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Soldier Weapons

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Standard Weapons:

  •  Primary - Rocket Launcher  
It fires rockets which have travel time and which travel in a straight line, unlike projectiles fired from the Grenade Launcher or Syringe Gun. The rockets do a moderate amount of splash damage but do the most damage on a direct hit. Testing has shown that direct rocket hits have a significant damage falloff at range for their normal damage but no damage falloff for their crit damage.

The 'bounce' effect from the rocket launcher's rockets enables the tactic known as juggling (by doing this enemies can take fall damage when landing). Critical rockets can be identified in flight by a team-colored glow and sparks flying from them. The rocket launcher is also used to rocket jump to areas normally inaccessible to other classes. A comparison from the two trailers and now, the rocket launcher was seen with the trigger at its front handle and has a rocket loaded at the muzzle. In the game, the correct position is at the back handle and the rocket is no longer loaded at the muzzle. The real life inspiration for this weapon was the Soviet RPG-7, despite the Soldier being American.

Rocket Jumping:

Rocket jumping or when used by Demomen, Sticky jumping, refers to using the knock back effect of an explosion to propel yourself great distances at the cost of some health (note that demoman take 25% reduced damage from their own stickies and Soldiers take 40% reduced damage from their rockets, however this reduced damage only applies when you Rocket jump). This tactic is frequently used by Soldiers and Demomen to go to unusual places in maps or to take creative detours and catch the enemy by surprise. Also note that critical hits do not do any extra damage to you when you Rocket jump.
Fire a Rocket at your feet as you jump.
  • Start with a normal Rocket jump while near a wall. While in mid-air before you reach the peak of your jump, fire at the wall close to your feet for an extra boost. (See the "wall-climb rocket jumping" video on the right.)
  • An interesting jump style used is the "Crouch Rocket Jump", also referred to as the "Uber Rocket Jump" as the name suggests, in this style of jump you jump, fire your rocket (as normal) and then hold crouch, this gives you a bigger boost, at the cost of no extra damage, this can be used, for an example, to jump up onto the top of the metal sheet on the edge of the sniper battlements in 2Fort.
  • Backwards rocket jumping, this style of rocket jumping is used to jump over far distances in quick speed, as opposed to rocket jumping which lets you gain access to previously inaccessible areas. To do this, you must run backwards, aim downwards, but not all the way down, but far enough so that is can still cause mild splash damage, then jump and fire the rocket, this will propel you over far distances, for example, over the water in 2Fort. This can be combined with "Crouch Rocket Jumping" to produce much more distance.

  • Secondary - Shotgun 
It fires fairly rapidly, 10 bullets per 1 ammo, every 0.6 seconds, and can deliver high damage at close range but has a high damage falloff. As the Engineer's most powerful weapon, he uses it primarily for defending his Dispenser or Teleporter and for engaging an enemy attempting to exploit a weakness in his Sentry Gun. The Pyro uses his shotgun for engaging targets unreachable by his Flamethrower and the Soldier will generally rely on the shotgun if his rockets have been expended, or to otherwise preserve rockets for when they are more needed. The shotgun is also a useful weapon to equip if the Heavy is running from point to point.
  • Melee - Shovel 
A folding Shovel (known as an 'Entrenching Tool' or 'Spade'). Dealing significant damage, the shovel is a good alternative to the Shotgun when an opponent is too close to safely use the Rocket Launcher. For its critical hit animation, the Soldier swings it from the left in a backhand motion.

 Information obtained from TF2-Wiki
 

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