Difference between revisions of "Anti-Scout strategy"
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}} + '''reskins ''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}} + '''reskins ''' | ||
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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, | + | * 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, prevent him from healing by retreating or killing him quickly. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|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. | * The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage. | ||
− | * It also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take | + | * It also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pretty Boy's Pocket Pistol}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Pretty Boy's Pocket Pistol}} | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flying Guillotine}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Flying Guillotine}} | ||
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− | * The Flying | + | * The Flying Guillotine is ideal for picking off weakened targets but reloads very slowly; move erratically so that the Scout misses. |
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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. | ||
* Utilize cover and keep moving to avoid getting hit by the Sandman's stun ball from long distances; if struck by one from a far enough range, you will be stunned in place for 7 seconds. | * Utilize cover and keep moving to avoid getting hit by the Sandman's stun ball from long distances; if struck by one from a far enough range, you will be stunned in place for 7 seconds. | ||
− | * The Sandman reduces the Scout's health by 15 | + | * The Sandman reduces the Scout's health by 15, making retaliation against him slightly easier. |
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Holy Mackerel|100px}} <br />'''[[Holy Mackerel]] + reskins''' | | align="center" valign="center" style="padding:0.5em" | {{icon item|Holy Mackerel|100px}} <br />'''[[Holy Mackerel]] + reskins''' | ||
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* A Scout who has the Candy Cane in his loadout is 25% more vulnerable to explosions; use rockets, grenades, and bombs to dispatch him quickly. | * A Scout who has the Candy Cane in his loadout is 25% more vulnerable to explosions; use rockets, grenades, and bombs to dispatch him quickly. | ||
− | * Try to steal the small health kits dropped by teammates that the Scout aided in killing | + | * Try to steal the small health kits dropped by teammates that the Scout aided in killing if he has the Candy Cane equipped. |
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Boston Basher|100px}}<br />'''[[Boston Basher]] + reskins''' | | align="center" valign="center" style="padding:0.5em" | {{icon item|Boston Basher|100px}}<br />'''[[Boston Basher]] + reskins''' | ||
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* Continuously evade a Scout that is attacking you with the Boston Basher so that he damages himself instead. | * Continuously evade a Scout that is attacking you with the Boston Basher so that he damages himself instead. | ||
− | ** A creative Scout might use the weapon's negative attribute to propel himself to | + | ** A creative Scout might use the weapon's negative attribute to propel himself to high locations at the cost of a large amount of health. |
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|align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}} | |align="center" valign="center" style="padding:0.5em" | {{Table icon|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 and repelling any Scout that may try to pick you off | + | * 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 and repelling any Scout that may try to pick you off. |
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|align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}} | |align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}} | ||
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− | * If you are marked for death 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 | + | * If you are marked for death 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 your teammates for help. |
− | * | + | * A Scout may use the Fan O'War to identify which enemy his team should focus fire on; take cover or retreat until the mark wears off if there are too many enemies. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Atomizer}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Atomizer}} |
Revision as of 03:05, 26 November 2014
“ | 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 maneuverability or keep him at range, he becomes far less of a threat.
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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Weapon-specific
Main article: Scout weapons
Primary weapons
Weapon | Anti-Scout strategy |
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Scattergun + reskins |
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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 + reskins |
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Bonk! Atomic Punch |
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Crit-a-Cola |
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Mad Milk + reskins |
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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 + reskins |
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Candy Cane |
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Boston Basher + reskins |
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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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See also
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