Difference between revisions of "Anti-Scout strategy"
(Working on going over the anti-class pages once I get permission. Then again, he hasn't responded for a while...) |
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<br>[[Bat]] / [[Holy Mackerel]] | <br>[[Bat]] / [[Holy Mackerel]] | ||
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− | A Scout that insists on using the Bat can easily deal more damage at close range with any of his primary weapons. However, he | + | *A Scout that insists on using the Bat/Holy Mackerel can easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat. |
+ | **However, he may compensate by circling and jumping around you erratically as he strikes you; try to keep your aim on him, and move to where he has less manueverability. | ||
+ | *If your team has good communication, you can easily locate a Scout that hits one of you with the Holy Mackerel. | ||
+ | *As a Spy, take caution activating the Dead Ringer if you are struck by the Holy Mackerel; the kill feed will show how many times you were struck by it instead of showing "FISH KILL!". | ||
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}} | ||
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− | 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. | + | *The Sandman makes a distinct batting sound when hitting a stunball; if you hear it nearby, stay alert. |
+ | *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 a stunball flies far enough, it will completely stun you, preventing you from moving; try sticking with your teammates just in case this happens, as being alone makes you absolutely vulnerable. | ||
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}} | ||
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− | 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. |
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| class="small" 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}} | | class="small" 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]] | ||
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− | Continuously evade a Scout that is attacking you with the Boston Basher 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. |
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|class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}} | |class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}} | ||
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− | 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. |
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|class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}} | |class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}} | ||
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− | 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. | + | *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. |
+ | *A Scout that has marked you with the Fan O'War may also let his teammates finish you off; leave the battlefield while teammates cover your retreat until the mark wears off. | ||
+ | **A Scout can only mark one target at a time, which can prove inconvenient if the target becomes inaccessible for the duration. | ||
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}} | ||
<br>[[Atomizer]] | <br>[[Atomizer]] | ||
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− | While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs | + | *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. |
+ | *The more damaged the Scout is, the less likely he'll use the Atomizer's third jump out of fear he will be killed faster or he will kill himself performing it. | ||
+ | **If you see a Scout with the Atomizer trying to retreat, try dealing damage to him, even if it's minimal; he may kill himself triple jumping. | ||
+ | *The Atomizer can also use the [[Home Run]] taunt, so be careful not to be ambushed at blind turns. | ||
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Revision as of 05:32, 24 August 2011
“ | 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, 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. Sticking with your team will also limit an enemy Scout's success against you.
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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- In open spaces, it is best to avoid combat with the Scout altogether. Wide open areas are their natural environment, and they can take down many enemies here with little trouble. If you are forced into combat here, your best bet is to bait the Scout into going where you want him to - run round corners calling for Medic, and jump out, or if you have an explosive weapon, shoot it to one side to herd him into an enclosed space.
- The Scout is extremely frail, even under the influence of the Milkman's set bonus. Two point blank direct hits from the Shotgun alone can put down a Scout. Remember, the Scout's main ability is that he can pick and choose his fights- unless you are certain of victory, do not attempt to pursue a Scout, as he can run away a lot faster than you expect. Utilise splash damage from explosives, or the Pyro's airblast to control the Scout's movement - unless of course, you yourself are a Scout, in which prioritise on your own movement. Jump around and be difficult to hit, make sure the Scout has a hard time locking onto you. For fighting other Scouts, it is best to completely disregard the Force-A-Nature, as the weapon's small clip means it is very difficult to kill an enemy.
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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Bonk! Atomic Punch |
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Crit-a-Cola |
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Mad Milk |
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Winger |
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Melee Weapons
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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Item sets
Set | Anti-Scout strategy |
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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
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