Difference between revisions of "Anti-Scout strategy"
MassacreJr (talk | contribs) m (→Secondary Weapons: Dude bugs are not helpful :/) |
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| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Scout_badge_RED.png|40px]] [[Classes|Role]] | | class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Scout_badge_RED.png|40px]] [[Classes|Role]] | ||
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*A Scout carrying the intelligence will likely try and avoid direct combat on the way back to his base by taking a quieter route or one better suited to his double-jump abilities. Try to block these routes or use weapons with a knockback effect to push him towards your teammates. | *A Scout carrying the intelligence will likely try and avoid direct combat on the way back to his base by taking a quieter route or one better suited to his double-jump abilities. Try to block these routes or use weapons with a knockback effect to push him towards your teammates. | ||
*If a Scout is trying to ambush an unsuspecting ally, always warn the ally in order to fend off or eliminate the Scout. | *If a Scout is trying to ambush an unsuspecting ally, always warn the ally in order to fend off or eliminate the Scout. | ||
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*Always think one step ahead of the Scout before attacking; he can run more quickly than the other classes. | *Always think one step ahead of the Scout before attacking; he can run more quickly than the other classes. | ||
− | *Try to predict where the Scout will land when using projectiles. | + | *Try to predict where the Scout will land when using projectiles. If he is airborne, wait until his double-jump has been exhausted before trying to land airshots. |
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| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]] | | class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]] | ||
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*Less experienced Scouts tend to overcompensate when turning to aim at you while running in circles. Sometimes you can stand in one place while firing and the Scout will fire bullets around you. | *Less experienced Scouts tend to overcompensate when turning to aim at you while running in circles. Sometimes you can stand in one place while firing and the Scout will fire bullets around you. | ||
*Engaging a Scout in close quarters can be risky, as he can deal large amounts of damage but has less room to move around. Take advantage of this before he does. | *Engaging a Scout in close quarters can be risky, as he can deal large amounts of damage but has less room to move around. Take advantage of this before he does. | ||
− | *A class which deals splash damage can often take less damage from it's own attacks than a Scout, making spamming rockets or stickies a viable strategy. However, this is often compensated for by the Scout's mobility | + | *A class which deals splash damage can often take less damage from it's own attacks than a Scout, making spamming rockets or stickies a viable strategy. However, this is often compensated for by the Scout's mobility and can end up easily backfiring. |
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*The Force-A-Nature has only two shots to a clip and takes a while to reload. Take advantage of this and attack the Scout between reloads. | *The Force-A-Nature has only two shots to a clip and takes a while to reload. Take advantage of this and attack the Scout between reloads. | ||
− | *The Force-A-Nature | + | *The Force-A-Nature deals huge [[knock back]]. Try to avoid fighting Scouts near hazards like cliffsides, trains, and saw-blades where the knockback effect might instantly kill you. |
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}} | ||
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}{{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}<br>[[Pistol]] / [[Lugermorph]] | | class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}{{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}<br>[[Pistol]] / [[Lugermorph]] | ||
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− | * | + | *If you catch a Scout who is low on Pistol ammunition, fight at range to take advantage of his inability to use his secondary weapon. |
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}} | ||
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− | * Bonk! is designed to get a Scout past choke points. Impede his movement until the effect runs out by | + | * Bonk! is designed to get a Scout past choke points. Impede his movement until the effect runs out by body blocking him or using [[Knockback]], [[Stun]], or [[Slowdown]]. |
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}} | ||
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*Crit-a-Cola is designed for ambushing and killing unprepared enemies. However, if you are watchful, the attacking Scout's advantage will disappear. | *Crit-a-Cola is designed for ambushing and killing unprepared enemies. However, if you are watchful, the attacking Scout's advantage will disappear. | ||
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}} | ||
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*If you get hit by Mad Milk, try to retreat or deal with your assailant quickly, as he will have the advantage in a protracted battle. | *If you get hit by Mad Milk, try to retreat or deal with your assailant quickly, as he will have the advantage in a protracted battle. | ||
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===Melee Weapons=== | ===Melee Weapons=== | ||
− | *The Scout's mobility makes it difficult to retreat from or fend off a melee attack. Try to keep the Scout in your view, and use your own melee/close-range weapons to deal with him. Weapons with knock back effects may prove useful | + | *The Scout's mobility makes it difficult to retreat from or fend off a melee attack. Try to keep the Scout in your view, and use your own melee/close-range weapons to deal with him. Weapons with knock back effects may prove useful. |
{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
! class="header" colspan="1" width="200"| Weapon | ! class="header" colspan="1" width="200"| Weapon | ||
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*While stunned, try to stay alive and keep your aim on the Scout so that you can immediately counter-attack once the effect wears off. | *While stunned, try to stay alive and keep your aim on the Scout so that you can immediately counter-attack once the effect wears off. | ||
*You can still attempt a [[Taunts#Special Taunts|Taunt Kill]] if stunned, surprising and killing the Scout. | *You can still attempt a [[Taunts#Special Taunts|Taunt Kill]] if stunned, surprising and killing the Scout. | ||
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}} | ||
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|class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}} | |class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}} | ||
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− | *Avoid Scouts using this when on fire | + | *Avoid Scouts using this weapon when you are on fire as the Sun-on-a-Stick deals critical damage to burning players. |
− | *Try to find a nearby [[Medic]] | + | *Try to find a nearby [[Medic]], [[Health kit]], or Water source to extinguish the fire first before dealing with the Scout, as the Sun-on-a-Stick does less base damage. |
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|class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}} | |class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}} | ||
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<br>[[Item sets#Scout|The Special Delivery]] | <br>[[Item sets#Scout|The Special Delivery]] | ||
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Revision as of 07:24, 15 June 2011
![]() | Notice: Please take a moment to read the Anti-Class Strategy Standard before editing this page. |
“ | 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 and maneuverable class, capable of hit-and-run attacks that make up for his low amount of health. He packs a high amount of firepower at close range. Scouts excel when they have a lot of room to maneuver as they can change their direction in midair with their double jump ability. Keep in mind that Scouts, depending on their loadout, have the ability to stun enemy players, heal themselves and their allies, as well as become invulnerable to damage for a short period of time. Attacking them from a distance is usually the best way to deal with them due to their lack of effective long-range weaponry.
Contents
General
Attributes | Anti-Scout Strategy |
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Weapon Specific
A list of useful tidbits about the Scout's tools, and how to counter them.
Primary Weapons
Weapon | Anti-Scout Strategy |
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![]() Scattergun |
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![]() Force-A-Nature |
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![]() Shortstop |
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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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Melee Weapons
- The Scout's mobility makes it difficult to retreat from or fend off a melee attack. Try to keep the Scout in your view, and use your own melee/close-range weapons to deal with him. Weapons with knock back effects may prove useful.
Weapon | Anti-Scout Strategy |
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![]() Sandman |
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![]() Candy Cane |
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![]() Sun-on-a-Stick |
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![]() Fan O'War |
Class Set
Set | Anti-Scout Strategy |
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See also
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