When playing as him:
-Go for the feet
Better you find out sooner rather than later: the Soldier very, very rarely scores direct hits on his enemies. While he might occasionally fire a lucky rocket and score a bullseye, the vast majority of the Soldier's kills come about as a result of splash damage. The rockets simply move too slow to directly hit moving targets.
Instead of aiming directly at your enemies' torsos -- which will just result in them moving, and your rocket missing by a at least half a mile -- instead aim for the ground near their feet, where the rocket will undoubtedly detonate and harm them thanks to the splash damage. A single rocket usually isn't enough to kill anyone other than Scouts or Spies, but aiming for the ground is still the best method of inflicting damage as the Soldier.
Plus, if the person is jumping when you fire the rocket at their feet, you can potentially launch them into the air, which is goddamned hilarious (especially if they die from the falling damage).
-Lead your targets
Ideally, you not only want to fire at your enemies' feet, but also lead your targets so that they run into your explosion. It's really damn difficult to trick Scouts into running into your rockets, as they can change direction quickly in mid-air as well as on the ground, but pretty much every other class is ripe for the owning -- especially Heavies, because they're so goddamn slow and present such a large and inviting target.
Firing a volley of rockets at and around a class like the Heavy Weapons Guy will give him nowhere to run; as he's too slow to sidestep any one of your rockets, you're guaranteed to do some serious damage.
-Don't fear the splash damage
While your splash damage is the main means by which you'll damage your enemies, the Soldier doesn't actually take that much damage from his own rockets. The reason for this is a fairly obvious one -- rocket-jumping. If the Soldier lost half his health every time he fired a rocket at his own feet, rocket-jumping wouldn't be a particularly useful tactic (though that's not to suggest it's really useful as is; more on that later).
With that in mind, don't hesitate to fire rockets in very close proximity, if you're reasonably sure that the rocket in question will eliminate the nearest foe. So long as you've got half your health left, don't think twice about firing a rocket three inches away from your face.
Conversely, don't be an idiot and assume that, even though you only have five HP left, the rocket you just launched straight into the ground won't gib you into a dozen messy pieces.
It will.
-Weave from side to side as you run
I was tempted to put this bit of advice in the upcoming "general tips" article, but it works so specifically well with soldiers that I figured, why not? Running from side to side not only gives the slow-as-a-turtle soldier a chance to actually dodge some fire, but it increases the opportunity of running headfirst into a cloaked Spy, thereby momentarily disabling his invisibility.
Again, any character can essentially do this, but the soldier is unique in that after running into and identifying a Spy, he can immediately kill it. Spies have such low health, and the Soldier takes so little damage from his own rockets, that upon bobbing, weaving, and discovering a Spy, a soldier can simply fire a rocket or two near his own feet and effectively annihilate the cloaked secret agent whilst taking negligible splash damage.
-Rocket-jump sparingly
Rocket-jumping, while kind of cute, isn't really all that useful. Altitude-wise, it pales in comparison to the Demoman's sticky-bomb jump, thus making it sort of pointless. In 2fort, you can't rocket-jump into the opposing team's battlements. In dustbowl, you can't rocket-jump onto the second level of the final capture.
Rocket-jumping is useful as a last-ditch effort for evading grenades or rockets, but it's really not all that useful as an offensive tactic. Better to leave the platforming to the Demomen and the Scouts.
EDIT:
Xaeser and PaulMorel have pointed out that this is all incorrect. Xaeser points out that performing a crouch rocket jump (do a duck-jump, then fire a rocket at your feet at the height of the jump) will get you much higher than a regular rocket jump -- definitely high enough to get you to the battlements in 2fort.
-Get up close and personal
I've seen Soldiers try to take out Snipers in 2fort from half a map away.
This is silly.
Since your rockets are insanely slow and rely primarily on splash damage, there's pretty much no advantage to firing your rockets from a distance. To anyone more than twenty feet away, a Soldier's rocket seems to travel at roughly this speed:
Firing rockets at Sniper is useful inasmuch as it forces them to move and thus throw off their aim slightly (or, vbest-case scenario, force them to move behind cover); just don't expect to actually kill them.
When playing against him:
Generally speaking, keep your distance, and try to keep your movements erratic. Pretty much any class can take down a Soldier or two with sufficient skill and/or luck, so there's not necessarily much to be said for them: Snipers, Spies, and Heavy Weapons Guys have a pretty easy time killing Soldiers thanks to their distance/sneakiness/massive amounts of HP.
Scouts can kill Soldiers, but it's probably best that they don't bother trying. It's almost hilariously easy to just run past the slow-as-molasses Soldiers -- stopping to fight them just increases the chance that one of their randomly-fired rockets will explode near your feet and, as the kids say, totally wreck your sh*t.
As the Soldier is really just an all-around grunt, he's pretty damned easy to take down so long as you have sufficient patience. The Soldier's kills either come from well-aimed rockets which can usually be avoided, or by camping a narrow hallway or entrance and blasting everyone who walks through; waiting him out and attacking his flank will usually put you in a good position to take him out...eventually.
The Soldier has a lot of health and may very well take you down to a quarter of your health (or kill a few of your friends) before finally succumbing, but persistence and patience are the key tools in the fight against this military grunt.
I love Halo 3
Halo 3 is for fat people and Mexicans.
Good guide, by the way.
Not as nice as the previous articles, but the Soldier is a pretty straight forward class. No real nuances to uncover, or tricks of the trade like the other classes. And yeah, rocket jumping is seriously gimped.
I feel bad posting this here, but I've been waiting two days and no one has payed attention to the forums or the original steam thread (and I don't want to make a lameass cblog about it). Will someone please invite me to the Dtoid steam community?
http://steamcommunity.com/id/aerox47
Thank you for the advice.
This game is much more strategy wise, and teamwork.
I really think i'm going to love it. :D
Good article, but with already over 25 hours with a Soldier, you are completely incorrect about the rocket-jump's height ability. A regular rocket jump consists of you jumping, and, with the jump at its greatest momentum, you launch a rocket directly beneath your feet. This is a basic jump, and one not as useful as the other jump: the crouch-rocket-jump. Preform a crouch-jump as if you were trying to jump through, say, a window. Then, at the height of this jump's momentum, launch a rocket at your feet. You'll go much higher, enough to reach the battlements in 2fort or the second level of control point c in dustbowl from the ground.
"In 2fort, you can't rocket-jump into the opposing team's battlements"
Yes you can. I've done it, and I've had soldiers take me out (while I was sniping) by doing it. It definitely 100% CAN be done, and a few good soldiers that I play with do it quite easily.
You can jump quite high if you do it right.
I'm not sure about the second ledge that you said couldn't be jumped to, but I imagine that it can be done too.
ATHF FOR THE WIN SON!
Hrm, while some points I can agree on with this write up, there are some things that need to be argued which already are argued lol, particularly being able to rocket jump on their battlements, which you can very easily, either from the bridge roof or from the ground. Also like other team fortress games, rocket jumping can be a savior and an excellent tactic for getting to those hard to reach places quickly without running around the map. For example on hydro, getting to one of the many high level places can give you a great advantage of raining down hell fire from above.
Another very important tactic that you seem to have left out is keeping your shotgun as close as you do your rockets. You get into a fire fight up close and you place two good rockets, swap that sucker with a shotgun in a desperate firefight against.. lets say.. a scout. Blast him to the next world with the shotgun ;).
The shotgun is a very important secondary for the soldier and has saved me and others many a times, and is VERY useful against a scout if hes dancing around you like a bat out of hell and you don't want to waste the time (which is important in a fight against the scout) shooting rockets.
Rocket jumping is also useful for maps like Gravelpit. At point B you can rocket jump to the roof and really surprise those blue bastards.
@Aerox
Maybe you'll get more attention in the clogs .
I didn't like playing as a soldier that much, but i did get more kills than with the other classes I've used so far.
reverend solider is my favourite class, because! its awesome!
i used to play alot of soldier in the TFC , seems now the rockets move a bit too slowly.
something i was thinking you could add when playing against him is the RL only holds 4 rockets at a time , you can just wait for soldier to fire off his salvo and kill him (with your melee weapon) while he's reloading.
I cant wait to play this game, I think this is going to be the class i'm going to use, looks like my style. :D
Yea, Rocket Jumping to the enemy battlements is a piece of cake. You can do it very easily even if you don't duck.
Also, with a bit more practice you can rocket jump through the grate near the front entrance of the enemy base on 2fort. I have found this to be very useful for surprising enemies, as most don't expect you to come from that room.
The bullet is enormous, there is no escaping.
Such an amazing game, and NICE write-up's RevAnt... I've been working a lot so I haven't been on much and just got a chance to read the previous two. Thankfully, I'm off for 2 days and I'm going to be rockin TF2!
Such an amazing game, and NICE write-up's RevAnt... I've been working a lot so I haven't been on much and just got a chance to read the previous two. Thankfully, I'm off for 2 days and I'm going to be rockin TF2!
I like this series of articles but you're a little harsh on the solider making them seem like a bad class (they aren't).
One important tip/instruction you missed is pretty important to use as a solider is being aware of opportunities to shoot un-dodgable rockets. The most common is going to be when you hit someone with a rocket's splash damage and it sends them up in the air. They're perfect targets at this point. Simply predict where they're going to land and shoot a rocket there. There's simply no way for the airborne player to dodge it unless they're a scout or a very quick demo/solider (and they rocket jump themselves away).
You can also apply this to being patient and using your rockets at other appropriate times such as when a scout does his 2nd jump (thus committing him to a certain direction/velocity) or when players jump off structures.
i disagree with you on the direct hit comment. It is appropriate to shoot at them if they are very close by. Also it is appropriate to shoot directly at the heavy. Splash damage does nothing to heavy. It's very easy to direct hit a heavy.
Although shooting a rocket at a sniper might seem useless, it does have its purpose.
While actually hitting a sniper with your slow-ass rockets is a slim to none chance, what it does is force him to move from his position. Slow rockets or not, when the sniper is zoomed in, his walking speed is nowhere near fast enough to get out of the way of any damage. And since the class has such little health, any damage can potentially cripple the character. As a result, the sniper will be forced to un-zoom and strafe out of the way, unable to get a bead on any character.
As the soldier and the sniper are my longest played and highest scoring class, I've been on both ends of this strategy. It works, it's annoying, and it can score you a lucky kill, but it is arguable that there are better ways for a soldier to spend his time.
Other than that, keep on rocking the TF2 articles, Rev.
these are articles are really starting to convince me to buy the orange box... problem is, I bought HL2 Collector's edition and I don't wanna repurchase HL2.
Awesome Aqua Teen reference.
Aqua Teen Hunger Force! I really liked the trailers for this game. I would like to play it someday.
Hmm, didn't know about the crouch rocket jump. I learn something new from every article.
Orrrr, the game could come out of beta and all of these guides could be wrong
Why would they change the gameplay if it's perfect already? The beta is for bug fixing, of which there are very few necessary.
decentbutnotspectacular, best word ever
I'm digging this little feature, Rev. I haven't played any of the beta, so I haven't played any sorts of Team Fortress since like 1998, so this is useful information for when I do get it. That said, I never liked the Soldier (or the Heavy Weapons Guy, for that matter) on account of just how damn slow they are. So I wasn't planning on using him anyway.
deiga:
Shit. I remember writing that down after the Aqua Teen video, but I must have either accidentally deleted it or my HTML-ing screwed up my stuff. But yes, I totally agree with the strategy that it forces Snipers to move to the left or right and is therefore useful in a way. This'll teach me not to proofread -- I'll put it back in now.
[i](or, ibest-case scenario, force them to move behind coer altogether);
Creativity is allowing yourself to make mistakes. Art is knowing which ones to keep.
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Scott Adams (1957 - ), 'The Dilbert Principle'[/i]
lolz
A small tip for helping to even the odds when going after snipers from a distance--> Most snipers hide in a window or door and when they see the rocket coming barely duck inside.
If you can get a good angle with the rocket and barely skim the door frame at an angle, you can nail the wall right behind them and do some decent schrapnel damage if not death.
Thanks a bunch for this series. As opposed to UT (which I love also) the more you play this game and learn about it, the more complex it gets.
No mention of secondary weapons...... disappointing. But as stated above, the soldier is pretty straight forward.
Please could someone invite me to the Dtoid group? :)
http://steamcommunity.com/id/nicolas/home
Another awesome guide man. You kick ass for the Lord.