If the team doesn't have any team mates respawning, it's possible that the Scouts can make it back to the last point. Not only that, but Scouts are quicker than any other class, which means they can get to the next point quicker than anyone else. One way that the Scout can put pressure on the Combo and the rest of the team is by back-capping the threat of having Scouts rampaging behind them is something no team wants. Another duty of Scouts is to chase down retreating enemies thanks to his superior speed and his ability to deal direct damage. They can fire from long range with their Pistol or close in, fire a few Scattergun shots, and then make use of their speed to retreat. Scouts are also commonly called upon to deal chip damage to opponents, especially when Medics and health packs are far away. The Scout should try to flank enemies whenever possible although he is not very weak in a direct fight, getting the first Scattergun blast can be a critical advantage. Strategic use of the double jump to redirect his movement enables the Scout to confuse his enemies while attacking, as well as being able to reach areas otherwise inaccessible to other classes. As the fastest class in the game, the Scout can avoid being damaged by the enemy by dodging, so he should try to avoid being caught in a situation where he can't dodge. The Scout's greatest strength is his mobility. The agility of Scouts make them efficient at hunting down and eliminating enemy Scouts, taking pressure off of their team's combo, as well as clearing a secure path for his team to advance into. A good, competitive Scout always watches for weaknesses in the enemy team's defense while protecting his team from enemy Scouts doing the same. His speed, high damage output, and ability to easily dodge projectiles makes him ideal for approaching and killing key targets like the Medic and Demoman. The Scout is one of the most efficient classes in flanking and ambushing in competitive TF2. His two time capture rate allows him to capture the objectives while his team advances and gains territory. A Scout is at his best when he has a full buff. His mobility, ability to 2-shot enemy Medics and other Scouts, and dominance when fighting the enemy Demoman makes him useful for picking in a variety of situations. The Scout is an ideal choice of guarding and using flanks against the enemy. Minicrits targets when fired at their back from close range. The boost meter maxes at 100 points of damage dealt. Dealing damage, regardless of weapon used while equipping the Baby Face's Blaster, builds up the boost meter, increasing the Scout's speed to 173% of normal speed. A boost meter is placed on the HUD when the Baby Face's Blaster is equipped. After dealing roughly 350 damages, the player can activate Hype mode for 8 seconds, allowing for 5 additional air jumps.Įquipping the Baby Face's Blaster will slow the Scout down from 133% of normal speed to 120% of normal speed. Damage dealt by the player will build up 'hype'. If one shot is unused before reloading, it is lost.Īlt-Fire: does a shove that pushes enemies.Ģ0% increase in push force taken from damage and airblast while deployed.Ī hype meter is placed on the HUD when the Soda Popper is equipped. This allows the user to perform a Force Jump and to horizontally prolong any other jumping technique. On hit: applies a knockback effect that propels enemies backwards and the user in the opposite direction (if airborne). His speed allows him to quickly jump towards someone and deal damage, and then retreat. The Scout relies mainly on his Scattergun, which deals large damage at close range, but lesser damage at longer range. Main article: Scout weapons (competitive)
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