Soldier match-ups
From TF2 Wiki
| Class | Threat | Strategy | ||
|---|---|---|---|---|
| Soldier | v | Scout | Medium-High | Not as daunting an opponent as he may seem. A Scout's Scattergun is most effective at close range, where it is easier to score a hit with your rockets, or at least cause enough splash damage to weaken the Scout. Your rockets can also be used to 'juggle' the Scout around, allowing you to predict where he will land so you can finish him off easily. If you are reloading your Rocket launcher and the Scout is moving in for a close-quarters kill, then it is advisable to pull out your Shotgun. Don't try to melee against a Scout as he can outmaneuver you and has a faster rate of attack. A good scout however will dodge your rockets forcing you to switch to your shotgun, but then he will back off and pistol you to death. |
| Soldier | v | Soldier | High | A shoot-out with another Soldier can get very messy, just try to juggle him before he does likewise and finish him off as fast as possible with precise shots, rather than wasting your clip, avoiding his rockets the whole while. A Medic behind you can tip the balance in these encounters. It's also advisable to catch the enemy Soldier while he is reloading (this is typically done by not firing until after the enemy), and then shooting him while he spends time reloading his gun (note that experienced Soldiers will just switch to their Shotgun, and not reload their Rocket launcher until after you're dead). |
| Soldier | v | Pyro | Low | If you see the Pyro coming, take advantage of the fact that he has to get within close range to be effective by juggling him away or hitting him dead on with a rocket. If you are ambushed you have two viable options. Turn around and try to put him down as quickly as possible, or perform a rocket jump to disorient and damage the Pyro, then take him out or run for the nearest body of water, Dispenser, or Health pack to put the fire out. Don't spend too long in a close encounter with a Pyro as you don't have quite the same outlasting ability as the Heavy. Pyros are very easy to kill unless they get crit flames. Rocket their feet, and then finish them off with a midair rocket or rocket them when they land. |
| Soldier | v | Demoman | High | Demomen are a real threat: they can outmaneuvre you, and a volley of grenades can take you out. Your slow speed also makes you a ripe target for Sticky bombs. In a one-on-one encounter, try to stay at medium range so you can be able to dodge his grenades while trying to hit or juggle him and throw off his aim so you can finish him. If he is hiding behind a Sticky bomb carpet, firing a rocket into the center will typically cause the sticky bombs to scatter. If you can't do this, your ability to Rocket jump still provides a myriad of alternate access routes in most maps. |
| Soldier | v | Heavy | Medium-High | The Heavy is a dangerous opponent and should ideally be taken down as quickly as possible. Fortunately, even the health of a Heavy has difficulty standing up to a volley of rockets. It is more advisable to do this to a Heavy who has not seen you as you have a higher chance of taking him out before he can rev up his Minigun and do any substantial damage to you. It takes an entire clip (four rockets total) to down a Heavy, though this number can be less if you crit.
If the Heavy has a Medic accompanying him, things become more problematic. Your first priority is to take out the Medic, to make taking the Heavy out that much easier. It helps if you can enlist a few teammates to help absorb some of the fire. If the enemy Medic activates an ÜberCharge, don't give up hope. Using well-placed rockets, you can separate the Medic from his Heavy a sufficient distance so that the heavy is no longer ÜberCharged. |
| Soldier | v | Engineer | Medium | As a Soldier, you are one of the best classes for taking out enemy Sentries. To kill a Sentry as a Soldier, you want to shoot the floor/wall/ceiling next to the Sentry, but not actually get within the sight range of the Sentry itself. If splash damaging the Sentry is not possible, continually move in and out of the Sentry's line of sight while sending volleys of rockets its way and it should go down fairly quickly. The splash damage should also hopefully kill or maim the attending Engineer, allowing you to finish off his gun. If the engineer is repairing the sentry and using an out-of-sight dispenser for health and metal, only reload 2 rockets before firing them - this should allow you to gradually deplete the health of the sentry to destruction. Reloading more rockets gives too much time to the engineer to repair the sentry.
A Medic behind you in these situations is always useful, and a well placed ÜberCharge can make Turret destroying duty a lot easier. If you are fighting a lone Engineer they should be giblets very quickly. Pound them with rockets whilst outlasting their Shotgun blasts. |
| Soldier | v | Medic | Low-High | A Medic should be no real threat on his own. His weapons aren't too effective beyond close range, which is the range at which your rockets are most effective. The Medic's low health means he should go down quickly. When healing an enemy team member, the Medic becomes a much higher, albeit indirect threat. Make taking him out quickly your top priority and then focus on his buddy. |
| Soldier | v | Sniper | Low-High | At long distance, your slow speed makes you a prime target for a Sniper's Headshot. Try to avoid areas covered by Snipers by looking out for their 'Sniper dots'. If there are no alternative routes, you can lay down suppressive fire with your Rocket launcher to keep the Sniper(s) in hiding as you rush through. If you're lucky you may even hit one dead on, or catch him with the splash damage. At anything closer than long range, a Sniper should be easy prey. Take him down with your rockets before he can react. |
| Soldier | v | Spy | Low-High | Your slow speed and high offensive capacity make you a prime target for a Spy's Backstab. Watch your back frequently as Spies can strike at any time. It's worth it to do a little Spy checking with your Rocket launcher as it only takes one rocket to demolish a Disguised Spy. If you see an undisguised Spy, try to close the distance to make your rockets more effective and juggle him before he can escape. If you are aware of a Cloaked Spy in your presence, the splash damage from your rockets has a surprisingly high radius and should take out the Spy or at least reveal his position, allowing you to finish him off. |
| Language: |
English • Deutsch |
