Difference between revisions of "Anti-Scout strategy"
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(It occured to me halfway through that I should probably discuss this with you first...so uh, I opened up a new tab and this was done after I posted that.) |
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}} | ||
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− | Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to | + | Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to escape from his mini-crits. |
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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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− | While the Scout might use | + | While the Scout might use his Pistol to harass you from a distance, its damage is minor. Keep a distance from him to take advantage of his weak long range capabilities. |
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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! Atomic Punch is designed to help 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 or using [[knock back]]. | |
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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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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}} | ||
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− | The Winger is similar to the Pistol, but its increased damage makes it slightly more effective at both harassment and finishing enemies off. | + | The Winger is similar to the Pistol, but its increased damage makes it slightly more effective at both harassment and finishing enemies off. React accordingly. |
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}} | ||
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− | + | If you are [[stun]]ned by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout so that you can immediately retaliate once the effect wears off. | |
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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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− | + | If possible, switch to an explosive weapon to take advantage of the increased explosive vulnerability granted to a Scout wielding the Candy Cane. Try to steal the smallhealth kits dropped by teammates that the Scout aided in killing. | |
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}{{Icon weapon|weapon=Three-Rune Blade|icon-size=100x100px}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}{{Icon weapon|weapon=Three-Rune Blade|icon-size=100x100px}} | ||
<br>[[Boston Basher]] / [[Three-Rune Blade]] | <br>[[Boston Basher]] / [[Three-Rune Blade]] | ||
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− | + | Continuously evade a Scout that is attacking you with the Boston Basher so that he damages himself. | |
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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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− | The Sun-on-a-Stick does less base damage than the standard Bat. If you are set on [[fire]], you should | + | The Sun-on-a-Stick does less base damage than the standard Bat. If you are set on [[fire]], you should always be trying to extinguish yourself, retreating from any Scout that may try to pick you off. |
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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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− | This set | + | This item set increases the Scout's survivability, particularly in large firefights. A Scout using this set is best keeping a moderate distance, where he can readily harass enemies with both the Shortstop and Mad Milk. He is restricted to only using the Shortstop as a strong source of damage, so close the distance, where he may find it more difficult to hit you. |
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| class="small" align="center" valign="center" style="padding:0.5em" | | | class="small" align="center" valign="center" style="padding:0.5em" | |
Revision as of 07:53, 3 August 2011
“ | 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.
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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- In open spaces, it is best to avoid combat with the Scout altogether. Wide open areas are their natural environment, and they can take down many enemies here with little trouble. If you are forced into combat here, your best bet is to bait the Scout into going where you want him to- run round corners calling for Medic, and jumo out, or if you have an explosive weapon, shoot it to one side to herd him into an enclosed space.
- The Scout is extremely frail, even under the influence of the Milkman's set bonus. Two point blank direct hits from the Shotgun alone can put down a Scout. Remember, the Scout's main ability is that it can pick and choose its fights- unless you are certain of victory, do not attempt to jump a Scout, as he can run away a lot faster than you expect. Utilise splash damage from explosives, or the Pyro's airblast to control the Scout's movement- unless of course, you yourself are a Scout, in which prioritise on your own movement. Jump around and be difficult to hit, make sure the Scout has a hard time locking onto you. For fighting other Scouts, it is best to completely disregard the Force-A-Nature, as the weapon's small clip means it is very difficult to kill an enemy.
Primary Weapons
Weapon | Anti-Scout Strategy |
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Scattergun |
The Scattergun deals immense damage and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you take while trading blows. |
Force-A-Nature |
The Force-A-Nature deals even more damage than the Scattergun but must be reloaded every two shots. If the Scout insists on staying in combat, pick him off during his frequent reloading periods. Its knock back effects let him easily reposition you for a follow-up shot, so avoid lingering near walls or field hazards where you can quickly be cornered. |
Shortstop |
Unlike the Scattergun, 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. |
Soda Popper |
Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to escape from his mini-crits. |
Secondary Weapons
Weapon | Anti-Scout Strategy |
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Pistol / Lugermorph |
While the Scout might use his Pistol to harass you from a distance, its damage is minor. Keep a distance from him to take advantage of his weak long range capabilities. |
Bonk! Atomic Punch |
Bonk! Atomic Punch is designed to help 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 or using knock back. |
Crit-a-Cola |
While Crit-a-Cola will allow a Scout to deal mini-crits to you, you can deal mini-crits right back at him. He’ll often consume it when preparing for an ambush, so stay alert and pick him off first. |
Mad Milk |
The healing provided by Mad Milk will let an accurate Scout stay in a fight for a prolonged period of time. If you’re covered by it, you’ll either need to retreat or take him out very quickly. |
Winger |
The Winger is similar to the Pistol, but its increased damage makes it slightly more effective at both harassment and finishing enemies off. React accordingly. |
Melee Weapons
Weapon | Anti-Scout Strategy |
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A Scout that insists on using the Bat can easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage. | |
Sandman |
If you are stunned by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout so that you can immediately retaliate once the effect wears off. |
Candy Cane |
If possible, switch to an explosive weapon to take advantage of the increased explosive vulnerability granted to a Scout wielding the Candy Cane. Try to steal the smallhealth kits dropped by teammates that the Scout aided in killing. |
Continuously evade a Scout that is attacking you with the Boston Basher so that he damages himself. | |
Sun-on-a-Stick |
The Sun-on-a-Stick does less base damage than the standard Bat. If you are set on fire, you should always be trying to extinguish yourself, retreating from any Scout that may try to pick you off. |
Fan O'War |
If you are marked by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon accordingly. |
While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. |
Item sets
Set | Anti-Scout Strategy |
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This item set increases the Scout's survivability, particularly in large firefights. A Scout using this set is best keeping a moderate distance, where he can readily harass enemies with both the Shortstop and Mad Milk. He is restricted to only using the Shortstop as a strong source of damage, so close the distance, where he may find it more difficult to hit you. | |
This item set builds on the Scout’s amazing one-on-one prowess. React to the individual weapons, particularly the Soda Popper’s Hype and the Atomizer’s triple jump, accordingly. |
See also
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