|
(Tags: New redirect, New language redirect) |
(3 intermediate revisions by 2 users not shown) |
Line 1: |
Line 1: |
− | {{Trans}}
| + | #REDIRECT [[Anti-Scout strategy/it]] {{R lang|it}} |
− | {{DISPLAYTITLE:Strategie Anti-Esploratore}}
| |
− | [[File:Scouthumiliation.png|right|125px|'Kay, this does not look good here, um...]]
| |
− | | |
− | {{Quotation|'''Il Soldato'''|Never send a boy to fight a man's war. (Mai mandare un ragazzo a combattere un guerra di uomini).|sound=Soldier_DominationScout10.wav}}
| |
− | | |
− | L' '''[[Scout/it|Esploratore]]''' è una classe molto veloce e manovrabile che può contare su un alto valore di potenza di fuoco a corto raggio, facendolo diventare estremamente potente in combattimenti 1 contro 1. Eccelle negli spazi aperti, dove la sua velocità e i suoi doppi-salti gli permettono di muoversi intorno alla mappa,su lunghe distanze, e tendere imboscate ai nemici più vulnerabili. Può usare la sua velocità per evitare completamente i danni, il modo migliore per compensare la sua scarsità di salute. In base al suo equipaggiamento, un Esploratore può portare con se armi con vantaggi addizionali che lo aiutano a abbattere uno dopo l'altro con magiore facilità i suoi bersagli. Se si riesce a limitare l movimenti dell'Esploratore, ci si può facilmente disfare di lui.
| |
− | | |
− | == Generale ==
| |
− | {| class="wikitable grid" cellpadding="0" cellspacing="0"
| |
− | ! class="header" colspan="1" width="200" | Attributi
| |
− | ! class="header" colspan="1" width="800" | Strategia Anti-Esploratore
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | [[File:Scout_emblem_RED.png|40px|link=Scout]] '''[[Classes/it|Ruolo]]'''
| |
− | |
| |
− | * L'Esploratore eccelle nel seguire diverse strade per evitare il combattimento diretto, tendendo imboscate sui nemici vulnerabili, e completando gli obbiettivi della missione. Tenete d'occhio i percorsi che segue e segnala la sua posizione ai suoi compagni di squadra.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{icon class|Medic|40px}} '''[[Health/it|Vita]]'''
| |
− | |
| |
− | * L'Esploratore è molto debole e può essere ucciso con qualche buon colpo.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{icon class|Scout|40px}} '''[[Speed/it|Velocità]]'''
| |
− | |
| |
− | * L'Esploratore è molto veloce e può fare [[double jump/it|doppi salti]], quindi prevedi i suoi movimnti con attenzione per assicurare che i tuoi attacchi lo colpiscano, particolarmente usando armi a [[projectile/it|proiettile]]. Mentre è a mezz'aria, aspettate che esaurisca i suoi doppi salti prima di provare a sparre colpi a mezz'aria.
| |
− | * La sua velocità di movimento gli permette di inseguire altre classi ma è meno potente in aree confinate, dove ha meno spazio per schivare.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{icon class|Soldier|40px}} '''[[Weapons/it|Potenza]]'''
| |
− | |
| |
− | * Le armi dell'Esploratore sono devastanti a corto raggio ma molto deboli a lungo raggio. Per questo, si mettera in pericolo e entrerà in combattiento per avere qualche possibilità di uccidere nemici.
| |
− | |-
| |
− | |}
| |
− | | |
− | == Armi ==
| |
− | {{main|Weapons/it#Scout|l1=Armi dell'Esploratore}}
| |
− | === Armi primarie ===
| |
− | {| class="wikitable grid" cellpadding="0" cellspacing="0"
| |
− | ! class="header" colspan="1" width="200"| Arma
| |
− | ! class="header" colspan="1" width="800"| Strategia Anti-Esploratore
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Scattergun}} + '''reskins'''
| |
− | |
| |
− | * Il {{item name|Scattergun}} fa immensi danni a distanza ravvicinata e permette all'Esploratore di rimanere nel combattimento per un modesto quantitativo di tempo. Sebbene sia più veloce di voi, fate del vostro meglio per stare a una distanza media mentre vi scambiate colpi.
| |
− | * Un Esploratore ci mette una notevole quantità di tempo per ricaricare il proprio {{{item name|Scattergun}} se usa tutti e sei i colpi. Se lo costringete a sparare, sarà obbligato a ricaricare.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}} + '''reskins'''
| |
− | |
| |
− | * The Force-A-Nature deals even more damage than the Scattergun up close but must be reloaded every two shots. If the Scout stays nearby, pick him off during his frequent reloading periods.
| |
− | * The Force-A-Nature's [[knockback]] lets the Scout easily reposition himself or push you backward for a follow-up shot. Avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into.
| |
− | ** In open areas, you can jump to increase knockback taken to retreat to your team.
| |
− | * The Force-A-Nature will also knock the Scout back if he is in midair. If he decides to attack while in midair, you can easily line up a counterattack.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}}
| |
− | |
| |
− | * The Shortstop has a tight bullet spread suited for medium range. You can get closer to the Scout without taking as much damage.
| |
− | * When the Scout has the Shortstop active, he suffers extra vulnerability to knockback. Send him flying and he'll have a harder time aiming at you for a counter-shot.
| |
− | * At melee range, the Shortstop can also be used for a shove that deals 1 damage and medium knockback, which places you at the optimal Shortstop firing range. Additionally, don't position yourself near an environmental hazard for too long.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}}
| |
− | |
| |
− | * 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, however, do keep in mind that the Soda Popper has a faster reload so be quick to attack.
| |
− | * 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.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Baby Face's Blaster}}
| |
− | |
| |
− | * The Baby Face's Blaster only holds 4 rounds per clip, giving it less sustained firepower.
| |
− | * As the Scout deals damage, his movement speed will increase. Lead your shots, even with hitscan weapons.
| |
− | * Reduce the Scout's boost by dealing chip damage and forcing him to double jump.
| |
− | * Each point of damage you land on the Scout will drain 4% of his boost - even a weak hit can slow him down to his lowered base speed (a downside of the Baby Face's Blaster).
| |
− | |-
| |
− | |align="center" valign="center" style="padding:0.5" |
| |
− | {{Table icon|Back Scatter}}
| |
− | |
| |
− | * The Back Scatter is less accurate and holds fewer shots than the Scattergun, but promotes an ambushing playstyle. If you can avoid being ambushed, direct fights against the Scout are easier.
| |
− | * Scouts tend to take alternate routes to catch you off-guard. Check your back often so he doesn't ambush you.
| |
− | * The Back Scatter deals mini-crits from behind. Keep facing the Scout so he can't get behind you.
| |
− | |}
| |
− | | |
− | === Armi secondarie ===
| |
− | | |
− | {| class="wikitable grid" cellpadding="0" cellspacing="0"
| |
− | ! class="header" colspan="1" width="200" | Arma
| |
− | ! class="header" colspan="1" width="800" | Strategia Anti-Esploratore
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{icon item|Pistol|100px}}{{icon item|Lugermorph|100px}}<br />'''[[Pistol]]''' / '''[[Lugermorph]]'''
| |
− | |
| |
− | * While the Scout might use the Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep your distance from him to take advantage of his weak long range capabilities.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}}
| |
− | |
| |
− | * Bonk! Atomic Punch helps a Scout get past dangerous areas, such as chokepoints or Sentry Gun nests. He can’t fight while under its effects, so impede his movement by body blocking him or using [[knock back]].
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}}
| |
− | |
| |
− | * While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you deal 25% more damage to him. He’ll often consume it when preparing for an ambush, so be alert and pick him off first.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}}
| |
− | |
| |
− | * The healing provided by Mad Milk will let an accurate Scout stay in a fight for a prolonged period of time. If you’re covered by it, you’ll either need to retreat or take him out very quickly.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}}
| |
− | |
| |
− | * The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Pretty Boy's Pocket Pistol}}
| |
− | |
| |
− | * The Pretty Boy's Pocket Pistol functions similarly to the Pistol and should be treated the same way.
| |
− | * Be mindful of the increased health given to the Scout by this weapon. If possible, use fire to dispatch of him more quickly.
| |
− | * Look out for attacks from above, as the Pretty Boy's Pocket Pistol makes a Scout immune to fall damage.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Flying Guillotine}}
| |
− | |
| |
− | * The Flying Gullotine is ideal for picking off weakened targets; move erratically when retreating or fighting the Scout so that he misses with the weapon.
| |
− | * A Scout can pair the Flying Gullotine with the Sandman to deal critical hits that few classes can withstand. This can prove deadly to your team if the Scout is accurate with both weapons.
| |
− | |}
| |
− | | |
− | === Armi corpo-a-corpo ===
| |
− | {| class="wikitable grid" cellpadding="0" cellspacing="0"
| |
− | ! class="header" colspan="1" width="200"| Arma
| |
− | ! class="header" colspan="1" width="800"| Strategia Anti-Esploratore
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{icon item|Bat|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Festive Bat|100px}} {{icon item|Frying Pan|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Ham Shank|100px}}
| |
− | <br />'''[[Bat]]''' / '''[[Saxxy]]''' / '''[[Conscientious Objector]]''' / '''[[Bat|Festive Bat]]''' / '''[[Frying Pan]]''' / '''[[Freedom Staff]]''' / '''[[Bat Outta Hell]]''' / '''[[Ham Shank]]'''
| |
− | |
| |
− | * A Scout that insists on using the Bat could easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat so long as you keep your aim steady.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}}
| |
− | |
| |
− | * If you are [[stun]]ned by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout so that you can immediately retaliate once the effect wears off.
| |
− | * Utilize cover, and keep moving to avoid getting hit by the Sandman's stun ball from long distances; if struck by one from a far enough range, you will be stunned in place for 7 seconds. Without teammates to protect you, you are effectively helpless for this duration and can potentially be taunt-killed.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{icon item|Holy Mackerel|100px}} {{icon item|Unarmed Combat|100px}}<br />'''[[Holy Mackerel]]''' / '''[[Unarmed Combat]]'''
| |
− | |
| |
− | * The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed. Hit announcements can be used to determine the whereabouts of a Scout.
| |
− | ** Spies should be wary of using the [[Dead Ringer]] when hit by the Holy Mackerel; it will show a hit, not a death, in the kill feed, which can compromise their cover.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}}
| |
− | |
| |
− | * A Scout who has the Candy Cane in his loadout is 25% more vulnerable to explosions; use rockets, grenades, and/or bombs to dispatch him quickly.
| |
− | * Try to steal the small health kits dropped by teammates that the Scout aided in killing while having the Candy Cane in his loadout.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{icon item|Boston Basher|100px}}{{icon item|Three-Rune Blade|100px}}<br />'''[[Boston Basher]]''' / '''[[Three-Rune Blade]]'''
| |
− | |
| |
− | * Continuously evade a Scout that is attacking you with the Boston Basher so that he damages himself instead.
| |
− | ** A creative Scout might use the weapon's negative attribute to propel himself to unusual locations; however, this will often cost the Scout half his health, making retaliation against him easier.
| |
− | |-
| |
− | |align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}}
| |
− | |
| |
− | * The Sun-on-a-Stick does less base damage than the standard Bat. If you are set on [[fire]], you should always be trying to extinguish yourself, retreating from and/or repelling any Scout that may try to pick you off with this weapon.
| |
− | |-
| |
− | |align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}}
| |
− | |
| |
− | * If you are marked for death by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon accordingly and try to move to where your teammates are so they can help.
| |
− | * A Scout may use the Fan O'War to identify which enemy his team should focus fire on; take cover or retreat until the mark wears off, preferrably while having teammates cover you for the duration.
| |
− | |- | |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Atomizer}}
| |
− | |
| |
− | * While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs 10 HP, however, which can expedite killing him.
| |
− | ** Beware of ambushes from Scouts who use the Atomizer and the Force-A-Nature together; the combination allows them to reach even greater heights.
| |
− | |-
| |
− | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Wrap Assassin}}
| |
− | |
| |
− | * While a Scout might not use the Wrap Assassin in direct combat, the projectile it launches can inflict the [[bleed]] effect on you. Bleeding can be negated by any source of healing.
| |
− | |-
| |
− | |}
| |
− | | |
− | == Vedi anche ==
| |
− | * [[Double jump/it|Doppio salto]]
| |
− | * [[Team strategy/it|Strategia di squadra]]
| |
− | | |
− | {{Class strategy}}
| |
− | {{Scout Nav}}
| |
− | | |
− | [[Category:Community strategy/it]]
| |