Team Fortress 2

Team Fortress 2

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"You are all weak. You are all bleeders." - A Soldier Guide.
By John Sex
This is my second advanced guide, the first was the Straight Outta Control Point! - A scout guide, Be sure to check it out if you want to!
This is a Soldier advanced guide, some of these tips and tricks are community made. I don't take credit at anything in this guide, but editing it together.
   
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"Get a haircut, hippie." - Soldier backstory.
Real name: Mister Jane Doe
Story:
Though he wanted desperately to fight in World War 2, the Soldier was rejected from every branch of the U.S. military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.

Tf2 Wiki: ,,A psychotic patriot from the heart of America, the Soldier (allegedly Mister Jane Doe) is the bread and butter general assault unit of the team. While one of the easier to understand classes on the roster, he is far from the weakest. In fact, when played right, the Soldier can be one of the most dangerous classes on the battlefield. Equipped with his rocket launcher and stamina to spare, the Soldier is a highly versatile class for both offensive and defensive roles."

An ability the Soldier is infamous for is the spectacular rocket jump. In defiance of all good sense and judgement, the Soldier can point his rocket launcher downward, leap into the air and fire, propelling himself skyward at the cost of some health (though as the Soldier attests, "Pain is weakness leaving the body.") This ability allows the Soldier to pop up in unexpected places and reach areas off-limits even to the Scout and his leaping prowess.

My own thought: Returning to getting rejected by U.S military, rampage. Maybe the the rejection made him go in mad killing spree during the world war, who knows?The rampage would explain the negative nature towards the medic. Now Im going to quote the soldier here.



I have personally killed 6,578 men in cold blood while looking them in the eye; jumped on 1,336 live grenades; and stuffed fourteen feet of my own intestine back into my stomach.
If that doesn't scare you out of your frilly pink leotards, guess what: You are an idiot and you hate America.
— The Soldier on real fear
"You cannot run from me, my gun is faster." - Soldier Weapons. (most used ones in competitive.)
The Rocket Launcher:
Base: 90
Max Ramp Up: 125% (112 damage)
Max Fall Off: 53% (48 damage)
Splash Damage Reduction: 1% per 2.88 Hammer Units away from epicenter to a minimum of 50% at 9 feet (144 Hammer Units)
Splash Radius: 9 feet (144 Hammer Units)
Point Blank: 105-112
Medium Range: 50-90
Long Range: 45-60
Mini-Crit: 122
Critical Hit: 270
(Splash at 3 ft/1m: 226 Crit, Splash at 6 ft/2m: 140 Crit)
Rocket Jump Damage to Self: 27-46
Critical Hit: Deals same amount of self damage as a regular rocket jump (27-46).
Splash Damage to Self: 27-89
Critical Hit: Deals same amount of self damage as regular self damage (27-89).
(The Original is the same with one exception, it shoots from the middle instead of the right.)



The Direct Hit:
The Direct hit deals 25% more damage than the standard Rocket Launcher and inflicts Mini-crits on targets that are sent airborne by an explosion. The exact figures are unknown.
Base: 112
Max Ramp Up: 125% (140 damage)
Max Fall Off: 51% (57 damage)
Mini-Crit: 151
Critical Hit: 338



The Shotgun:
Base: 6 per pellet
Max Ramp Up: 150% (9 damage per pellet)
Max Fall Off: 50% (3 damage per pellet)
Pellet Count: 10
Point Blank: 80-90
DPS(damage per second): 133-150
Medium Range: 10-30
DPS(damage per second): 17-50
Long Range: 3-10
DPS(damage per second): 5-17
Mini-Crit: 8.1 per pellet
Critical Hit: 18 per pellet




The Gunboats:
While active, the user takes 60% less explosive jumping damage.


















The Escape Plan:

The Escape Plan is a melee weapon for the Soldier. It is a weathered and well-used pickaxe.
Once this weapon is equipped, it has the unique ability to increase the movement speed of the player as their health is diminished. Consequently, the weapon blocks healing from all Medic weapons when it is being used in game. Players wielding it are also unable to call for Medics. Its critical hit animation is a backhanded swing, striking the enemy with the sharp end of the weapon.
Same damage as the shovel.






Shovel:
Base: 65 (59 to 72 damage)
Mini-Crit: 88
Critical Hit: 195
Damages are approximate and determined by community testing.
Where Eagles Dare. - Rocket Jumping
(For a great mood listen to this music while you read this section, or any other sections.)
(thanks to malý Měch)









Now to get to the most fun, amazing part of the soldier ROCKET JUMPING!
Rocket jumps can be preformed several ways:
-Low rocket jump: Look at the ground and fire.
-Medium rocket jump: Look at the ground jump and fire.
-High rocket jump: Look at the ground crouch&jump and fire.
-Very high rocket jump (c tap): Look at the ground crouch&jump and fire and a another very fast crouch at the start of the jump. (NOTE: usually very hard to achieve the height ctapping gives.)
Ctapping is usually useful in competitive matches, but sure you can learn it for use in pubs.
but if you get to a skill level where you can do a high rocket jump, its enough.
Now there are many, many rocket jump types you might wanna learn.
-Pogos -Speedshots
-flicking
-speed-pogo
-wall climb
-wall pogo (wallsurf)
-ramp slides.
Just watch STAR_'s video and thanks to him for making this tutorial.










Hopefully with STAR_'s educational video you might understand jumping now, maybe learn the main-spire rollout.

"This is my world. You are not welcome in my world." - Getting better.
(promo to good soldiers, big thanks to JaptorEU)



You want to become something like Japtor?
That will take months and months of training, no stop to training for other classes.
and I know a few places where you can train! :)


#3. Pubs
To get into one of these, just open up the server browser and select a server that doesen't have custom gamemodes, maps.(Valve servers)











#2. Lobbies
Don't just jump into one of these because its really hard for a beginner to not get kicked out of a lobby. To go into one of these visit this website. Tf2 Center click here[rc.tf2center.com]





#1.My Gaming Edge Competitive Training Servers (MGE for short)

These server are just plain awesome, you can 1v1 your friends, by doing that, that makes you gather aiming skills, tactics. This is actually really helpful in competitive, trust me.
To get into one of these servers, open up your server browser, advanced search, and type in the map type search ,,mge_" alot of servers should pop up.
"Gotcha, Herr Doktor!" - Competitive.
(thanks to Steve "Mr.Slin" Lin, Taggerung "Tagg")
Before we get really into this you should watch a professional roamer soldier in action.


Or a professional Pocket. Tyler "TLR" ......


Now to some serious text.
The first thing Soldiers should focus on when playing any 5-CP map is, like the rest of the team, getting to the mid point quickly. Roamers typically rocket jump, while the pocket soldier is expected to damage himself to a low health and run to the middle point using the Escape Plan. Typically, the soldiers will hold back for a several seconds in order to get a full overheal before entering the mid fight. Learning the most efficient rollout is especially important for Soldiers, because without rocket jumping or running with the Escape Plan, Soldiers are slower than any other class in the standard competitive lineup. Memorizing the fastest and most health-efficient path to the middle point on each 5-CP map is essential for soldiers. Usually, the roamer is expected to jump just far enough in front of the medic that he can still receive heals. This is by no means guaranteed, and as a player, the soldier needs to learn when and where to make necessary adjustements to his rollout
The near-constant stream of health that the Medic gives to the Soldier can enable him to enter the battle fully overhealed to 300 HP. Roaming Soldiers have two options at the start of a 5-CP map. They have the option of using the Gunboats to reach the midpoint very quickly, sometimes even before the Scouts and Demoman. The Gunboats are mainly for Roaming Soldiers who don't normally defend the Medic so value the added mobility over the hitscan weapon. They also have the option of taking the Shotgun and managing their health so that they can join the battle quickly, but keep enough health to be a dangerous threat.Once at the mid point, the Pocket Soldiers should keep the enemy Soldiers and Demoman occupied with spam, and defend against aggressive players who are rushing in, such as a rocket-jumping Soldier or a Scout attempting to pick an important player. Pocket Soldiers in particular should keep an eye out for enemy Scouts aiming to kill their Medics, and ward them off. Roaming soldiers are a bit more fluid, and usually play very aggressively, and attempt to kill an important player such as a Demoman or Medic.
Soldiers have several options for attacking at the mid point. A roaming Soldier can use the Gunboats to arrive at the point quickly in order to secure a height advantage early on. Height advantages are useful for putting pressure on the enemy Scouts and Demoman. During the mid fight, Soldiers can also utilize an offensive rocket-jump and attempt to pick the enemy Medic and swing the battle in their team's favor, though this maneuver is rather risky, as such an attack will place the Soldier in the midst of the enemy team. However, this shouldn't put you off, remember that as a Roaming Soldier you are expendable and you are sacrificing your life in order to force the enemy into a bad position and gift your team the upper hand. Even if jumping the enemy combo at the mid fight didn't result in a kill, it can still be useful because it throws the enemy into disarray and can deal a lot of damage.
,,You were good son, real good, maybe even the best." Wrap Up.
Thank you for reading my guide, If it helped you, the credit is yours not mine, mine was just a columm that your skills stand on, the rest was your deed.
This was your...
24 Comments
synaptics Feb 23, 2018 @ 11:16pm 
mge me
Gun Ho Sep 3, 2014 @ 8:18pm 
Jane Doe and John Doe both refer to a person whose identity is unknown. And most lone heroes are depicted as badasses cloaked with mystery. Soldier would be a John Doe as he is male, however I'm sure Valve wanted a good laugh in the non-seriousness of this game, so they made soldier an "Anonymous Female" and gave him the respective name.
John Sex  [author] Aug 27, 2014 @ 12:51am 
@Beyond Time You can't defy the tf2 comics. They always refer soldier as ,,Jane Doe" because he chose this nickname for himself. He could be M.I.A, but I don't know. It says he never got accepted to the U.S army.
Smokey McPot Aug 26, 2014 @ 7:27pm 
His name is John doe
UnheardPope Aug 24, 2014 @ 5:26pm 
i think this could be a good beginner guide but im not sure (im not a beginner so :P )
[Insert Nue Name] Aug 24, 2014 @ 3:00pm 
Emos are Weak, Emos are bleeders :/
Kabirdix Aug 24, 2014 @ 2:51pm 
Dot, he did do the research. Jane Doe is a codename given to unknown dead women. It is also what Soldier calls himself becasue he is crazy.
ASRIEL Aug 24, 2014 @ 2:07pm 
Does anyone research before making guides? Take no offense to this but: Jane Doe is a codename given to unknown dead women.
John Doe, I believe, is what was used for missing men.
Pejo Aug 24, 2014 @ 12:05pm 
lol i Don't Know Why But After Watching The RocketJumping Video , I Tried In The Game , It Was Like The Gaming Phsycs Were Different xD
firehaven Aug 23, 2014 @ 10:23pm 
Best Guide ever