Difference between revisions of "Anti-Scout strategy"
m (Filtered Anti-Scout Strategy: Regex({u'(?<![\\u00E8-\\u00F8\\xe8-\\xf8\\w])(?<!\'\')(?<!")(?:\\b|^)Mini[-_ ]Crits(?:\\b(?![\\u00E8-\\u00F8\\xe8-\\xf8\\w])(?!\'\'|")|$)': u'Mini-Crits'},) (Review RC#344029)) |
Wintergreen (talk | contribs) |
||
Line 65: | Line 65: | ||
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}{{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}<br>[[Pistol]] / [[Lugermorph]] | | class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}{{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}<br>[[Pistol]] / [[Lugermorph]] | ||
| | | | ||
− | *When a Scout uses his Pistol, his primary weapon may be out of ammo. Move in and attack | + | *When a Scout uses his Pistol, his primary weapon may be out of ammo. Move in and attack since the Pistol is less effective at close range. |
− | *The Pistol can only hold 4 full clips of ammo. If you catch a Scout who is low on Pistol ammunition, fight at | + | *The Pistol can only hold 4 full clips of ammo. If you catch a Scout who is low on Pistol ammunition, fight at long-range to take advantage of his inability to use his secondary weapon. |
|- | |- | ||
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}} | ||
<br>[[Bonk! Atomic Punch]] | <br>[[Bonk! Atomic Punch]] | ||
| | | | ||
− | * Bonk! is designed to get a Scout past choke points. Impede his movement until the effect runs out by just body blocking him, | + | * Bonk! is designed to get a Scout past choke points. Impede his movement until the effect runs out by just body blocking him, [[Knockback]], [[Stun]], or [[Slowdown]]. |
|- | |- | ||
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}} | ||
<br>[[Crit-a-Cola]] | <br>[[Crit-a-Cola]] | ||
| | | | ||
− | *Crit-a-Cola is excellent for ambushing | + | *Crit-a-Cola is one of the excellent weapon for ambushing when the Scout uses it. However, if you are watchful, the attacking Scout's advantage will disappear. |
+ | *Take advantage of the fact that Crit-a-Cola will also deal Mini-Crits to the Scout as well. | ||
|- | |- | ||
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}} | ||
Line 115: | Line 116: | ||
<br>[[Sun-On-A-Stick]] | <br>[[Sun-On-A-Stick]] | ||
| | | | ||
− | *Avoid Scouts using this when on fire, as the Sun-On-A-Stick Mini-Crits on burning players. Try to find a nearby [[Medic]] or [[Health kit]] | + | *Avoid Scouts using this when on fire, as the Sun-On-A-Stick Mini-Crits on burning players. Try to avoid the melee range by creating an area between the Scout and you from suppressing him back. |
+ | *Try to find a nearby [[Medic]] or [[Health kit]] to extinguish the fire first before dealing with the Scout. | ||
|} | |} | ||
Revision as of 05:44, 9 February 2011
Notice: Please take a moment to read the Anti-Class Strategy Standard before editing this page. |
“ | Never send a boy to fight a man's war.
Click to listen
— The Soldier
|
” |
The Scout is a very fast and maneuverable class, capable of hit-and-run attacks that make up for his low amount of health. He packs a high amount of firepower at close range. Scouts excel when they have a lot of room to maneuver as they can change their direction in midair with their double jump ability. Keep in mind that Scouts, depending on their loadout, have the ability to stun enemy players, heal themselves and their allies, as well as become invulnerable to damage for a short period of time. Attacking them from a distance is usually the best way to deal with them due to their lack of effective long-range weaponry.
Contents
General
Attributes | Anti-Scout Strategy |
---|---|
Role |
|
Health |
|
Speed |
|
Power |
|
Weapon Specific
A list of useful tidbits about the Scout's tools, and how to counter them.
Primary Weapons
Weapon | Anti-Scout Strategy |
---|---|
Scattergun |
|
Force-A-Nature |
|
The Shortstop |
|
Secondary Weapons
Weapon | Anti-Scout Strategy |
---|---|
Pistol / Lugermorph |
|
| |
|
Melee Weapons
- The Scout's mobility makes it difficult to retreat from or fend off a melee attack. Try to keep the Scout in your view, and use your own melee/close-range weapons to deal with him. Weapons with knock back effects may prove useful in dispatching your assailant.
Weapon | Anti-Scout Strategy |
---|---|
| |
| |
| |
| |
|
Class Set
See also
|