Difference between revisions of "Class:Scout"

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* [[Class Ability:Disguise Removal|Disguise Removal]]
 
* [[Class Ability:Disguise Removal|Disguise Removal]]
 
* [[Class Ability:Scout Radar|Radar]]
 
* [[Class Ability:Scout Radar|Radar]]
 +
* The Scout can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.

Revision as of 08:02, 1 October 2005

Content

The scout. Please note that I've not included the Hologram, and I've edited the cell minimum/maximum values holdable according to the Scout Radar's ammo requirements, while ensuring the scout isn't such a tinderbox to EMPs. My (def) thinking is: the scout radar uses 5 cells per scan, and has a re-use delay of 5 seconds. The scout doesn't use the radar until reaching the enemy base, and then he's unlikely to live much longer than a further 30-40 seconds. Hence 5 cells per use * 5 second delay = you get 8 uses in 40 seconds if you can carry 40 cells. This is more than enough, imo.

Once this page is opened to the coders, comments like this will be moved to the discussion tab.

Health and Armour

  • Health on spawn: 75
  • Health maximum: 75
  • Armour type: Green
  • Armour on spawn: 25
  • Armour maximum: 50

Movement

  • Maximum speed: 400

Grenades

Weapons

Ammunition

Grenade Type 1

  • At spawn: 2
  • Maximum: 4
  • Discard: No

Grenade Type 2

  • At spawn: 3
  • Maximum: 4
  • Discard: No

Shells

  • At spawn: 25
  • Maximum: 50
  • Discard: No

Nails

  • At spawn: 100
  • Maximum: 200
  • Discard: No

Cells

  • At spawn: 10
  • Maximum: 40
  • Discard: No

Rockets

  • At spawn: 0
  • Maximum: 25
  • Discard: Yes

Special Abilities