![]() ![]() The Pretty Boy’s Pocket Pistol is a great match – it’ll save you from fall damage in the same way that jumping normally would, allowing you to keep your boost meter high and your legs unbroken. Don’t stop moving and don’t worry about finishing enemies off and you’ll soon find that although you won’t be racking up the points, you will be grinning from ear to ear. Charge around without a care in the world, using whatever weapon you can lay your hands on to harass the other team. Be cautious until it’s full: stay at arm’s length of your enemies to avoid dying and superglue your feet to the floor to stop you from jumping. The Baby Face’s Blaster is simply fun to use and you’ll be having the most fun when your boost meter is maxed out. Jumping will reset this boost, so as long as you keep your feet firmly on the ground, you’ll be able to zip around the map quicker than a rocket-propelled cheetah. So why would you ever use it? Well, along with its pinpoint accuracy, it deals out damage that fills a ‘boost meter’ that increases your speed. It removes the Scout’s main threat: speed. For your melee weapon, the Atomizer will give you a quad jump, letting you go where no Scout has ever gone before. If you’re feeling lucky, and a little stupid, equip the Crit-A-Cola instead to make those ambushes even more powerful. If you’re bringing the Force-a-Nature to battle, you’ll want to polish off your stock pistol and haul it along too, as it’s the perfect band-aid to your primary’s ammo-related shortcomings and its large clip makes it a better choice than the Winger. Nothing is more satisfying than watching an enemy plunge to their death (pl_upward is a good practice map). Whatever play style you use, always always knock enemies off the edge of the map. Keep battles short and sweet and make use of the knockback, to keep enemies away if things get too hot. With your head in the clouds, literally, search for lone enemies and ambush them from above. Scout’s triple jump can get you places that you couldn’t reach before and give you a height advantage over the enemy. These are compromised by a very slow reload speed and small clip.Īiming down and shooting in mid-air with this gun will grant you an elusive third jump. The two shot clip can be fired rapidly, meaning you can deal damage at a very high rate. You can knock enemies into hazards, give yourself an extra jump or avoid rockets at the last moment. The Force-A-Nature’s trademark ‘knockback’ ability is what sets it apart from the Scout’s other primary weapons. For your melee slot, use the Sandman’s Stun Ball to make dealing with unsuspecting foes even easier, or equip the Candy Cane to keep your health high (use Mad Milk in your secondary slot for the same effect). As an add-on to the ‘ Sneak Scout’ (it’ll catch on, trust me) use the Bonk Atomic Punch, allowing you to get behind enemy lines with ease. To balance the weapons long-range inadequacies, equipping the stock pistol in your second slot is always a good option, or use the new Flying Guillotine, for a more exotic feel. The Scattergun is like ketchup: it goes with everything. Try to hold your shot until you are up close to keep the battles short. Even the big man himself will fall to 3 shots as he spins stupidly, looking for the source of his pain. Point blank shots deal 100+ damage, so two shots is enough to send all but the Heavy back to spawn. Remaining unseen is crucial as you approach your victims and blast them from behind. Wait a second…įlank the enemy using your super-duper, pro, map knowledge and get behind them undetected. ![]() You might as well just wave a soggy fish at the enemy. The only real weakness of this weapon is that it’s virtually useless at long range. It’s ideal for taking on opponents one-on-one in prolonged battles, or for heckling large groups of enemies. It deals out high damage at short or medium range, and combining this with the Scout’s high maneuverability, produces a potent combination. ![]() The Scattergun is the Scout’s primary, and arguably best weapon. For all weapon stats, check the Scout’s page on the TF2 wiki. This is by no means an exhaustive post – it won’t include details of how our lovable Bostonian can deal with each class in term, nor will I talk about general Scout tips and tactics (which you can read HERE). I’ll examine their strengths and weaknesses, suggest loadout options and offer you my preferred play style with each weapon. In this episode (am I allowed to call it that?) I’ll be focusing on the primary weapons of the Scout. Howdy hat-lovers, and welcome to a series in which I examine the ins and outs of my favorite shooter, Team Fortress 2. ![]()
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