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File: 1422789332315.jpg (43.68 KB,800x450,16:9,L4D2 promo.jpg)

 No.2488

Yo /tf2/ I've been meaning to git gud with Soldier. Anyone got any tips?
____________________________
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 No.2490

File: 1422794845932.jpg (100.99 KB,483x700,69:100,3534654733546542.jpg)

>>2488
Turn damage numbers on.
Configure hitsound after a damage threshold if you must.

Don't obsessively rocketjump, it's situational.
Also obsessively rocketjumping could really piss off a medic.

Map knowledge, but no shit.
Take note of where what kind of people go.

If you're going against a pyro that can airblast and you're both horizontal to each other, aim for his feet / the ground in front of him. That way he physically won't be able to reflect it back at an angle that will hit you past melee distance.

If you're equipping the market gardener without being a trolldier in hopes of it coming in handy, remember that melee base crit rate is 15%, ramping up to 60% if you've done over 800 damage in the past 20 seconds.
^all crit effect weapons are straight upgrades on nocrit servers

I've got more if you need them.
Hell, I could add you too. Just don't be an elitist ass or one of those "x commentator is my mancrush" swagfags.
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 No.2491

>>2490
Alright, thanks for the info.

Also what would you say is a good loadout? I normally use full stock or stock with the Disciplinary Action
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 No.2494

Stock with MG/Whip is best.
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 No.2495

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 No.2497

Learn to rocket jump. Loadout depends on what you're trying to accomplish. If it's Highlander/Roaming Soldier go with Stock/Gunboats/Pickaxe of choice. A lot of people prefer the escape plan. If you're being pocketed, then go with stock/stock/whip or pickaxe, depending on what's whitelisted. Roamers are also encouraged to use the Nigger Box, but a lot of people call it a 'noob weapon' or a 'crutch'.
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 No.2499

>>2491
>Stock/Original
Very dependable rocket launcher. Good in almost all situations.
>Direct Hit
Soldiers best sentry-buster, being able to clean one out in only two hits (and even if the engineer is wrenching it you can 3-hit it) It also is an absolute beast in close range, being far easier to land and doing up to 140 damage with ramp-up. The Major downsides are from the greatly reduced splash damage, limiting the effectiveness of this weapon at longer ranges and (in my opinion) wasting any high-ground advantage because I think it's easier to land direct shots at a horizontal level.
>Black Box
Again very reliable. This is pretty much a stock that heals you and has one less rocket. Remember it's +15 health per person you hit, not per rocket that does damage. The one less rocket will disadvantage you in any fight that you can't end in 3 rockets, though, and will make spending a rocket to rocket jump that much more of a downside. All in all I find it's a great weapon if you have to fight a heavy defense without much team support, or hell even with it because you can take a lot of pressure off your medic.
>Rocket Jumper
Really the main use of this is to, as you'd expect, practice rocket jumping. Or just fuck around with a sub-optimal loadout.
>Liberty Launcher
Due to the reduced damage I would not recommend this. Even if you are starting out and want to practice soldier, use the black box because the projectile speed difference from stock will throw off your aim.
>Cow Mangler 5000
A bit of a gimmick weapon, but especially if you can keep your ammo up and especially because of the reduced damage to buildings (soldier being one of the best sentry killers in the game so this is a big downside) the stock is just way more reliable.
>Beggars Bazooka
Depending on your skill with this, you can either ambush players and kill them instantly (I've had a soldier drop down on my full-hp level 3 sentry and instantly destroy it with me wrenching it because of this) or fire off three rockets that do pretty much fucking nothing. It's one of the launchers I'm the least experienced with but it's an odd one for sure.
>Air Strike
Kind of a gimmick weapon, but if you use this with the base jumper could be cool.
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 No.2500

>>2491
>>2499
>Shotgun
Your stock primary and very reliable. I've heard some people say that due to the Soldier's rocket launchers that this is useless, but that couldn't be farther from the truth. Remember, you have only 4 rockets loaded at once. They are projectiles, and they hurt you if they explode too close to you. The shotgun is quick to fire which means you can finish off a low-hp enemy without using another of those 4 rockets and because it's hitscan they can't avoid it before it reaches them, it's all up to you to aim it properly. Finally if someone is that close up, you can kill them with a shotgun blast without hurting yourself. This is also very good for finishing off demoknights as they tend to have a high damage resistance to your rockets, or can just be used on that one really annoying pyro that keeps airblasting everything. (hence one of the better shotgun renames I've seen being "reflect this, asshole)
>Gunboats
Very good if you rocket jump a lot, but especially if you have a good medic on the team or you're in a spot where you need to be in one place a lot, consider other secondaries. Still, very useful and worth using.
>Buff Banner
The minicrit banner. Minicrits are pretty fucking good for soldier because his rockets tend to experience damage fall-off pretty hard once you get to mid distance and minicrits completely negate that while adding more damage ontop of that. If you use this along side a friendly medic's uber you can stomp some shit.
>Battalion's Backup
I'll be honest I don't see this in use that often. It still has it's uses, it makes you and your teammates all that much tankier but I think that the next item I'll talk about is better for that. Still the reduced sentry damage can't be ignored, that could come in handy.
>Concheror
Most commonly used alongside the black box, this has some very useful effects. First off you're constantly being healed at a rate of 2 health per second, and when you activate it you and your team get healed 35% of their dealt damage and have faster movement speeds. Combine this with the +15 health per person you hit with your black box and you can have one very hard to kill soldier. It also takes less damage to charge than the other two "banner" items.
>Reserve Shooter
This isn't a bad weapon at all, and fits well with the soldier's shotgun duties. A very good side-grade to the shotgun.
>Panic Attack
All in all, this is a joke weapon. It's awful at what the soldier uses his shotgun for, and even on a class like the Engineer it's a lacking weapon. I wouldn't advise it.
>Righteous Bison
You know how a shotgun is a good compliment to the rocket launcher because it does well where the rocket launcher doesn't? This doesn't do that. It has most of the same problems as your rocket launcher. Wouldn't really advise.

The only two secondaries left are the mantreads, which you should only really use on a trolldier loadout, and the Base Jumper which I'd only really advise with the Air Strike.

I am not going over the melee weapons, but escape plan/disciplinary action are both very good. Or you could just pan people.
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 No.2502

Thanks for the info guys, I believe I'm improving.

>>2499
I'm pretty sure a fully charged Cow Mangler shot can disable a sentry for a few seconds. Going to have to check that.
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 No.2503

>>2502
It does but the slow speed you move at actually makes it very obvious it's about to do it and is very easy for a pyro to reflect it in your face (and yes you will burn from a reflected alt-fire)
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 No.2531

Hit sounds, damage numbers and auto-reload are all essential for Soldier. Remember that your rockets actually shoot out of your gun itself, on the right side of your screen, not the middle. This means you can shoot around corners without exposing yourself. Useful for taking out sentries. Jump as you shoot rockets to avoid splash at close range, and gain a more favourable angle for long-range shots. I'm not the best player, but I'll share some tactics that I use for fighting various classes. 90% of this will be stuff you already know, but you might pick up something new so here goes.

>Scouts

Wait for him to use his double jump, then predict where he'll land and intercept with a rocket. After this, you can finish him off with the shotgun. The Reserve Shooter is killer for this, because it mini-crits all airborne targets, not just the ones hit by rockets.

>Other Soldiers

Try to get above him, by rocket jumping if you have to, and rain rockets down on him. If he rocket jumps, switch to shotgun while he's airborne unless you're good at airshots.

>Heavy

The Direct Hit devastates Heavies. Even if you're using stock, you can still hit a Heavy dead-on because he's quite immobile. The extra damage you get from hitting his body (rather than splashing his feet) will make him easier to kill, especially if you're at a safe distance. If you're fighting more than one Heavy or a Heavy and Medic, that's an ideal time to use the Buff Banner. Other than that, normal Heavy-killing rules apply: don't approach dead-on, don't get too close, take cover.

>Demoman

Easy to kill as Soldier, in my experience, but your slow speed can make you a target for pills. Surprise him with a rocket or two, then get in too close for comfort with the shotgun. Don't bother disposing of stickies unless you have to.

>Demoknight

The other anon already suggested using the shotgun for this one, because of his explosive resistance, which is good advice. If you think he's about to charge, hit his feet with a rocket to throw him in the air. Otherwise, use the shotty.

>Pyro

It's already been said, shoot the ground in front of him so he can't airblast. Shotgun him if he's being a pest.

>Sniper

It's tempting to rocket jump towards them and rain down Hell, but it makes you too good a target. Spamming rockets towards an enemy sniper is a good way to make him run away, buying you the time to close the distance. They won't kill him at that range but they'll make him uncomfortable.

>Sentries

I'm guessing you already know all of this. Direct Hit is best for buildings, but stock is fine too. Remember that buildings take full damage at any range, so spam from a distance if you can. One Direct Hit rocket can take out a Mini-sentry, or two regular rockets.

Spies an Medics are easy enough. Shoot floor, ded. I think (but I'm not sure) the Disciplinary Action's speed boost can be given to disguised enemy spies, so watch out for that.
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 No.2535

File: 1423394845423.jpg (257.63 KB,1920x1080,16:9,legalizegayweed.jpg)

>>2531
I've been getting better at airshots recently, so I think I'm getting there.

Also I believe the only exception for the rockets shooting out from the side of the screen is the Original, as the rockets actually come out from the middle. And yeah, the DA's speed boost can be applied to disguised spies.
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 No.2542

>>2535
It's still pretty obvious when you DA a spy, you'll hear a scream and some blood will be splattered on their character model. Don't worry too much about it, you'll know if it's a spy.
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 No.2547

Play mge mod if you really wanna get gud
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 No.2553

>>2547
play mge to learn airshots, dont become an mge hero counter-jumping faggot
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 No.2562

File: 1423924150422.jpg (120.43 KB,1440x900,8:5,Solluy.jpg)

I should probably put this in the loadout thread, but what do you guys think of my Soldier? Pic related.
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 No.2577

>>2547
>>2553
I've just been using tr_walkway to learn how to get airshots. I shouldn't really since enemies won't always be walking in straight lines and shit.
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