Difference between revisions of "Anti-Scout strategy"
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{{notice|text=Please take a moment to read the [[Team Fortress wiki:Anti-Class Strategies#Standard|Anti-Class Strategy Standard]] before editing this page.}} | {{notice|text=Please take a moment to read the [[Team Fortress wiki:Anti-Class Strategies#Standard|Anti-Class Strategy Standard]] before editing this page.}} | ||
− | + | [[Image:Scouthumiliation.png|right|125px|Kay, this does not look good here, um...]] | |
{{Quotation|'''The Soldier'''|Never send a boy to fight a man's war.|sound=Soldier_DominationScout10.wav}} | {{Quotation|'''The Soldier'''|Never send a boy to fight a man's war.|sound=Soldier_DominationScout10.wav}} | ||
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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. | 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. | ||
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<br>[[Sun-On-A-Stick]] | <br>[[Sun-On-A-Stick]] | ||
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− | *Avoid Scouts using this when on fire, as the Sun- | + | *Avoid Scouts using this when on fire, as the Sun-on-a-Stick Mini-Crits on burning players. Stay away from him, and attack him with ranged weapons. |
− | *Try to find a nearby [[Medic]] or [[Health kit]] to extinguish the fire first before dealing with the Scout, as the Sun- | + | *Try to find a nearby [[Medic]] or [[Health kit]] to extinguish the fire first before dealing with the Scout, as the Sun-on-a-Stick does less base damage. |
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Revision as of 23:35, 19 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 |
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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
A list of useful tidbits about the Scout's tools, and how to counter them.
Primary Weapons
Weapon | Anti-Scout Strategy |
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Scattergun |
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Force-A-Nature |
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The Shortstop |
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Secondary Weapons
Weapon | Anti-Scout Strategy |
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Pistol / Lugermorph |
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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 |
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Class Set
See also
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