Scout/sv
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Spanaren är den "ryckiga" klassen i Team Fortress 2. Han är den snabbaste klassen och har förmågan attdubbelhoppa. Detta, tillsammans med sitt Sprängvapen eller Force-A-Nature, gör han lämpad för snabba erövringar och anfall, och kan även orsaka stor skada på nära håll. Spanaren används traditionellt för att utföra mål, som t.ex. att erövra kontrollpunkter eller flaggor. Hursomhelst är Spanare speciellt bra på att snabbt neka territorium och att trakassera fiender, speciellt med sin bedövningsförmåga de får genom att utrusta sig med sin lojala Sandman.
Spanarens snabbhet gör honom oumbärlig för flaggerövringar på CTF-kartor och han räknas också som två personer när han erövrar en kontrollpunkt eller när han flyttar en Payload.
Bio
Röstskådespelare: Nathan Vetterlein
AKA: 'Force-A-Nature' and 'Kinda' a Big Deal' (to himself)
Ursprung: Boston, Massachusetts, USA
Jobb: Snabb återhämtning
Motto: "Too. Much. Caffeine." (sv. "För. Mycket. Koffein.")
Som den yngsta av åtta pojkar från den södra sidan av Boston, lärde sig Spanaren tidigt att lösa problem med sina nävar. Med sju äldre bröder vid sin sida brukade slagsmål ta slut innan minstingen i kullen kunde ta sig inom slagsräckvidd, så Spanaren började träna på att springa. Han sprang överallt, hela tiden, tills han kunde slå sin kull galna syskon vid strid.
Basic Strategy
- Main article: Scout strategy
- The first thing players think when evaluating the class is that it's built entirely for capping points or flags. This is not the case. While the scout is more useful at these tasks than the other classes, scouts can be extremely effective offensive and defensive players, especially when supporting team-mates. Attacking scouts can easily use guerrilla hit-and-run tactics to harass and confuse enemy players. Defensively, scouts can intercept enemy flag runners and temporarily deny capture of your control points.
- When using your Scattergun, a reliable way to ensure you hit consistently is to actually not use your mouse to aim, but to strafe left and right with your cross-hair centred, firing when your cross-hairs and opponent match up. This allows you to focus on moving more efficiently and erratically, making you harder to hit, whilst at the same time making your aim smoother and more predictable.
- Double jump and fire your Scattergun at enemies; this gives them less chance to dodge. This works really well with Heavies, who can't move out of the way.
- In ctf_2fort, you can double jump on the roof over the center bridge and access the enemy battlement.
- You can't fight head on with a Sentry Gun, but if you can approach it sideways, you can take advantage of the Sentry's slow rotation speed. Pop out of cover long enough to give it a shot with your Scattergun. Wait about one second for the Sentry to turn back to its default position. It is also possible to circle strafe a Sentry gun as it cannot turn quickly enough to fire at you. This is very difficult and requires that you be as close to the sentry as possible.
- Alternatively, simply run past a Sentry that isn't aimed right at you. This won't work if you enter within a Sentry's default cone of fire.
- The double jump can save you from fall damage. Jump just before you hit the ground, or jump to a ledge nearby as you're falling.
- Whichever movement key you are holding at the time of the double jump is the direction you will go. This allows you to immediately turn 90 or 180 degrees in any direction in mid air, and is a very good way to confuse defenders. This is especially effective against Snipers, who usually aim where they expect you to be just after their shot is fired.
- Use your double jump to full advantage. Take the higher roads over railroad cars and bridges. Most opponents do not look up, only forward.If wise to do so, attack from above, preferably on the enemy's head, to take them by surprise
- Just because you have the Scattergun doesn't mean you should always use it. Your primary role is flag capture, not destruction. Evading enemy fire and then losing pursuing enemies in the map is sometimes easier.
- If you are standing behind a Sniper, get as close to him as possible and fire your Scattergun twice. It will kill him immediately and he will have no time to react. The Force-A-Nature's knockback will disorient him even further, and you may force a fall kill by using it.
- You may want to increase your mouse (Xbox Look) sensitivity if you plan to play as a Scout. When running at full speed and jumping in all directions, it will come in handy, especially in close-quarters. (see the Sniper strategy for more details.)
- At medium to long range, consider using your Pistol. If it doesn't finish off a wounded enemy, it will injure them so your team-mates can clean up, or force the enemy to retreat to find health. It also fires and reloads extremely quickly.
- If you a meet a slower team-mate who has taken the enemy Intelligence, ask him to drop the intelligence (Default: 'L') so that you can carry it away faster. If they ignore or refuse you, try to draw attention away from the flag runner by harassing the other team at another location.
- An entire team of Scouts can attempt a Scout rush but this is a very risky maneuver. Joining forces with only a handful of other scouts is still a very good idea since the scouts can buy time for the team while the big weapons catch up.
- Never attack head on. The Scout is designed to use his speed - his greatest advantage - to attack from the side or from behind, fire quickly, and retreat before the enemy has a chance to react. Scouts can die easily from a stray grenade or rocket, much less an aimed attack.
- Taking on a Heavy is not as suicidal as it might seem. Circle strafe around him, firing until he spins his gun up. If you are highly skilled with the Scout's double jump, after he begins firing his Minigun, double jump over him or try to land on his head. Aim down and fire away or switch to the bat. If you are not skilled at double jumping or circle strafing, simply retreat and attack again once the Heavy turns his attention elsewhere.
- Pop a clip of pistol ammo into the back of a slower class (Heavy, Soldier, Etc...) before you get within Scattergun range, then jump over them before they turn around to see what just bruised them and finish them with the Scattergun.
- Although reconnaissance is an underused and undervalued activity in TF2, despite its namesake, scouts are not particularly good at scouting. Snipers can see over long distances and spies can cloak and evaluate enemy movements, and both of these can fight pretty well while doing so. Scouts are very noticeable and not very easily used for disrupting enemy movement, except for halting them.
- By using Bonk! Atomic Punch, Scouts are invulnerable for about 5 seconds which could make them versatile in varying situations. Scouts can jump head first into sentries so their fire are focused on them while the ubers can easily reach the sentries since most of the knockback is focused on the invulnerable scout. Because of this, the Scout can pretty much act almost as well a recon unit as a Sniper and Spy. Scouts using Bonk! can also serve as a distraction for unaware enemies (i.e. Demomen detonating their stickies on invulnerable scouts rather than saving it for other classes just because they see an enemy scout running over their sticky bombs). Most of their fire might be centered on the invulnerable scout at first until they realize the MISS's. Bonk! can also help scouts bypass sentries gaining access to the enemy team's base to set up a decent assault on one or two enemies right when they come out of their spawn providing even more of a distraction for the enemy team.
- When running to the front lines, run through your teamates as a form of Spy checking, if you get halted shoot or bonk them on the head with your bat a few times.
- If you have low health and are being shot at, try jumping over their head and running away.
- With the new Sandman weapon equipped, Scouts can take on a support role. Smack a strong enemy in the head with your baseball, and let a Soldier, Heavy, or Demoman finish him off. This may also prove useful to Snipers and Spies since the stun can stop the enemy in his tracks for an easy headshot/backstab. Note: Getting a headshot on a cloaked spy will show the Bonk! and the stars over their head but they remain cloaked. Try to finish the spy off before he has a chance to regain consciousness.
- If you have the Force-A-Nature, you can use the knockback to push enemies out of cover and into the range of Sentries.
- Having both the Force-A-Nature and the Bat means you can triple jump to higher places than the double jump can reach, but if you have the Sandman you can only use the Force-A-Nature to double jump.
Weapons
Note: Weapon damage is approximate and measured at point blank range. See individual weapon pages for details.
Standard
| Type | Weapon | Ammo Loaded | Ammo Carried | Damage Range |
|---|---|---|---|---|
| Primary | Scattergun | 6 | 32 | 85-105 (180 crit) |
| Secondary | Pistol | 12 | 36 | 20-22 (45 crit) |
| Melee | Bat | N/A | N/A | 24-46 (105 crit) [about 2 hits per second] |
Unlockable
| Type | Weapon | Ammo Loaded | Ammo Carried | Damage Range | Special Ability |
|---|---|---|---|---|---|
| Primary | Force-A-Nature | 2 | 32 | 95-100 (175 crit) | Propel enemies backwards when hit, or fire when airborne to propel self in opposite direction of firing. |
| Secondary | Bonk! Atomic Punch | 1 | N/A | N/A | Gives a burst of speed to users and allows them to dodge enemy fire while unable to attack. After the effect has worn off, however, the user's speed decreases drastically for a few seconds. |
| Melee | Sandman | 1 | 1 (baseball) | 24-46 (105 crit) [about 2 hits per second] (Baseball does 5-15 (15 on crit)) | Hit a baseball at an enemy, stunning them from 1-8 seconds (Depending on ascending distance). Even works on ÜberCharged enemies. Scout can no longer double-jump while equipped with this weapon. |
Special
| Type | Weapon | Ammo Loaded | Ammo Carried | Damage Range |
|---|---|---|---|---|
| Taunt | Bonk | N/A | N/A | 450 damage (Instant kill) |
See also
- Scout achievements
- Double-jump
- Stun
- Scout rush
- Meet the Scout
- How to play the Scout
- Scout match-ups
- Scout responses
- Scout voice commands
- Baseball
- Scout strategy
- Scout scripts
External Links
- The Scout Update
- TF2 Official Blog- Okay, this does not look good here. Umm...
- TF2 Official Blog- Hey good job, there, hardhat
- TF2 Official Blog- That's what I'm talking about!
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