Steam'i Yükleyin
giriş
|
dil
简体中文 (Basitleştirilmiş Çince)
繁體中文 (Geleneksel Çince)
日本語 (Japonca)
한국어 (Korece)
ไทย (Tayca)
Български (Bulgarca)
Čeština (Çekçe)
Dansk (Danca)
Deutsch (Almanca)
English (İngilizce)
Español - España (İspanyolca - İspanya)
Español - Latinoamérica (İspanyolca - Latin Amerika)
Ελληνικά (Yunanca)
Français (Fransızca)
Italiano (İtalyanca)
Bahasa Indonesia (Endonezce)
Magyar (Macarca)
Nederlands (Hollandaca)
Norsk (Norveççe)
Polski (Lehçe)
Português (Portekizce - Portekiz)
Português - Brasil (Portekizce - Brezilya)
Română (Rumence)
Русский (Rusça)
Suomi (Fince)
Svenska (İsveççe)
Tiếng Việt (Vietnamca)
Українська (Ukraynaca)
Bir çeviri sorunu bildirin
-if you're about to get splashed, jump before getting splashed and fly around. it's called surfing. airborne makes you harder to hit as rockets are slower projectiles than average.
-a rocket jumping soldier looks threatening, but he also can't juke hitscan or fast projectiles as well. get used to shooting people airborne with such weapons.
tl;dr it's a mindset where you maneuver around the map, keeping a relative position good enough to dodge rockets and their aoe more easily.
i too struggle with it at first, but then it clicked and i loved it. hope it'll click for you as well.
-most unintuitive fact about tf2 soldier's counterplay is: don't get in his face. you can't dodge there. instead, maintain a minimal distance so you have time to evade splash. you can try cqc but as a high risk high reward approach, or for opportunities like the soldier being out of rocket, etc.
-do not limit yourself to an even ground, let alone low ground. take the high ground when against a soldier.