Difference between revisions of "Roaming Soldier"

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[[File:25Roamer gullywash mid.jpg|framed|The Roaming Soldier [http://comp.tf/images/3/3b/Roamer_gullywash_mid.jpg (Full Size)] ]]
 
[[File:25Roamer gullywash mid.jpg|framed|The Roaming Soldier [http://comp.tf/images/3/3b/Roamer_gullywash_mid.jpg (Full Size)] ]]
 
== <big>General</big> ==
 
== <big>General</big> ==
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.
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The Roaming Soldier ("roamer") is the more aggressive 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 enemy's location. Being 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. Roamers mostly rely on Healthkits to maintain their Health.
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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. Roamers mostly rely on health kits to maintain their Health.
  
  
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== <big>Loadouts</big> ==
 
== <big>Loadouts</big> ==
 
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 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.
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The Gunboats reduce the self-damage taken from rocket jumping, and the Escape Plan can ensure easier getaways. Some roamers prefer to run the Shotgun over the Gunboats. This greatly decreases potential mobility and therefore the unpredictability of a roamer's aggression, since a buff is required to jump without losing too much health. Additionally running the Shotgun forces the Medic to spread healing to the roamer more often, decreasing the amount of healing the other players get. The big upside to the Shotgun is the additional firepower, which is 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.
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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 aggressive roamers using this item get rewarded with easier backcaps and the ability to put a lot 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).
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Generally, the stock Rocket Launcher/Original is the best primary choice for the roamer since it has very reliable splash damage (remember, without the Shotgun it is more difficult to kill scouts)  and 4 rockets (allowing the user a double rocket jump whilst still having enough rockets loaded to kill a Medic).
  
  
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# To deal as much damage to the enemy combo as possible
 
# To deal as much damage to the enemy combo as possible
 
# To distract the enemy.
 
# To distract the enemy.
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:
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The main "weapon" of a roamer on mid is unpredictability, therefore using different rollouts is recommended. To choose which rollout to take the following questions help:
 
# What did the enemy do last mid?
 
# What did the enemy do last mid?
 
# What gave you the most trouble?
 
# What gave you the most trouble?
# Why did your team win/loose the mid?
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# Why did your team win/lose the mid?
 
# What might the enemy Team try differently this time?
 
# 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.
 
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.
 
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:
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As a rule of thumb, 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
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== <big>Hiding Spots<big> ==
 
== <big>Hiding Spots<big> ==
 
<small><small>Hiding spots are not-easily-visible, mostly elevated spots in maps.
 
<small><small>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.</small></small>
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Using one of these without being seen creates a huge advantage and helps in getting close to the Medic and/or behind the enemy Team. Generally a roamer should know every hiding spot, for usage and for checking.</small></small>
  
 
[[File:25Roamer badlands hiding stone.jpg|framed|left|<small><small>Hiding to get behind the enemy Team or to kill the Medic [http://comp.tf/images/9/92/Roamer_badlands_hiding_stone.jpg (Full Size)]</small></small>]]
 
[[File:25Roamer badlands hiding stone.jpg|framed|left|<small><small>Hiding to get behind the enemy Team or to kill the Medic [http://comp.tf/images/9/92/Roamer_badlands_hiding_stone.jpg (Full Size)]</small></small>]]
 
[[File:25Roamer gullywash hiding.jpg|framed|center|<small><small>Hiding to help the Scout defending the flank by surprising the enemy [http://comp.tf/images/0/01/Roamer_gullywash_hiding.jpg (Full Size)]</small></small>]]
 
[[File:25Roamer gullywash hiding.jpg|framed|center|<small><small>Hiding to help the Scout defending the flank by surprising the enemy [http://comp.tf/images/0/01/Roamer_gullywash_hiding.jpg (Full Size)]</small></small>]]

Revision as of 20:58, 22 July 2013

The Roaming Soldier (Full Size)

General

The Roaming Soldier ("roamer") is the more aggressive 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 enemy's location. Being 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. Roamers mostly rely on health kits 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 reduce the self-damage taken from rocket jumping, and the Escape Plan can ensure easier getaways. Some roamers prefer to run the Shotgun over the Gunboats. This greatly decreases potential mobility and therefore the unpredictability of a roamer's aggression, since a buff is required to jump without losing too much health. Additionally running the Shotgun forces the Medic to spread healing to the roamer more often, decreasing the amount of healing the other players get. The big upside to the Shotgun is the additional firepower, which is 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 aggressive roamers using this item get rewarded with easier backcaps and the ability to put a lot of pressure on enemy points. Generally, the stock Rocket Launcher/Original is the best primary choice for the roamer since it has very reliable splash damage (remember, without the Shotgun it is more difficult to kill scouts) and 4 rockets (allowing the user a double rocket jump whilst still having enough rockets loaded to kill a Medic).


Additional Firepower: Shotgun (Full Size)
Escaping (Full Size)


Mid Fights

Jumping the Demo through Valley (Full Size)

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.

The main "weapon" of a roamer on mid is unpredictability, 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/lose 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 rule of thumb, 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 being seen creates a huge advantage and helps in 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 (Full Size)
Hiding to help the Scout defending the flank by surprising the enemy (Full Size)