Difference between revisions of "Anti-Scout strategy"
(→Primary weapons) |
m (Good stuff; shortening.) |
||
Line 12: | Line 12: | ||
| align="center" valign="center" style="padding:0.5em" | [[File:Scout_emblem_RED.png|40px|link=Scout]] '''[[Classes|Role]]''' | | align="center" valign="center" style="padding:0.5em" | [[File:Scout_emblem_RED.png|40px|link=Scout]] '''[[Classes|Role]]''' | ||
| | | | ||
− | * The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and | + | * The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and report his location to teammates. |
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{icon class|Medic|40px}} '''[[Health]]''' | | align="center" valign="center" style="padding:0.5em" | {{icon class|Medic|40px}} '''[[Health]]''' | ||
Line 23: | Line 23: | ||
* Carefully predict his movements to ensure your attacks hit, particularly when using [[projectile]] weapons. If he is airborne, wait until he exhausts his double jump before trying to land airshots. | * Carefully predict his movements to ensure your attacks hit, particularly when using [[projectile]] weapons. If he is airborne, wait until he exhausts his double jump before trying to land airshots. | ||
* His maneuverability allows him to easily chase any other class but is less powerful in confined areas, where he has less room to dodge. | * His maneuverability allows him to easily chase any other class but is less powerful in confined areas, where he has less room to dodge. | ||
− | |||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{icon class|Soldier|40px}} '''[[Weapons|Power]]''' | | align="center" valign="center" style="padding:0.5em" | {{icon class|Soldier|40px}} '''[[Weapons|Power]]''' | ||
| | | | ||
− | * The Scout’s weapons are devastating at close range but very weak at long range. Thus, he must put himself in danger and actively enter combat to have any chance at killing enemies. | + | * The Scout’s weapons are devastating at close range but very weak at long range. Thus, he must put himself in danger and actively enter combat to have any chance at killing enemies. |
|- | |- | ||
|} | |} | ||
Line 48: | Line 47: | ||
* 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 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. | ||
− | * The Force-A-Nature will also knock the Scout | + | * The Force-A-Nature will also knock the Scout back if he is in mid-air. 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}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}} | ||
Line 59: | Line 58: | ||
| | | | ||
* 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. | ||
− | * | + | * The Soda Popper fires 50% faster; its shots will land almost immediately after each other. Avoid being hit by both shots by making a slight movement after the first one, then retaliate while the Scout reloads. |
* 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. | * 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. | ||
|- | |- | ||
Line 66: | Line 65: | ||
* The Baby Face's Blaster only holds 4 rounds per clip, giving it less raw offensive power. | * 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. | * 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. | ||
− | * As the Scout does damage with the Baby Face's Blaster, | + | * As the Scout does damage with the Baby Face's Blaster, his movement speed will increase. It would be wise to lead him with your shots, even with hitscan weapons. |
|- | |- | ||
|align="center" valign="center" style="padding:0.5" | | |align="center" valign="center" style="padding:0.5" | | ||
Line 93: | Line 92: | ||
| | | | ||
* While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you deal 10% more damage to him. He’ll often consume it when preparing for an ambush, so be alert and pick him off first. | * While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you deal 10% more damage to him. He’ll often consume it when preparing for an ambush, so be alert and pick him off first. | ||
− | * | + | * Crit-a-Cola will cause the Scout to move 25% faster. You won't be able to escape him at all, so retaliate and force him to retreat. |
|- | |- | ||
| 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 ''' |
Revision as of 23:27, 15 March 2015
“ | Never send a boy to fight a man's war.
Click to listen
— The Soldier
|
” |
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 maneuverability or keep him at range, he becomes far less of a threat.
Contents
General
Attributes | Anti-Scout strategy |
---|---|
Role |
|
Health |
|
Speed |
|
Power |
|
Weapon-specific
Main article: Scout weapons
Primary weapons
Weapon | Anti-Scout strategy |
---|---|
Scattergun + reskins |
|
Force-A-Nature + reskins |
|
Shortstop |
|
Soda Popper |
|
Baby Face's Blaster |
|
|
Secondary weapons
Weapon | Anti-Scout strategy |
---|---|
Pistol + reskins |
|
Bonk! Atomic Punch + reskins |
|
Crit-a-Cola |
|
Mad Milk + reskins |
|
Winger |
|
Pretty Boy's Pocket Pistol |
|
Flying Guillotine |
|
Melee weapons
Weapon | Anti-Scout strategy |
---|---|
Bat + reskins |
|
Sandman |
|
Holy Mackerel + reskins |
|
Candy Cane |
|
Boston Basher + reskins |
|
Sun-on-a-Stick |
|
Fan O'War |
|
Atomizer |
|
Wrap Assassin |
|
See also
|