Difference between revisions of "Scout match-ups"
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The Sentry Gun, however, deals heavy damage and can track your movements, rendering your speed useless. If caught, the Sentry Gun’s [[knock back]] is likely to pin down and kill you. If possible, avoid routes covered by Sentry Guns and check around corners before rushing into new areas. If the Sentry Gun is unattended, you can slowly destroy it from far away with your [[Pistol]] or [[Shortstop]]. You run faster than a Sentry Gun can rotate; although difficult, it is possible to [[circle strafe]] a Sentry Gun that has been placed around a corner and not yet locked on to you. A common tactic against a problematic Sentry Gun would be to use the invulnerability granted by [[Bonk! Atomic Punch]] to run past it or distract it while your teammates destroy it. If an Engineer is near his Sentry Gun, the best you’ll be able to do is harass him from long range. | The Sentry Gun, however, deals heavy damage and can track your movements, rendering your speed useless. If caught, the Sentry Gun’s [[knock back]] is likely to pin down and kill you. If possible, avoid routes covered by Sentry Guns and check around corners before rushing into new areas. If the Sentry Gun is unattended, you can slowly destroy it from far away with your [[Pistol]] or [[Shortstop]]. You run faster than a Sentry Gun can rotate; although difficult, it is possible to [[circle strafe]] a Sentry Gun that has been placed around a corner and not yet locked on to you. A common tactic against a problematic Sentry Gun would be to use the invulnerability granted by [[Bonk! Atomic Punch]] to run past it or distract it while your teammates destroy it. If an Engineer is near his Sentry Gun, the best you’ll be able to do is harass him from long range. | ||
− | Due to your high mobility, it is quite possible to keep him between you and his Sentry, causing him to take extreme amounts of self-damage as his sentry tries to shoot you. This is not viable in many situations, but is quite lethal when it is. | + | Due to your high mobility, it is quite possible to keep him between you and his Sentry Gun, causing him to take extreme amounts of self-damage as his sentry tries to shoot you. This is not viable in many situations, but is quite lethal when it is. |
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| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]] | | class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]] |
Revision as of 13:19, 14 August 2012
“ | I'm gonna headbutt ya, I'm gonna headbutt ya, I'm gonna headbutt ya!
Click to listen
— The Scout on his delicate battle plan
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” |
Class | Strategy | ||
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Scout |
vs | Scout |
You’re most likely to meet another Scout when both of you are away from teammates, such as during the initial rush to a Control Point or at the outskirts of a battlefield. This generally means that the only help you’ll get during your duel will be from health kits, and only if you manage to control the area around them. A Scout will typically strafe and jump while constantly changing directions to avoid being hit. No matter your weapon choice, keep your aim steady while moving erratically yourself. Given his speed, it is difficult to retreat; if you must do so, keep fighting back so that he can’t take free shots at you. |
Scout |
vs | Soldier |
Both you and the Soldier are very effective at close range. A Soldier will typically aim his Rocket Launcher at your feet; if you can stay in the air, he will find it much more difficult to hit you. Your speed and double jump should be enough to avoid being directly hit by a rocket while nearby cover can be used to avoid the splash damage. Use your mobility to never allow the Soldier access to high ground, where he is deadliest and can freely rain rockets from above. It may be optimal to maintain a medium distance from a Soldier so that you have sufficient time to dodge his shots. If you are having trouble, the Soldier’s slow speed makes him unable to chase you down as you retreat. |
Scout |
vs | Pyro |
Defeating a Pyro is all about spacing. It is best not to get hit at all, as untreated afterburn will take off up to half of your maximum health. You want to use your speed to keep out of his Flamethrower’s range while staying close enough to deal heavy damage with your Scattergun. Backpedal while whittling away at his health with any of your ranged weapons. Weapon heckling is less effective against a Pyro, especially if he has the Degreaser, as the ranges of his weapons are comparable to those of yours. Avoid facing a Pyro in an enclosed area or narrow corridor; he can use the compression blast to shove you into a corner for an easy kill. |
Scout |
vs | Demoman |
When out in the open, you are easily capable of dodging a Demoman’s indirect projectiles; his high damage output means nothing if he can’t hit you. Your speed lets you quickly get within close range of the Demoman, past his Grenade and Stickybombs, where he is weakest and can damage himself. If need be, take alternate routes to avoid his Sticky traps or ambush him. A Demoman with the Chargin’ Targe is even more vulnerable to weapon heckling; stay at medium range to avoid his melee attacks, then close in once he switches to the Grenade Launcher. |
Scout |
vs | Heavy |
Be cautious when approaching a Heavy from any range; with his Minigun, he can kill you faster than you can kill him. The element of surprise is your strongest weapon; you can kill the beefy Heavy with just a few point blank shots, so it's best to attack while he doesn't have his Minigun spun up. If he is already aware of your presence, try popping in and out from behind cover to reduce the damage you take in-between your shots. If you must directly face a Heavy, stay in his face while circle strafing to avoid his fire. You can double jump over or onto his head to confuse him while continually dealing damage. However, if he is paired with a Medic or is using Natascha, it is generally a good idea to retreat and come back with teammates.
Particular items that are useful against a Heavy are the Sandman, Crit-a-Cola, and Mad Milk. The big, slow Heavy is a prime target for the Sandman’s stun, which can allow you to either get in a few free shots or easily retreat. Crit-a-Cola will allow you to match his obscene firepower while Mad Milk can help you tank his massive damage. |
Scout |
vs | Engineer |
A lone Engineer is a simple target; he’s like you, but with less mobility. If you don’t have to deal with his Sentry Gun, simply dodge his shots while returning fire.
The Sentry Gun, however, deals heavy damage and can track your movements, rendering your speed useless. If caught, the Sentry Gun’s knock back is likely to pin down and kill you. If possible, avoid routes covered by Sentry Guns and check around corners before rushing into new areas. If the Sentry Gun is unattended, you can slowly destroy it from far away with your Pistol or Shortstop. You run faster than a Sentry Gun can rotate; although difficult, it is possible to circle strafe a Sentry Gun that has been placed around a corner and not yet locked on to you. A common tactic against a problematic Sentry Gun would be to use the invulnerability granted by Bonk! Atomic Punch to run past it or distract it while your teammates destroy it. If an Engineer is near his Sentry Gun, the best you’ll be able to do is harass him from long range. Due to your high mobility, it is quite possible to keep him between you and his Sentry Gun, causing him to take extreme amounts of self-damage as his sentry tries to shoot you. This is not viable in many situations, but is quite lethal when it is. |
Scout |
vs | Medic |
A lone Medic is an easy target, as you can easily dodge his Syringe Gun shots and Bonesaw while freely retaliating. However, it is rare to find a lone Medic. Still, even if he has a Medic buddy nearby, target the Medic first; it is very hard to take down someone who is constantly being healed. Maneuver past his patient or approach the pair from behind, pick the Medic off with a few point blank shots, then retreat before his former healing target can react. Don't get greedy; unless you are sure his former patient was already injured, don't fight, as the overheal will give him a significant advantage against you. |
Scout |
vs | Sniper |
Although you are the fastest class in the game, running in a straight line still makes you an easy target for any competent Sniper; if you are not overhealed, one headshot or fully charged bodyshot will instantly kill you. Zigzag, jump, and strafe constantly to make yourself a difficult target. Once you close the distance, the fight is in your favor; all of your ranged weapons outdamage his and you can easily manuever outside of melee range. |
Scout |
vs | Spy |
Your speed makes you hard to backstab and allows you to always chase fleeing foes, making you one of the Spy’s deadlier opponents. He has some of the game’s weakest weapons, making a normal fight with him very simple; as usual, circle strafe while dodging his Revolver and Knife. If he Cloaks, use your Scattergun’s spread, Mad Milk, or the Boston Basher’s bleed effect to reveal him and give chase. You can easily Spy-check by simply running into your teammates; if you can’t move past them, they’re a Spy. |
See also
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