Editing Scout (Highlander)
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=== Primary weapons === | === Primary weapons === | ||
− | * '''Force-a-Nature''' - Sometimes used for its knockback 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. However, minus 4 clip can be devastating to the scout's personal defense. | + | * '''Force-a-Nature''' - Sometimes used for its knockback 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. However, minus 4 clip can be devastating to the scout's personal defense. |
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* '''Soda Popper''' - Rarely used, but it can be used to maximize mobility of the class via the Hype mechanic, which gives the Scout the ability to jump up to five times in mid-air (for a total of six jumps). | * '''Soda Popper''' - Rarely used, but it can be used to maximize mobility of the class via the Hype mechanic, which gives the Scout the ability to jump up to five times in mid-air (for a total of six jumps). | ||
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*'''Short-Stop''' - The drawback on being pushed farther is not a good upside, as you are prone to being easily pushed off of cliffs in maps, (such as [[pl_upward|Upward]]). It works like a pistol, and works at medium range rather than close up range, making you more prone to snipers and others that excel in long-ranged combat. However, with the weapon's stat-rework in the Meet Your Match update, the inclusion of a "shove" mechanic (think Force-a-Nature knockback but without damage) could prove useful for hazard kills. | *'''Short-Stop''' - The drawback on being pushed farther is not a good upside, as you are prone to being easily pushed off of cliffs in maps, (such as [[pl_upward|Upward]]). It works like a pistol, and works at medium range rather than close up range, making you more prone to snipers and others that excel in long-ranged combat. However, with the weapon's stat-rework in the Meet Your Match update, the inclusion of a "shove" mechanic (think Force-a-Nature knockback but without damage) could prove useful for hazard kills. | ||
*'''Back-Scatter''' - This weapon is not a very viable option for competitve. Nearby enemies within a range of around 500 Hammer units (roughly 31 feet or 9.5 meters) are dealt mini-crits damage when shot from behind. However, the minus two clips and it being 20 percent less accurate makes it useless in head to head combat and as good as the normal scattergun when flanking. | *'''Back-Scatter''' - This weapon is not a very viable option for competitve. Nearby enemies within a range of around 500 Hammer units (roughly 31 feet or 9.5 meters) are dealt mini-crits damage when shot from behind. However, the minus two clips and it being 20 percent less accurate makes it useless in head to head combat and as good as the normal scattergun when flanking. | ||
− | *'''Baby Face's Blaster''' - This weapon is considered to be | + | *'''Baby Face's Blaster''' - This weapon is considered to be scout's worst primary and one of the worst weapons in the games, it serves absolutely no new playstyle for the scout. In fact the only thing that this weapon does is hinder him with minus 2 clips and making him as slow as a pyro. If you double jump then 75 percent of the meter is lost if you take 25 damage the entire boost meter is gone. |
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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. | ||
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* '''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 takes mini-crits if he fires a shot under the effect of it and 10 seconds after the mini-crits have worn off. 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 takes mini-crits if he fires a shot under the effect of it and 10 seconds after the mini-crits have worn off. The Crit-a-Cola has a cooldown of 24 seconds and the effect lasts 8 seconds. | ||
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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. | ||
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* '''Pretty Boy's Pocket Pistol''' - This pistol is considered to be a good side-grade as its the only single fire weapon for scout that gives him health back (+3 on each hit) however because of this you have to sacrifice the consistency of the stock pistol because it has a larger clip. | * '''Pretty Boy's Pocket Pistol''' - This pistol is considered to be a good side-grade as its the only single fire weapon for scout that gives him health back (+3 on each hit) however because of this you have to sacrifice the consistency of the stock pistol because it has a larger clip. | ||
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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 the negligible cost of slower deploy speed. Largely improves the Scout's maneuverability and dodging capabilities, making him less predictable. | |
− | * '''Atomizer''' - Grants the Scout the ability of a third jump at the negligible cost of slower deploy speed. Largely improves the Scout's maneuverability and dodging capabilities, making him less predictable. | + | * '''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 == |