Difference between revisions of "Basic Scout strategy/pt-br"

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[[File:Scouttaunt1.PNG|320px|right]]
 
[[File:Scouttaunt1.PNG|320px|right]]
  
O [[Scout/pt-br|Scout]] é a classe mais rápido e com maior mobilidade do jogo. Apesar de ser frágil, sua velocidade e habilidade de dar [[double-jump/pt-br|saltos duplos]] permitem que ele acesse rotas alternativas facilmente em muitos mapas, tornando-o extremamente imprevisível e efetivo em emboscadas. Ele conta como dois jogadores quando estiver capturando [[Control Point (objective)/pt-br|pontos de controle]] ou empurrando [[Payload cart/pt-br|carrinhos]], tornando-o ideal para completar objetivos rapidamente. Enquanto está lutando, seu alto dano e mobilidade fazem dele uma das melhores classes para combates um à um. Devido a sua [[health/pt-br|vida]] ser baixa, o Scout deve evitar ao máximo sofre danos; por exemplo, seu pulo duplo permite que ele escape de [[knock back/pt-br|knock backs]] e [[fall damage/pt-br|danos de queda]]. Para maximizar o dano causado e minimizar o dano sofrido, um bom Scout costuma andar pelos cantos dos mapas e escolhendo o momento certo para derrubar alvos inimigos importantes. Armas que podem deixar os jogadores lentos ou presos, como a {{item link|Natascha}} ou a {{item link|Sentry Gun}}, são mortais para o Scout.
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O [[Scout/pt-br|Scout]] é a classe mais rápida e com maior mobilidade do jogo. Apesar de ser frágil, sua velocidade e habilidade de dar [[double-jump/pt-br|saltos duplos]] permitem que ele acesse rotas alternativas facilmente em muitos mapas, tornando-o extremamente imprevisível e efetivo em emboscadas. Ele conta como dois jogadores quando estiver capturando [[Control Point (objective)/pt-br|pontos de controle]] ou empurrando [[Payload cart/pt-br|carrinhos]], tornando-o ideal para completar objetivos rapidamente. Enquanto está lutando, seu alto dano e mobilidade fazem dele uma das melhores classes para combates um à um. Devido a sua [[health/pt-br|vida]] ser baixa, o Scout deve evitar ao máximo sofre danos; por exemplo, seu pulo duplo permite que ele escape de [[knock back/pt-br|knock backs]] e [[fall damage/pt-br|danos de queda]]. Para maximizar o dano causado e minimizar o dano sofrido, um bom Scout costuma andar pelos cantos dos mapas e escolhendo o momento certo para derrubar alvos inimigos importantes. Armas que podem deixar os jogadores lentos ou presos, como a {{item link|Natascha}} ou a {{item link|Sentry Gun}}, são mortais para o Scout.
  
 
== Armas primárias ==
 
== Armas primárias ==
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{{icon item|Crit-a-Cola|100px}}  
 
{{icon item|Crit-a-Cola|100px}}  
  
Crit-a-Cola is an item that rewards you for taking risks. In addition to increasing your speed, it turns all the attacks you deal and take into minicrits. Thus, you should drink it only before an ambush. If used for ranged harassment, Crit-a-Cola pairs well with the with the [[Shortstop]] or [[Baby Face's Blaster]], as minicrits don't have damage fall-off. The boost provided by Crit-a-Cola will not stack with the boosting effects of other items, so do not drink it and take increased damage if you don't have to.
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Crit-a-Cola is an item that rewards you for taking risks. In addition to increasing your speed, it turns all the attacks you deal and take into minicrits. Thus, you should drink it only before an ambush. If used for ranged harassment, Crit-a-Cola pairs well with the with the [[Shortstop]] or [[Baby Face's Blaster]], as minicrits don't have damage fall-off. The boost provided by Crit-a-Cola will not stack with the boosting effects of other itens, so do not drink it and take increased damage if you don't have to.
  
 
==={{item link|Mad Milk}}===
 
==={{item link|Mad Milk}}===

Revision as of 20:00, 19 January 2015


Say goodbye to ya kneecaps, chucklehead!
O Scout
Scouttaunt1.PNG

O Scout é a classe mais rápida e com maior mobilidade do jogo. Apesar de ser frágil, sua velocidade e habilidade de dar saltos duplos permitem que ele acesse rotas alternativas facilmente em muitos mapas, tornando-o extremamente imprevisível e efetivo em emboscadas. Ele conta como dois jogadores quando estiver capturando pontos de controle ou empurrando carrinhos, tornando-o ideal para completar objetivos rapidamente. Enquanto está lutando, seu alto dano e mobilidade fazem dele uma das melhores classes para combates um à um. Devido a sua vida ser baixa, o Scout deve evitar ao máximo sofre danos; por exemplo, seu pulo duplo permite que ele escape de knock backs e danos de queda. Para maximizar o dano causado e minimizar o dano sofrido, um bom Scout costuma andar pelos cantos dos mapas e escolhendo o momento certo para derrubar alvos inimigos importantes. Armas que podem deixar os jogadores lentos ou presos, como a Natascha ou a Sentinela, são mortais para o Scout.

Armas primárias

Enquanto estiver lutando, não confie somente no seu mouse para rastrear inimigos. Use sua movimentação para manter o oponente no centro da tela, atirando nele sempre quando sua mira e o oponente se encontrarem no mesmo ponto. Isto permite que você se foque em uma movimentação efetivamente e erraticamente, tornando você em um alvo difícil, enquanto, ao mesmo tempo torna sua mira mais suave e mais precisa. Encontre a distância que você acha melhor e use sua velocidade para mantê-la; distâncias extremamente pertas favorecem saltos rápidos para escapar de tiros inimigos, enquanto distâncias moderadas permitem que você fique no chão e fique indo de um lado para o outro.

Espingarda

Scattergun

Em uma distância mínima, sua Espingarda pode matar a maioria das classes com apenas dois tiros bem aplicados. É sua melhor arma para combates prolongadas devido o tamanho de seu cartucho e alto dano causado. A munição da Espingarda espalha vastamente, portanto troque para a Pistola quando for atirar em inimigos que estiverem longe.

Força da Natureza

Force-A-Nature

The Force-A-Nature deals heavy burst damage but must be reloaded often, making it best used as a hit-and-run weapon. You can use the Force-A-Nature's knock back on you or your target; an enemy launched into the air makes for an easy kill, while the self-inflicted knock back allows you to Force jump to even more unpredictable locations. If you actively jump while in combat, save your extra jump until after you've fired the Force-A-Nature; the knock back can leave you suspended in midair and vulnerable, as well. For efficient ammo usage, always fire your two shots before reloading; reloading with one shot in the barrel will discard that shot.

Interbases

Shortstop

The Shortstop is a cross between the Escopeta and Pistola. While it deals less damage than your other primary weapons, its narrow bullet spread makes it reliable at longer ranges. The Shortstop reloads quite quickly, allowing you to continuously fire shots and deal consistent damage. However, the Shortstop draws from the same ammunition pool as the Pistola, so you should use a different secondary weapon to conserve ammunition.

Refrispingarda

Soda Popper

The Soda Popper is similar to the Force-A-Nature, but does not possess its knock back effects. Like the Force-A-Nature, it is best used as a hit-and-run weapon. However, the faster reloading speed means that it is more viable for prolonged combat. The Soda Popper's Hype meter will only fill when you are mobile and have the Soda Popper itself as your active weapon. You can control your Hype by moving around until the meter is nearly full, then switching to a different weapon until you want to activate it. The guaranteed minicrits from Hype are not limited to just the Soda Popper and work rather well with your other weapons. For efficient ammo usage, always fire your two shots before reloading; reloading with one shot in the barrel will discard that shot.

Destruidora do Degenerado

Baby Face's Blaster

The Baby Face's Blaster will initially lower your speed to below that of the Demoman. However, dealing damage will build Boost, increasing your speed to significantly over your normal rate of travel. While it deals reduced damage, the increased accuracy will make fighting at medium range easier, allowing you to build Boost in relative safety. Jumping will remove all accumulated Boost, so you'll have to choose between jumping or running when it comes to maneuvering the battlefield. Don't be afraid to use your jump, however; it only takes 100 damage to fully charge your Boost. Use a secondary weapon of your own choice to build up boost at a distance.

Armas secundárias

Pistola e as suas derivadas

Pistol Lugermorph

The Pistola is a backup weapon, primarily used for finishing off wounded targets. It reloads much more quickly than any of your primary weapons and can be used to harass enemies or cover a retreat. At longer ranges, use the Pistola to deal consistent damage.

Bonk! Pancada Atômica

Bonk! Atomic Punch

Bonk! Atomic Punch is a situational utility item that can be used to dodge or draw enemy fire. For example, you can use it to distract or to get pass Sentry Guns, retreat safely, bait Demomen into detonating their sticky traps, or block chokepoints.

Criti-Cola

Crit-a-Cola

Crit-a-Cola is an item that rewards you for taking risks. In addition to increasing your speed, it turns all the attacks you deal and take into minicrits. Thus, you should drink it only before an ambush. If used for ranged harassment, Crit-a-Cola pairs well with the with the Shortstop or Baby Face's Blaster, as minicrits don't have damage fall-off. The boost provided by Crit-a-Cola will not stack with the boosting effects of other itens, so do not drink it and take increased damage if you don't have to.

Leite Louco

Mad Milk

Mad Milk is thrown like a grenade and inflicts a temporary debuff upon its victims, allowing any member on your team to heal by damaging an opponent under its effects. It can be used both in single combat or large firefights to give you and allies additional survivability. Additionally, Mad Milk can be used to extinguish teammates and reveal cloaked Spies.

Ala

Winger

Like the Pistola, the Winger can be used to harass enemies or cover a retreat. When compared to the Pistola, its increased damage is best for short encounters; the Winger deals less damage over long periods of time due to its reduced magazine size.

Pistola Portátil do Peralta

Pretty Boy's Pocket Pistol

The Pretty Boy's Pocket Pistola slightly raises your maximum health and negates fall damage. However, it shoots more slowly than the Pistola and increases your vulnerability to fire, making it less effective in combat. Overall, the Pretty Boy's Pocket Pistola can be useful if you prefer a mobile playstyle, relying on your primary weapon to pick off lone enemies.

Guilhotina Voadora

Flying Guillotine

The Flying Guillotine can be thrown every six seconds to deal moderate damage and cause bleeding, making it decent for mid-range harassment. If it hits an enemy that's stunned, it deals a guaranteed critical hit; although difficult to aim in the heat of battle, this lets it combo with the Sandman's baseball shot. Overall, the Flying Gullotine rewards you greatly for landing that singular hit; one cleaver is equivalent to several Pistola shots while striking a stunned enemy is the equivalent of several Espingarda shots.

Armas corpo a corpo

Taco e os seus derivados

Bat Saxxy Conscientious Objector Frying Pan Freedom Staff Bat Outta Hell Memory_Maker

Because you already deal so much damage at close range, you should only use the Taco when out of loaded ammunition or when dealing with unattended Engineer structures. While it swings rapidly, it deals less damage than other melee weapons.

João Pestana

Sandman

The Sandman slightly lowers your maximum health but grants access to an alternate fire that launches a baseball capable of stunning enemies. It moves as a moderately fast, arced projectile, so lead your foe accordingly. You can stun enemies either before moving in for the kill or to retreat safely. In large firefights, focus on stunning the more dangerous foes, such as Heavies and crit boosted enemies.

Santo Carapau e os seus derivados

Holy Mackerel Unarmed Combat

The Holy Mackerel functions identically to the Taco but announces each hit in the kill feed. A hit that triggers a Spy's feign death will appear as a hit, not a kill, allowing you to track down a Spy using the Dead Ringer.

Bengala Doce

Candy Cane

When you have the Candy Cane equipped, any kill you make will cause your victims to drop health packs that can be used to heal teammates as they fight at the front lines. The Candy Cane does not need to be the active weapon for this bonus to occur. However, your vulnerability to explosive damage is increased, meaning that a direct hit from a rocket or grenade is now capable of killing you in just one hit. A Spy who uses the Dead Ringer to trigger a feign death will not drop a health pack and is easier to discern.

Batedor de Boston e os seus derivados

Boston BasherThree-Rune Blade

When striking an enemy, the Boston Basher inflicts the bleed status in addition to the standard Taco damage. However, any missed melee attacks will cause you to damage and inflict the bleed status on yourself instead. Thus, only attack if you're sure the strike will connect. You can use the self-damage to help a Medic fill his ÜberCarga meter and the bleed effect to track down Cloaked Spies. Damaging yourself will inflict a small amount of self-knock back that can be used as an additional jump in order to reach higher areas, albeit at the cost of a significant portion of health.

Espetinho de Sol

Sun-on-a-Stick

Against ignited foes, the Sun-on-a-Stick will deal as much damage as the Espingarda at point blank range in terms of damage-per-second. However, both you and the Pyro excel at close range combat and can often finish off an enemy without the help of an ally. As a result, you might not be able to utilize this combo frequently, as effective as it may be.

Leque d'Guerra

Fan O'War

The Fan O'War deals little damage but can mark victims for death, causing all damage taken to be minicrits. In a one-on-one encounter, tag an enemy with it, then switch to another weapon to finish the job. It's less effective against groups of enemies, due to your low survivability and because the Mark of Death can only be inflicted on one enemy at a time.

Atomizador

Atomizer

The Atomizer does not need to be active for you to have access to the triple jump, so you can ignore its downsides if you simply use your primary weapon in close range combat. The added mobility granted by the triple jump is often worth paying 10 health, especially if it means positioning yourself behind a key target or dodging a deadly rocket. If you pair the Atomizer with the Force-A-Nature, you can combine a triple jump and force jump into a quadruple jump. You will take no damage from the third jump while phasing with Bonk! Atomic Punch.

Assassino do Embrulho

Wrap Assassin

Com um design similar ao do João Pestana, o Assassino do Embrulho lança um projétil que é capaz de causar um estado de sangramento nos inimigos. É mais efetivo utilizar o projétil em inimigos mais fracos, para finalizá-los, do que ir até eles com a sua Espingarda. Se você simplesmente usar a sua arma primária em uma combate à curta distância, você pode ignorar sua redução de dano.

Efeitos de conjunto de itens

Entrega Especial

Artigo principal: Conjuntos de itens
Entrega Especial
Backpack The Special Delivery Bundle.png
Efeito

Deixa um cartão de visita nas suas vítimas

O bônus de vida desse conjunto de itens aumenta muito a sua capacidade de sobreviver, especialmente junto com a cura do Leite Louco, enquanto o Interbases permite que você cause dano constante em uma distância média. Sobretudo, você pode ter mais de um impacto em grandes lutas com fogo populosas. Contudo, seu poder de fogo em uma distância pequena é reduzido, significando que você terá que causar mais dano constante.