Soldier (competitive)/ko

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해당 문서는 경쟁전을 다루고 있으며, 경쟁전 형식 기준을 바탕으로 작성되었습니다. 해당 문서의 기본 맵에 대한 내용은 여기를 참고하세요: Soldier.
경쟁전 문서는 현재 작성 단계에 있습니다. 문의가 있으시면, 토론 페이지를 이용해 주시기 바랍니다.


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

병과 체력 과치료 응급조치 과치료
Leaderboard class soldier.png 솔저 200 300 251
부대 지원을 장착했을 때 220 330 276

Speed

상태 기본 뒤로 걸을 때 앉았을 때 수영할 때
Leaderboard class soldier.png 솔저
80 %
72 %
27 %
64 %
소도륙 5000을 충전할 때
27 %
27 %
9 %
21 %
체력이 160 이상일 때 탈출 계획을 들 때
80 %
72 %
27 %
64 %
체력이 160에서 121 사이일 때 탈출 계획을 들 때
88 %
79 %
29 %
70 %
체력이 120에서 81 사이일 때 탈출 계획을 들 때
96 %
86 %
32 %
77 %
체력이 80에서 41 사이일 때 탈출 계획을 들 때
112 %
101 %
37 %
90 %
체력이 41 이하일 때 탈출 계획을 들 때
128 %
115 %
43 %
102 %

Weapons

본문: 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.

주무기

무기 처치 표시 장탄수 소지 탄약수 피해 범위 주석 / 특수능력
Rocket Launcher
기본
로켓 발사기
Killicon rocket launcher.png 4 20 기본: 90

치명타: 270

Original
홍보 / 제작
원조
Killicon original.png Pictogram info.png  로켓이 조준선을 가로질러 화면의 중앙으로 발사됩니다.
Direct Hit
잠금해제
직격포
Killicon direct hit.png 기본: 112

치명타: 338

Pictogram plus.png 로켓 속도가 80% 빠릅니다.

Pictogram plus.png 피해량이 25% 더 많습니다.
Pictogram plus.png 폭발, 기동 갈고리, 로켓 배낭으로 공중에 뜬 적을 맞추면 소형 치명타가 적용됩니다.
Pictogram minus.png 폭발 반경이 70% 좁습니다.

Black Box
제작
블랙박스
Killicon black box.png 3 기본: 90

치명타: 270

Pictogram plus.png 적중 시, 체력을 20 회복합니다.

Pictogram minus.png 장탄수가 25% 적습니다.

Rocket Jumper
제작
로켓 점프 장치
없음 4 60 기본: 0

치명타: 0

Pictogram plus.png 장탄수가 200% 많습니다.

Pictogram plus.png 자가 폭파 피해를 입지 않습니다.
Pictogram minus.png 적에게 피해를 입힐 수 없습니다.
Pictogram minus.png 무작위 치명타가 발생하지 않습니다.
Pictogram minus.png 기밀 서류 가방을 집을 수 없습니다.

Liberty Launcher
제작
자유투사
Killicon liberty launcher.png 5 20 기본: 68

치명타: 203

Pictogram plus.png 장탄수가 +25% 더 많습니다.

Pictogram plus.png 로켓 속도가 40% 빠릅니다.
Pictogram plus.png 로켓 점프로 받는 피해가 -25% 적습니다.
Pictogram minus.png 피해량이 -25% 적습니다.

Cow Mangler 5000
제작
소도륙 5000
Killicon cow mangler 5000.png 4 기본: 90

충전발사: 122

치명타: 122-151

화상:

8 / 초 × 6 초
Pictogram plus.png  탄약이 필요 없습니다.

Pictogram info.png  보조기능: 적에게 5초간 화상 피해를 입히고 구조물을 4초간 무력화시키는 소형 치명타로 적용되는 충전된 탄환을 발사합니다.
Pictogram minus.png  무작위 치명타가 발생하지 않습니다.
Pictogram minus.png  구조물에 20%의 피해밖에 가하지 못합니다.
Pictogram minus.png  치명타 증진을 받을 수 없습니다.

Killicon fire.png
Beggar's Bazooka
제작
거지의 바주카
Killicon beggar's bazooka.png 3 20 기본: 90

치명타: 270

Pictogram plus.png 발사 단추를 눌러 로켓을 3발까지 장전할 수 있습니다.

Pictogram plus.png 발사 단추를 떼면 장전한 로켓을 70% 빠른 발사 속도로 한 번에 발사합니다.
Pictogram minus.png 투사체가 +3도의 편차를 갖고 무작위로 탈선하여 발사됩니다.
Pictogram minus.png 과다 장전할 경우 불발의 원인이 됩니다.
Pictogram minus.png 이 무기를 들고 있는 동안 디스펜서에서 탄약을 공급받을 수 없습니다.
Pictogram minus.png 장전 속도가 30% 느립니다.
Pictogram minus.png 폭발 반경이 -20% 적습니다.

Air Strike
제작
공중 폭격포
Killicon air strike.png 4-8 기본: 76

치명타: 230

Pictogram plus.png 로켓 점프로 받는 피해가 -15% 감소합니다.

Pictogram plus.png 폭발 점프 중에는 공격 속도가 빨라집니다.
Pictogram plus.png 적을 처치하면 장탄수가 증가합니다.
Pictogram minus.png 피해량이 -15% 적습니다.
Pictogram minus.png 폭발 반경이 -10% 적습니다.
Pictogram minus.png 폭발 점프 중에는 폭발 반경이 -20% 감소합니다.


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