Difference between revisions of "Anti-Scout strategy"
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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. | * 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. | + | * It takes a considerably long time for a Scout to reload his Scattergun; if he uses most or all of his six shots, keep pressuring him into firing so that he cannot fully reload. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|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. | * 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. | ||
− | * | + | * The Force-A-Nature's [[knock back]] effects let a Scout easily reposition or disorient you for a follow-up shot, so avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}} | ||
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− | * | + | * 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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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}} | | 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. However, the Soda Popper reloads much faster | + | * 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, so beware. |
* 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. | * 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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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Baby Face's Blaster}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Baby Face's Blaster}} | ||
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− | * Baby Face's Blaster is more accurate than the Scattergun, allowing the Scout to fight more effectively at medium range. | + | * The Baby Face's Blaster is more accurate than the Scattergun, allowing the Scout to fight more effectively at medium to close range. However, it suffers from a damage penalty and takes as long as the Scattergun to reload. |
− | * Dealing damage will allow | + | * Dealing damage will allow a Scout to build up Boost, significantly increasing his speed until he jumps. With no Boost, the Scout runs considerably slower. Force him to jump, or try to predict his movements if he insists on staying grounded. |
+ | **Try to pick off the Scout as he leaves his respawn area, where he is at his slowest. | ||
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Revision as of 21:20, 26 November 2012
“ | 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. If you can restrict a Scout's manueverability, you can easily dispose of him.
Contents
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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Weapons
Main article: Scout weapons
Primary weapons
Weapon | Anti-Scout strategy |
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Scattergun / Festive Scattergun |
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Force-A-Nature |
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Shortstop |
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Soda Popper |
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Baby Face's Blaster |
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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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Winger |
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Pretty Boy's Pocket Pistol |
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Flying Guillotine |
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Melee weapons
Weapon | Anti-Scout strategy |
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Sandman |
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Holy Mackerel / Unarmed Combat |
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Candy Cane |
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Boston Basher / Three-Rune Blade |
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Sun-on-a-Stick |
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Fan O'War |
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Atomizer |
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Wrap Assassin |
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Item set effects
Main article: Item sets
Set | Anti-Scout strategy |
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See also
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