Difference between revisions of "Anti-Scout strategy"
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| class="small" 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]] | | class="small" 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]] | ||
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− | While the Scout might use his Pistol to harass you from a distance, its damage is minor. 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. Keep a distance from him to take advantage of his weak long range capabilities. |
+ | *The Scout does not carry a lot of ammuntion for the Pistol; he can only fire 4 clips before it's completely empty, and they are used up quickly. If you keep your distance and dodge his shots, and he'll soon have to resort to another weapon. | ||
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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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− | 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]]. |
+ | **A Medic with the Ubersaw may find blocking a Scout under the effects of Bonk! Atomic Punch beneficial; though hitting the Scout deals no damage, 25% Ubercharge is still gained. | ||
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}} | ||
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− | While Crit-a-Cola will allow a Scout to deal | + | *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. |
+ | *A Sniper could try hitting a Scout who has consumed Crit-a-Cola with the Bushwhacka, which would turn the Mini-Crit into a fatal critical hit. | ||
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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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− | 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. |
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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 similar to the Pistol, but its increased damage makes it slightly more effective at both harassment and finishing enemies off. | + | *The Winger is similar to the Pistol, but its increased damage makes it slightly more effective at both harassment and finishing enemies off. It only has 5 shots compared to the Pistol's 12, so try dodging a Scout's shots and then attacking him as he reloads. |
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Revision as of 04:35, 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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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. | |
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. |
Candy Cane |
If possible, switch to an explosive weapon to take advantage of the increased explosive vulnerability granted to a Scout wielding the Candy Cane. Try to steal the smallhealth kits dropped by teammates that the Scout aided in killing. |
Continuously evade a Scout that is attacking you with the Boston Basher 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. |
While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. |
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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