Class:Scout

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Scout
Scout pic.jpg
Health And Armour
Health Maximum 75
Armour Type: Green
Armour On Spawn: 25
Armour Maximum: 50
Movement
Maximum Speed: 420
Grenades
Grenade 1: Caltrop
Grenade 2: Concussion
Weapons
slot1: Crowbar
slot2: Single Shotgun
slot3: Nothing
slot4: Nailgun
slot5: Nothing
slot6: Nothing

The Scout is all about speed. The Scout is the fastest class in Fortress Forever. Consequently, he is also lightly armed and armored. Scouts are best used for capturing the enemy Flag; they are ill-equipped in a defensive or offensive role as they are always outgunned in fights.

Basic Strategy

Special Abilities

  • Radar
    Scouts are equipped with radar, which provides a "snapshot" of the positions of friendly and enemy players. It does not actively track players, so using it will only give you a general idea of where enemies and allies are currently positioned. Using the radar consume cells.

  • Disguise Removal
    A Scout can remove an enemy Spy's disguise by coming into contact with them. The enemy Spy's HUD will show "Your disguise has been *removed!". The Spy also possesses this ability.

  • Detpack Defusion
    Scouts can disable Detpacks by touching them, even if they are about to go off.

  • Concussion jumping
    The Scout has Concussion Grenades as part of his arsenal, which allows him to Conc Jump (using the grenade's push to gain additional speed and height). See the Concussion Grenade's article for more information on Conc Jumping.

Weapons

Crowbar

The crowbar gives a good whacking but is only advisable against weak opponents. However this doesn't stop it from being the weapon of choice of many mad scouts.

Shotgun

The single-barreled shotgun is the scout's most potent weapon against other players. Useful if you come across somebody who is near death, but practically suicide in all other situations.

Nailgun

The scout's best chance at taking down buildings lies within this handy nail-firing gizmo. Sometimes though you're just better out-pacing those sentry guns.

Grenades

Caltrop cannister

The cannister holds dozens of little caltrop bars that spread out over the floor after thrown. Treading on the caltrop barbs hurts and will slow down enemies.

Use these when you're trying to make an escape and need to slow down pursuers.

Concussion Grenade

The infamous concussion grenade. Used for two things - disorientation and jumping. Throw the concussion grenade at an enemy and they will be pushed back by its force with their head spinning.

Alternatively you can use your concussion grenades to launch yourself across the maps. See some section below.

Additional Strategy and Tips

Playing As Scout

The Scout's best asset is his speed. Avoiding combat is typically the Scout's only viable option as nearly every other class outguns him.

Some people like to play "Crowbar Jedi" and only use the crowbar as the Scout's means of attack - even against targets typically killed from a range such as Sentry Guns. Playing as a Crowbar Jedi takes skill; however, once it is mastered the Scout's speed gives him a significant advantage in melee classes that can allow a Scout to put other medium classes to shame in short order.

The Scout's Concussion Grenades are used by most players for flying high and fast, but they can also be used to induce the Conced effect in enemies and push them out of your way.

One of the Scout's best techniques is jumping when a splash damage weapon goes off near him for a speed and height boost (an effect similar to conc-jumping). Since Soldiers are typically the Scout's worst enemy, the technique of "rocket riding" (jumping just as a rocket is about to hit the ground and using the splash damage to fly up into the air) permits a Scout to get around or above a Soldier in wide open areas.

Your Caltrops are a key in stopping rushes and helping your defense get setup before anything goes wrong. Always toss around your caltrops when leaving your base for the initial scout rush or any other time you are leaving the base itself. Don't just die with 2 sets of caltrops wasted, USE THEM!

Scouts are more powerful than people think if they are used correctly. The speed of the scout can not only help outrun opponents but also sentry guns. There are maps where a sentry gun can't even lock in on you before you are gone with the flag/done doing what you came to do. In some cases, the combination of concing and bunnyhopping will get you by the SG with only a couple shots taken.

As a scout, you have to be smart. Stupid scouts make stupid mistakes. ALWAYS follow your teammate and keep track of what they are doing. Look at who was just killed and in what way to make sure you don't get treated the same way. Keep your distance from your friends/foes after their death because your speed may take you over their dead bodies, but it won't help you with an exploding grenade in your face.

Use your concussion grenades intelligently. They can be used to make AWESOME jumps that free up the flag, but there are many more uses for them. Don't forget that when running by an opposing defender, try tossing a conc behind them and they will fly right past you. Keep in mind, however, that FF has soldiers who are well aware of the effects of concussion grenades and can still aim with the conc in effect. Here is where your intelligence comes into play.

Play like a boxer, always keep moving and use your speed to fake your opponents out. A sentry is your friend. No really, if you circle strafe around a sentry gun, it cannot keep up with you. Use your nailgun to keep shooting at it until it is out of energy to keep up with you, but remember that the SG explosion will hurt you as well, make sure you are farther away from it then when you started strafing around it.

Keep in mind that while you concussion jump you can change direction in mid air. This is key on some maps like epicenter and even openfire as you can conc from the water all the way to the button.

The best tip, once again, is play smart and use your heavies. It all depends how carefully you use your skills. To be as good as possible, without any other help, you must think like a scout. Would you walk into an alley filled with pissed off people who hold guns and are ready to beat your ass if you were a skinny guy with nothing but a knife? No - so bring all you have to the table and trust your teammates to help do the rest.

How to be a killer Scout -by Rfinersfire

  1. Practice Practice Practice.
  2. Know the maps like the folds for your um piece! Know them perfectly. Know every nook and crany. You're going to see most of the NME base at least twice as much as the rest of your team. So know every path in to and out of it.
  3. Seek out and find all the concs you can. Practice them for hours on end. Speed cap the flag. Speed cap the command points. Find the perfect timing for all your concs. Know exactly where you need to prime the conc in order to jump right when you reach the place you want to jump from. Make sure you never have to wait for a conc to go off.
  4. Use your speed to confuse and muddle the NME's. If their watching you and trying to shoot you. They arn't shooting anyone else.
  5. If at first you don't sucecceed, try again. Just make as many perfect runs as you can at the NME flag. Go fast fast fast. Sooner or later they'll mess up, and you'll get that cap.
  6. Timing is everything. Know where each of your team members are. Know where they'll be when. And be ready for that hole on the flag they'll open for you.
  7. Use your caltrops. Often. Never die with caltrops in hand. They piss peeps off. Which is fun.
  8. Use your gun. It's not super effective. But then again, most D don't have alot of health after your other O have died.
  9. Tell your team where things are. Constantly communicate about NME positions, and weaknesses you can see.
  10. Have fun. Scout is a fun class. You'll die alot, but it's fun.

Playing Against A Scout

Scouts are fast as the wind yet as fragile as glass. Accuracy is key when fighting against a Scout. Soldiers are one of the Scout's worst assailants; even when conced, a Soldier can just run next to a Scout and fire his RPG downwards. While the Soldier will receive some damage, the Scout can survive far fewer Rocket hits than the Soldier can.

A Scout can typically survive two Soldier rockets, so experienced Sollys make a point of knocking a Scout up into the air with the first rocket and finishing them off with the second one.

The more space a Scout has to move around, the lower chances most classes have of killing him. Placing defenses in tight areas will make it easier to stop a Scout from getting to vital areas in a map (such as the flag room in CTF maps).

Further reading


Class Guides
Scout  •  Sniper  •  Soldier  •  Demoman  •  Medic •  HWGuy  •  Pyro  •  Spy  •  Engineer  •  Civilian
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