Difference between revisions of "User:InShane/sandbox2"

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* Take out the [[Atomizer]] for an unexpected triple jump to reposition yourself.
 
* Take out the [[Atomizer]] for an unexpected triple jump to reposition yourself.
  
   | pyro-strategy = Defeating a Pyro is all about spacing. Untreated [[afterburn]] will take off up to half of your health, so it's best to avoid his [[Flame Thrower]] entirely. To do this, use your speed to stay outside his Flame Thrower's range, switching between your Scattergun and Pistol as opportunity presents. Avoid enclosed areas, where the Pyro can use the [[compression blast]] to shove you into a corner for an easy kill. Be wary if the Pyro is equipped with the [[Degreaser]] — it lowers his weapon switch time, improving how well he might adapt to your movements. [[Mad Milk]] can be used to extinguish flames. If you don't have a pistol, the [[Shortstop]] deals the most damage of any scattergun from outside a flamethrower's effective range.
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   | pyro-strategy =  
   | demoman-strategy = When out in the open, you are easily capable of dodging a Demoman’s indirect projectiles; his high damage output means nothing if he can’t hit you. Your speed lets you quickly get within close range of the Demoman, past his [[Grenade Launcher|Grenade]] and Stickybombs, where he is weakest and can damage himself. If need be, take alternate routes to avoid his Sticky traps or ambush him. A Demoman with [[Chargin’ Targe|a]] [[Splendid Screen|shield]] [[Tide Turner|equipped]] is vulnerable to weapon heckling; stay at medium range to avoid his melee attacks, then close in once he switches to the [[Grenade Launcher]]. Be careful in case he suddenly decides to charge at you, as he will move even faster than you when he does so.
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'''Advantages:''' You have the speed to outmaneuver the Pyro, provided you have room to maneuver, and weapons with longer range.
 +
 
 +
'''Tactics:''' Defeating a Pyro is all about spacing. Stay just outside the Flame Thrower's range, switching between your Scattergun and Pistol as opportunity presents. Avoid enclosed areas, where the Pyro can use the [[compression blast]] to shove you into a corner for an easy kill. Try not to get hit at all - [[afterburn]] will take off up to half of your health and may empower certain Pyro weapons, like the [[Flare Gun]].
 +
 
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'''Useful weapons:'''  
 +
* The [[Shortstop]] deals the most damage of any scattergun from outside the Flame Thrower's effective range.
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* [[Mad Milk]] provides healing to negate [[afterburn]] in an extended fight and can be thrown downward to extinguish yourself.
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   | demoman-strategy =  
 +
'''Advantages:''' Both you and the Demoman have extremely high damage output, but your mobility generally lets you engage on your own terms. When out in the open, you can easily dodge a Demoman's indirect projectiles. At close range, your Scattergun is far easier to aim than his [[Grenade Launcher]].
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 +
'''Tactics:'''  Remain at medium range, where you can wear the Demoman down while dodging his grenades, or quickly get within close range, where he is weakest and can damage himself. If need be, take alternate routes to avoid his Sticky traps or ambush him. A Demoman with [[Chargin’ Targe|a]] [[Splendid Screen|shield]] [[Tide Turner|equipped]] is vulnerable to weapon heckling; stay at medium range to avoid his melee attacks, then close in once he switches to the [[Grenade Launcher]]. Be careful in case he suddenly decides to charge at you, as he will move even faster than you when charging.
 +
 
 +
'''Useful weapons:'''
 +
* [[Bonk! Atomic Punch]] can be used to phase past a Demoman's Stickybomb traps.
 +
 
 
   | heavy-strategy = The Heavy is perhaps your exact opposite. Be cautious when approaching a Heavy from any range; with his [[Minigun]], he can kill you faster than you can kill him. The element of surprise is your strongest weapon; you can kill the beefy Heavy with just a few point blank shots. If his Minigun is already spun up, note the sound his weapon makes before deciding to fight - the distinct whir of the [[Natascha]], which can slow you down, is a sign to stay back. In a direct confrontation, try popping in and out from behind cover between shots, staying in his face while [[circle strafing]], or double jumping over his head to confuse him. Particular items that are useful against a Heavy are the [[Backscatter]], [[Crit-a-Cola]], and [[Mad Milk]]; your high speed allows you to get behind the Heavy easily, activating the Backscatter's mini-crits; Crit-a-Cola will allow you to match the Heavy's obscene firepower; and Mad Milk can help you survive his massive damage.
 
   | heavy-strategy = The Heavy is perhaps your exact opposite. Be cautious when approaching a Heavy from any range; with his [[Minigun]], he can kill you faster than you can kill him. The element of surprise is your strongest weapon; you can kill the beefy Heavy with just a few point blank shots. If his Minigun is already spun up, note the sound his weapon makes before deciding to fight - the distinct whir of the [[Natascha]], which can slow you down, is a sign to stay back. In a direct confrontation, try popping in and out from behind cover between shots, staying in his face while [[circle strafing]], or double jumping over his head to confuse him. Particular items that are useful against a Heavy are the [[Backscatter]], [[Crit-a-Cola]], and [[Mad Milk]]; your high speed allows you to get behind the Heavy easily, activating the Backscatter's mini-crits; Crit-a-Cola will allow you to match the Heavy's obscene firepower; and Mad Milk can help you survive his massive damage.
 
   | engineer-strategy = A lone [[Engineer]] is a simple target; his weapons are similar to yours, but he has less mobility. If you don’t have to deal with his [[Sentry Gun]], simply dodge his shots while returning fire.
 
   | engineer-strategy = A lone [[Engineer]] is a simple target; his weapons are similar to yours, but he has less mobility. If you don’t have to deal with his [[Sentry Gun]], simply dodge his shots while returning fire.

Revision as of 22:45, 14 May 2021

I'm gonna headbutt ya, I'm gonna headbutt ya, I'm gonna headbutt ya!
The Scout on his delicate battle plan
Class Strategy
Scout.png
Scout
vs. Scout.png
Scout
Mirror match: You most likely meet other Scouts when both of you are away from teammates, such as during the initial rush to a Control Point or at the outskirts of a battlefield. Raw skill is the greatest factor for deciding this fight.

Tactics: Maintain precise aim while keeping your movement options in mind. Strafe left and right while keeping your aim pointed towards your opponent. If you can mimic or predict your rival's movement, there will be times where your crosshair naturally lines up with him - fire away! Jump sparingly, preferably to get behind him or take cover, as jumps have a predictable trajectory. If you find yourself at a dueling disadvantage, enter extremely close range to make aiming chaotic for both of you. Additionally, control the area around health kits.

Useful weapons:

  • The Scattergun has the highest clip size, which gives the most leeway for handling how dodgy your fellow Scout is.
  • The Pistol is best for finishing off a single enemy if you know their health is low.
  • Initiating with Mad Milk lets you survive another medium range shot if you land a solid hit after being damaged.
  • The Wrap Assassin's bleed-inducing bauble can weaken the enemy Scout to the point that a single close range shot will suffice.
Scout.png
Scout
vs. Soldier.png
Soldier
Advantages: Both you and the Soldier are effective at close range, but you are faster on the ground. A Soldier will typically aim his Rocket Launcher at your feet to deal splash damage, but you have a double jump to avoid being hit directly.

Tactics: Stay in open areas to make the best use of your mobility. Use your mobility to deny the Soldier access to high ground, where he is deadliest and can rain rockets from above. Consider staying at a medium distance to dodge his shots, and avoid double jumping so predictably that the Soldier shoots a rocket where you land. If you need to retreat, stay alert in case he decides to rocket jump after you.

Useful weapons:

  • The Soda Popper's Hype mode lets you close the distance while remaining airborne to avoid rockets for five jumps.
  • Take out the Atomizer for an unexpected triple jump to reposition yourself.
Scout.png
Scout
vs. Pyro.png
Pyro
Advantages: You have the speed to outmaneuver the Pyro, provided you have room to maneuver, and weapons with longer range.

Tactics: Defeating a Pyro is all about spacing. Stay just outside the Flame Thrower's range, switching between your Scattergun and Pistol as opportunity presents. Avoid enclosed areas, where the Pyro can use the compression blast to shove you into a corner for an easy kill. Try not to get hit at all - afterburn will take off up to half of your health and may empower certain Pyro weapons, like the Flare Gun.

Useful weapons:

  • The Shortstop deals the most damage of any scattergun from outside the Flame Thrower's effective range.
  • Mad Milk provides healing to negate afterburn in an extended fight and can be thrown downward to extinguish yourself.
Scout.png
Scout
vs. Demoman.png
Demoman
Advantages: Both you and the Demoman have extremely high damage output, but your mobility generally lets you engage on your own terms. When out in the open, you can easily dodge a Demoman's indirect projectiles. At close range, your Scattergun is far easier to aim than his Grenade Launcher.

Tactics: Remain at medium range, where you can wear the Demoman down while dodging his grenades, or quickly get within close range, where he is weakest and can damage himself. If need be, take alternate routes to avoid his Sticky traps or ambush him. A Demoman with a shield equipped is vulnerable to weapon heckling; stay at medium range to avoid his melee attacks, then close in once he switches to the Grenade Launcher. Be careful in case he suddenly decides to charge at you, as he will move even faster than you when charging.

Useful weapons:

Scout.png
Scout
vs. Heavy.png
Heavy
The Heavy is perhaps your exact opposite. Be cautious when approaching a Heavy from any range; with his Minigun, he can kill you faster than you can kill him. The element of surprise is your strongest weapon; you can kill the beefy Heavy with just a few point blank shots. If his Minigun is already spun up, note the sound his weapon makes before deciding to fight - the distinct whir of the Natascha, which can slow you down, is a sign to stay back. In a direct confrontation, try popping in and out from behind cover between shots, staying in his face while circle strafing, or double jumping over his head to confuse him. Particular items that are useful against a Heavy are the Backscatter, Crit-a-Cola, and Mad Milk; your high speed allows you to get behind the Heavy easily, activating the Backscatter's mini-crits; Crit-a-Cola will allow you to match the Heavy's obscene firepower; and Mad Milk can help you survive his massive damage.
Scout.png
Scout
vs. Engineer.png
Engineer
A lone Engineer is a simple target; his weapons are similar to yours, but he has less mobility. If you don’t have to deal with his Sentry Gun, simply dodge his shots while returning fire.

The Sentry Gun, however, deals heavy damage and can track your movements, rendering your fast speed useless. If you're caught, the Sentry Gun’s knock back will pin down and kill you. Avoid routes covered by Sentry Guns and check around corners before rushing into new areas. If the Sentry Gun is unattended, you can slowly destroy it from far away with a pistol or the Shortstop. You run faster than a Sentry Gun can rotate; although difficult, it is possible to circle strafe a Sentry Gun that has been placed around a corner and not yet locked on to you. A common tactic against a problematic Sentry Gun would be to use the invulnerability granted by Bonk! Atomic Punch to run past it or distract it while your teammates destroy it. You can also use the invulnerability to direct the Sentry to shoot the Engineer while it is aiming at you, by moving so that he is between you and the Sentry. However, be mindful of the bullets' knockback and your Bonk's duration for your eventual escape. Otherwise, when an Engineer is near his Sentry Gun, the best you’ll be able to do is harass him from long range.

Scout.png
Scout
vs. Medic.png
Medic
The Medic will likely stay near his teammates to heal them - these enemies will have plenty of health and are harder to pick off. However, the Medic cannot overheal himself. If you can make your way into the enemy team's backline, the Medic is another class that you can quickly take out. Maneuver past his patient or approach the pair from behind, and pick the Medic off with a few point blank shots. Don't get greedy - consider retreating if you think his former patient is too healthy.
Scout.png
Scout
vs. Sniper.png
Sniper
While you’re one of the best classes to deal with a Sniper, if the Sniper can hit you, one headshot or fully charged bodyshot will instantly kill you. Your speed and mobility can prevent this - zigzag, jump, and strafe to become a difficult target, and sneak up on him by accessing alternate routes. Once you close the distance, your weapons have the advantage. Even at close range, take care, as the Sniper may try to headshot you anyway. If you have trouble getting close without getting one-shot, Bonk! Atomic Punch will give you invulnerability until you're close enough to kill him.
Scout.png
Scout
vs. Spy.png
Spy
Your speed makes you hard to backstab and allows you to always chase fleeing foes, making you one of the Spy’s deadlier opponents. He has some of the game’s weakest weapons, making a normal fight with him simple; circle strafe, and take care not to expose your back to his Knife. If he Cloaks, use your scattergun’s spread, Mad Milk, or the Boston Basher’s or Wrap Assassin's bleed effect to reveal him and give chase. With its wider spread, the Backscatter is especially good for spychecking. You can easily Spy-check by simply running into your teammates; if you can’t move past them, they’re a Spy.


See also