Difference between revisions of "Basic Scout strategy"
(Hm. With that patch, the Stick now deals 160 DPS against ignited foes while the Scattergun deals 152 DPS (approx., with no damage spread). Cool beans.) |
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{{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}} | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}} | ||
− | Crit-a-Cola is an item that rewards you for taking risks. | + | Crit-a-Cola is an item that rewards you for taking risks. You should drink it only before an ambush or to harass enemies at range with your [[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]]=== | ||
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{{Icon weapon|weapon=Candy Cane|icon-size=100x100px}} | {{Icon weapon|weapon=Candy Cane|icon-size=100x100px}} | ||
− | You don't need to use the Candy Cane to land the finishing blow; any kill or assist will cause your victim to drop the health pack. 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. | + | You don't need to use the Candy Cane to land the finishing blow; any kill or assist will cause your victim to drop the health pack. 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}} | ||
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{{item icon|Sun-on-a-Stick|100px}} | {{item icon|Sun-on-a-Stick|100px}} | ||
− | Never equip this weapon if there are no Pyros on your team. | + | Never equip this weapon if there are no Pyros on your team. Against ignited foes, it will deal as much damage as the Scattergun at point blank range. However, both you and the Pyro excel in close range combat and can often finish off an enemy without the help of an ally. As a result, you might not be able to utilize this combo frequently. In [[Medieval mode]], teaming up with a Pyro using the [[Sharpened Volcano Fragment]] can be very effective. |
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===[[Fan O'War]]=== | ===[[Fan O'War]]=== |
Revision as of 04:46, 16 April 2011
“ | What have we learned? I always win!
Click to listen
— The Scout
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” |
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 maps, 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
When fighting, don't rely on your mouse alone to track foes. Use your movement to keep the opponent centered on your screen, firing whenever your cross-hairs and opponent match up. This allows you to focus on moving efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction.
Scattergun
At close range, your Scattergun can kill most classes in just a few shots. It is your best weapon for prolonged combat due to its reasonable magazine size. The Scattergun's bullet spread is very wide, so switch to your Pistol for enemies far away.
Force-A-Nature
The Force-A-Nature deals heavy burst damage but must be reloaded often, making it best used as a hit-and-run weapon. Equip your Pistol when using the Force-A-Nature so that you always have a weapon to fire. You can use the Force-A-Nature's knock back on you or your target. An enemy launched into the air makes for an easy kill, while the Force jump allows you to reach even more unpredictable locations.
Shortstop
The Shortstop is a cross between the Shotgun and Pistol. While it deals less damage than your other primary weapons, its narrow bullet spread makes it reliable at longer ranges. The Shortstop reloads very quickly, allowing you to continuously fire shots. However, the Shortstop draws from the same ammunition as the Pistol. Use 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 your primary weapons and can be used to harass enemies or retreat. At longer ranges, use the Pistol to deal 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, you can use it 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 you for taking risks. You should drink it only before an ambush or to harass enemies at range with your 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 you and your teammates tank any damage taken. It can be used to extinguish teammates or to reveal cloaked Spies.
Melee Weapons
Bat
Because you already deal so much damage at close range, you should only use the Bat when out of ammunition. While it swings rapidly, it deals less damage than other melee weapons.
Sandman
Use the Sandman's ball to stun targets before moving in for the kill. It moves as an arced projectile, so lead your foe accordingly. Focus on stunning the dangerous foes, such as Heavies. Because the Sandman reduces your overall health, you should be adept at dodging attacks when using it.
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 you to track down a Spy using the Dead Ringer.
Candy Cane
You don't need to use the Candy Cane to land the finishing blow; any kill or assist will cause your victim to drop the health pack. 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
Be precise; swinging this weapon around wildly will kill you very quickly. You can use the self-damage to help a Medic fill their ÜberCharge. The bleed effect can be used to track down Cloaked Spies.
Sun-on-a-Stick
Never equip this weapon if there are no Pyros on your team. Against ignited foes, it will deal as much damage as the Scattergun at point blank range. However, both you and the Pyro excel in close range combat and can often finish off an enemy without the help of an ally. As a result, you might not be able to utilize this combo frequently. In Medieval mode, teaming up with a Pyro using the Sharpened Volcano Fragment can be very effective.
Fan O'War
After tagging an enemy with the Fan O'War, switch to your primary weapon or let your teammates finish the job.
Item sets
The Special Delivery
While the set bonus increases your survivability, the required loadout reduces your overall firepower, especially at close range.
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