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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. | | * 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. |
− | * The Sandman lowers a Scout's health by 15, for a total of 110 hp. This will make it easier fo you to kill him.
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| | align="center" valign="center" style="padding:0.5em" | {{icon item|Holy Mackerel|100px}} {{icon item|Unarmed Combat|100px}}<br />'''[[Holy Mackerel]]''' / '''[[Unarmed Combat]]''' | | | align="center" valign="center" style="padding:0.5em" | {{icon item|Holy Mackerel|100px}} {{icon item|Unarmed Combat|100px}}<br />'''[[Holy Mackerel]]''' / '''[[Unarmed Combat]]''' |
Revision as of 21:01, 9 May 2012
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 manueverability, you can easily dispose of him.
General
Role
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- The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and constantly report his location to teammates.
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Health
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- The Scout is very frail and can be killed in just a few good shots.
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Speed
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- The Scout is extremely fast and can double jump, so carefully predict his movements to ensure your attacks hit, particularly when using projectile weapons. If he is airborne, wait until he exhausts his double jump before trying to land airshots.
- His maneuverability allows him to easily chase any other class but is less powerful in confined areas, where he has less room to dodge.
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Power
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- 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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Weapons
Primary weapons
Scattergun / Festive Scattergun
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- The Scattergun deals immense damage at point-blank range 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 may take while trading blows.
- It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload.
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Force-A-Nature
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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 in close combat, pick him off during his frequent reloading periods.
- Its knock back effects let him easily reposition or disorient you for a follow-up shot, so avoid lingering near walls or field hazards where you can quickly be cornered.
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Shortstop
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- 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.
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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. However, the Soda Popper reloads much faster than the Force-A-Nature, so be careful.
- 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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Secondary weapons
Pistol / Lugermorph
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- While the Scout might use his Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep a distance from him to take advantage of his weak long range capabilities.
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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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Crit-a-Cola
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- 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.
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Mad Milk
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- 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.
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Winger
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- The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage.
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Melee weapons
Bat / Saxxy / Conscientious Objector / Festive Bat / Frying Pan
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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 in melee combat so long as you keep your aim steady.
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Sandman
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- 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.
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Holy Mackerel / Unarmed Combat
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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.
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Candy Cane
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- If possible, switch to an explosive weapon to take advantage of the increased explosive vulnerability a Scout wielding the Candy Cane is penalized with.
- Try to steal the small health kits dropped by teammates that the Scout aided in killing.
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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.
- A creative Scout might use this to propel himself with the bleed effect to unusual locations, however this will take up half his health. Again, continue to dodge him if he attacks you.
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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 always be trying to extinguish yourself, retreating from any Scout that may try to pick you off.
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Fan O'War
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- 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 and try to move to where your teammates are so they can help.
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Atomizer
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- While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs 10 HP, however, which can expedite killing him.
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Wrap Assassin
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- While a Scout might not use the Wrap Assassin in direct combat, the projectile it launches can inflict the bleed effect on you. Bleeding can be negated by any source of healing.
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Item set effects
See also
Scout |
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| Weapons |
Primary | | | Secondary | | | Melee |
Bat ( Frying Pan, Saxxy, Conscientious Objector, Freedom Staff, Bat Outta Hell, Memory Maker, Ham Shank, Golden Frying Pan, Necro Smasher, Crossing Guard, Batsaber, Prinny Machete) · Sandman · Holy Mackerel ( Unarmed Combat) · Boston Basher ( Three-Rune Blade) · Candy Cane · Sun-on-a-Stick · Fan O'War · Atomizer · Wrap Assassin | | | | | | |
| | Abilities | | | Cosmetics | | | Item sets | | | Special taunts | | | Achievements | | | Character | | | Strategy | | | Other | |
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