Scout (compétitif)

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< Scout (competitive)
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Cet article porte sur le Jeu de compétition basé sur le Format standard de compétition.
Les articles sur la compétition dans TF2 sont actuellement en cours de développement. Si vous avez des questions, n'hésitez pas à demandez.
Scout.png

Le Scout est la classe de soutien par défaut de la composition standard du jeu compétitif, prisé pour ses captures d'objectifs et ses compétences en "picking".

Informations

Points de vie

Etat de santé Points de vie maximum Maximum en overheal Boîte de Pilules Kit de Premiers Soins
Normal
125 points de vie
185 points de vie
+26 points de vie
+63 points de vie
Le marchand de sable équipé
110 points de vie
165 points de vie
+23 points de vie
+55 points de vie

Vitesse

Mouvement Course Marche arrière Nage Accroupi
Normal 133.33% (400 u/s) 120% (360 u/s) 106.67% (320 u/s) 44% (133.33 u/s)

Les vitesses écrites en "u/s" font référence à des unités par seconde dans le jeu. Quand courir dans une certaine direction vous rends plus lent, faire rapidement des mouvements en diagonal devrait améliorer votre vitesse.

Armes

Article principal : Scout weapons (competitive)/fr
# Arme Dégats Dégats Critiques Durée d'utilisation Notes
1 Fusil à dispersion
Wiki scattergun.png
A bout portant: 104
512u: 6/coup, moy 6 coups
1024u+: 3/coup
Critique: 18 par coup (max 180)
Critique à bout portant: 141
512u+ Mini-Crit: 8/coup
Tir: 0.64s
Rechargement (début): 0.76s
Rechargement (balles sup.) : 0.56s
Affécté par la correction de la propagation (1 balle en plus au centre).
Force-de-la-Nature
Force-A-Nature.png
A bout portant: 113
512u: 5.4/coup, moy 7 coups
1024u+: 3/coup
Critique: 16.2/coup (max 194)
Mini-Crit a bout portant: 152
512u+ Mini-Crit: 7.29/coup
Tir: 0.33s
Rechargement: 1.64s
Banned or restricted in some leagues.
Affected by fixed weapon spread (2 extra pellets at center, 1 extra at middle-right).
Hits dealing at least 40 damage cause knockback based on damage and positioning.
Allows for triplejumps and forcejumps.
Shortstop
Shortstop.png
A bout portant: 72
512u: 12/coup, moy 4 coups
1024u+: 6.34/coup
Critique: 36/coup (max 144)
Mini-Crit à bout portant: 97
512u+ Mini-Crit: 16.2/coup
Tir: 0.36s
Rechargement: 1.01s
Banned in most leagues for acquisition time.
Affected by fixed weapon spread (4 close pellets: center, left, right, down).
Shares ammo with Pistolet.
2 Pistolet
Pistol.png
A bout portant: 22
512u: 15
1024u+: 8
Critique: 45
Mini-Crit à bout portant: 30
512u+ Mini-Crit: 20
Tir: 0.125s
Rechargement: 1.36s
If unfired in the past 1.25 seconds, shot has perfect accuracy.
Bonk
RedBonk.png
N/A N/A Boire: 1.25s
Invulnérabilité: 6s
Rechargement complet: 30s
Übersaw still gains ÜberCharge from "dodged" hits.
Recharge starts when invulnerability starts.
Useless underwater.
Crit-a-Cola
Crit-a-Cola.png
N/A N/A Boire: 1.25s
Buff Mini-Crit: 6s
Rechargement complet: 30s
Banned or restricted in some leagues.
While active, causes Scout to deal and receive Mini-Crits on all attacks.
Recharge starts when Mini-Crit effect starts.
Useless underwater.
Mad Milk
Mad Milk.png
N/A N/A Durée de l'effet: 6s
Rechargement: 10s
Banned in most leagues for acquisition time.
Affected foes grant self and allies 75% lifesteal on coup.
Splash goes through doors and grates.
Extinguishes fire on teammates.
Reveals Spies (can't be removed by DR, unlike fire).
3 Batte
Wiki bat.png
Corps à corps: 35 Critique: 105
Mini-Crit: 47
Tir: 0.5s Lowest DPS of all non-unlock melee besides non-backstab knife.
Le marchand de sable
Sandman.png
Corps à corps: 35
A bout portant (balle): 15
Balle 512u+: 11
Corps à corps Critique: 105
Corps à corps Mini-Crit: 47
Ball Critical: 45
Mini-Crit à bout portant (balle): 20
Ball 512u+ Mini-Crit: 15
Tir: 0.5s Banned or restricted in most leagues.
"Fleeing state" time based on target distance; stuns at max distance.
Ball does not have damage fall-off, but does have damage ramp-up.
Cannot throw ball underwater.
Reduces max health by 15 (see above).
Maquereau sacré
Holy Mackerel.png
Corps à corps: 35 Critique: 105
Mini-Crit: 47
Tir: 0.5s Banned in some leagues for acquisition time.
Statistically identical to bat.
Globally announces hits on killboard (doesn't reveal Spies).
Candy Cane
RED Candy Cane.png
Corps à corps: 35 Critique: 105
Mini-Crit: 47
Tir: 0.5s Banned in most leagues for acquisition time.
Statistically identical to bat.
25% explosive damage vulnerability on wearer.
On kill: A small health pack is dropped.
Boston Basher
TheBostonBasher.png
Corps à corps: 35 Critique: 105
Mini-Crit: 47
Tir: 0.5s Banned in most leagues for acquisition time.
Statistically identical to bat.
On Hit: Bleed for 5 seconds to target.
On miss: Bleed effect is applied to yourself.
"u" stands for "units of distance." "+" stands for "or more." "s" stands for "seconds." "Rechargement (début)" refers to how long it takes for 1 ammo to be reloaded after beginning to reload, and "Reload More" refers to how long it takes for each additional ammo to reload after the first. Damages and times are approximate and determined by community testing.

Utilisation

Of all utility classes, Scout is the most common. His mobility, ability to 2-shot enemy medics and Scouts, and advantage when fighting enemy demos make him useful for picking in a variety of situations.

Tactiques habituelles

Scouts are perhaps the best class for flanking and ambushes in competitive TF2. Their speed, absurd damage output at close range, and their ability to easily dodge the projectiles fired by Soldiers and Demomen make them ideal for flanking the enemy team and killing the Medic and Demoman. A competitive Scout should always keep an eye out for opportunities to rush in and cripple the enemy team, but without forgetting to cover certain areas of the map to prevent the enemy Scouts from doing the same. Due to the speed and mobility of Scouts, they are good for hunting down and eliminating enemy Scouts, taking pressure off of their team's combo and Demoman.

Stratégies de Déploiement (5-CP)

Scouts will generally be one of the first classes to arrive at the middle point of most 5-CP maps. On some maps, like Badlands Demomen can arrive a couple of seconds ahead. On these maps, Scouts should beware of enemy sticky traps early on, as they are needed at the mid fight. There will be few seconds before the Soldiers and Medics of both teams arrive.


Statégies d'attaque et de défense

On attack defend maps, Scouts are generally switched off to a utility class such as Sniper, Spy, or Engineer when on defense. Scouts are still useful for the offensive team as they provide faster cap time and have good deathmatching abilities and can keep pressure at the attacking points.

Stratégie de Capture de Drapeau

Liens relatifs