Difference between revisions of "Scout (Classic)"
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* Think ahead, don't go barging into a situation that the Scout can't handle(e.x. Head on fights with multiple enemies that are obviously more powerful than you). | * Think ahead, don't go barging into a situation that the Scout can't handle(e.x. Head on fights with multiple enemies that are obviously more powerful than you). | ||
− | * Take advantage of your speed with [[Movement (Classic)|bunnyhopping]], strafe jumping and concussion jumping | + | * Take advantage of your speed with [[Movement (Classic)|bunnyhopping]], strafe jumping and concussion jumping. |
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+ | * The [[Nailgun]] is good against sentry guns. Shoot at them with it while standing out of their range. | ||
==Special Abilities== | ==Special Abilities== |
Revision as of 06:29, 27 October 2010
Scout (Classic) | |
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Basic Information | |
Type: | Offensive |
Health: | 75 (125 when overhealed by a Medic |
Armor: | 50 |
Armor type: | Light |
Speed: | Very Fast |
The Scout is a playable class in classic Team Fortress games. Like his Team Fortress 2 counterpart, the Team Fortress Classic Scout is the fastest, but weakest, class, both in weapons and armor. His weapons are built around close range combat and are not designed at all for long ranged combat. He is also the only class in the classic TF that does not possess one custom grenade, and one normal, instead having two custom grenades.
Basic Strategies
- Always keep moving.
- Call for assistance when needed.
- Move in unpredictable patterns.
- Make use of your special abilities.
- The Scout is not a combat class like it is in TF2, your role is not so much killing as capturing. Attempting to take on other classes is risky at best
- Think ahead, don't go barging into a situation that the Scout can't handle(e.x. Head on fights with multiple enemies that are obviously more powerful than you).
- Take advantage of your speed with bunnyhopping, strafe jumping and concussion jumping.
- The Nailgun is good against sentry guns. Shoot at them with it while standing out of their range.
Special Abilities
Class Skill: Displays the status of each team's flag on capture-the-flag maps. Displays the status of each team's gas chamber keys on The Rock.
Abilities:
- Removes an enemy Spy's disguise by touching him.
- Disarms detpacks set by enemy Demomen when coming in contact with them.
Weapons
Weapon | Clip Size |
Ammo Carried |
Ammo Type |
Damage per hit |
Notes / Special Abilities | |
---|---|---|---|---|---|---|
Weapon 1 | Crowbar | N/A | N/A | N/A | 18 | |
Weapon 2 | Single-Barrel Shotgun | 8 | 50 | Shells | 4 - 22 | |
Weapon 3 | Nailgun | 200 | N/A | Nails | 9 |
Grenades
Grenade | Grenades Carried |
Damage Range | Notes / Special Abilities | |
---|---|---|---|---|
Primary | Caltrop | 3 | Low-Medium | Causes decrease in the enemies' speed. |
Secondary | Concussion Grenade | 3 | 0 | Causes momentary disorientation. |
Gallery
See Also
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