Team Fortress 2

Team Fortress 2

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Quick Soldier Beginners Guide
By They'll never expect Lu7ky!
This is a guide for the 'first day Soldier'.
   
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Weapons
The stock loadout for the Soldier consists of 3 weapons (as do most classes).

The secondary weapon is the shotgun.
Difficulty of use: [3 of 10]
For those who have played FPSs before do not treat this as a one hit kill weapon!


The shotgun in TF2 has a standard 6 shell clip. To reload the gun prematurely hit 'R' by default. It is a useful tactic to use this as often as possible. So, when not in combat reload! The shots from this weapon will fire out in a somewhat concentrated cone in straight lines towards your target.

For those who can multi-task well, count your shots in your head, this will allow you to remember how many shots are left before you need to reload. When your clip runs dry, switch to your melee or primary weapon then reload later if you survive.

The shotgun is primarily a backup weapon. Use it when in close range or switch to it instead of reloading your primary in combat.

When low on health, your primary weapon can hurt yourself if you are within its area of effect, the shotgun is a good way to keep fighting while searching for health.

Your melee weapon is the shovel.
Difficulty of use: [1 of 10]


This is a simple point-blank-emergency-melee-weapon, simply apply it to your opponents head when both primary and secondary weapons are reloading or out of ammo.

Your primary weapon is always some form of rocket launcher.
Difficulty of use: [3-6 of 10]


For those who have played FPSs before do not treat this as a one hit kill weapon!
Sometimes this may not be true in the case that you get a random critical rocket. This is clearly visible by the change in color of the particle trail left as it your rocket flies through the air.
Note: depending on the proximity to your opponent this may not kill in one hit and will never kill a full health heavy in one hit. (Excluding direct hit).

The first priority when using the rocket launcher is keeping track of your shots. The stock rocket launcher and many of the others can hold a standard 4 rockets. As you fire off your shots count how many you have fired. Count when reloading as well.

The rockets never lose trajectory and will always fly in a straight line towards your crosshairs. (Excluding the Beggars Bazooka).
The rockets will always continue moving and can be used to out range almost all enemies. So, hit those sentries and those snipers!

Most rockets have a standard movement speed and must be compensated for. Fire where your opponent will be, not where they are (unless of course they are standing still).
Aim at your opponents feet for a greater chance to deal damage as the rockets will explode on impact with any surface.

The opposite can be said for attacking scouts, aim where they will land instead.

The Soldier can also use his rockets to increase his jump height, this is called 'rocket-jumping!
This will be covered later.
Rocket jumping.
You may have asked yourself, why am I moving so slow?

The answer:
Most skilled Soldiers can use their rockets to traverse large distances for a small portion of their hp.

To do this simply aim at the ground and jump when your rocket hits the ground.
[This is pretty quick so you will need to jump almost immediately].

The soldier also adds directional momentum to his jumps.
What does that mean?


This simply means you can rocket jump while moving for an added speed boost!
Use this offensively to get to the front lines faster or to retreat beyond your enemy's reach.

Once you get skilled with this, try hopping around the map by shooting a rocket where you are going to land shortly before doing so. This will allow you to soar like the all american eagle the Soldier is!
You can also jump into areas otherwise deemed 'unaccessable' such as enemy spawn areas at the start of a round.

For added fun go into trade servers and buy a 'Rocket Jumper' from someone for 1-2 scrap metal (thats 2-4 weapons). This will allow you to practice jumping without doing harm to yourself.
Note: the 'Rocket Jumper' does not do damage to anyone or anything!

Try jumping to an elevated position, such as a roof or a rock. You will be at an advantage if you take the high ground.

Now the last bit, and this is important, you will recieve fall damage for going over a certain height. This is true even when using 'Rocket Jumper'. Keep your health in mind when doing this.

A tactic I learned from Darksiders 2 is that when you are in trouble rocket jump while aiming directly at your feet, this will usually kill scouts or spies and get you out of trouble.
Make things go boom.
The Soldier is a prime target for uber charges as he is versatile with high damage output. Expect to get Medic assistance at any time.

A Soldier has a lot of health (200 exactly). This is the second highest in default TF2 characters. This makes the Soldier slightly below a Demo or Heavy in priority for ubercharges.
Another reason why this is so is that a Soldier can sometimes out range sentry guns.

When you are fortunate to recieve an uber, move closer to your target to ensure your aim is not hampered.

A sentry has a lot of health, you may need 2,3 or even all 4 rockets to take one out, do not let up until it is destroyed.
Threats.
A Soldier has no fear but, is still human.

Here are things to watch out for.

  • Heavies. Heavies have plenty of health, expect a long fight.
  • Other Soldiers. For the same reason as the heavy, they also have equal range.
  • Pyros. While the Soldier can easily out range a Pyro, there is still the airblast. A good Pyro can reflect your rockets right back at you for even more damage.
  • Scouts. Scouts are hard to hit opponents, adjust your aim for their speed and double-jumping capability.
  • Demoknights. A demo with a shield can resist most of your explosive damage, switch to a secondary weapon like the shotgun as they have no bullet resistance.
  • Spies. A spy can take you out in one hit and can move faster than you! You'll often have to watch your own back.
  • Snipers. As a slow moving target, you are always in the cross hairs of a Sniper. While an uncharged headshot cannot kill you in one hit (150 damage), be wary. If you see a Sniper, fire your shotgun at him to make him flinch, then, rockets at him to scare him off.
My other guides and special thanks.
http://gtm.steamproxy.vip/profiles/76561197993330948/myworkshopfiles/?section=guides

Above is a link to my other guides.

Special thanks to A Clawkwurk Arruw, for correcting my errors and being the first to comment again!
7 Comments
They'll never expect Lu7ky!  [author] 25 Jan, 2013 @ 6:10pm 
Well that is correct for some, but I personally get in a little closer as a soli, being more aggressive.
THE SOUP NAZI 25 Jan, 2013 @ 6:00pm 
For the rocket launcher, I think it's actually better to aim a bit behind the oponent's feet (somewhere between the knees), also, I would recommend always try to leave 1 rocket in the clip in case of need, and switch to the shotty to finish of enemies.
They'll never expect Lu7ky!  [author] 18 Jan, 2013 @ 12:26pm 
Yes, I was indeed thinking of that. I just wanted to complete each class guide first to get them noticed before they are overwhelmed by others' guides on the workshop.
Agro | KritzKast 18 Jan, 2013 @ 6:16am 
You could do with dropping in a few images of the weapons from the wiki, just to break the text up a little so it doesn't feel quite so much like a wall-o-text.
They'll never expect Lu7ky!  [author] 15 Jan, 2013 @ 11:27pm 
Its strange, I have been very careful with until specifically in my other guides, first time the finished product came out with that spelling.
They'll never expect Lu7ky!  [author] 15 Jan, 2013 @ 11:26pm 
Thanks again. If you havent noticed yet, I have added you to the special thanks section on the pyro guide you made corrections on.
4ks_ 15 Jan, 2013 @ 9:49pm 
Until is misspelled in "Make Things go boom." (last sentence).
In "Threats.", reflect is misspelled (in -Pyros.).

Like your other guides, it easily helps cover the basics of a class, even going a bit further for extra usefull info.