Difference between revisions of "Anti-Scout strategy"
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| 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]]''' | ||
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− | * The Scout’s weapons are devastating at close range but very weak | + | * 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. |
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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 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 himself or | + | * The Force-A-Nature's [[knock back]] effects let a Scout easily reposition himself or push you backwards 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 back if he is in mid-air. If he decides to attack while in midair, you can easily line up a counterattack. | * 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. | ||
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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. | ||
* 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. | * 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. | ||
− | * The Shortstop has a | + | * The Shortstop has a non-damaging shove which deals medium knockback at melee range. Don't position yourself near an environmental hazard for too long. |
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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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− | * | + | * 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. |
− | + | * The Soda Popper's second shot will fire almost immediately after the first. Avoid being hit by both shots by changing direction after the first attack. | |
− | * The Soda Popper | + | * 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. |
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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, giving it less raw offensive power. | * The Baby Face's Blaster only holds 4 rounds per clip, giving it less raw offensive power. | ||
− | * As the Scout deals damage, his movement speed will increase. It would be wise to lead | + | * As the Scout deals damage, his movement speed will increase. It would be wise to 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 | + | * 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 base speed. |
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* The Back Scatter only holds 4 rounds per clip, giving it less raw offensive power. | * The Back Scatter only holds 4 rounds per clip, giving it less raw offensive power. | ||
− | * | + | * Scouts tend to take alternate routes to catch you off-guard. Check your back often. |
− | * Since the Back Scatter deals mini-crits from behind, | + | * Since the Back Scatter deals mini-crits from behind, keep facing the Scout so he can't get behind you. |
− | * The Back Scatter is 20% less accurate than the Scattergun, so keeping a distance | + | * The Back Scatter is 20% less accurate than the Scattergun, so keeping a distance is more effective. |
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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 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 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]]. | * 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]]. | ||
− | * | + | * 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 kill him. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}} | ||
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− | * Although the Scout will deal guaranteed mini-crits, he will be Marked-For-Death for 5 seconds every time he fires a shot. | + | * Although the Scout will deal guaranteed mini-crits, he will be Marked-For-Death for 5 seconds every time he fires a shot. 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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− | * The healing provided by Mad Milk | + | * The healing provided by Mad Milk lets an accurate Scout stay fighting for a prolonged period of time. If you’re covered by it, prevent him from healing by dodging his attacks. |
− | * | + | * Taking Mad Milk means giving up the Pistol; dealing with the Scout's primary weapon appropriately leaves him with no other options. |
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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 | + | * The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it deals 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. | ||
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* The Pretty Boy's Pocket Pistol fires faster and grants health-on-hit, but has a smaller clip size. | * 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. | + | * 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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− | * The Flying Guillotine is ideal for picking off weakened targets but recharges | + | * The Flying Guillotine is ideal for picking off weakened targets but recharges only every five seconds. |
* Long-distance hits reduce the Guillotine's recharge time. Do your best to avoid getting hit. | * Long-distance hits reduce the Guillotine's recharge time. Do your best to avoid getting hit. | ||
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* Keep moving to avoid getting hit by the Sandman's [[stun]] ball. Being hit will slow you down, and the duration of the slow increases with range. | * Keep moving to avoid getting hit by the Sandman's [[stun]] ball. Being hit will slow you down, and the duration of the slow increases with range. | ||
* If you are struck 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 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 | + | * The Sandman reduces the Scout's health by 15, 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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* 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. | * 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. | ||
− | * [[Dead Ringer]] | + | * Spies using the [[Dead Ringer]] should be wary of the Holy Mackerel, as the hit announcements can give away how they used the Ringer to escape. |
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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 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 kill | + | * 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 health kits dropped by teammates | + | * 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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|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 increased damage to burning enemies. If you are set on [[fire]], you should be | + | * The Sun-on-a-Stick does increased damage to burning enemies. If you are set on [[fire]], you should be trying to extinguish yourself, retreating from and repelling any Scout that tries to pick you off. |
− | * The Sun-on-a-Stick grants a passive 25% resistance against fire damage. A burning Scout may deploy it to reduce damage | + | * The Sun-on-a-Stick grants a passive 25% resistance against fire damage. A burning Scout may deploy it to reduce damage as he retreats. |
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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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| 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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− | * | + | * The Scout can triple jump when the Atomizer is deployed. Keep in mind alternate routes he can take. |
− | * The Atomizer can also mini-crit while airborne. This doesn’t deal much bonus damage | + | * The Scout must have the Atomizer deployed to triple jump. When fighting him, you should only have to deal with his double jump. A Scout who deploys it in combat may be planning to retreat. |
− | + | * The Atomizer can also mini-crit while airborne. This doesn’t deal much bonus damage - deal with the Scout as if he were fighting with the stock Bat. | |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Wrap Assassin}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Wrap Assassin}} |
Revision as of 02:23, 11 February 2019
“ | 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 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 |
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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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