Soldier

Soldier is generally seen as the jack of all trades, capable of doing solid enough damage against tanks and giant robots, but is particularly efficient at wrecking crowds of robots and cleaning up the trash. He's also important for providing support with his banner of choice, granting an impactful buff to himself and his nearby teammates. While easily applicable to practically any situation in later waves, he struggles in early waves due to his expensive upgrades, which he won't afford all at once on the first wave or two, especially not on Gear Grinder.

Due to the wide selection of available items for Soldier, he tends to be the least consistent in terms of effectiveness, and depending on one's playstyle and loadout choice he can either be a team leading powerhouse or a dead weight who struggles to keep up with his team's Heavy and Engineer.

Common mistakes

  • Not using a banner.
  • I don't care if you're a lone wolf who works alone, MvM is a co-op game and you should do everything you can to help your team. In Soldier's case, helping your team is actually incredibly easy-- just activate your banner near your allies, and resume shooting! Attempting to use any other secondary will massively waste not just your own time, but your team's.

  • Using the parachute (B.A.S.E. Jumper).
  • This is covered by the previous point, but deserves particular mention for being incredibly common with new players (it's an epidemic, I swear). By using the parachute, not only do you forgo buffing yourself and your team (why?), you also make it incredibly hard to dodge incoming attacks due to how slowly you move while suspended in the air. Sooner or later, you will draw the attention of the robots, and when they start shooting at you, you won't be able to take cover unless you drop your parachute, and chances are you'll be killed before you can touch the ground. What's more, being high up in the air makes it significantly harder to hit direct hits onto small robots than when you're on the ground, and splash-only rockets will do pitiful amounts of damage due to how far away you'd make yourself from them-- that is, unless you're using crits or mini-crits.

    But I know what you're thinking: "Oh, but I must use the parachute, because how else am I going to use the Air Strike?" Well, let me explain...

    Air Strike: Parachute or no parachute?

    Using the Air Strike in general isn't the smartest idea because on top of having to buy full reload speed, firing speed, and damage, you also have to sink credits into clip size to make the most out of the barrage feature that everyone seems to love. But for the sake of argument, let's say that you prepared such a hefty investment and are ready to make the most out of the Air Strike. What does the parachute bring you? Well, the ability to shoot up to sixteen rockets in one big rush. But do you really need these sixteen rockets?

    To answer that question, we'll have to individually look at what the Air Strike provides for both single-target and crowd damage.

    For crowd damage, as previously stated, your splash damage will be severely harmed by damage fall-off due to the distance you'd be putting yourself at by floating in the air with the Air Strike, and the only way for you to do full damage to small robots is if you have Rocket Specialist (which you need anyway) and by having every rocket be a direct hit. Combining the factors of the awkward aerial angle, the larger than normal distance, the increased firing speed and reduced splash radius while jumping, and your own terrible aim, expecting every rocket to be a direct hit is simply absurd. Furthermore, you'll end up firing way more rockets than necessary to clear out just one clump of robots, causing you to waste more time reloading while the next group behind them further advances. You can, however, circumvent the damage fall-off on splash-only rockets if you have mini-crits or crits-- but using a crit canteen on small robots is excessive, and you can't use mini-crits cause you threw away your Buff Banner for the parachute!

    Add it all up, you'll simply do less damage against small robots by floating in the air than by just staying on the ground and individually firing each rocket. Remember that as a Soldier, what you're generally relied upon is to mess up the small robots so that your team doesn't get overwhelmed. By constantly rocket jumping with the parachute and Air Strike, you sabotage this role-- why?

    Which leaves us with the second reason one might use the B.A.S.E. Jumper and the Air Strike together-- single-target burst damage. For this one, we'll have to crunch some numbers, are you ready?

    I did some testing, and without the parachute, the most rockets you can reliably fire during a single rocket jump is nine rockets-- not counting the first rocket you fire when you touch the ground. If you start firing and adjust your aim faster, or if you jump from an elevated position onto a lower one, you can squeeze out more rockets in that jump.

    With four ticks of damage, a direct hit from a single rocket of the Air Strike does this much damage:

  • Non-critical, no ramp-up: 153
  • Mini-crit, no ramp-up: 207
  • Critical: 459
  • Times nine, that's 1399 for non-crits, 1863 for mini-crits, and 4131 for crits. Non-crits and mini-crits will kill Super Scouts (good luck with that), and full crits will kill a giant Soldier. And you don't need a parachute to accomplish that! This isn't even counting the one or few rockets you'll have left in the crit canteen after you've landed! And, be honest, isn't that enough? The only thresholds you're not meeting are against giant Medics and Heavies who have 4500 and 5000 HP respectively, but if you ask me, this isn't such a big deal that it would warrant equipping the parachute-- after all, you can just finish them off with the couple of rockets left in your canteen!. You might ask, in this niche situation, if it'd be worth it to extend your barrage to kill both the giant Medic and his patient, but this doesn't actually work because you wouldn't have enough crit rockets to kill two 4000+ HP giants in one canteen, even with the parachute. Besides, if the name of the game was insantly killing giants, a Demoman with the Scottish Resistance will be a far more popular choice than you, so no sweat, right?

    Because nine rockets are enough to kill 4000 HP giants, and one or two extra will be enough to finish off a giant Heavy, this means you can opt to only take one tick of clip size for the Air Strike rather than the pricey four ticks.

    This leaves us with the last ditch effort to make the Air Strike & parachute combo viable: tank busting.

    By using a crit canteen and firing all 16 rockets into the tank, you will do 7,344 damage. This is a pretty neat number we're looking at, I won't lie. But is this really the be-all, end-all for tankbusting?

    Without exhausting all the options for tankbusting, let's compare the price tag of a fully upgraded Air Strike vs the price tag of two other popular options for tankbusting:

  • Air Strike: Full reload speed, firing speed, damage, clip size, and one point of Rocket Specialist will add up to $5050.
  • Beggar's Bazooka: The above, subtracting firing speed and clip size since you don't need to get them: $2650.
  • Soda Popper for the Scout: Full damage, clip size, and ghost upgraded firing speed: $3400.
  • The Beggar's Bazooka and the Soda Popper, with one crit canteen, will do 4320 damage, versus the Air Strike's 7344. In either case, you're looking at a significantly cheaper price for tankbusting, and the amount of credits you'll save with this price cut alone will be enough to buy enough crit canteens to feed a village, while it's hard to expect to even be able to afford a fully upgraded Air Strike until the last few waves of a mission. Yes, it is factually true that the Air Strike does more damage here, but let's be real-- the difference it and the listed rivals isn't so massive that it would warrant paying an extra 2400 credits-- especially since tanks aren't that much of a threat in the first place.

    So, no. No matter how you slice it, using the Air Strike & parachute combo is not the best way to play Soldier, and you should use a banner instead. Please.

    How to use the Beggar's Bazooka

    As you might already know, the Beggar's Bazooka is popularly considered Soldier's best primary in MvM, but due to it being unpopular in TF2 PvP most people wouldn't guess as much. Don't be fooled, the advantage of the Bazooka isn't the barrage, but it's the ability to "tap-fire"-- by fully upgrading reload speed, you can mash the fire button instead of holding it down and fire very quickly without needing to upgrade neither clip size nor reload speed, nor having to ever actually reload! The only drawback is that you don't get ammo from dispensers while you're holding it out, but you can easily circumvent this by popping your banner while standing by the dispenser or otherwise just holstering it for a moment. It's worth noting that its inaccuracy will make it inconsistent at long ranges, but Soldier works best at close ranges anyway, and giants are hard to miss even with the random spread of the rockets.

    Upgrade priority

    Regardless of if you use a regular rocket launcher or slash Soldier's massive price tag with the Beggar's Bazooka, Soldier requires a lot of upgrades to be fully viable to play, meaning that he works best after the first couple of waves. Regardless of primary, the three most important upgrades are, in order, reload speed, Rocket Specialist, and damage. Only take one tick of Rocket Specialist, as the subsequent ticks don't do anything useful, while the first tick slows robots on hit and removes damage fall-off at medium-to-long range. If not using the Bazooka, make sure to take full firing speed, and for non-Bazooka primaries you can take a tick or two of clip size on later waves. Ammo capacity upgrades can be highly valuable on the Bazooka.

    Health on Kill will be very helpful throughout the whole game, and on later waves you can be self-sufficient with multiple ticks of Health on Kill and full resistances. Due to his expensive primary, resistances should be taken sparingly, and you should avoid tanking damage in favor of staying around corners and other sources of cover to avoid having the robots' attention for too long. Finally, you shouldn't invest into movement speed unless you have too many credits to spare, as a single rocket jump will give you all the mobility you need.

    Weapons

    Primary

    Weapon Rating Review
    Beggar's Bazooka S+++ Were it not for the Beggar's Bazooka, Soldier as a class would be held in much lesser esteem than he currently is. By shaving off upwards of 1200 credits of the cost of upgrading his primary, it allows for Soldier to be fully viable as early as wave 2 or 3 of Gear Grinder missions. Never having to actually reload means there's effectively no downtime besides having to stop to pop your banner next to the dispenser. Great for busting crowds, for picking at giants, for soloing the tank-- really, it's good for everything.
    Rocket Launcher B Which leaves the stock Rocket Launcher in an awkward position, because it is not the Beggar's Bazooka. This is a blanket statement for all of the non-Bazooka primaries: Having to pay premium to match the Bazooka's output is not good. Having to reload isn't good either. Nor is spending credits on clip size. If you can somehow stomach these issues, then the stock Rocket Launcher is arguably the best non-Bazooka primary simply because it has no downsides in comparison to the others in its category.
    Air Strike B+* The Air Strike's primary benefits are its amazing burst damage against giants and tanks. Against crowds, it trades in some damage per rocket in exchange for having extra rockets vs. stock, without having to fully upgrade clip size. However, if you opt to use this weapon, you mustn't give into your action hero fantasies-- rocket jumping all the time will severely hurt your crowd busting abilities and will make you look like a fool. Reserve your rocket jumps for the big guys, and whatever you do, please don't use the parachute.
    Black Box Bad Restoring a mere 20 health at most per hit is pretty pathetic for a class which has the option to regain anywhere from 25-100 health per kill with any other primary. No, the Black Box's weak healing does not replace Health on Kill, and it certainly doesn't justify having one less rocket.
    Cow Mangler 5000 Bad Having infinite ammo sounds neat on paper, but it's not a mindblowing upside since you'll have plenty of ammo packs and a dispenser at your disposal anyway. The charged shot is completely useless. Neither of its two upsides are anywhere near good enough to justify being unable to do critical damage.
    Direct Hit Bad The Direct Hit has only three ticks of damage upgrades, meaning that it can never do more damage than the stock or the Bazooka. Even if it could, it wouldn't justify this thing being completely useless against groups of small robots.
    Liberty Launcher Bad The Liberty Launcher does less damage than all of the other primaries. Nothing more needs to be said.
    Rocket Jumper Bad Well, okay, the Liberty Launcher doesn't do less damage than all of the other primaries. Though I'd argue the Rocket Jumper is still better if you're planning on busting the tank with the Righteous Bison.

    Secondary

    Weapon Rating Review
    Buff Banner S+ Everyone will love you for using the Buff Banner, most of all you yourself. Being able to give yourself and your teammates mini-crit damage at nearly all times makes missions go much more quickly, and makes crowd busting a joke.
    Concheror S The Concheror shouldn't be treated as a total replacement for the Mad Milk, but having more uptime on health leeching is obviously an amazing boon to everyone, and will be a great sigh of relief if survivability is an issue.
    Battalion's Backup A The Backup should primarily be considered over the other banners if another Soldier is already using them or if your team has a Medic, but even otherwise, the Backup is a good banner. Increasing everyone's resistance to damage is very helpful on the early waves, especially the immunity to critical damage.
    Righteous Bison C* To make things perfectly clear: You shouldn't try to use this thing seriously. It's true that it's cheap to upgrade and can easily pierce multiple robots, but it's far less consistent at clearing up crowds or killing giants than your primary will be. The reason it's rated C is because it's good at one thing and one thing only-- busting the tank. Yes, it's better to just use your primary, but it can be a fun meme to bring this thing along on the last wave (if it has a tank) and find the optimal angle to make the most out of its piercing projectile against the tank.
    Gunboats Bad Chaining together rocket jumps is not even remotely as useful in MvM as it is in TF2 PvP. Boots on the ground, private.
    Mantreads Bad If your team sees you trying to stomp the robots to death, they have every right in the world to votekick you. The only relevant upside of the Mantreads is being immune to knockback from small robots that are designed to send you flying, and you can just as easily solve this situation by rocket jumping back to the front lines when you get blown away.
    All of the Shotguns Bad Your secondary should not be used to shoot the robots. Your primary will always do the job better, so do everyone a favor and equip a banner.
    B.A.S.E. Jumper Bad As previously explained, you are wasting everyone's time by being a floating target in the sky to be shredded after failing to clear up a big group of robots.

    Melee

    Weapon Rating Review
    Escape Plan A Can sometimes be used to help your Medic build ubercharge, and can sometimes help you rush away to safety if you're at low health. Not exactly common situations, but common enough to warrant equipping this pickaxe just in case.
    Disciplinary Action B Giving your teammates a speed boost with a quick whip can sometimes be useful on the early waves, especially if used on your Heavy.
    Equalizer D+ The Equalizer is rarely used to bust the tank by way of intentionally bringing yourself to low health and whacking the tank rapidly. This isn't as effective or as efficient as simply using your primary, and being at low health can easily result in a stray robot catching you off guard and finishing you off.
    Half-Zatoichi D+ Just as with Demoman, you can use the katana to instantly kill Samurai Demos, who can just as easily oneshot you. Not as useful for Soldier since his direct rockets can slow the Samurai enough to be dealt with normally.
    Market Gardener Bad People have fantasized about this weapon being updated so that a successful Market Gardener crit triggering an explosive AoE attack, but we're not in dreamland.
    Pain Train Bad If you find a point to capture in MvM, let us know.
    Shovel Bad Don't dig straight down.