Difference between revisions of "Anti-Scout strategy"
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* The Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you. | * The Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you. | ||
* When the Scout has his Shortstop as his active weapon, he suffers extra vulnerability to knockback. Options to deal with him now include juggling him into the air or pushing him into an environmental hazard. | * When the Scout has his Shortstop as his active weapon, he suffers extra vulnerability to knockback. Options to deal with him now include juggling him into the air or pushing him into an environmental hazard. | ||
− | * | + | * The Shortstop can also be used for a non-damaging shove which deals medium knockback at melee range. Don't position yourself near an environmental hazard for too long. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}} | ||
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* The Soda Popper holds two shots that fire quickly and deal Scattergun-level damage. It must be reloaded frequently, which gives you opportunities to fight back. | * The Soda Popper holds two shots that fire quickly and deal Scattergun-level damage. It must be reloaded frequently, which gives you opportunities to fight back. | ||
− | * | + | * Change direction after the first shot to increase your chances of dodging the second. |
* If the Scout deals enough damage, he can activate his Hype charge, which gives him five mid-air jumps (for a total of six jumps). If you notice a bright purple glow, know that shooting the Scout in midair will be very difficult. | * If the Scout deals enough damage, he can activate his Hype charge, which gives him five mid-air jumps (for a total of six jumps). If you notice a bright purple glow, know that shooting the Scout in midair will be very difficult. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}} + '''reskins ''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}} + '''reskins ''' | ||
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− | * If you're covered in Mad Milk, any enemy gains 60% health for every point of damage you take from their direct attacks. | + | * If you're covered in Mad Milk, any enemy gains 60% health for every point of damage you take from their direct attacks. Be cautious of any other enemies around you to avoid becoming their health kit. |
− | * An accurate Scout | + | * An accurate Scout can take advantage of the Mad Milk's healing to stay fighting for a prolonged period of time. Prevent him from healing by dodging his attacks. |
− | * Mad Milk | + | * Mad Milk can be removed by extended healing, entering water, or touching a Resupply cabinet. |
− | * | + | * A Scout who equips Mad Milk gives up his Pistol; dealing with the Scout's primary weapon appropriately leaves him with no other options. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}} | ||
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* The Flying Guillotine is ideal for picking off weakened targets but recharges only every five seconds. | * The Flying Guillotine is ideal for picking off weakened targets but recharges only every five seconds. | ||
− | * Long-distance hits reduce the Guillotine's recharge time | + | * Long-distance hits reduce the Guillotine's recharge time but are harder to get hit by if you pay attention. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}} | ||
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− | + | * If you are struck and slowed by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout as he may go in for close combat. | |
− | * If you are struck by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout as he may go in for close combat. | ||
* The Sandman reduces the Scout's health by 15, making killing him significantly easier - a point-blank rocket can instantly kill him. | * The Sandman reduces the Scout's health by 15, making killing him significantly easier - a point-blank rocket can instantly kill him. | ||
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Revision as of 03:44, 16 September 2021
“ | Never send a boy to fight a man's war.
Click to listen
— The Soldier
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The Scout is a very fast, maneuverable class that packs a high amount of firepower at close range, making him extremely effective in one-on-one combat. He excels in open environments, where his speed and double jump allow him to easily maneuver around a map, close long distances, and ambush the most vulnerable enemies. He can use his mobility to completely avoid damage, more than making up for his lack of health. Depending on his loadout, a Scout can bring along weapons with additional utility that help him pick off individual targets with even more ease. If you can restrict a Scout's maneuverability or keep him at range, he becomes far less of a threat.
Contents
General
Attributes | Anti-Scout strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
Main article: Scout weapons
Primary weapons
Weapon | Anti-Scout strategy |
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Scattergun + reskins |
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Force-A-Nature + reskins |
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Shortstop |
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Soda Popper |
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Baby Face's Blaster |
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Secondary weapons
Weapon | Anti-Scout strategy |
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Pistol + reskins |
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Bonk! Atomic Punch + reskins |
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Crit-a-Cola |
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Mad Milk + reskins |
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Winger |
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Pretty Boy's Pocket Pistol |
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Flying Guillotine |
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Melee weapons
Weapon | Anti-Scout strategy |
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Bat + reskins |
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Sandman |
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Holy Mackerel + reskins |
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Candy Cane |
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Boston Basher + reskins |
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Sun-on-a-Stick |
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Fan O'War |
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Atomizer |
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Wrap Assassin |
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See also
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