Difference between revisions of "Anti-Scout strategy"
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== Weapon-specific == | == Weapon-specific == | ||
{{main|Weapons#Scout|l1=Scout weapons}} | {{main|Weapons#Scout|l1=Scout weapons}} | ||
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=== Primary weapons === | === Primary weapons === | ||
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Scattergun|100px}} {{icon item|Festive Scattergun|100px}}<br />'''[[Scattergun]]''' / '''[[Scattergun|Festive Scattergun]]''' | | align="center" valign="center" style="padding:0.5em" | {{icon item|Scattergun|100px}} {{icon item|Festive Scattergun|100px}}<br />'''[[Scattergun]]''' / '''[[Scattergun|Festive Scattergun]]''' | ||
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− | * The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you | + | * The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you take while trading blows. |
− | * It takes a considerably long time for a Scout to reload his Scattergun; if he uses most | + | * It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}} | ||
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− | * The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots. If the Scout insists on staying | + | * The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots. If the Scout insists on staying nearby, pick him off during his frequent reloading periods. |
* The Force-A-Nature's [[knock back]] effects let a Scout easily reposition or disorient you for a follow-up shot, so avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into. | * The Force-A-Nature's [[knock back]] effects let a Scout easily reposition or disorient you for a follow-up shot, so avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into. | ||
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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. | ||
* Steal health packs, kill Medics, and destroy Dispensers to prevent the Scout from making use of the Shortstop's healing bonus. | * Steal health packs, kill Medics, and destroy Dispensers to prevent the Scout from making use of the Shortstop's healing bonus. | ||
− | * When the Scout has his Shortstop as his active weapon, he suffers extra vulnerability to knockback. | + | * 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. |
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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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− | * Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. However, the Soda Popper reloads much faster | + | * Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. However, the Soda Popper reloads much faster. |
− | * You’ll need to quickly eliminate | + | * You’ll need to quickly eliminate the Scout between full Hype charges, which give the Scout the ability to jump up to five times in mid-air (for a total of six jumps) making him nearly impossible to hit mid-air. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Baby Face's Blaster}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Baby Face's Blaster}} | ||
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− | * The Baby Face's Blaster only holds 4 rounds per clip, | + | * The Baby Face's Blaster only holds 4 rounds per clip, giving it less raw offensive power. |
− | + | * The Blaster's Boost allows a Scout to retreat and reload with ease. Predict the Scout's movements to force him to double jump, reducing his Boost and effectiveness. | |
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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 Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage. It also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take | + | * The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage. |
+ | * It also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take, especially when he's retreating. | ||
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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 | + | * The Pretty Boy's Pocket Pistol is a weaker Pistol but grants extra health to the Scout. |
− | + | * Look out for attacks from above, as this weapon makes a Scout immune to fall damage. | |
− | * Look out for attacks from above, as | ||
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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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− | * The Flying Gullotine is ideal for picking off weakened targets; move erratically | + | * The Flying Gullotine is ideal for picking off weakened targets but reloads very slowly; move erratically so that the Scout misses. |
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* 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. | * 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 | + | * 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. |
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Holy Mackerel|100px}} {{icon item|Unarmed Combat|100px}}<br />'''[[Holy Mackerel]]''' / '''[[Unarmed Combat]]''' | | align="center" valign="center" style="padding:0.5em" | {{icon item|Holy Mackerel|100px}} {{icon item|Unarmed Combat|100px}}<br />'''[[Holy Mackerel]]''' / '''[[Unarmed Combat]]''' | ||
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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 has the Candy Cane in his loadout is 25% more vulnerable to explosions; use rockets, grenades, and | + | * A Scout who has the Candy Cane in his loadout is 25% more vulnerable to explosions; use rockets, grenades, and 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 | + | * Try to steal the small health kits dropped by teammates that the Scout aided in killing while having the Candy Cane equipped. |
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| 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]]''' | | 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]]''' | ||
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* Continuously evade a Scout that is attacking you with the Boston Basher so that he damages himself instead. | * 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 | + | ** 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 easier. |
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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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− | * 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 | + | * 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 repelling any Scout that may try to pick you off with this weapon. |
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|align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}} | |align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}} | ||
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− | * 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 | + | * 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 for help. |
− | * | + | * In a large firefight, 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. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Atomizer}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Atomizer}} | ||
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− | * 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 | + | * 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 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. | ** Beware of ambushes from Scouts who use the Atomizer and the Force-A-Nature together; the combination allows them to reach even greater heights. | ||
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Revision as of 02:03, 1 June 2014
“ | Never send a boy to fight a man's war.
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— 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 manueverability, you can easily dispose of him.
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 / Festive Scattergun |
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Force-A-Nature |
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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 / Lugermorph |
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Bonk! Atomic Punch |
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Crit-a-Cola |
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Mad Milk |
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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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Sandman |
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Holy Mackerel / Unarmed Combat |
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Candy Cane |
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Boston Basher / Three-Rune Blade |
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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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