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) |
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* As the Scout deals damage, his movement speed will increase. Lead your shots, even with hitscan weapons. | * 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. | * 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 ( | + | * 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). |
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|align="center" valign="center" style="padding:0.5" | | |align="center" valign="center" style="padding:0.5" | | ||
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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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* The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it deals only minor damage. | * The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it deals only minor damage. | ||
* This gun also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take. | * This gun also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take. | ||
+ | * The Winger's smaller clip size means the Scout has less secondary capability, and may use this weapon mostly for added mobility while engaging with his primary. | ||
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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}} | ||
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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 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. | ||
− | * 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 it 110), making killing him significantly easier - a point-blank rocket can instantly kill him. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Holy Mackerel}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Holy Mackerel}} + '''reskins''' | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}} | ||
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− | * A Scout who causes | + | * A Scout who causes Health packs to drop from your dead teammates has the Candy Cane in his loadout. He is 25% more vulnerable to explosions, so a direct hit from a rocket or grenade will often kill him instantly. |
− | * Try to steal the small | + | * Try to steal the small Health kits dropped by teammates killed by the Scout, preventing him from using the benefit of the weapon. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Boston Basher}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Boston Basher}} + '''reskins''' | ||
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* Evade a Scout that is attacking you with the Boston Basher so that he damages himself instead. Missing even once puts severe pressure on him to retreat and find a source of healing. | * Evade a Scout that is attacking you with the Boston Basher so that he damages himself instead. Missing even once puts severe pressure on him to retreat and find a source of healing. | ||
− | * Most melee weapons have a short delay before they hit, so you can use a source of | + | * Most melee weapons have a short delay before they hit, so you can use a source of knockback on the Scout just as he swings to force a miss. |
− | * A creative Scout might use the weapon's negative attribute to propel himself to high locations at the cost of a significant amount of health. | + | * A creative Scout might use the weapon's negative attribute to propel himself to high locations at the cost of a significant amount of his health. |
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|align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}} | |align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}} | ||
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* While a Scout will rarely use the Wrap Assassin as a melee weapon, the projectile it launches can inflict the [[bleed]] effect on you. Bleeding can be negated by any source of healing. | * While a Scout will rarely use the Wrap Assassin as a melee weapon, the projectile it launches can inflict the [[bleed]] effect on you. Bleeding can be negated by any source of healing. | ||
+ | *The ball can be used as a long range harassment, to keep pressure on distant enemies like [[Snipers]] with the damage over time effect, or as an opening attack. Be prepared for a fight if hit from behind! | ||
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Latest revision as of 06:08, 13 November 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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