Difference between revisions of "Anti-Scout strategy"
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}} | ||
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− | *The Winger is designed for killing unaware enemies, but only with 5 shots to make it count. Try to keep alert of him, and attack while moving so you can | + | *The Winger is designed for killing unaware enemies, but only with 5 shots to make it count. Try to keep alert of him, and attack while moving so you can avoid the shots. |
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}} | ||
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*Crit-a-Cola is designed for ambushing and killing unprepared enemies. However, if you are watchful, the attacking Scout's advantage will disappear. | *Crit-a-Cola is designed for ambushing and killing unprepared enemies. However, if you are watchful, the attacking Scout's advantage will disappear. | ||
+ | *Crit-a-Cola does not only allow the Scout to do mini-crits, but allows his enemies to them towards him as well. When you see a Scout with a glowing weapon, attack him (be sure that he is not using the Soda Popper, though, for these effects are indistinguishable). | ||
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}} | ||
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*If you get hit by Mad Milk, try to retreat or deal with your assailant quickly, as he will have the advantage in a protracted battle. | *If you get hit by Mad Milk, try to retreat or deal with your assailant quickly, as he will have the advantage in a protracted battle. | ||
+ | *Like Jarate, a Pyro can reflect Mad Milk and sometimes even hit the person throwing it. | ||
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! class="header" colspan="1" width="800"| Anti-Scout Strategy | ! class="header" colspan="1" width="800"| Anti-Scout Strategy | ||
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− | | class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Bat|icon-size=100x100px}}{{Icon weapon|weapon=Holy Mackerel | + | | class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Bat|icon-size=100x100px}}{{Icon weapon|weapon=Holy Mackerel|icon-size=100x100px}} |
− | <br>[[Bat]] / [[Holy Mackerel | + | <br>[[Bat]] / [[Holy Mackerel]] |
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*The Bat deals less damage than most other melee weapons. Just be careful and watch for Scouts who may try to circle-strafe you while attacking with the Bat. | *The Bat deals less damage than most other melee weapons. Just be careful and watch for Scouts who may try to circle-strafe you while attacking with the Bat. | ||
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*Avoid a Scout using this weapon when low on health or when he uses his [[primary weapon]], as the damage can be devastating. | *Avoid a Scout using this weapon when low on health or when he uses his [[primary weapon]], as the damage can be devastating. | ||
*Try not to run into a crowd of teammates if you are being pursued by a Scout with the Fan O'War, as he could easily attack your other teammates, giving his team the advantage of [[mini-crits]]. | *Try not to run into a crowd of teammates if you are being pursued by a Scout with the Fan O'War, as he could easily attack your other teammates, giving his team the advantage of [[mini-crits]]. | ||
+ | |- | ||
+ | | class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}} | ||
+ | <br>[[Atomizer]] | ||
+ | | | ||
+ | *The Atomizer gives the Scout a great deal more mobility by enable the triple-jump. Landing airshots will be more difficult against these Scouts since they can change direction mid-air twice. | ||
+ | *The Atomizer is a particularly weak melee weapon, so if a Scout rushes at you with one equipped, you are more likely than not advised to return the favor and attack with your own melee weapon. | ||
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Revision as of 14:18, 3 July 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
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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.
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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Shortstop |
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Soda Popper |
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Secondary Weapons
Weapon | Anti-Scout Strategy |
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Pistol / Lugermorph |
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Winger |
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Bonk! Atomic Punch |
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Crit-a-Cola |
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Mad Milk |
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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.
Weapon | Anti-Scout Strategy |
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| |
Sandman |
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Candy Cane |
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Sun-on-a-Stick |
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Fan O'War |
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Class Set
Set | Anti-Scout Strategy |
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See also
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