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08-10-2009, 02:10 PM | Post: #1
Blackwyn  Go to next important person...
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INDEX


  • 1. Introduction
  • 2. Main Weapons
    Secondary Weapons
  • 3. Abilities
  • 4. Strategies
  • Countering a Gunner
    Soldier vs Gunner
    Group vs Group
  • Countering a Commando
    Soldier vs Commando
    Group vs Group
  • Countering a Soldier
    Soldier vs Soldier
    Group vs Group
  • Countering a Tank
  • 5. Teamplaying


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Introduction

If someone would say that the Gunner is the huge guy with the really oversized sword and Commando being the sneaky assassin picking on targets before they realize it's already too late.
Then I would say that the Soldier is the Paladin. An all round balanced fighter being able to deal with
each situation accordingly due to his weapons and abilities of choices suitable for most encounters.
But mainly a soldier shines through, as his abilities can turn the tide of battles with team friendly supporting abilities that can really give the edge in heated situations.

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Main Weapons


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The Kommandant / Charlie's Chopper
This is the soldier's starter weapon. Works decently in medium / short distances and well.. It's a starter weapon. The moment you receive enough VP, you should trade up to a better weapon.
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Rudolf's Rescue / Tommy's Typewriter
The 'Jack of all trades'. A weapon that works good in all almost all distances, deals critical damage fairly often and overall deals good damage. Potentially being one of the best weapons in this game.
As soon as you can afford this, buy it. You won't regret it.
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The Wacky Machine Gun / Greg's Greasy Gun
Slower rate of fire than your other SMG choices. But has a very good accuracy for long distances and ideal versus commandos while using Burning Bullets. Does however very poor damage at close distances and wouldn't be recommended to use unless you're on a cold reload with your primary weapon.
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Secondary Weapons

Rudolf's Rescue / Tommy's Typewriter is a must in every Soldier's arsenal. But what about his secondary weapon? Does he really need one? To be honest, no he doesn't. Which gives the soldier a huge advantage as he can choose his specialty. Do you want to be a close in fighter or a long distance fighter?

If you want to be a close in fighter, your first choices would be the shotguns. Especially Friedrich's Fly Swatter / Stewart's Shotty shotgun as it exceels in close combat damage. Making it the highest fire damage dealing weapon in close combat. It however comes with a major drawback. Aiming with the shotgun is not easy and requires alot of practice before being able to land perfect hits with it. But once you get good with it. It becomes a powerful combo in close combat along with the Rudolf's Rescue / Tommy's Typewriter, even being able to take down the hardest of Gunners.

Or, you can focus your secondary weapon on distance. You already have one of the best all round weapons in the game, so why not focus on its main weakness. Which is very long distances. Here you can go fine with either the Gerhart's Greatest / Harry's Hand Cannon pistol or The Wacky Machine Gun / Greg's Greasy Gun. Each with their own set of strengths and weaknesses. The Gerhart's Greatest / Harry's Hand Cannon pistol is capable of dealing good amounts of damage, especially versus commandos. But its ammo amount of bullets and somewhat slow reload. Won't make it rewarding unless you have good aim.
Then we have the The Wacky Machine Gun / Greg's Greasy Gun. Dealing good amounts of damage and being able to be used along with the Burning Bullets ability is a huge plus. But the accuracy is not as good as the pistol, but it has alot more bullets and will scare off any commando if they're being engaged on with it.
Try out both and choose the one that fits you.

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Abilities


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Combat Medicine
Will heal you, along with every friendly unit that is close by. This is the ability to max out first, as it is the only real healing ability in this game capable of giving a big set amount of health in an instant that will make you survive longer, along with helping your own team.
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Burning Bullets
DoT (Damage over Time) ability that will also leave a trace if used on a stealthed commando.
Damage might not be so great and many do the mistake of assuming it does too much. In the amount of time it deals the full fire damage, you're capable of dealing at the very least 5 times more with your weapon alone. But it does add damage on top of any damage you're currently doing, which is never a negative thing. Most effectively versus Commandos as they don't have as much health.
However, having a very big weakness. Which is that the damage can easily be stopped with the use of a bandage.
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Blasting Strike
Don't like close combat? Having a pesky commando knifing you from behind? Overwhelmed by enemies all around you? Have no fear! With one simple click, you can send them all away flying and give yourself some additional time for healing and preparing yourself. Can potentially also flip tanks, but it works so so. Using it on a tank in a plain field, will most of the time just send them flying. So you'll want to use the Blasting Strike towards an obstacle, so it can potentially flip over.
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Sixth Sense
Referred by many as the 'legal wallhack'. Which I strongly agree with. Giving you and your own team the ability to foresee an upcoming enemy attack is invaluable. Will often turn the tide of a battle if used correctly. Investing more than 1 point into this ability is not necessary though, as it is already very effective at level 1 and it's 4 points better spent on something else.
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Grenade Spam
An ideal ability for right before you engage into battle. NOT recommended to use during the fight as you will lose valuable damage time and get yourself damaged by the enemy during the time it takes to prepare the ability and then throwing it.
Works best along with the Sixth Sense ability and as it may seem easy to use. It is not. To effectively land a good hit on the enemy with it, requires planning and timing. As the Grenade Spam can easily be countered by simply walking away from it or by the I Eat Grenades Gunner ability.
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Strategies


Countering a Gunner

Soldier vs Gunner
The biggest weakness of a Gunner is distance. If you find a particular Gunner hard to deal with in close encounters. Then don't feel bad about it. They were made for close combat and all their abilities will enhance their close combat. What you need is distance. Making Blasting Strike the ideal ability against them.
A good Gunner is however not easy to deal with, as they will most likely have mastered their setup and being able to deal with any situation due to their abilities. However, the Gunner can only activate one ability at the time, which you must use to your advantage.
If you're confident in your close combat, then by all means. Fight them in their own playground. But sooner or later, you will face this one Gunner which no matter what you do. Will most of the time beat you in close combat.
A Gunner will always start one of their combos. Be it leg-it to get close to you, or Frenzy Fire to shoot at you while approaching you, or shield to shoot you while approaching you. A Gunner's main goal is always to get close to you, to be able to use his class to its full potential. But as I mentioned earlier, one of his main weaknesses is that he can only activate one ability at the time without having them cancelling each other out.

Timing is everything. A leg-it Gunner should be countered with a Blasting Strike ASAP. Keep them at a distance the soldier exceels at. Medium Distance. Never let a leg-it gunner close to you and letting him keep using it. If he manages to get close to you, then use Grenade Spam on the wall next to you. The Gunner will then have three choices. Continue attacking you to try and kill you quickly before the grenade spam sets off. Activate I Eat Grenades, cancelling out his leg-it or taking some distance to avoid it while still attacking you. Either way, they all work to your advantage as you will prevent his main attack to some extent. Although the best counter is to keep attacking him if he's on leg-it. But since it's not easy to hit them while they're running around like energized bunnies, only do it if you're confident with your aiming.

Afterwards they will normally turn on the shield and try to finish you off by out healthing you. At this point, their shotgun will be on a reload and they will attack you with their secondary weapon. Which is usually a Machine Gun. They can also additionally activate Frenzy Fire and keep out dishing damage while they keep their survivability to the max. Which is why engaging a Gunner 1 vs 1 in close combat is usually not recommended. As all his abilities were made for it.

A common powerful combo Gunners normally use is to activate leg-it, run towards you and throwing the keg at you. What you need to be focused on at this point, is the keg. If it hits you spot on, it will do major damage and making you waste your Combat Medicine. At this point, you should try and shoot the keg in the air, so it deals very little damage to none to you. Don't waste the Blasting Strike as it is better needed versus the Gunner itself.

This does however not mean the Soldier is defenseless against a Gunner. On the contrary. You have Sixth Sense, capable of dealing the first surprise attack. Then shooting them with Burning Bullets, taking out a portion of their health or cancelling out most of his shield with it. Then using Blasting Strike if he tries to get close to you. Exploit the Gunner's weaknesses at all costs to gain the advantage and winning the duel.

Group vs Group
An ideal formation would be Gunner + Soldier, leaving Soldier + Soldier a close second. A Gunner can make up for your weaknesses and strengthen you, as well as you will strengthen the Gunner with your abilities. All the Soldier abilities are great for prebattles. Sixth Sense to give your team the advantage, Grenade Spam to soften the enemy group and so on. While the Gunner will support you with battle abilities. Always support the Gunner nearby, but let him be your shield. Be ready to heal him up if he needs it. Although you might think that saving up your Combat Medicine to save yourself instead is a good idea, numbers make a difference. If your Gunner companion gets beaten and you're suddenly facing them 1vs2, then you'll be at a major disadvantage.

When facing a group with a similar setup. Then do NOT engage on the Gunner first. Unless the Gunner is using his Leg-it + Shotgun combo, he'll be the one doing the least damage in the group. Always start focusing on the nearby Soldier as he will be doing the most damage with the short ranged SMG. Take out the Soldier as soon as you can. Alternatively and often the most used. Is to initiate the fight with a Blasting Strike, splitting up their group and then start picking them out one by one. Which is possibly the best solution for when facing another close combat group. But that goes the other way around as well. So be prepared to find your team mate and back him up quickly if you're split up.

Countering a Commando

Soldier vs Commando
The Commando has three distances. Short with knife, medium with rifles and long distances with rifles. What you primarily need versus a Commando is good reflexes. They can choose when to engage you and it will always be at a moment when you're the least prepared. Always be prepared for that sneak attack. If a knife wielding commando starts stabbing you, then use Blasting Strike ASAP. Quickly heal up after that with Combat Medicine then activate Burning Bullets and start focusing on the commando. At this point, he will either continue attacking you, or he will run away. If he runs away with Elixir and just turns a corner. Then don't follow him directly as he will most likely lay a Troop Trap behind him. Instead use Sixth Sense to predict his escape route and take a shortcut to cut him off. If he manages to escape, then he will heal up and then come right back for you. Unfortunately thanks to stealth, there isn't much you can do about it until he reveals himself the next time. Which means, like it or not, it will involve getting damaged by a large portion the next time you'll want to fight him. If he however used up the Elixir to attack you. Then he's all yours. Activate Sixth Sense, predict his movement. Surprise him and finish him.
Or you can always use Grenade Spam against a wall while shooting him afterwards, as this will in most cases nullify a Commando's knife attack completely.

Versus long distance rifle using Commandos, it's tons more trickier. They have their distance to their advantage and can outdamage any weapon you use if they can aim properly. Best is to avoid open fields if you know there is a potential Commando watching you. A Commando is most vulnerable when he is unstealthed. So you must get him to reveal himself and surviving his attack. If you manage to hit the Combat Medicine ability button quickly enough and find an obstacle to hide behind. Then your next step is to locate him. If you don't have enough health, then forget about engaging him as he will most likely just need one more bullet to kill you. If you have enough health, then pick your longest distance weapon of your choice and attack him. This does not mean you will always beat him, but should take him off your case for a while. A good Commando will sense when he's in danger and quickly activate Elixir to escape and heal himself up. To think like a Commando can occasionally save your ass by predicting where their usual attack / healing spots are. Catching them barehanded in a vulnerable state and beating them.

When you know a Commando is nearby, be it you see your team flag being lowered by itself, or hearing the 'swoosh' sound from stealth. He will always be aware of his surroundings. Knowing exactly his escape route if he feels threatened. His best friends are corners and obstacles. He will always use corners to try to lose you as quickly as possible if you're following him and observing you from behind an obstacle. Also being able to leave a troop trap behind to stop you completely if you decide to follow him.

His main weakness however, is his health. If you're given enough space and time. You can take down a Commando very quickly if using Burning Bullets. Also if he uses stealth, keep shooting at potential escaping routes. If you keep hitting, the experience points will keep popping up and you can follow his trail with that or the burning trail if you hit him with Burning Bullets.

Group vs Group
A Commando is a lonewolf. Not the ideal traveling companion either. He can however support your group attacks greatly by either knifing players that are focused on your group or sniping them.
If an enemy Commando starts knifing your group while you're busy fighting the others. Then always use Blasting Strike / kill him instantly. The knife damage is NOT to be underestimated and can quickly kill an entire group if ignored. If you're dealing with a sniper, then start moving towards a corner to block his view, along with luring the group you're fighting with with you. Or scare the sniper away by putting him on fire with Burning Bullets then quickly focusing on the group again.

Countering a Soldier

Soldier vs Soldier
Now this one is tricky. You're both capable of using the same abilities and weapons. What you mainly want to do, is to surprise him to gain the advantage with Sixth Sense. But considering you both can have it, it won't be easy. Start by initiating the fight with a Grenade Spam by throwing it in a radius where he can't avoid the entire damage by predicting his movement with Sixth Sense. He could potentially counter it with a Blasting Strike, but that gives you the edge as he just got rid of an ability.
Now, is when the real fight begins. You'll both be engaging each other with everything you got, including Burning Bullets if you have that. One thing to remember about when facing a soldier using Burning Bullets is to never use your Combat Medicine instantly to counter it. He'll just hit you with another bullet and the burning will restart. Nullifying your entire heal and making you lose your most important ability. Always use Combat Medicine during the last moments of when your health is below 60 and if you have a team mate nearby. Then use the Combat Medicine next to him. Chances are that he might be injured and you'll need the healing bonus from healing him.
If you're close to him, ignite him on fire with Burning Bullets then quickly switch to the close combat shotgun as this is your strongest close combat weapon. If you picked your specialty to be long distance, then just continue engaging him with the very close SMG as its damage is no laughing matter either.
If you find yourself losing the fight, then activate Blasting Strike to give you some time to heal up or potentially killing him with the impact if he hits a wall on his way. Alternatively, you can choose to initiate the fight with a Blasting Strike as well. But I would prefer to use it as a last resort ability instead, as enemy backup might arrive and it would literally save your life.

Group vs Group
Two Soldiers teaming up can cause some major prebattle damage with their Grenade Spam + Sixth Sense. Not to mention they'll be able to support each other really good with Combat Medicine. What you need to do, is to split them up as quickly as possible. By either using Blasting Strike or by luring one of them your way, while the other one focuses on your companion.
However, one of the main weaknesses of a Soldier + Soldier group is coordination. Use Burning Bullets and hit them both once with a bullet each and then take cover again. 80% of the times, one of them will use Combat Medicine, or if you're lucky, both of them. This will leave them in a very vulnerable position and this is when your group should finish them off quickly before they regain their Combat Medicine ability.

Countering a Tank
I'll be honest with you. A Soldier is completely useless against a tank in a distance. Your main options when you see a tank, is to lure him to get close to you. Then either stick a TNT on it or try to flip it with Blasting Strike. Inexperienced tank users will quickly get impatient with you if you just keep healing their damage and will in some cases try to tank smash you. This is when you once again try to stick a TNT or use Blasting Strike.
But your best choice is to stick with a Gunner on maps that are mainly tank focused ones. Such as Seaside Skirmish. Let the Gunner deal with the tank and support him the best you can with heals. Or better yet, grab a tank yourself if you can get hold of one.

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Teamplaying

Always remember that all your abilities will greatly help your team and if you're a designated team healer. Then people will remember you and stick with you more often.
Try to use such abilities as Sixth Sense or Combat Medicine on a nearby team mate as often as you can. As it will greatly increase your surviving chances and be able to give your team an edge.
You can take a hit, but not as many as a Gunner. Remember that your best distance is the support distance. Let the Gunner take up on the close combat battle and be the one supporting him with heals if needed.

A common mistake a Soldier can do, is to be too cautious. By hiding and only attacking when he has the advantage, won't help your team. Sure you'll get some good scores up, but what's the point if your team ends up losing cause you chose to stay in a distance shooting a group while your team is getting killed. When instead you could be there with them healing them up and potentially winning the group battle.

Sure you're pretty strong on your own. But you have the most useful team abilities in this game, so get out there and support the team as much as you can!
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(This post was last modified: 10-10-2009 12:49 PM by Blackwyn.)
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09-10-2009, 03:12 PM | Post: #2
Funk001 
*Claps* .... Very very nicely set up!
Hope my guide can still add something to this Smile

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09-10-2009, 04:10 PM | Post: #3
atzenboi 
nice !!!!!!!!!

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09-10-2009, 04:26 PM | Post: #4
Kee1 
Awesome guide, even though im not a soldier!

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09-10-2009, 04:28 PM | Post: #5
Griffen728 
Great guide for soldiers!
Can't wait to see how it works in-game.

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GDude edit.
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09-10-2009, 04:29 PM | Post: #6
rugerspur69 
nice job black
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09-10-2009, 04:29 PM | Post: #7
rockebas 
nice... ill have BB at Level 5, but i gonna try some of your tips... Tnks...

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09-10-2009, 05:02 PM | Post: #8
thedailygunner 
rly nice well done blackwyn it will help many people starting to understand how a soldier works!!!



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09-10-2009, 05:03 PM | Post: #9
BrickWork 
My soldier is level 18 and my setup is Combat Medicine 5, Burning bullets 4 and blasting strike 1. Burning bullets is very useful for taking out commandos.

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09-10-2009, 05:12 PM | Post: #10
OneTwoSix 
really good guide Wink
still something to learn.
thanks
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09-10-2009, 06:09 PM | Post: #11
Nameless Sniper 
Best guide ever!

A must read Smile

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09-10-2009, 06:20 PM | Post: #12
Winged_Dagger 
[irony] My royal soldier has no "Rudolf's Rescue" available...what should I buy as a royal soldier? Tongue [/irony]
(This post was last modified: 09-10-2009 06:21 PM by Winged_Dagger.)
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09-10-2009, 06:24 PM | Post: #13
Blackwyn 
(09-10-2009 06:20 PM)Winged_Dagger Wrote:  [irony] My royal soldier has no "Rudolf's Rescue" available...what should I buy as a royal soldier? Tongue [/irony]

OMG! I can't believe I actually forgot about that.. *cuts wrists*
I'll properly update the guide tomorrow with the names for both factions. Many thanks for pointing it out and many thanks to all of you enjoying the read Smile

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(This post was last modified: 09-10-2009 06:26 PM by Blackwyn.)
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09-10-2009, 06:44 PM | Post: #14
Cheddahed 
Teamplay is what I enjoy most...it's good to know ive chosen the right class....ty 4 tips
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09-10-2009, 06:48 PM | Post: #15
Eburoon 
(09-10-2009 05:03 PM)BrickWork Wrote:  My soldier is level 18 and my setup is Combat Medicine 5, Burning bullets 4 and blasting strike 1. Burning bullets is very useful for taking out commandos.

So are normal bullets! Stop overrating BB!
And to Blackwyn: truly epic and superb guide. It just wants to be read! Big Grin

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09-10-2009, 07:08 PM | Post: #16
Appeltaart 
way to go wyn! perfect guide.

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09-10-2009, 07:48 PM | Post: #17
1eadFarmer 
You just killed a few Commando's classics...
But yet, nice guide.
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09-10-2009, 08:51 PM | Post: #18
samuelrt13 
Epic guide Blackwyn, I respect you

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09-10-2009, 08:59 PM | Post: #19
Xsear 
A nice guide, even though I'd give BB another half-a-star since it's a lot easier to use than grenade spam.

As for suggestions, I'd switch out "Main Weapons" for "Primary Weapons" as it matches "Secondary Weapons" better. ^_^

I'd also buff out the importance of Sixth Sense against gunners. Gunners are strong in close-combat, but their speed is their main weakness. If you know that a gunner is waiting around the next corner, you should always make a tactical choice; ambushing from behind, charging from the front or finding another way around him(not recommended if it puts him behind you). If you're going to attack him, make sure there are no visible nearby enemies. If there are, option 3 until you find a team-mate. Charging works best if he's about to go around a corner(Walking). Wait until he's about to come out, charge, fire your shotgun and jump, directing yourself to go past him and end up behind him, still unleashing rounds. This will mean he has to turn around to identify the threat = you should be able to pull of 3 shots (60dmg) before he returns fire. Most gunners will use Leg It, and then switch to Frenzyfire (dangerous, find cover) or Shield(You Win unless he gets backup). If he's keeping leg it, use blasting strike to fiddle with his aim again(Reload and switch to Rudolfs). Should you choose to ambush him, I suggest an attack from behind rather than one from above. Try to get as close as possible (without ending up in his view, remember it's 3rd person!) before unleashing your shotgun, as you should dish out at least 3 shots (60dmg) before he's turned around. From there on, same rules as for charging.
The 3, perfect, shotgun rounds are vital for survival. 60dmg just happens to be the maximum amount that the gunner can shield. If you've done 60dmg before he's done any, then you'll only be at a 10hp disadvantage, which you can rule out with bandages, blasting strike or burning bullets. The most important rule when fighting a gunner is, just like when fighting a commando, not to let him get his aim on you. Circle around him, it's hard for him to follow up and it eases out the aiming with your shotgun.

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(This post was last modified: 09-10-2009 09:14 PM by Xsear.)
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09-10-2009, 09:30 PM | Post: #20
Serbian 
There is one thing you left out : from which site you buy your hacks ?

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