Difference between revisions of "Roaming Soldier"

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Sometimes helping one of your Scouts in a Scout vs Scout fight is better than trying to force a way through the enemy Pocket, the Demo and possibly a Scout, dealing only 50 Damage to the Medic.
 
Sometimes helping one of your Scouts in a Scout vs Scout fight is better than trying to force a way through the enemy Pocket, the Demo and possibly a Scout, dealing only 50 Damage to the Medic.
 
As a thump rule the following applies:
 
As a thump rule the following applies:
 
  
 
[http://rocketrails.blogspot.ca/2013/04/stop-looking-at-tf2-as-black-white.html "if it's a team-fight, ignore the Medic and go for the fragging classes, and only go for the Demo if there's nothing in the way. If it's a stalemate and you need an advantage, go for the Medic kill/uber force."] - Ziggy Shea
 
[http://rocketrails.blogspot.ca/2013/04/stop-looking-at-tf2-as-black-white.html "if it's a team-fight, ignore the Medic and go for the fragging classes, and only go for the Demo if there's nothing in the way. If it's a stalemate and you need an advantage, go for the Medic kill/uber force."] - Ziggy Shea

Revision as of 18:54, 12 July 2013

The Roaming Soldier

General

The Roaming Soldier ("roamer") is the more agressive Soldier in 6v6. The primary objectives of a roamer are creating advantages off of which their team can push, aiding the Scouts defending the flank and getting behind the enemy as a decoy, to hide for a pick or to relay information about the enemys location. Beeing the most "disposable" unit of the team, a roamer is free to jump into the enemy, trying to get a important pick (e.g. the Demo or the Medic) to prevent (delay) a hostile push and/or enable the own teams push. If the enemy Medic is 100% charged, a roamer wants to either kill him or force him to use his uber in a safe distance from the own team, typically as the enemy Medic passes through a chokepoint. Roamer mostly rely on Healthkits to maintain their Health.


Loadouts

The standard loadout for a Roaming Soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan. This set gives the roamer a huge amount of mobility: The Gunboats help with lower rocketjump "healthcosts" and the Escape Plan ensures easyer getaways. Some roamers prefer to running the Shotgun over the Gunboats. This greatly decreases the mobility and therefore the unpredictability since a Buff is required to jump without loosing too much Health. Additionally running the Shotgun forces your Medic to spread the Heals to one more person, decreasing the amount of Heals the other get. The big upside to the Shotung is the additional firepower, whichis a great relief in combat against Scouts while defending the flank and in general combat. Another common choice is the Pain Train. With this item, the Roaming Soldier can be used as "a third Scout". The double cap speed allows the roamer to stay behind and cap a point, while the scouts are free to advance forward. More agressive roamer using this item get rewarded with easier backcaps and the ability to put alot of pressure on enemy points. Generally, the stock Rocket Launcher/Original is the best primary choice for the roamer since it has very reliable splashdamage (remember, without the shotgun it is hard to kill scouts) and 4 rockets (granting a double rocket jump and still having enough rockets loaded to kill a Medic).


Additional Firepower: Shotgun
Escaping


Mid Fights

During Mid fights the goals of a roamer are either:

  1. To get the enemy Medic
  2. To kill the enemy Demoman
  3. To deal as much damage to the enemy combo as possible
  4. To distract the enemy.
Jumping the Demo through Valley

The main "weapon" of a roamer on mid is unpredictabillity, therefore using different rollouts is recommended. To choose which rollout to take the following questions help:

  1. What did the enemy do last mid?
  2. What gave you the most trouble?
  3. Why did your team win/loose the mid?
  4. What might the enemy Team try differently this time?

A roamer wants to be constantly survey the current situation and deciding what the best possible thing to do is, and whether there are any good alternatives. Sometimes helping one of your Scouts in a Scout vs Scout fight is better than trying to force a way through the enemy Pocket, the Demo and possibly a Scout, dealing only 50 Damage to the Medic. As a thump rule the following applies:

"if it's a team-fight, ignore the Medic and go for the fragging classes, and only go for the Demo if there's nothing in the way. If it's a stalemate and you need an advantage, go for the Medic kill/uber force." - Ziggy Shea

Hiding Spots

Hiding spots are not-easily-visible, mostly elevated spots in maps. Using one of these without beeing seen creates a huge advantage and helps getting close to the Medic and/or behind the enemy Team. Generally a roamer should know every hiding spot, for usage and for checking.

Hiding to get behind the enemy Team or to kill the Medic
Hiding to help the Scout defending the flank by surprising the enemy