's speed for several seconds.
 
* Can hit ally to boost both player and ally's speed for several seconds.
 +
** Scouts cannot be sped up beyond their initial speed. <!--correct me if I'm wrong here-->
 
*-25% damage penalty.
 
*-25% damage penalty.
 
|}
 
|}
Line 359: Line 545:
  
 
===Market Gardener===
 
===Market Gardener===
 +
 
[[File:Market Gardener.png| 100px|right]]
 
[[File:Market Gardener.png| 100px|right]]
 +
 
The Market Gardner grants critical hits while rocket jumping. This means that a soldier skilled enough to rocket jump to the location of an enemy player can be almost guaranteed a kill, which can be useful in picking off an enemy unit such as a Medic. In competitive play, random critical hits are disabled, so the Market Gardner functions as a direct upgrade from the shovel.
 
The Market Gardner grants critical hits while rocket jumping. This means that a soldier skilled enough to rocket jump to the location of an enemy player can be almost guaranteed a kill, which can be useful in picking off an enemy unit such as a Medic. In competitive play, random critical hits are disabled, so the Market Gardner functions as a direct upgrade from the shovel.
  
Line 370: Line 558:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Market Gardener]] <br>[[Image:Market Gardener.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Market Gardener]] <br>[[Image:Market Gardener.png|70x39px]]
| style="background-color:#FFF4CC;" | '''Melee:''' 65
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | '''Critical:''' 195 <br>'''Mini-Crit:''' 88
+
* '''Melee:''' 65
| style="background-color:#FFF4CC;" | '''Attack:''' 0.8s
+
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 195  
 +
* '''Mini-Crit:''' 88
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
*Deals crits while the wielder is rocket jumping.
+
* Deals crits while the wielder is rocket jumping.
*No random critical hits.
+
* No random critical hits.
 
|}
 
|}
 
<br>
 
<br>
  
 
===Usage===
 
===Usage===
The Equalizer is the most commonly used melee weapon for most Soldier. The Equalizer is generally superior in melee combat to its counterparts, and, more importantly, it provides the advantage of allowing Soldiers low on health to quickly escape what could possibly be certain death. This advantage greatly outweighs any benefits conferred by the Shovel. However, in certain situations where double capture speed may be significant, the Pain Train may be used to accomplish a task.
+
The Equalizer is the most commonly used melee weapon for most Soldier. The Equalizer is generally superior in melee combat to its counterparts, and, more importantly, it provides the advantage of allowing Soldiers low on health to quickly escape what could possibly be certain death. Its high-health damage reduction is rarely an issue, as melee is not a common occurrence at high health. The pain train, at the cost of increased damage, can be useful for a roaming soldier for a backcap. The Disciplinary Action can be useful for a pocket, as he will frequently have a medic, making the equalizer's healing prevention problematic. The market gardener can be used as a niche weapon, which can pick up a quick kill on a medic, but provides no additional advantages.
  
 
==See Also==
 
==See Also==

Revision as of 14:44, 17 February 2012

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.

The Soldier is a class that is highly dependent on his primary weapon. The primary weapons available are unique to the Soldier, and allow him to accomplish many things, including Rocket Jumping to obtain a height advantage and juggling enemies. The Soldier's secondary and melee weapons grant him additional abilities, but the focus is usually on the Rocket Launcher, Black Box, or the Direct Hit.

Primary Weapon

The Soldier’s versatility is built into his Rocket Launcher. Important uses of the Rocket Launcher include rocket jumping, spam, and aerials. Übercharged players can still be juggled with the knockback from rockets, although they will take no damage.

Rocket Launcher

Rocket launcher.png

The stock Rocket Launcher is useful for dealing large quantities of damage to a variety of enemies. It deals great splash damage, which allows the soldier to hit scouts, but it also can be aimed at specific enemies to deal greater damage. It serves as the best for rocket jumping, which is the main tactic in the soldier arsenal. Although it cannot finish off targets in one shot, it deals impressive damage when crit-boosted, making the soldier a good target for a Kritzkrieg Übercharge.

The Original has the same stats as the Rocket Launcher.

Weapon Damage Critical Damage Function Times Special
Rocket Launcher
Rocket launcher.png
  • Point-Blank: 56-112
  • 512 units: 45-90
  • Over 1024 units: 23-48
  • Backlash: 45-89
  • RJ Backlash: 27-49
  • Critical: 135-270
  • Point-Blank Mini-Crit: 75-151
  • Over 512 units Mini-Crit: 61-122
  • Attack: 0.8s
  • Reload Start: 0.8s
  • Reload More: 0.92s
Effective for juggling and rocketjumping.


Direct Hit

Directhittransparent.png

The Direct Hit's deals increased damage, allowing the soldier to finish off enemies. Its rockets fly faster, providing less time for enemies to dodge incoming fire. However, it deals little splash damage, removing the soldier's ability to deal large quantities of damage to many targets at once. It deals mini-crits to any explosion-launched airborne target, such as another rocket-jumping soldier. Overall, its reduction of splash damage removes the soldier's primary damage dealing method.

Weapon Damage Critical Damage Function Times Special
Direct Hit
Directhittransparent.png
  • Point-Blank: 70-140
  • 512 units: 56-112
  • Over 1024 units: 30-59
  • Backlash: 45-88
  • RJ Backlash: 27-49
  • Critical: 169-338
  • Point-Blank Mini-Crit: 95-189
  • Over 512 units Mini-Crit: 76-152
  • Attack: 0.8s
  • Reload Start: 0.8s
  • Reload More: 0.92s
  • Mini-Crits if target is airborne due to explosive force.
  • Splash radius -70%.
  • Rocket speed +80%.
  • Rockets have the same knockback for rocket jumping.


Black Box

Item icon Black Box.png

Note: The Black Box is banned or restricted in some leagues.

The Black box is functionally identical to the stock Rocket Launcher, except in two key regards. It provides 15 health for every rocket hit, but only hold three rocket in its clip. The health can be useful for a roaming soldier, as it allows him to survive longer without getting healed by a medic.

Weapon Damage Critical Damage Function Times Special
Black Box
Blackbox.png
  • Point-Blank: 56-112
  • 512 units: 45-90
  • Over 1024 units: 23-48
  • Backlash: 45-89
  • RJ Backlash: 27-49
  • Critical: 135-270
  • Point-Blank Mini-Crit: 75-151
  • Over 512 units Mini-Crit: 61-122
  • Attack: 0.8s
  • Reload Start: 0.8s
  • Reload More: 0.92s
  • Banned in most leagues for acquisition time.
  • Heals user 15 health per hit per rocket.
  • Stores only 3 ammo instead of 4.
  • Effective for juggling and rocket jumping.


Rocket Jumper

Rocket launcher.png

Note: The Rocket Jumper is banned or restricted in some leagues.

The Rocket Jumper is a Rocket Launcher that deals no damage to any player, and knockback only to its firer. It is useful for practicing rocket jumps. It deals consistant damage when used in conjunction with the market gardener, allowing the soldier to deal guaranteed critical hits while taking little to no damage. The rocket jumper doubles the damage that the soldier takes from bullets, explosions, or fire.

Weapon Damage Critical Damage Function Times Special
Rocket Jumper
Rocket launcher.png
  • All: 0
  • All: 0
  • Attack: 0.8s
  • Reload Start: 0.8s
  • Reload More: 0.92s
  • Banned in most leagues for acquisition time.
  • Stores 60 reserve ammo instead of 20.
  • Effective for rocket jumping.
  • +100% vulnerability to bullet, explosive, and fire damage.


Liberty Launcher

Liberty Launcher.png

The Liberty Launcher's projectiles move 40% faster, and deal the same quantity of splash damage. This makes hitting aerials slightly easier, but since the rocket launcher holds only three ammunition in its clip, it makes drawn out battles worse for this soldier.

Weapon Damage Critical Damage Function Times Special
Liberty Launcher
Liberty Launcher.png
  • Point-Blank: 93
  • 512 units: 62
  • Over 1024 units: 34
  • Backlash: 61
  • RJ Backlash: 37
  • Critical: 250
  • Point-Blank Mini-Crit: 114
  • Over 512 units Mini-Crit: 89
  • Attack: 0.8s
  • Reload Start: 0.92s
  • Reload More: 0.8s


Usage

Soldiers will usually use the Rocket Launcher instead of Direct Hit. The Direct Hit’s main weaknesses is its inability to deal damage to many enemies at once. Pocket Soldiers in particular are more suited to the standard Rocket Launcher, as defending the team’s Medic from Scouts is usually easier at close range with the Rocket Launcher's splash radius. The Black Box, when available, is good for a roaming soldier to stay alive for longer. The Liberty Launcher is useful for aerials, however the loss of a rocket is hard to compensate for. The rocket jumper is useful with the market gardener or pain train, for fast back caps, but otherwise makes the soldier useless.

Secondary Weapon

Soldiers have seven choices for their secondary weapon, all of which are very different.

Shotgun

Shotgun IMG.png

The Shotgun is a reliable sidearm for the Soldier. It deals significant damage at medium range and almost as much damage as the Rocket Launcher at close ranges. The Shotgun is highly effective at finishing off wounded foes, and can be useful against Scouts, who can dodge rockets but cannot dodge hitscan weapons such as the Shotgun. Switching to the Shotgun in order to conserve loaded rockets can be very helpful when faced with multiple enemies. Because the Shotgun is a hitscan weapon, it can be useful in finishing off fleeing foes who are low on health.

Weapon Damage Critical Damage Function Times Special
Shotgun
Shotgun IMG.png
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 121
  • Over 512 units Mini-Crit 8/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s
Affected by fixed weapon spread (1 extra pellet at center).


The Buff Banner

Buff Banner Buffpack.png

Note: The Buff Banner is banned or restricted in some leagues.

The Buff Banner is rarely used in competitive play, as it restricts the soldier to only one ranged weapon. It is usually better to let a Pocket take the Buff Banner, as the Roamer is less likely to survive long enough to build up his rage meter without a Shotgun.

Weapon Damage Critical Damage Function Times Special
Buff Banner
Buff Banner Bugle.png
N/A N/A
  • Trumpeting: ~3s
  • Buff: 10s
  • Banned or restricted in some leagues.
  • Grants self and allies within 450u Mini-Crits on use.
  • Gains rage equal to damage dealt (600 needed to fill).
  • Gains rage even when not active.


The Gunboats

Gunboats.png

The Gunboats reduce damage from rocket jumps, allowing a Soldier using them to safely traverse a map. However, the loss of a shotgun greatly reduces the soldier's damage output. The gunboats are well suited to a roaming soldier who can quickly push forward without losing much health.

Weapon Damage Critical Damage Function Times Special
Gunboats
Gunboats.png
N/A N/A N/A
  • Reduces rocket jump damage by 60%.
  • Reduces all backlash damage that doesn't hit other players.


The Battalion's Backup

Battalion's Backup Backpack.png

Note: The Battalion's Backup is banned or restricted in some leagues.

The Buff Banner is rarely used in competitive play, as it restricts the soldier to only one ranged weapon. It is usually better to let a Pocket take the Battalion's Backup, as the Roamer is less likely to survive long enough to build up his rage meter without a Medic.

Weapon Damage Critical Damage Function Times Special
Battalion's Backup
Battalion's Back-up Bugle.png
N/A N/A
  • Trumpeting: ~3s
  • Buff: 10s
  • Banned or restricted in most leagues for acquisition time.
  • Grants self and allies within 450u Crit immunity and 35% damage reduction.
  • Gains rage equal to damage taken (350 needed to fill).
  • Gains rage even when not active.


The Concheror

RED Concheror Buffpack.png

Note: The Concheror is banned or restricted in some leagues.

The Concheror is rarely used in competitive play, as it restricts the soldier to only one ranged weapon. It is usually better to let a Pocket take the Concheror, as the Roamer is less likely to survive long enough to build up his rage meter without a Medic.

Weapon Damage Critical Damage Function Times Special
Concheror
Concheror Bugle.png
N/A N/A
  • Trumpeting: ~3s
  • Buff: 10s
  • Banned or restricted in some leagues.
  • While the buff is active, allies within 450 units are healed for 35% of the damage they deal.
  • Gains rage equal to damage dealt and damage taken (1133 dealt or 333 recieved).
  • Gains rage even when not active.


The Mantreads

Mantreads.png

As with other secondaries, the lack of a shotgun leaves soldiers weak in combat. However, the Mantreads reduce knockback by 75%, which makes the soldier hard to move. The Mantreads "stomp" damage is more of a gimmick, but a good soldier can deal an easy 100 damage to a target, or more if falling from a rocket jump.

Weapon Damage Critical Damage Function Times Special
Mantreads
Mantreads.png
N/A N/A N/A
  • -75% reduction in push force taken from damage.
  • Deals 3x falling damage to the player you land on.


Reserve Shooter

Righteous Bison

Righteous Bison.png

The Righteous Bison is useful when ammo is scarce. However, the reload time is slower than the Shotgun, and damage dealt to buildings is neglidgible. It can however damage multiple enemies at the same time.

Weapon Damage Critical Damage Function Times Special
Righteous Bison
Righteous Bison.png
  • Point-Blank: 40
  • 512 units: 16
  • Over 1024 units: 12
  • Critical: 44
  • Point-Blank Mini-Crit: 31
  • Over 512 units Mini-Crit 15
  • Attack: 0.8s
  • Reload Start: 0.92s
  • Reload More: 0.4s
  • Does not require ammo.
  • Projectiles penetrate enemies.
  • Projectiles cannot be deflected.
  • Deals 20% damage to buildings.


Usage

The Shotgun is the most common choice for Soldiers, as it is a reliable weapon useful for finishing off foes to conserve rockets. The Gunboats may be useful in 5-CP maps for quickly traversing the map, especially for Roaming Soldiers. The extra mobility compensates for the lack of a sidearm. The Buff Banner has yet to prove its worth in competitive play, as it is rarely if ever used.

Melee Weapon

While melee combat rarely comes into play, a Soldier's choice of melee weapon may result in benefits outside of melee combat.

The Shovel

Shovel IMG.png

The Shovel is the Soldier’s standard melee weapon. It deals some damage, but has alternatives which are strictly better.

The Frying Pan has the same stats as the Shovel.

Weapon Damage Critical Damage Function Times Special
Shovel
Shovel IMG.png
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Completely standard melee weapon.


The Equalizer

Equalizer.png

Due to the “last resort” nature of melee weapons, the Equalizer can be put to good use in combat. At low health, a single strike with the Equalizer can deal over 100 damage. More importantly, the Equalizer’s speed boost can be used to escape situations that would normally result in a Soldier’s death. Although Soldiers wielding the Equalizer cannot be healed by their Medics, this is only a concern when a Soldier is being pursued near his team's Medic.

Weapon Damage Critical Damage Function Times Special
Equalizer
Equalizer.png
  • Melee (at 200+ HP): 33
  • Melee (at 126 HP): 63
  • Melee (at 86 HP): 75
  • Melee (at 64 HP): 88
  • Melee (at 35 HP): 100
  • Melee (at 1 HP): 113
  • Mini-Crit (200 hp+): 44
  • Mini-Crit (150 hp): 71
  • Mini-Crit (100 hp): 99
  • Mini-Crit (52 hp): 125
  • Mini-Crit (7 hp): 150
  • Mini-Crit (1 hp): 153
  • Attack: 0.8s
Cannot be healed by Medics while wielding.
  • The soldier runs 24 units per second faster for every 40 health lost.
  • Damage is based on exact health, as follows:
    • Base Damage = 32.5 + (0.4063*[lost hp]).
    • Mini-Crit Damage = 43.88 + (0.5484*[lost hp]).
  • Has no method of dealing Crits in standard competitive play.


The Pain Train

Paintrain.png

Note: The Pain Train is banned in some leagues for acquisition time.

The double capture speed that the Pain Train provides allows Soldiers to perform back-caps on unguarded capture points more effectively. This can be useful in forcing advancing enemies to abandon a push in order to save their besieged point. Soldiers using the Pain Train must be wary, however, as they become slightly more vulnerable Shotguns, Scatterguns, and Pistols.

Weapon Damage Critical Damage Function Times Special
Pain Train
Paintrain.png
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Banned in some leagues for acquisition time.
  • Gives user doubled capture speed.
  • Increases taken damage from hitscan weapons by 10%.


Half-Zatoichi

Half Zatoichi.png

Note: Half-Zatoichi is banned in some leagues for acquisition time.

The Half-Zatoichi presents the advantage of full health granted upon a melee kill. However, once the player has drawn their Half-Zatoichi, they are unable to switch to another weapons until they have killed an enemy. The soldier's slower speed combined with this handicap makes the Half-Zatoichi impractical at best in competitive play.

Weapon Damage Critical Damage Function Times Special
Half-Zatoichi
Half Zatoichi.png
  • Melee: 65
  • Critical: 195/Instant
  • Mini-Crit: 88
  • Attack: 0.8s
  • Banned in some leagues for acquisition time.
  • On kill: restores you to 100% health
  • This weapon is Honorbound and once drawn cannot be sheathed until it kills.


Disciplinary Action

Backpack Disciplinary Action.png

Since the soldier's melee weapon is rarely used, the decreased damage dealt is rarely bad. The boost granted can be useful at the beginning of a 5CP map, to allow the team to reach the point faster.

Weapon Damage Critical Damage Function Times Special
Disciplinary Action
Backpack Disciplinary Action.png
  • Melee: 47
  • Critical: 147
  • Mini-Crit: 66
  • Attack: 0.8s
  • Can hit ally to boost both player and ally's speed for several seconds.
    • Scouts cannot be sped up beyond their initial speed.
  • -25% damage penalty.


Market Gardener

Market Gardener.png

The Market Gardner grants critical hits while rocket jumping. This means that a soldier skilled enough to rocket jump to the location of an enemy player can be almost guaranteed a kill, which can be useful in picking off an enemy unit such as a Medic. In competitive play, random critical hits are disabled, so the Market Gardner functions as a direct upgrade from the shovel.

Weapon Damage Critical Damage Function Times Special
Market Gardener
Market Gardener.png
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Deals crits while the wielder is rocket jumping.
  • No random critical hits.


Usage

The Equalizer is the most commonly used melee weapon for most Soldier. The Equalizer is generally superior in melee combat to its counterparts, and, more importantly, it provides the advantage of allowing Soldiers low on health to quickly escape what could possibly be certain death. Its high-health damage reduction is rarely an issue, as melee is not a common occurrence at high health. The pain train, at the cost of increased damage, can be useful for a roaming soldier for a backcap. The Disciplinary Action can be useful for a pocket, as he will frequently have a medic, making the equalizer's healing prevention problematic. The market gardener can be used as a niche weapon, which can pick up a quick kill on a medic, but provides no additional advantages.

See Also