Difference between revisions of "Scout weapons (competitive)"
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Revision as of 21:26, 26 October 2010
The community competitive scene changes frequently. Some or all info may be outdated.
The weaponry available to the Scout is one that encourages him to flank effectively and make quick picks on the enemy team. Despite his low health, his primary weaponry encourages close range combat with a high damage output per pellet from point blank range. The Scout also has some weaponry which can help out at medium range.
Contents
Primary Weapon
The Scout posses some very powerful weapons for close range combat, all enjoying a fairly large ramp up.
Scattergun
The Scattergun is arguably the standard choice among competitive Scouts with the largest weapon clip (six rounds) and a fairly large damage ramp-up at point blank (175%) resulting in 10.5 damage per pellet as opposed to the base level 6. However, the weapon is very ineffective at medium-long range with a 50% fall-off, making it three damage per pellet.
Weapon | Damage | Critical Damage | Function Times | Special |
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Scattergun |
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Force-a-Nature
- Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
The Force-a-Nature, commonly abbreviated as "FaN", provides a much quicker firing rate than the Scattergun allowing for very quick picks. The weapon also enjoys a higher damage output than the Scattergun as well. One of the main disadvantages about the FaN however is that it has only two clips per magazine so Scouts using this weapon should be very confident in their ability to hit their targets with as many pellets as they can. Another thing Scouts should note that avoiding fire about double jumping and firing this weapon at the same time can make for very erratic movement whilst airborne, the "pushing" effect the FaN creates is also exerting on the opponent so though the first shot will offload maximum damage whilst the second may not do as much damage because the target has been pushed away from you.
Although this feature for the FaN does create some problems, if this mechanic is used purposely it can create a third jump allowing the Scout to reach places he either wouldn't have been able to reach double jumping or allow him to reach places much quicker. Players should also note that firing the FaN once and then reloading will result in losing two ammo rather than just the one to replace ammo fired.
Weapon | Damage | Critical Damage | Function Times | Special |
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Force-A-Nature |
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Shortstop
- Note: This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
A similar design to the Force-a-Nature, the Shortstop add the ability to slow down your target upon hit and can get through it's four ammo magazine very quickly. The Shortstop is designed much more for medium range combat than the Scattergun or the FaN with a much higher base damage meaning damage per pellet is six as opposed to three. Although it's damage per pellet is high even at point blank, 18 per pellet, the Shortstop's main weakness is that it will only fire four pellets for every ammo meaning that at point blank it is not as effective to the Scattegun or Force-a-Nature. Scouts should also note that the weapon shares its ammo with the Pistol, meaning if they run out of ammo with the Shortstop then they will be forced into using their melee weapon.
Generally, Scout vs. Scout battles between either the Scattergun or the FaN against a Shortstop, the Scout carrying the latter should do their best the maintain their distance but should also try and heckle their opponent if they switch to the Pistol.
Weapon | Damage | Critical Damage | Function Times | Special |
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Shortstop |
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Usage
A majority of Scouts will favor the Scattegun over it's unlockables because of the balance between damage output, control over their maneuverability without compensating for the FaN's knockback, and also it boasts the largest clip size of any of the three weapons. FaN Scouts are quite rare because of the ban place on them in a majority of leagues, although the use of the FaN in leagues with relaxed weapon restrictions is not unheard of.
Secondary Weapon
The Scout's secondary weapons vary from a standard weapon to a lunchbox item supporting either himself, the team or both.
Pistol
The Pistol is the standard secondary weapon carried by Scouts. Scattergun and FaN Scouts will resort to using their Pistol against medium to long range targets or to finish off opponents on low health. The Pistol is the only secondary weapon in the Scout's inventory that deals damage.
The Scout's Lugermorph is merely a reskin of the Pistol and thus has the same stats as the Pistol.
Weapon | Damage | Critical Damage | Function Times | Special |
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Pistol |
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Bonk! Atomic Punch
Bonk! Atomic Punch is one of the alternatives to the Scout's Pistol. After 1.25 seconds of drinking the Scout will be invulnerable for six seconds. The item makes for an effective means of escape in situations that would result in certain death. Although the Bonk grants invulnerability, it does not prevent knockbacks, such as from Sentry Guns, compression blasts and FaNs. Secondly, whilst invulnerable, the Scout cannot attack using his primary weapon or his melee weapon - he can, however, still use the Home Run taunt with the Sandman to damage his enemies.
Weapon | Damage | Critical Damage | Function Times | Special |
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Bonk! Atomic Punch |
N/A | N/A |
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Crit-a-Cola
- Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions
The Crit-a-Cola is a more offensive alternative to Bonk. After 1.25 seconds of drinking, the Scout is granted mini-crits for every attack he makes for the next six seconds. When used, mini-crits are also granted for attacks that hit the Scout. Although it offers a massive offensive boost, it also degrades the Scout's ability to take hits which is already low enough as it is. Thus it is considered this weapon will be used in either kamikaze attacks in attempts to pick the enemy Medic or Demoman or in a flank attack on a lone class.
Weapon | Damage | Critical Damage | Function Times | Special |
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Crit-a-Cola |
N/A | N/A |
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Mad Milk
- Note: This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
Mad Milk is able to be thrown at the enemy. Friendlies that damage enemies that are covered in Mad Milk will receive a 75% of the damage they inflicted as health. Functioning similar to Jarate, Mad Milk can be used to extinguish fires and reveal cloaked enemy Spies. Contrary to Jarate, Mad Milk's effect does not get removed from activating an ÜberCharge or by dropping into water.
Weapon | Damage | Critical Damage | Function Times | Special |
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Mad Milk |
N/A | N/A |
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Usage
Scouts will usually opt for the Pistol to provide extra damage output rather than the lunchbox items on offer. Although Bonk Scouts are not unheared of, they are usually saved for distraction tactics and for making an easier assault on a sentry nest.
Melee Weapon
Because of the need to get very close quarters with his target in order to fully utilize his primary weapon's damage output, Scouts will sometimes make use of their melee weapon to finish off opponents rather than resort to their pistol. Mainly because the melee weapon offers a better damage output.
Bat
The Bat is the Scout's standard melee weapon. Although it deals half the damage per hit than other standard melee weapons, the Bat has a much smaller attack interval allow for almost two swings in the time it takes a standard melee attack to swing once.
Weapon | Damage | Critical Damage | Function Times | Special |
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Bat |
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Sandman
- Note: This weapon is either limited or banned in a majority of leagues. Check your league's rule page for details on their weapon restrictions
In terms of attack, the Sandman is the same as the standard bat with same damage per swing as the same attack interval. What sets the Sandman apart is that it has the ability to temporarily incapacitate opponents by hitting a ball at them. Upon hit, the ball will do between eleven to fifteen damage depending on the distance between the Scout and his target, the length the target is incapacitated also varies with distance. As a trade off, the Scout loses 15hp.
Weapon | Damage | Critical Damage | Function Times | Special |
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Sandman |
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Holy Mackerel
The Holy Mackerel is a simple reskin of the Bat although every time it hits an opponent, barring hits on disguised Spies, a notification will be displayed in the killboard for every hit.
Weapon | Damage | Critical Damage | Function Times | Special |
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Holy Mackerel |
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Usage
Most Scouts will opt for the Bat rather than sacrifice health from the Sandman. Although some would choose the Mackerel simply for the novelty and humor of the item.