Difference between revisions of "Anti-Scout strategy"
m (→Primary weapons: added a reminder for the Soda Popper, corrected the wording for the Baby Face's Blaster, knock back to knockback as all the times used is talking about the function/mechanic) |
m (→Secondary weapons: did some style guide type changes so the wording is what the style guide says it should be, added an additional but potentially unneeded thing about the Crit-a-Cola self marking regardless of landing a hit or not) |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pistol}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Pistol}} + '''reskins''' | ||
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− | * The Scout may switch to the Pistol to harass you from a distance or finish you off after firing all their Scattergun shots. Its ammunition pool is meager; if you avoid dying to the first few barrages, he will not have any remaining offensive pressure. | + | * The Scout may switch to the Pistol to harass you from a distance or to finish you off after firing all their Scattergun shots. Its ammunition pool is meager; if you avoid dying to the first few barrages, he will not have any remaining offensive pressure. |
* The Pistol is the Scout's only option at long range. | * The Pistol is the Scout's only option at long range. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}} + '''reskins''' | ||
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− | * Bonk! Atomic Punch grants the Scout 8 seconds of invulnerability. It is commonly used to draw enemy fire, get past a Sentry Gun, or escape when low on health. The Scout can’t fight while under its effects, so impede his movement by body blocking him or using [[ | + | * Bonk! Atomic Punch grants the Scout 8 seconds of invulnerability. It is commonly used to draw enemy fire, get past a Sentry Gun, or escape when low on health. The Scout can’t fight while under its effects, so impede his movement by body blocking him or using [[knockback]]. |
* If the Scout absorbs damage while invulnerable, he will be greatly slowed for up to 5 seconds once the effect wears off. Attack him during his invulnerability to prevent him from escaping once it ends - two solid hits will slow him to half-speed and allow you to easily catch up. | * If the Scout absorbs damage while invulnerable, he will be greatly slowed for up to 5 seconds once the effect wears off. Attack him during his invulnerability to prevent him from escaping once it ends - two solid hits will slow him to half-speed and allow you to easily catch up. | ||
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* A Scout typically drinks Crit-a-Cola before an ambush. Watch your back! | * A Scout typically drinks Crit-a-Cola before an ambush. Watch your back! | ||
− | * Although the Scout will deal guaranteed mini-crits, he will be Marked-For-Death for 5 seconds every time he | + | * Although the Scout will deal guaranteed mini-crits, he will be Marked-For-Death for 5 seconds every time he attacks regardless of whether it hits or not. Stay calm and fight back. |
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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. Be cautious of any other enemies around you to avoid becoming their | + | * 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 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. | * 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 can be removed by extended healing, entering water, or touching a Resupply cabinet. | * Mad Milk can be removed by extended healing, entering water, or touching a Resupply cabinet. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pretty Boy's Pocket Pistol}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Pretty Boy's Pocket Pistol}} | ||
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− | * The Pretty Boy's Pocket Pistol fires faster and grants health-on-hit | + | * The Pretty Boy's Pocket Pistol fires faster and grants health-on-hit but has a smaller clip size. |
− | * If the Scout resorts to using this, his health may be low. Keep pressuring him - the healing the gun provides is barely enough to tide him over until he reaches a | + | * If the Scout resorts to using this, his health may be low. Keep pressuring him - the healing the gun provides is barely enough to tide him over until he reaches a Health pack and won’t save him from a solid hit. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flying Guillotine}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Flying Guillotine}} |
Revision as of 13:14, 16 May 2023
“ | 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 unprepared 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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