Difference between revisions of "Anti-Scout strategy"
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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 manueverability, you can easily dispose of him. | 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 manueverability, you can easily dispose of him. | ||
− | ==General== | + | == General == |
{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
! class="header" colspan="1" width="200"| Attributes | ! class="header" colspan="1" width="200"| Attributes | ||
! class="header" colspan="1" width="800"| Anti-Scout strategy | ! class="header" colspan="1" width="800"| Anti-Scout strategy | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | [[Image:Scout_badge_RED.png|40px|link=Scout]] [[Classes|Role]] |
| | | | ||
The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and constantly report his location to teammates. | The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and constantly report his location to teammates. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{icon class|Medic|40px}} [[Health]] |
| | | | ||
The Scout is very frail and can be killed in just a few good shots. | The Scout is very frail and can be killed in just a few good shots. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{icon class|Scout}} [[Speed]] |
| | | | ||
The Scout is extremely fast and can [[double jump]], so carefully predict his movements to ensure your attacks hit, particularly when using [[projectile]] weapons. If he is airborne, wait until he exhausts his double jump before trying to land airshots. His maneuverability allows him to easily chase any other class but is less powerful in confined areas, where he has less room to dodge. | The Scout is extremely fast and can [[double jump]], so carefully predict his movements to ensure your attacks hit, particularly when using [[projectile]] weapons. If he is airborne, wait until he exhausts his double jump before trying to land airshots. His maneuverability allows him to easily chase any other class but is less powerful in confined areas, where he has less room to dodge. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{icon class|Soldier}} [[Weapons|Power]] |
| | | | ||
The Scout’s weapons are devastating at close range but very weak at long range. Thus, he must put himself in danger and actively enter combat to have any chance at killing enemies. | The Scout’s weapons are devastating at close range but very weak at long range. Thus, he must put himself in danger and actively enter combat to have any chance at killing enemies. | ||
+ | |- | ||
|} | |} | ||
− | + | == Weapons == | |
− | ==Primary | + | {{main|Weapons#Scout|l1=Scout weapons}} |
− | + | === Primary === | |
{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
! class="header" colspan="1" width="200"| Weapon | ! class="header" colspan="1" width="200"| Weapon | ||
! class="header" colspan="1" width="800"| Anti-Scout strategy | ! class="header" colspan="1" width="800"| Anti-Scout strategy | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Scattergun}} |
| | | | ||
The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you may take while trading blows. It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload. | The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you may take while trading blows. It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}} |
| | | | ||
The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots. If the Scout insists on staying in close combat, pick him off during his frequent reloading periods. Its [[knock back]] effects let him easily reposition or disorient you for a follow-up shot, so avoid lingering near walls or field hazards where you can quickly be cornered. | The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots. If the Scout insists on staying in close combat, pick him off during his frequent reloading periods. Its [[knock back]] effects let him easily reposition or disorient you for a follow-up shot, so avoid lingering near walls or field hazards where you can quickly be cornered. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}} |
| | | | ||
Unlike the Scattergun, the Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you. | Unlike the Scattergun, the Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}} |
| | | | ||
Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to escape from his Mini-Crits. | Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to escape from his Mini-Crits. | ||
|} | |} | ||
− | ==Secondary | + | === Secondary === |
{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
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! class="header" colspan="1" width="800"| Anti-Scout strategy | ! class="header" colspan="1" width="800"| Anti-Scout strategy | ||
|- | |- | ||
− | | | + | | 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]] |
| | | | ||
While the Scout might use his Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep a distance from him to take advantage of his weak long range capabilities. | While the Scout might use his Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep a distance from him to take advantage of his weak long range capabilities. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}} |
| | | | ||
Bonk! Atomic Punch is designed to help a Scout get past dangerous areas, such as chokepoints or Sentry Gun nests. He can’t fight while under its effects, so impede his movement by body blocking or using [[knock back]]. | Bonk! Atomic Punch is designed to help a Scout get past dangerous areas, such as chokepoints or Sentry Gun nests. He can’t fight while under its effects, so impede his movement by body blocking or using [[knock back]]. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}} |
| | | | ||
While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you can deal Mini-Crits right back at him. He’ll often consume it when preparing for an ambush, so stay alert and pick him off first. | While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you can deal Mini-Crits right back at him. He’ll often consume it when preparing for an ambush, so stay alert and pick him off first. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}} |
| | | | ||
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, you’ll either need to retreat or take him out very quickly. | 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, you’ll either need to retreat or take him out very quickly. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}} |
| | | | ||
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. | ||
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|} | |} | ||
− | ==Melee | + | === Melee === |
− | |||
{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
! class="header" colspan="1" width="200"| Weapon | ! class="header" colspan="1" width="200"| Weapon | ||
! class="header" colspan="1" width="800"| Anti-Scout strategy | ! class="header" colspan="1" width="800"| Anti-Scout strategy | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Bat|icon-size=100x100px}} |
<br>[[Bat]] | <br>[[Bat]] | ||
| | | | ||
A Scout that insists on using the Bat can easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat so long as you keep your aim steady. | A Scout that insists on using the Bat can easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat so long as you keep your aim steady. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}} |
| | | | ||
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. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Holy Mackerel}} |
|The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed. If you see hit announcements in the kill feed, use it to know that there is a Scout nearby. | |The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed. If you see hit announcements in the kill feed, use it to know that there is a Scout nearby. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}} |
| | | | ||
If possible, switch to an explosive weapon to take advantage of the increased explosive vulnerability a Scout wielding the Candy Cane is penalized with. Try to steal the small health kits dropped by teammates that the Scout aided in killing. | If possible, switch to an explosive weapon to take advantage of the increased explosive vulnerability a Scout wielding the Candy Cane is penalized with. Try to steal the small health kits dropped by teammates that the Scout aided in killing. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}{{Icon weapon|weapon=Three-Rune Blade|icon-size=100x100px}} |
<br>[[Boston Basher]] / [[Three-Rune Blade]] | <br>[[Boston Basher]] / [[Three-Rune Blade]] | ||
| | | | ||
Continuously evade a Scout that is attacking you with the Boston Basher/Three-Rune Blade so that he damages himself. | Continuously evade a Scout that is attacking you with the Boston Basher/Three-Rune Blade so that he damages himself. | ||
|- | |- | ||
− | | | + | |align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}} |
| | | | ||
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 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 any Scout that may try to pick you off. | ||
|- | |- | ||
− | | | + | |align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}} |
| | | | ||
If you are marked 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 where your teammates are so they can help. | If you are marked 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 where your teammates are so they can help. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Atomizer}} |
− | |||
| | | | ||
While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs 10 HP, however, which can expedite killing him. | While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs 10 HP, however, which can expedite killing him. | ||
+ | |- | ||
|} | |} | ||
− | ==Item sets== | + | == Item sets == |
− | + | {{main|Item sets}} | |
{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
! class="header" colspan="1" width="200"| Set | ! class="header" colspan="1" width="200"| Set | ||
! class="header" colspan="1" width="800"| Anti-Scout strategy | ! class="header" colspan="1" width="800"| Anti-Scout strategy | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | |
{{item icon|Shortstop|100px}} | {{item icon|Shortstop|100px}} | ||
{{item icon|Mad Milk|100px}} | {{item icon|Mad Milk|100px}} | ||
Line 132: | Line 132: | ||
{{item icon|Milkman|100px}} | {{item icon|Milkman|100px}} | ||
− | <br>[[Item sets#Scout|The Special Delivery]] | + | <br>[[Item sets#Scout|'''The Special Delivery''']] |
| | | | ||
This item set increases the Scout's survivability, particularly in large firefights. A Scout using this set is best keeping a moderate distance, where he can readily harass enemies with both the Shortstop and Mad Milk. He is restricted to only using the Shortstop as a strong source of damage, so close the distance, where he may find it more difficult to hit you. | This item set increases the Scout's survivability, particularly in large firefights. A Scout using this set is best keeping a moderate distance, where he can readily harass enemies with both the Shortstop and Mad Milk. He is restricted to only using the Shortstop as a strong source of damage, so close the distance, where he may find it more difficult to hit you. | ||
|- | |- | ||
− | | | + | | align="center" valign="center" style="padding:0.5em" | |
{{item icon|Soda Popper|100px}} | {{item icon|Soda Popper|100px}} | ||
{{item icon|Winger|100px}} | {{item icon|Winger|100px}} | ||
Line 142: | Line 142: | ||
{{item icon|Bonk Boy|100px}} | {{item icon|Bonk Boy|100px}} | ||
− | <br>[[Item sets#Scout|The #1 Fan]] | + | <br>[[Item sets#Scout|'''The #1 Fan''']] |
| | | | ||
This item set builds on the Scout’s amazing one-on-one prowess. React to the individual weapons, particularly the Soda Popper’s Hype and the Atomizer’s triple jump, accordingly. | This item set builds on the Scout’s amazing one-on-one prowess. React to the individual weapons, particularly the Soda Popper’s Hype and the Atomizer’s triple jump, accordingly. | ||
− | + | |- | |
|} | |} | ||
== See also == | == See also == | ||
− | *[[Double jumping]] | + | * [[Double jumping]] |
− | *[[Team strategy]] | + | * [[Team strategy]] |
{{Class strategy}} | {{Class strategy}} | ||
+ | {{Scout Nav}} | ||
− | |||
− | |||
[[Category:Community strategy]] | [[Category:Community strategy]] |
Revision as of 20:09, 5 October 2011
“ | Never send a boy to fight a man's war.
Click to listen
— The Soldier
|
” |
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 manueverability, you can easily dispose of him.
General
Attributes | Anti-Scout strategy |
---|---|
Role |
The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and constantly report his location to teammates. |
Health |
The Scout is very frail and can be killed in just a few good shots. |
Speed |
The Scout is extremely fast and can double jump, so carefully predict his movements to ensure your attacks hit, particularly when using projectile weapons. If he is airborne, wait until he exhausts his double jump before trying to land airshots. His maneuverability allows him to easily chase any other class but is less powerful in confined areas, where he has less room to dodge. |
Power |
The Scout’s weapons are devastating at close range but very weak at long range. Thus, he must put himself in danger and actively enter combat to have any chance at killing enemies. |
Weapons
Primary
Weapon | Anti-Scout strategy |
---|---|
Scattergun |
The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you may take while trading blows. It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload. |
Force-A-Nature |
The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots. If the Scout insists on staying in close combat, pick him off during his frequent reloading periods. Its knock back effects let him easily reposition or disorient you for a follow-up shot, so avoid lingering near walls or field hazards where you can quickly be cornered. |
Shortstop |
Unlike the Scattergun, the Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you. |
Soda Popper |
Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to escape from his Mini-Crits. |
Secondary
Weapon | Anti-Scout strategy |
---|---|
Pistol / Lugermorph |
While the Scout might use his Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep a distance from him to take advantage of his weak long range capabilities. |
Bonk! Atomic Punch |
Bonk! Atomic Punch is designed to help a Scout get past dangerous areas, such as chokepoints or Sentry Gun nests. He can’t fight while under its effects, so impede his movement by body blocking or using knock back. |
Crit-a-Cola |
While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you can deal Mini-Crits right back at him. He’ll often consume it when preparing for an ambush, so stay alert and pick him off first. |
Mad Milk |
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, you’ll either need to retreat or take him out very quickly. |
Winger |
The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage. |
Melee
Weapon | Anti-Scout strategy |
---|---|
A Scout that insists on using the Bat can easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat so long as you keep your aim steady. | |
Sandman |
If you are stunned 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. |
Holy Mackerel |
The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed. If you see hit announcements in the kill feed, use it to know that there is a Scout nearby. |
Candy Cane |
If possible, switch to an explosive weapon to take advantage of the increased explosive vulnerability a Scout wielding the Candy Cane is penalized with. Try to steal the small health kits dropped by teammates that the Scout aided in killing. |
Continuously evade a Scout that is attacking you with the Boston Basher/Three-Rune Blade so that he damages himself. | |
Sun-on-a-Stick |
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 any Scout that may try to pick you off. |
Fan O'War |
If you are marked 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 where your teammates are so they can help. |
Atomizer |
While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs 10 HP, however, which can expedite killing him. |
Item sets
Set | Anti-Scout strategy |
---|---|
This item set increases the Scout's survivability, particularly in large firefights. A Scout using this set is best keeping a moderate distance, where he can readily harass enemies with both the Shortstop and Mad Milk. He is restricted to only using the Shortstop as a strong source of damage, so close the distance, where he may find it more difficult to hit you. | |
This item set builds on the Scout’s amazing one-on-one prowess. React to the individual weapons, particularly the Soda Popper’s Hype and the Atomizer’s triple jump, accordingly. |
See also
|