Difference between revisions of "Basic Scout strategy"
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− | The [[Scout]] is | + | The [[Scout]] is the fastest class in the game. Although frail, his speed and ability to [[double jump]] allow him to easily access alternate routes on many makes, making him extremely unpredictable. He counts as two players when capturing [[Control Points]] or pushing [[Payload]] carts, making him ideal for completing mission objectives. His [[Scattergun]]'s damage output is extremely high, making him deadly when ambushing. When fighting, his ability to dodge, weave, and chase make him one of the best classes in one-on-one combat. Because his health pool is so low, the Scout relies on completely avoiding damage to survive. His double jump lets him escape [[knock back]] and [[fall damage]]. Weaponry that can slow or track players, such as [[Natascha]] or a [[Sentry Gun]], are deadly to the Scout. If injured, a Scout far away from his team should seek out the nearest health pack. |
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− | + | ==Primary Weapons== | |
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===[[Scattergun]]=== | ===[[Scattergun]]=== | ||
{{Icon weapon|weapon=Scattergun|icon-size=100x100px}} | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}} | ||
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− | + | The Scattergun is most reliable at close range, capable of dealing lethal damage in just two to four shots. It is the weapon of choice for prolonged combat due to its reasonable magazine size. A Scout should continually readjust his aim while moving in order to avoid damage. At longer ranges, where the Scattergun's bullet spread is very wide, a Scout should switch to his [[Pistol]]. | |
===[[Force-A-Nature]]=== | ===[[Force-A-Nature]]=== | ||
{{Icon weapon|weapon=Force-A-Nature|icon-size=100x100px}} | {{Icon weapon|weapon=Force-A-Nature|icon-size=100x100px}} | ||
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− | + | The Force-A-Nature is excellent at dealing burst damage but will constantly have to be reloaded in a prolonged firefight, making it better used as a hit-and-run weapon. It is recommended that a Scout equip the [[Pistol]] so that he always has a weapon to fire. The Force-A-Nature deals [[knock back]] to both the user and target. An enemy launched into the air makes for an easy kill. [[Force jump]]s allow the Scout to reach even more unusual positions. Because the Force-A-Nature only has two shots, a Scout should just fire the remaining shell rather than reload manually, as the it is lost either way. | |
===[[Shortstop]]=== | ===[[Shortstop]]=== | ||
{{Icon weapon|weapon=Shortstop|icon-size=100x100px}} | {{Icon weapon|weapon=Shortstop|icon-size=100x100px}} | ||
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− | + | The Shortstop is a cross between the [[Shotgun]] and [[Pistol]]. While it deals less damage than the Scout's other primary weapons, its narrow bullet spread makes it reliable at longer ranges. The Shortstop reloads very quickly, allowing the the Scout to rapidly fire shots. However, the Shortstop draws from the same ammunition that the Pistol uses. When using the Shortstop, a Scout should consider using a different secondary weapon in order to conserve ammunition. | |
− | + | ==Secondary Weapons== | |
===[[Pistol]] / [[Lugermorph]]=== | ===[[Pistol]] / [[Lugermorph]]=== | ||
{{Icon weapon|weapon=Pistol|icon-size=100x100px}} {{Icon weapon|weapon=Lugermorph|icon-size=100x100px}} | {{Icon weapon|weapon=Pistol|icon-size=100x100px}} {{Icon weapon|weapon=Lugermorph|icon-size=100x100px}} | ||
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− | + | The Pistol is a backup weapon, primarily used for finishing off wounded targets. It reloads much more quickly than any of the Scout's primary weapons and thus is useful for harassing enemies or retreating. At longer ranges, the Pistol is an excellent option for dealing consistent damage. | |
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===[[Bonk! Atomic Punch]]=== | ===[[Bonk! Atomic Punch]]=== | ||
{{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}} | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}} | ||
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− | + | Bonk! Atomic Punch is a situational utility item that can be used to dodge or draw enemy fire. For example, it can be used to distract [[Sentry Gun]]s, retreat safely, bait [[Demoman|Demomen]] into detonating their sticky traps, or block chokepoints. | |
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===[[Crit-a-Cola]]=== | ===[[Crit-a-Cola]]=== | ||
{{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}} | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}} | ||
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− | + | Crit-a-Cola is an item that rewards risks taken. Successive Mini-Crits from any of the Scout's primary weapons can quickly take down any class. To avoid taking damage while under the effects of Crit-a-Cola, a Scout should only drink it before an ambush or to harass enemies at range with his [[Shortstop]]. The boost provided by Crit-a-Cola will not stack with the effects of other items such as the [[Buff Banner]] or [[Jarate]]. | |
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===[[Mad Milk]]=== | ===[[Mad Milk]]=== | ||
{{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} | ||
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− | + | Mad Milk is a defensive item that makes fighting bulky classes easier. The healing provided will help to tank any damage the Scout or his teammates takes. It can be used to extinguish teammates or to reveal cloaked [[Spy|Spies]]. | |
− | + | ==Melee Weapons== | |
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===[[Bat]]=== | ===[[Bat]]=== | ||
{{Icon weapon|weapon=Bat|icon-size=100x100px}} | {{Icon weapon|weapon=Bat|icon-size=100x100px}} | ||
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− | + | Because the Scout already deals so much damage at close range, he should only use the Bat when out of ammunition. While it swings rapidly, it deals less damage than other melee weapons. | |
===[[Sandman]]=== | ===[[Sandman]]=== | ||
{{Icon weapon|weapon=Sandman|icon-size=100x100px}} | {{Icon weapon|weapon=Sandman|icon-size=100x100px}} | ||
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− | + | A Scout should use Sandman's ball to stun targets before moving in for the kill. It moves as an arced [[projectile]], requiring the Scout to lead his foe accordingly. A Scout should focus on stunning the most dangerous foes, such as [[Heavy|Heavies]]. Because the Sandman reduces his overall health, the Scout using it should be adept in dodging attacks. | |
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===[[Holy Mackerel]]=== | ===[[Holy Mackerel]]=== | ||
{{Icon weapon|weapon=Holy Mackerel|icon-size=100x100px}} | {{Icon weapon|weapon=Holy Mackerel|icon-size=100x100px}} | ||
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− | + | The Holy Mackerel functions identically to the bat but announces each hit in the kill feed. Hits on disguised Spies do not display. A hit that triggers a [[feign death]] will appear as a hit, not a kill, allowing a Scout to track down a Spy using the [[Dead Ringer]]. | |
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===[[Candy Cane]]=== | ===[[Candy Cane]]=== | ||
{{Icon weapon|weapon=Candy Cane|icon-size=100x100px}} | {{Icon weapon|weapon=Candy Cane|icon-size=100x100px}} | ||
− | + | Any kill or assist a Scout scores will cause the victim to drop the health pack; a Scout does not need to use the Candy Cane to land the finishing blow. Health packs can be used to heal teammates as they fight at the front lines. A Spy who uses the [[Dead Ringer]] to trigger a [[feign death]] will not drop a health pack. | |
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===[[Boston Basher]]=== | ===[[Boston Basher]]=== | ||
{{Icon weapon|weapon=Boston Basher|icon-size=100x100px}} | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}} | ||
− | + | The Boston Basher is designed for precise melee hits. A Scout that swings it wildly is bound to die quickly. The self-damage can be used to help a [[Medic]] fill their [[ÜberCharge]]. The bleed effect can be used to track down [[cloak]]ed Spies. | |
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===[[Sun-on-a-Stick]]=== | ===[[Sun-on-a-Stick]]=== | ||
{{item icon|Sun-On-A-Stick|100px}} | {{item icon|Sun-On-A-Stick|100px}} | ||
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− | + | A Scout should never equip this weapon if there are no Pyros on his team. The Scattergun will still outdamage the Sun-on-a-Stick when attacking ignited foes. | |
− | + | ==Item sets== | |
===[[Item sets#Scout|The Special Delivery]]=== | ===[[Item sets#Scout|The Special Delivery]]=== | ||
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{{item icon|Milkman|100px}} | {{item icon|Milkman|100px}} | ||
− | + | While the set bonus increases the Scout's survivability, the required loadout reduces his overall firepower. | |
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{{Class strategy}} | {{Class strategy}} |
Revision as of 21:56, 8 March 2011
The Scout is the fastest class in the game. Although frail, his speed and ability to double jump allow him to easily access alternate routes on many makes, making him extremely unpredictable. He counts as two players when capturing Control Points or pushing Payload carts, making him ideal for completing mission objectives. His Scattergun's damage output is extremely high, making him deadly when ambushing. When fighting, his ability to dodge, weave, and chase make him one of the best classes in one-on-one combat. Because his health pool is so low, the Scout relies on completely avoiding damage to survive. His double jump lets him escape knock back and fall damage. Weaponry that can slow or track players, such as Natascha or a Sentry Gun, are deadly to the Scout. If injured, a Scout far away from his team should seek out the nearest health pack.
Primary Weapons
Scattergun
The Scattergun is most reliable at close range, capable of dealing lethal damage in just two to four shots. It is the weapon of choice for prolonged combat due to its reasonable magazine size. A Scout should continually readjust his aim while moving in order to avoid damage. At longer ranges, where the Scattergun's bullet spread is very wide, a Scout should switch to his Pistol.
Force-A-Nature
The Force-A-Nature is excellent at dealing burst damage but will constantly have to be reloaded in a prolonged firefight, making it better used as a hit-and-run weapon. It is recommended that a Scout equip the Pistol so that he always has a weapon to fire. The Force-A-Nature deals knock back to both the user and target. An enemy launched into the air makes for an easy kill. Force jumps allow the Scout to reach even more unusual positions. Because the Force-A-Nature only has two shots, a Scout should just fire the remaining shell rather than reload manually, as the it is lost either way.
Shortstop
The Shortstop is a cross between the Shotgun and Pistol. While it deals less damage than the Scout's other primary weapons, its narrow bullet spread makes it reliable at longer ranges. The Shortstop reloads very quickly, allowing the the Scout to rapidly fire shots. However, the Shortstop draws from the same ammunition that the Pistol uses. When using the Shortstop, a Scout should consider using a different secondary weapon in order to conserve ammunition.
Secondary Weapons
Pistol / Lugermorph
The Pistol is a backup weapon, primarily used for finishing off wounded targets. It reloads much more quickly than any of the Scout's primary weapons and thus is useful for harassing enemies or retreating. At longer ranges, the Pistol is an excellent option for dealing consistent damage.
Bonk! Atomic Punch
Bonk! Atomic Punch is a situational utility item that can be used to dodge or draw enemy fire. For example, it can be used to distract Sentry Guns, retreat safely, bait Demomen into detonating their sticky traps, or block chokepoints.
Crit-a-Cola
Crit-a-Cola is an item that rewards risks taken. Successive Mini-Crits from any of the Scout's primary weapons can quickly take down any class. To avoid taking damage while under the effects of Crit-a-Cola, a Scout should only drink it before an ambush or to harass enemies at range with his Shortstop. The boost provided by Crit-a-Cola will not stack with the effects of other items such as the Buff Banner or Jarate.
Mad Milk
Mad Milk is a defensive item that makes fighting bulky classes easier. The healing provided will help to tank any damage the Scout or his teammates takes. It can be used to extinguish teammates or to reveal cloaked Spies.
Melee Weapons
Bat
Because the Scout already deals so much damage at close range, he should only use the Bat when out of ammunition. While it swings rapidly, it deals less damage than other melee weapons.
Sandman
A Scout should use Sandman's ball to stun targets before moving in for the kill. It moves as an arced projectile, requiring the Scout to lead his foe accordingly. A Scout should focus on stunning the most dangerous foes, such as Heavies. Because the Sandman reduces his overall health, the Scout using it should be adept in dodging attacks.
Holy Mackerel
The Holy Mackerel functions identically to the bat but announces each hit in the kill feed. Hits on disguised Spies do not display. A hit that triggers a feign death will appear as a hit, not a kill, allowing a Scout to track down a Spy using the Dead Ringer.
Candy Cane
Any kill or assist a Scout scores will cause the victim to drop the health pack; a Scout does not need to use the Candy Cane to land the finishing blow. Health packs can be used to heal teammates as they fight at the front lines. A Spy who uses the Dead Ringer to trigger a feign death will not drop a health pack.
Boston Basher
The Boston Basher is designed for precise melee hits. A Scout that swings it wildly is bound to die quickly. The self-damage can be used to help a Medic fill their ÜberCharge. The bleed effect can be used to track down cloaked Spies.
Sun-on-a-Stick
A Scout should never equip this weapon if there are no Pyros on his team. The Scattergun will still outdamage the Sun-on-a-Stick when attacking ignited foes.
Item sets
The Special Delivery
While the set bonus increases the Scout's survivability, the required loadout reduces his overall firepower.
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