Meet the Scout from Team Fortress 2. A true force o’ nature, that one. Born in Boston, Massachusetts, the man has but one motto in life: Too. Much. Caffeine.
Scout is the youngest of eight boys coming from the south side of Boston. IT AIN’T NO SOUTHSIDE JAMAICA QUEENS THO. Anyhoo, because of that, he managed to learn to fend for himself early on. But, seeing as he was the runt of the litter and his fists wouldn’t hit anything before he could maneuver in place, he taught himself how to run. He started to run and run until he was able to beat his pack of mad dog siblings to the fray.
Many people think in tiers. As in, low tiers are weak and high tiers are strong. These people tend to believe that the Scout is located in the lower tier, not worth anyone’s time and effort. These people … are wrong. Do you even know who he is? Grass grows, birds fly, sun shines … and brutha … he hurts people.
The Scout is an offensive class with 125% health. Unfortunately, this means that he has the lowest amount of health of the bunch. This however is made up in his speed, which goes up to 133% of normal speed.
These are some of the basics facts for a Scout:
- A scout is able to double jump, with the second jump towards any direction he desires. Meaning that if you jump to the left, you’ll be able to jump forward in your double jump.
- You capture control points twice as fast as anyone else.
This is where the basic training ends folks. Let’s continue with some weapons training. First up is the scattergun. It’s a short, double barreled lever-action shotgun with a wide cone of fire. At point blank range, the Scattergun is lethal, managing to take down most classes with only two shots. The further you move away from your target however, the more useless it becomes. Now then, what to use instead? Why, your pistol of course. It may have limited rounds but it’s still very effective at medium range. Swinging your bat is very effective as well.
Your Scout’s most powerful weapon though, is his speed. Like I said, Scout’s move at 133% speed as any other class, making him highly effective in battle. Whatever you do, never stop moving and know where you are in relation to health packs and ammo pick ups.
A scout is very useful as support as he can spot an enemy, fire a round and bolt it before the enemy even knows what happened. Then the scout can move around and flank the enemy from a different position to fire another shot. Offensively, the Scout can just circle strafe or move around fast enough to dodge a lot of attacks.
Better to explain this with some examples, so let’s tackle each class!
Soldier:
A soldier is a powerful class that has splash damage at his side. So, in this case, it’s best to either stay in medium range where he can’t hurt you, or shoot and run so he can’t hit you either. Chances are you’ll lose him this way, but it’s a safe bet he can’t hurt you either. But, preferably, stay in medium range and use your pistol to chip away at his health. I’m serious, at medium range you are fast enough to dodge rockets and their splash damage.
If he switches to his shotgun, his loss. Switch to your scattergun and whale on him.
Pyro:
Oh dear sweet jesus the pyro. This is a tough one if you’re in close quarters. Best thing to do then is to just run backwards and keep firing. If you run backwards, he doesn’t stand a chance since he can’t hit you.
If you find yourself in a position where you can’t keep running backwards, make sure you know where the closest med kit is. You are fast enough to only get hit with the afterburn, so if you move in and out all the time, you should be fine.
Best thing to do though is pester the Pyro from out of range to start using his shotgun so that you can move in for the kill with your Scattergun.
Demoman:
Very strong enemies that are best tackled from close range. Sticky bombs will be planted beneath his feet then and if he detonates, he’s boned as well. At this poins the will switch weapons. The bottle is easy since all you need to do is run back and blast him with your scattergun. If he pulls out his grenade launches, it’s the same strategy only here you need to jump out of the blasts and wait for him to reload before you move in for the kill.
Medic:
The medic is easy as long as you know what to do. Go in close range and circle around him so he’ll miss most of his syringes. This will get him to pull out his bonesaw, after which you can just kill him with your scattergun.
Heavy:
You - Fast as fuck. Heavy - HAHAHAHAHAHAHAHAHA, no. Get in close and circle strafe to stay clear of his shots. If he pulls out his shotgun, pull back and wait for him to take his minigun again or stick with him and jump around him like mad so that you stay behind him.
Just remember that he has a fuckton of health and that it’s best to retreat and fight another day.
Sniper:
A most formidable foe if I ever saw one, with only one flaw: Zig-zagging will get you passed him easily. Move in, keep moving, shoot him to bits and pieces and avoid his blade when up close. Best incentive to keep moving is the knowledge that if he hits you with a fully powered shot, you’re dead.
Spy:
Scout’s are the Spy’s worst enemy besides the Pyro. In Team Fortress, members of the opposing team can not pass through each other, meaning that you can’t pass through a spy in disguise.
However, the downside is that spies are very accurate in their shots so a skilled marksman behind the controller might get you killed faster than you can say: fuck me!
Scout:
Dealing with another scout is usually a bad idea when you’re alone. They can keep up with you, they have the same speed and, well, you get the idea. Best to get another party involved, fast.
So here’s the final tips that you can gather from the above:
- Keep moving, jump around if you have to
- Don’t be afraid to fall back and attack again, that’s what Scout’s do.
- You are a fast motherfucker and therefore quite capable of bypassing the enemy and go for the intelligence or the control point. Just make sure to skedaddle if something is about to bite you in the ass
- Switching between weapons is essential
- Always keep yourself at the right range when it comes to your enemy, or get the hell out of there.
- Gung-ho’ing will more than likely get you killed. Stick with teammates or make sure there’s an escape route
- Memorize the maps and health pack/ammo drop lay-outs because you’ll definitely need em.
- Keep an eye out for spies.
This has been Puddle Jumper and that have been tips on how to play a scout in Team Fortress 2. BONK!
Scout is the youngest of eight boys coming from the south side of Boston. IT AIN’T NO SOUTHSIDE JAMAICA QUEENS THO. Anyhoo, because of that, he managed to learn to fend for himself early on. But, seeing as he was the runt of the litter and his fists wouldn’t hit anything before he could maneuver in place, he taught himself how to run. He started to run and run until he was able to beat his pack of mad dog siblings to the fray.
Many people think in tiers. As in, low tiers are weak and high tiers are strong. These people tend to believe that the Scout is located in the lower tier, not worth anyone’s time and effort. These people … are wrong. Do you even know who he is? Grass grows, birds fly, sun shines … and brutha … he hurts people.
The Scout is an offensive class with 125% health. Unfortunately, this means that he has the lowest amount of health of the bunch. This however is made up in his speed, which goes up to 133% of normal speed.
These are some of the basics facts for a Scout:
- A scout is able to double jump, with the second jump towards any direction he desires. Meaning that if you jump to the left, you’ll be able to jump forward in your double jump.
- You capture control points twice as fast as anyone else.
This is where the basic training ends folks. Let’s continue with some weapons training. First up is the scattergun. It’s a short, double barreled lever-action shotgun with a wide cone of fire. At point blank range, the Scattergun is lethal, managing to take down most classes with only two shots. The further you move away from your target however, the more useless it becomes. Now then, what to use instead? Why, your pistol of course. It may have limited rounds but it’s still very effective at medium range. Swinging your bat is very effective as well.
Your Scout’s most powerful weapon though, is his speed. Like I said, Scout’s move at 133% speed as any other class, making him highly effective in battle. Whatever you do, never stop moving and know where you are in relation to health packs and ammo pick ups.
A scout is very useful as support as he can spot an enemy, fire a round and bolt it before the enemy even knows what happened. Then the scout can move around and flank the enemy from a different position to fire another shot. Offensively, the Scout can just circle strafe or move around fast enough to dodge a lot of attacks.
Better to explain this with some examples, so let’s tackle each class!
Soldier:
A soldier is a powerful class that has splash damage at his side. So, in this case, it’s best to either stay in medium range where he can’t hurt you, or shoot and run so he can’t hit you either. Chances are you’ll lose him this way, but it’s a safe bet he can’t hurt you either. But, preferably, stay in medium range and use your pistol to chip away at his health. I’m serious, at medium range you are fast enough to dodge rockets and their splash damage.
If he switches to his shotgun, his loss. Switch to your scattergun and whale on him.
Pyro:
Oh dear sweet jesus the pyro. This is a tough one if you’re in close quarters. Best thing to do then is to just run backwards and keep firing. If you run backwards, he doesn’t stand a chance since he can’t hit you.
If you find yourself in a position where you can’t keep running backwards, make sure you know where the closest med kit is. You are fast enough to only get hit with the afterburn, so if you move in and out all the time, you should be fine.
Best thing to do though is pester the Pyro from out of range to start using his shotgun so that you can move in for the kill with your Scattergun.
Demoman:
Very strong enemies that are best tackled from close range. Sticky bombs will be planted beneath his feet then and if he detonates, he’s boned as well. At this poins the will switch weapons. The bottle is easy since all you need to do is run back and blast him with your scattergun. If he pulls out his grenade launches, it’s the same strategy only here you need to jump out of the blasts and wait for him to reload before you move in for the kill.
Medic:
The medic is easy as long as you know what to do. Go in close range and circle around him so he’ll miss most of his syringes. This will get him to pull out his bonesaw, after which you can just kill him with your scattergun.
Heavy:
You - Fast as fuck. Heavy - HAHAHAHAHAHAHAHAHA, no. Get in close and circle strafe to stay clear of his shots. If he pulls out his shotgun, pull back and wait for him to take his minigun again or stick with him and jump around him like mad so that you stay behind him.
Just remember that he has a fuckton of health and that it’s best to retreat and fight another day.
Sniper:
A most formidable foe if I ever saw one, with only one flaw: Zig-zagging will get you passed him easily. Move in, keep moving, shoot him to bits and pieces and avoid his blade when up close. Best incentive to keep moving is the knowledge that if he hits you with a fully powered shot, you’re dead.
Spy:
Scout’s are the Spy’s worst enemy besides the Pyro. In Team Fortress, members of the opposing team can not pass through each other, meaning that you can’t pass through a spy in disguise.
However, the downside is that spies are very accurate in their shots so a skilled marksman behind the controller might get you killed faster than you can say: fuck me!
Scout:
Dealing with another scout is usually a bad idea when you’re alone. They can keep up with you, they have the same speed and, well, you get the idea. Best to get another party involved, fast.
So here’s the final tips that you can gather from the above:
- Keep moving, jump around if you have to
- Don’t be afraid to fall back and attack again, that’s what Scout’s do.
- You are a fast motherfucker and therefore quite capable of bypassing the enemy and go for the intelligence or the control point. Just make sure to skedaddle if something is about to bite you in the ass
- Switching between weapons is essential
- Always keep yourself at the right range when it comes to your enemy, or get the hell out of there.
- Gung-ho’ing will more than likely get you killed. Stick with teammates or make sure there’s an escape route
- Memorize the maps and health pack/ammo drop lay-outs because you’ll definitely need em.
- Keep an eye out for spies.
This has been Puddle Jumper and that have been tips on how to play a scout in Team Fortress 2. BONK!
No comments:
Post a Comment