Difference between revisions of "Scout (Classic)"

From Team Fortress Wiki
Jump to: navigation, search
m
Line 27: Line 27:
 
* 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.
  
* The [[Nailgun]] is good against sentry guns. Shoot at them with it while standing out of their range.
+
* The [[Nailgun (Classic)|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)
Scout (Classic)
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