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PostPosted: 09 Aug 2011, 12:50 
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Here's the Scout guide, written by ZombieStalin and reviewed by ProtectMyBalls and me.

What I'd love to see here is people adding tips or improving on tips that are already in the guide.
We want to make sure as many people read this as possible to get as many viewpoints on this as we can.

If you want to add something, please state what section it is in.
e.g. General: Bullets hurt. Kill enemies dead with murder.

Here's the main post with the basic information:SpA Tips and Tricks: taking noobs to school!

_________________
'Belgium, a country with many homos also have a pedophile party as far as i know.' - Violetblood


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PostPosted: 09 Aug 2011, 12:52 
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Has no REAL life! (1254)
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SpA Tips and Tricks

The Scout
General
• The Scout is very lethal at close range against a single opponent, make sure you choose a target and focus on them.

• The Scout’s speed allows him to move between fights. If you think you are going to lose a fight, run away and allow your attacker to forget about you. You can always come back later and finish them off.

• The Scout has the innate ability to Weapon Heckle all of the classes. Try making an opponent switch to a weapon more suited to the situation, and then change it.

• The Scout cannot handle face on attacks with most classes, attempt to flank or surprise your target using your increased speed, and ability to change direction on a double jump.

• Opposing Scouts can prove to be a pain in the arse. Your ability to pick your fights is lost against them. Attempt to bait them into a trap by running around a corner and ambushing them. Never run away with you back facing the enemy scout.

• What is better than one scout? Two of course. Having a Scout buddy makes focusing down a single target so much easier. Make sure to coordinate with them to set up ambushes.

• At all cost avoid taking on more than two targets at once. The Scout’s need to dodge and focus fire is crippled when facing more than one enemy.

• The Scout’s speed and damage output are great tools for spy checking. Don’t let Pyros have all the fun.

• Medics suffer from the genetic disorder of having a soft, defenseless body. Swoop in fast and take them out before anyone notices.

• Unless supported by your team or the patient is extremely distracted, never face a Medic who is attached to a stronger class.

• Although Heavies are slow and stupid, they dislike annoying runts. Only ever face them if they are distracted, and use a hit and run tactic. If you don’t kill him them don’t feel less of a tiny baby man.

• The Soldier may not have had any official army training, but he is deadly with his Rocket Launcher. Never engage a Soldier in a confined space, or if he is alert of your presence, and attempt to heckle him.

• A Soldier who is using a Direct Hit can kill you with one rocket at close range. Avoid engaging these Soldiers all together unless you are certain you can take them out.

• A Soldier Equipped with the Black Box can heal with every rocket he hits a target with. Dodge at medium range and punish him when he has to reload after 3 shots.

• The Demoman suffers from personal space issues. Attempt to get in close and hug him with the barrel of your gun, especially if he is using his Sticky Bomb Launcher. Do not run straight at him, make sure you strafe left and right.

• Beware of a Demoman using the Eyelander. Their speed can almost match yours if they have 4 or more heads. Take a glimpse at his eye, the more intense the glow the more heads he has.

• A Medic’s Syringe Gun will chew through your Bonk! addicted body in seconds at close range. Attempt to engage them at a medium range, and confuse their ability to lead their shots by moving erratically.

• You may be able to run fast, but that doesn’t mean you are Spy proof. Avoid back peddling too much or you may have a surprising demise.

• Never underestimate a Spy; their Revolver can be as deadly as you.

• A Spy using the Ambassador can score critical hits on headshots. If you eat one of these you will be left with 23 health. Erratic movements can destroy the aim of any marksman.

• Snipers can kill you with one shot across a long distance. Move erratically and avoid wide open spaces if you know there are snipers about.

• Take advantage of an enemy Sniper by flanking them and hugging them with your gun. Just watch out if they know you’re coming, they may score a quick scope headshot, killing you instantly.

• That Sniper has a weird smell on his clothes you say? Well then he is probably carrying Jarate. Avoid being hit by this at all costs, as your low health pool cannot deal with the incoming minicrits it makes you to receive. Also, watch out for ones using a Bushwacka. If they get close enough to hit you when covered in Jarate, they will score a one hit kill on you.

• Engineers may look as fragile as you, but you must remember they are from Texas. Beware that their shotguns can be just as lethal as their Sentry Guns.

• Never engage a Sentry Gun. It is a battle you will lose, attempt to pepper it down with Pistol shots from far away. Keep in mind that the Engineer may be carrying a Wrangler with him and will be able to return fire. If so, DO NOT engage their sentry. Attempt to kill the Engineer instead.

• A Pyro’s Flamethrower will melt anything at close range, keep out of his range and fill his body with lead. Never run away from a Pyro with your back towards him as he might have Backburner which crits from behind.

• If you are on fire, flee immediately and find a Health Pack, Medic or body of water. Fire can deal over 50% of your health in Afterburn damage.

• A Pyro’s Airblast ability will ruin your dodging. Avoid being pushed around or trapped in a corner.



Scattergun
• The Scattergun is a Scout’s default weapon. It balances damage and ammo nicely in a blend of painful destruction.

• Get in close to a target to increase the likeliness of all of your gun’s pellets hitting a target. This also decreases the damage lost in fall off over longer distances.

• The Scattergun has an advantage over other Scouts using the Force’A’Nature, Soda Popper and, to some extent, the Shortstop.

Force’A’Nature
• The Force’A’Nature is the Scout’s first weapon that relies heavily on hit and run tactics. With only two shots in each magazine and a long reload time, make sure to never face someone head on, and flank effectively for your kills.

• The Force’A’Nature has a knockback effect on it. Use this to throw enemies away from yourself and the objective, or shove them into your team’s line of fire. This knockback affects you as well, so avoid firing while airborne as it can stop you in your tracks.

• You can use the knockback effect of the Force’A’Nature to perform triple jumps. If used in conjunction with the Atomizer (See ‘Melee Weapons’) you can perform Quadruple jumps.

Shortstop
• The Shortstop offers the Scout more range and heckling options than any other weapon, but suffers a loss in his magazine size and damage output.

• Keep in mind that the Shortstop has less pellets and a thinner spread per shot. You need to be more precise with your aiming to score large damage.

• The Shortstop excels in mid-range combat, but suffers for it in close range.


Soda Popper
• The Soda Popper is the Scout’s second weapon that relies heavily on a hit and run tactic. With only two shots in each magazine you must avoid face to face confrontations.

• The Soda Popper builds Hype while you run around with the weapon in your hands. When the bar reaches the top you will instantly be granted mini-crits for a short period of time.

• The Soda Popper does not build Hype if it is not equipped. If you wish to store a Hype charge without it automatically setting off, build the bar to just before the end and then switch to your Secondary or Melee weapon. Switch back to the Soda Popper when you are ready to pop some cherries.

Pistol
• The Pistol is the Scout’s default secondary weapon. It balances range and magazine size to be an effective finishing off or heckling tool.

• Switch to your Pistol to heckle classes effectively.

• Use the Pistol to chip down sentry guns, or to heckle the Engineer.

The Winger
• The Winger packs more of a punch than the Pistol, but has a smaller magazine size in comparison. Use less as a heckling tool and more as the finishing blow to opponents.

• The Winger is great to use alongside the Soda Popper, as the mini-crits granted by the Hype meter can chew through an enemy with ease.


Bonk! Atomic Punch
• The Bonk! Atomic Punch is a simple trade off of extra firepower, for extra pushing and team work capabilities. It is a great tool for distracting Sentries for your team to dispose of, as well as an escape technique if your scouting endeavors go horribly wrong. Remember you are vulnerable for the few seconds you are drinking Bonk!.

• Use the Bonk! Drink's invulnerability to run behind the engineer fixing his sentry gun and try and get the sentry gun to kill its own creator. (High risk, advanced players)
Crit-a-Cola

• The Crit-a-Cola is a simple trade off of extra firepower, for extra damage output. Crit-a-Cola makes cutting through single targets a breeze with the mini-crits is provides, but it is a double edge sword. You can die very quickly to the mini-crits that are applied to you under its affects, as well as being vulnerable while drinking the Cola.
Mad Milk

• Mad Milk is a simple trade off of extra firepower, for personal and team survivability. It offers you back a portion of health on affected enemies that you damage as well as offering you a personal extinguishing device, to use on yourself or a team mate in need. This weapon is great to use in synergy with the Scattergun and Boston Basher/Three-Rune Blade.




Melee Weapons
• The Bat/Fish are the default weapon for the Scout, offering higher survivability than his other melee weapons.

• The Sandman trades maximum health for the ability to stun enemy players. This is great for a Scout who wishes to stick with the bulk of his team and help with pushes. Bear in mind that if the opposing player is too close to you then the stun will not work, aim for further away enemies to receive its full benefit.

• The Candy Cane offers increased survivability against all classes except the Soldier and Demoman. If you are using this then avoid any confrontation with either of these classes unless you are certain you will win.

• The Boston Basher/Three-Rune Blade can effectively chip enemies down when hit with them. Be warned that if you miss and hit yourself you’re going to deal a lot of damage, but the plus side is you can help friendly Medics build up their Ubercharges at an increased rate.

• The Fan O’War is a great team weapon, but a terrible personal weapon. Place mini-crits on a target and flee before they react, let them get distracted or allow your team to mop them up.

• The Atomizer offers you the ability to triple jump for a cost of health. Great to use as a heckling weapon, but be careful you don’t kill yourself, or put yourself in a position that is not favorable.

_________________
'Belgium, a country with many homos also have a pedophile party as far as i know.' - Violetblood


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