Difference between revisions of "Community Scout strategy (Classic)"
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− | The [[Scout]] is the fastest class and a great [[ | + | The [[Scout]] is the fastest class and a great [[Flag]] and control point capturer, and also has decent firepower. His low maximum health means that he needs to avoid direct combat, preferring [[Strafing|circle strafing]] or [[Community Scout strategy#Weapon Heckling|weapon heckling]]. |
==General== | ==General== | ||
===Combat=== | ===Combat=== | ||
− | * | + | * With his weapons being a single barrel shotgun and slow and low damage-inducing nailgun, COMBAT IS NOT RECOMMENDED. The only times being to finish off an enemy or against another scout. |
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* You shouldn't attempt to confront a [[Sentry Gun]] head-on, but if you can approach it sideways, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it with your [[Nailgun (Classic)]], then wait about one second for the Sentry Gun to turn back to its default position. It is also possible to [[circle strafe]] a Sentry Gun, as it cannot turn quickly enough to fire at you. This is very difficult, however, and requires that you be as close to the Sentry Gun as possible. | * You shouldn't attempt to confront a [[Sentry Gun]] head-on, but if you can approach it sideways, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it with your [[Nailgun (Classic)]], then wait about one second for the Sentry Gun to turn back to its default position. It is also possible to [[circle strafe]] a Sentry Gun, as it cannot turn quickly enough to fire at you. This is very difficult, however, and requires that you be as close to the Sentry Gun as possible. | ||
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* You still run a lot faster than any other class when running backwards, so if retreating, you can still backpedal while getting a few more shots in. | * You still run a lot faster than any other class when running backwards, so if retreating, you can still backpedal while getting a few more shots in. | ||
− | * When running to the front lines, run through your teammates as a form of [[Spy checking|Spy check]]. | + | * When running to the front lines, run through your teammates as a form of [[Spy checking|Spy check]]. The scout has the ability undisguise a spy and earns a point in doing so. |
===Jumping=== | ===Jumping=== | ||
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== See also == | == See also == | ||
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== External links == | == External links == | ||
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Revision as of 22:21, 19 April 2013
The strategy articles are due for complete revision. Suggestions for how revisions should be done are welcomed here. If you're feeling bold, go ahead and start editing right away. |
The Scout is the fastest class and a great Flag and control point capturer, and also has decent firepower. His low maximum health means that he needs to avoid direct combat, preferring circle strafing or weapon heckling.
General
Combat
- With his weapons being a single barrel shotgun and slow and low damage-inducing nailgun, COMBAT IS NOT RECOMMENDED. The only times being to finish off an enemy or against another scout.
- You shouldn't attempt to confront a Sentry Gun head-on, but if you can approach it sideways, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it with your Nailgun (Classic), then wait about one second for the Sentry Gun to turn back to its default position. It is also possible to circle strafe a Sentry Gun, as it cannot turn quickly enough to fire at you. This is very difficult, however, and requires that you be as close to the Sentry Gun as possible.
- Alternatively, you can simply run past a Sentry Gun that isn't aimed right at you, as long as you do not pass through the Sentry Gun's field of view.
Speed
- As the fastest character, it's best to keep moving at all times unless you find a safe spot to rest and heal for a few seconds.
- You still run a lot faster than any other class when running backwards, so if retreating, you can still backpedal while getting a few more shots in.
- When running to the front lines, run through your teammates as a form of Spy check. The scout has the ability undisguise a spy and earns a point in doing so.
Jumping
See also
External links
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