Soldier (competitive)/it

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This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Soldier.
The community competitive scene changes frequently. Some or all info may be outdated.


Soldier.png

The Soldier (sometimes referred to as "Solly" or "Sollie") is the default pocket and roaming class of the standard competitive lineup, valued for his versatility, synergy with Medics, mobility and ambushing abilities.

Information

Health

Classe Salute Salute extra Soluzione Rapida Salute extra
Leaderboard class soldier.png Soldato 200 300 251
Supporto del Battaglione equipaggiato 220 330 276

Speed

Condizione Normale All'Indietro Accovacciato Nuotando
Leaderboard class soldier.png Soldato
80 %
72 %
27 %
64 %
Caricando con il Mutila-Mucche 5000
27 %
27 %
9 %
21 %
Wielding the Escape Plan over 160 Health
80 %
72 %
27 %
64 %
Piano di Fuga con 121-160 HP
88 %
79 %
29 %
70 %
Piano di Fuga con 81-120 HP
96 %
86 %
32 %
77 %
Piano di Fuga con 41-80 HP
112 %
101 %
37 %
90 %
Piano di Fuga con 1-40 HP
128 %
115 %
43 %
102 %

Weapons

Articolo principale: Soldier weapons (competitive)

The Soldier relies on the splash damage and jumping capabilities of his Rocket Launchers to deal damage and navigate around the map quickly.

Primario

Arma Icona di morte Munizioni
Caricate
Munizioni
Portate
Portata dei Danni Note / Abilità Speciali
Rocket Launcher
Standart
Lanciarazzi
Killicon rocket launcher.png 4 20 Di Base: 90

Critico: 270

Original
Promotional / Forgiatura
Originale
Killicon original.png Pictogram info.png  I razzi partono lungo la direzione del mirino dal centro dello schermo.f
Direct Hit
Sbloccabile
Colpo Diretto
Killicon direct hit.png Di Base: 112

Critico: 338

Pictogram plus.png I razzi viaggiano più veloci dell'80%.

Pictogram plus.png I razzi garantiscono il 25% di danno in più.
Pictogram plus.png Mini-Critici sui nemici a mezz'aria.
Pictogram minus.png Raggio d'azione dell'esplosione ridotto del 70%.

Black Box
Forgiatura
Scatola Nera
Killicon black box.png 3 Di Base: 90

Critico: 270

Pictogram plus.png Restituisce 20 punti salute ad ogni colpo inflitto al nemico.

Pictogram minus.png La dimensione del caricatore è ridotta del 25%.

Rocket Jumper
Forgiatura
Salta-Razzo
N/D 4 60 Di Base: 0

Critico: 0

Pictogram plus.png 200% di munizioni in più trasportabili.

Pictogram plus.png Nessun danno da esplosione autoinflitto, non sono necessari i Cannonieri.
Pictogram minus.png Nessun danno inflitto ai nemici.
Pictogram minus.png Vulnerabilità ai danni da esplosivi su chi lo indossa 100%.
Pictogram minus.png Vulnerabilità ai danni da proiettili su chi lo indossa 100%.
Pictogram minus.png Capacità ignifuga su chi lo indossa 100%.

Liberty Launcher
Forgiatura
Lanciarazzi della Libertà
Killicon liberty launcher.png 5 20 Di Base: 68

Critico: 203

Pictogram plus.png Velocità dei proiettili +40%.

Pictogram plus.png Danni tuffo salti razzo -25%.
Pictogram minus.png Dimensioni caricatore -25%.

Cow Mangler 5000
Forgiatura
Mutila-Mucche 5000
Killicon cow mangler 5000.png 4 Di Base: 90

Colpo caricato: 122

Critico: 122-151

Bruciatura:

8 / sec. × 6 sec.
Pictogram plus.png  Non necessita di munizioni.

Pictogram plus.png  Le dimensione del caricatore sono maggiori del 25%.
Pictogram info.png  Fuoco alternativo: Un colpo caricato infligge Mini-Critici sui giocatori e disabilità le costruzioni per 4 secondi.
Pictogram minus.png  Danni inflitti -10%.
Pictogram minus.png  Nessun colpo critico casuale.
Pictogram minus.png  Velocità di ricarica minore 5%.
Pictogram minus.png  infligge solo il 20% danni alle costruzioni.
Pictogram minus.png  Non puo potenziare i colpi critici.

Killicon fire.png
Beggar's Bazooka
Forgiatura
Bazooka dei Poveri
Killicon beggar's bazooka.png 3 20 Di Base: 90

Critico: 270

Pictogram plus.png Tenendo premuto il tasto fuoco si possono caricare fino a tre razzi.

Pictogram plus.png Rilasciando il tasto fuoco si potranno tirare i proiettili caricati.
Pictogram minus.png La deviazione dei proiettili può arrivare a 3 gradi.
Pictogram minus.png Non si possono prendere le munizioni dai dispenser.
Pictogram minus.png Sovracaricare l'arma porterà ad un esplosione.

Air Strike
Forgiatura
Bombardiere
Killicon air strike.png 4-8 Di Base: 76

Critico: 230

Pictogram plus.png Aumenta la velocità di attacco quando ti trovi nel mezzo di un salto-razzo

Pictogram plus.png Le dimensioni del caricatore aumentano ad ogni uccisione
Pictogram minus.png  -25% di riduzione dei danni
Pictogram minus.png  -25% di riduzione delle dimensioni del caricatore
Pictogram minus.png  -15% di riduzione del raggio di esplosione


Usage

Soldier is a common choice for pocket because he can take a lot of damage and react relatively quickly to defend his Medic. Rocket Launcher and Shotgun can both deal damage faster and more reliably than Heavy's Minigun or either of Demoman's main weapons, something that is absolutely crucial when fighting Scouts. His Rocket Launcher also lets him easily contribute to building ÜberCharge through self-inflicted damage, and the fact that Rocket Jumps can be quickly used to switch between defensive and offensive tactics makes him a good target for ÜberCharges.

Common Tactics

One of the most important things to keep in mind as either a Pocket or a Roaming Soldier is mobility. The Soldier moves at 240 Hammer Units per second or 80% of the normal speed. To compensate, a Soldier absolutely must have a strong grasp of rocket jumping and air strafing to stay in the action. Rocket jumping is also a very good way of securing a height advantage, something that helps players inflict more punishment on their enemies. As a result of their need to damage themselves just to keep up with the rest of the team or to gain an important height advantage, Pocket Soldiers will generally receive more attention from Medics than the rest of the team. Due to their large amount of health, Soldiers can form the core of most pushes, supported by the Medic and Demoman. Either Soldier should be ready to seize an opportunity and lead a push. It is also good for Soldiers to practice how to airshot. Airshots can be practiced in MGE Mod, tr walkway, and more.

5-CP Push Strategies

The first thing Soldiers should focus on when playing any 5-CP map is, like the rest of the team, getting to the midpoint quickly. Roamers typically rocket jump, while the pocket soldier is expected to damage himself to low health and run to the middle point using the Escape Plan. Typically, the Soldiers will hold back for several seconds in order to get a full overheal before entering the mid-fight. Learning the most efficient rollout is especially important for Soldiers because, without rocket jumping or running with the Escape Plan, Soldiers are slower than any other class in the standard competitive lineup. Memorizing the fastest and most health-efficient path to the middle point on each 5-CP map is essential for soldiers. Usually, the roamer is expected to jump just far enough in front of the medic that he can still receive heals. This is by no means guaranteed, and as a player, the Soldier needs to learn when and where to make necessary adjustments to his rollout.

The near-constant stream of health that the Medic gives to the Soldier can enable him to enter the battle fully overhealed to 300 HP. Roaming Soldiers have two options at the start of a 5-CP map. They have the option of using the Gunboats to reach the midpoint very quickly, sometimes even before the Scouts and Demoman. The Gunboats are mainly for Roaming Soldiers who don't normally defend the Medic so value the added mobility over the hitscan weapon. They also have the option of using the Concheror to remain mobile while gaining health simultaneously.

Once at the midpoint, the Pocket Soldiers should keep the enemy Soldiers and Demoman occupied with spam, and defend against aggressive players who are rushing in, such as a rocket-jumping Soldier or a Scout attempting to pick an important player. Pocket Soldiers in particular should keep an eye out for enemy Scouts aiming to kill their Medics, and ward them off. Roaming soldiers are a bit more fluid, usually play very aggressively, and attempt to kill an important player such as a Demoman or Medic.

Soldiers have several options for attacking at the midpoint. A roaming Soldier can use the Gunboats to arrive at the point quickly in order to secure a height advantage early on. During the mid-fight, Soldiers can also utilize an offensive rocket jump and attempt to pick the enemy Medic and swing the battle in their team's favor. However, this maneuver is rather risky, as such an attack will place the Soldier in the midst of the enemy team. This shouldn't put you off; Remember that as a Roaming Soldier, you are expendable, sacrificing your life can force the enemy into a bad position and gift your team the upper hand. Even if jumping the enemy combo at the mid-fight didn't result in a kill, it can still be useful, because it throws the enemy into disarray and can deal a lot of damage. As a result, the enemy team will have to play passively, as they will not have the health to go aggressive.

A roaming Soldier on the team that loses the mid-fight can choose to stick with the combo, and try to hold a chokepoint or go with the remaining Scouts of the team. The roaming Soldier can also try to ambush the enemy team and pick their Medic, either by hiding in an often overlooked area or aggressively rocket-jumping over the Medic's teammates. This tactic is extremely risky, and will not always result in the death of the Medic.

Soldiers on the team that wins the mid-fight can move on to the next point while a Scout captures the midpoint, and push on against the fleeing enemy team. The Roaming Soldier will often go through the flank to check for any enemies hiding. Capitalizing on this opportunity can result in the team taking the second point with little resistance. Roamers can either play conservatively and watch out for remaining enemies who may try to attack the Medic or rush the enemy aggressively, finishing them off before support arrives.

Attack-Defend Strategies

The Soldier's role on Attack/Defend maps is fairly straightforward. On the attacking team, the Soldier will, as usual, be the core of most pushes, rocket-jumping to pick key targets, and destroying a Sentry Gun if the defending team has set one up. The defending Soldier will attempt to block the enemy's advance, blocking captures, and rocket-jumping to perches to make defending easier. The Soldier on the attacking team will need to watch for the enemy team's Sentry Gun, if they have one, as a few well-placed rockets can take it out and allow a team's Scout to harass the enemy team if the Engineer is absent. Soldiers attacking or defending an elevated control point can rocket-jump to the point and use the height advantage to block enemies attempting to step on the point. Soldiers may need to be proficient in performing aerials in order to prevent the enemy Soldier and Demoman from taking away their height advantage.

King-of-the-Hill Strategies

King of the Hill is a change of pace for Soldiers, and many have a hard time adapting. Compared to other game modes, there is much less emphasis on the pocket when pushing, and many teams chose to have both soldiers take an aggressive, roaming role, while the Medic mostly heals the Demoman. King of the Hills maps are often an off-class friendly game mode, and it's not uncommon for the pocket to switch to a class such as Heavy. The roamer is often very open to off-classing, and classes like Sniper, Engineer, and Spy can see serious use. When not off-classing, both soldiers are expected to play very aggressively and pressure the enemy Demo-Medic Combo. A successful soldier will often suicide and make very aggressive pushes, even more often than other game types.

Weaknesses

The Soldier, although very versatile, is also very slow. His rocket jump ability deals damage to himself, and combined with fall damage can tear away his health very quickly. This is especially true for Pocket Soldiers, who will oftentimes prefer to have a Shotgun in replacement for the Gunboats. Another issue with the Soldier is his greatest strength: his versatility. The Soldier is able to do most jobs other classes could not do as well as a Soldier, like defending and attacking. A Scout, for instance, is a great offense class, however, he lacks the firepower to defend, whereas a Soldier could easily be offensive and still have the firepower to hold a point. However, the Soldier does not have the firepower of a Heavy or a Demoman, nor does he have the speed of a Scout, meaning a Soldier cannot excel at a specific job, unlike other classes.

See also