Editing Scout (Highlander)
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The Scout plays a less significant role in a Highlander team than in [[6v6]]; the presence of full-time Heavies, Pyros and Engineers and the prevalence of different game modes, such as [[Payload]] or [[Attack/Defend]] maps hinder the Scout's ability to be effective in direct combat. His agility and fragging capability, as well as increased capture rate cause the Scout to be useful to the team in different ways. | The Scout plays a less significant role in a Highlander team than in [[6v6]]; the presence of full-time Heavies, Pyros and Engineers and the prevalence of different game modes, such as [[Payload]] or [[Attack/Defend]] maps hinder the Scout's ability to be effective in direct combat. His agility and fragging capability, as well as increased capture rate cause the Scout to be useful to the team in different ways. | ||
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Generally, the Scout will take a more flank-oriented role in Highlander along with the [[Soldier (Highlander)|Soldier]]. The gameplay varies greatly depending on the map and game mode. Nevertheless, on most maps the Scout's primary objective is to call out any potential flanking threats and to sweep up weakened targets to create player advantages that can be exploited by the rest of the team. | Generally, the Scout will take a more flank-oriented role in Highlander along with the [[Soldier (Highlander)|Soldier]]. The gameplay varies greatly depending on the map and game mode. Nevertheless, on most maps the Scout's primary objective is to call out any potential flanking threats and to sweep up weakened targets to create player advantages that can be exploited by the rest of the team. | ||
− | [[Payload]] stands out as the biggest exception to the rule, as the objective demands for the attacking team players to stay at the cart for extended periods of time. Devoting a Scout and another class (usually the [[Engineer (Highlander)|Engineer]] | + | [[Payload]] stands out as the biggest exception to the rule, as the objective demands for the attacking team players to stay at the cart for extended periods of time. Devoting a Scout and another class (usually the [[Engineer (Highlander)|Engineer]] to pushing is the most efficient way to split up the team, as the maximum capture rate of a Payload cart is times three. |
Sometimes, when quickly pushing with the Ubercharge, the Scout along with the [[Demoman (Highlander)|Demoman]] will receive the majority of the Uber to capitalize on the damage dealt by the Demoman, creating a player advantage. It is not however advisable after a long stalemate situation, as the opponent will most likely construct a sentry and have an Uber of their own to defend. | Sometimes, when quickly pushing with the Ubercharge, the Scout along with the [[Demoman (Highlander)|Demoman]] will receive the majority of the Uber to capitalize on the damage dealt by the Demoman, creating a player advantage. It is not however advisable after a long stalemate situation, as the opponent will most likely construct a sentry and have an Uber of their own to defend. | ||
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=== Primary weapons === | === Primary weapons === | ||
− | * '''Force-a-Nature''' - Sometimes used for its | + | * '''Force-a-Nature''' - Sometimes used for its pushback feature, particularly useful on maps with natural hazards (such as [[pl_upward|Upward]] or [[cp_steel|Steel]]). A Scout can also perform a slightly higher jump by shooting the Force-a-Nature at the ground. |
− | + | * '''Soda Popper''' - Rarely used to maximize damage output via the Hype mechanic, which grants the player minicrits after 13 seconds of running/jumping. | |
− | * '''Soda Popper''' - Rarely | ||
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=== Secondary weapons === | === Secondary weapons === | ||
* '''Bonk! Atomic Punch''' - Used to scout the enemy's positioning, dodge enemy fire and get behind the opponent, enabling flanking opportunities. Sometimes also used as a survival tool. Bonk! Atomic Punch has a cooldown of 24 seconds and the effect lasts 8 seconds. | * '''Bonk! Atomic Punch''' - Used to scout the enemy's positioning, dodge enemy fire and get behind the opponent, enabling flanking opportunities. Sometimes also used as a survival tool. Bonk! Atomic Punch has a cooldown of 24 seconds and the effect lasts 8 seconds. | ||
− | + | * '''Crit-a-Cola''' - Sometimes used to maximize damage (such as the Soda Popper); the minicrits are not dependent on a meter (granted immediately after drinking), but the user takes 25% more damage from all sources. It also grants 25% faster movement speed while under effect, which makes it ideal for getting in the action fast. The Crit-a-Cola has a cooldown of 24 seconds and the effect lasts 8 seconds. | |
− | * '''Crit-a-Cola''' - Sometimes used to maximize damage (such as the Soda Popper); the minicrits are not dependent on a meter (granted immediately after drinking), but the user takes also | ||
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* '''Mad Milk''' - After spraying the enemies, any damage dealt by the Scout or his teammates will grant them 60% of the damage dealt back in health. Useful for large groups, but rarely utilised by players. Also extinguishes fire. | * '''Mad Milk''' - After spraying the enemies, any damage dealt by the Scout or his teammates will grant them 60% of the damage dealt back in health. Useful for large groups, but rarely utilised by players. Also extinguishes fire. | ||
− | + | * '''Pretty Boy's Pocket Pistol''' - Currently only allowed in UGC. The wearer gets +15 maximum health and doesn't take fall damage, but takes 50% more fire damage. The pistol's firing speed is 25% slower. Having more health is always good, but using the Pocket Pistol can make it harder to kill Medics since Pyros stick to them most of the time. | |
− | * '''Pretty Boy's Pocket Pistol''' - | ||
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=== Melee weapons === | === Melee weapons === | ||
− | * '''Boston Basher''' - As in 6v6, the weapon can be used to quickly build Ubercharge with a Medic by the Scout dealing bleed damage to himself. This strategy is particularly viable in 5CP maps and can be used to widen an Uber advantage or make up an Uber disadvantage. | + | * '''Boston Basher, Three Rune Blade''' - As in 6v6, the weapon can be used to quickly build Ubercharge with a Medic by the Scout dealing bleed damage to himself. This strategy is particularly viable in 5CP maps and can be used to widen an Uber advantage or make up an Uber disadvantage. |
− | + | * '''Atomizer''' - Grants the Scout the ability of a third jump at a negligible cost of 10 hit points lost on each third jump. Largely improves the Scout's maneuverability and dodging capabilities, making him less predictable. | |
− | * '''Atomizer''' - Grants the Scout the ability of a third jump at | + | * '''Sandman''' - Allows the Scout to launch a stunning baseball with alt fire. The stunning effect lasts for 1-8 seconds depending on the distance between the ball and the enemy. Can be useful at times; for example, it can be used to nullify enemy Kritzkrieg übers. Carrying the Sandman decreases the Scout's maximum health by 15, which is a big offset. Sandman is often paired with the Flying Guillotine, which deals 150 damage and causes bleed on stunned enemies. |
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− | * '''Sandman''' - Allows the Scout to launch a | ||
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== See also == | == See also == | ||
− | * [[ | + | * [[Highlander]] |
* [[Scout (6v6)]] | * [[Scout (6v6)]] | ||
[[Category:Classes in Highlander]] | [[Category:Classes in Highlander]] |