Difference between revisions of "Class:Scout"

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{{Page_Class
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| infoboxclass =
 
{{Infobox Class
 
{{Infobox Class
 
| classportrait = [[Image:Red_Scout.PNG]]
 
| classportrait = [[Image:Red_Scout.PNG]]
Line 13: Line 15:
 
| slot4 = [[Weapon:Nailgun|Nailgun]]
 
| slot4 = [[Weapon:Nailgun|Nailgun]]
 
}}
 
}}
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| infoboxammo =
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{{Infobox_Ammo
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| gren1 = [[Grenade:Caltrop|Caltrop Canister]]
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| gren1atspawn = 2
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| gren1max = 3
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| discardgren1 = No
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| gren2 = [[Grenade:Concussion|Concussion Grenade]]
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| gren2atspawn = 3
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| gren2max = $
 +
| discardgren2 = No
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| shellsatspawn = 25
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| shellsmax = 50
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| discardshells = No
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| nailsatspawn = 100
 +
| nailsmax = 200
 +
| discardnails = No
 +
| cellsatspawn = 10
 +
| cellsmax = 40
 +
| discardcells = No
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| rocketsatspawn = 0
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| rocketsmax = 25
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| discardrockets = Yes
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| detpacksatspawn = 0
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| detpacksmax = 0
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| discarddetpacks = Yes
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}}
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| classname =
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Scout
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| classintro =
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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.
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| changesinfo =
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The Scout's special ability in TFC was a text message that showed you a vague location of both flags. It stated whether the flag is in the base, dropped, or being carried. This has been replaced by the much more useful Radar. The Scout's [[Grenade:Caltrop|Caltrops]] used to spread out from his body; now they are held in a canister which can be thrown, allowing the Scout to deploy caltrops anywhere he wishes over a small area (much like a [[Grenade:Napalm|Napalm Grenade]].
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| specialcommandinfo =
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The Scout's special command activates the radar.
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| ability1 =
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*<p>'''Radar'''<br>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.</p>
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*| ability2 =
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<p>'''Disguise Removal'''<br>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 [[Class:Spy|Spy]] also possesses this ability.</p>
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*| ability3 =
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<p>'''Detpack Defusion'''<br>Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.</p>
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| strategyandtips =
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'''Playing As Scout'''
  
=Content=
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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.
  
Weakly armed and armored, the fast-moving Scout is best suited to flag capturing and little else. Scouts can strip an enemy [[Class:Spy|Spy]] of his disguise and disarm a [[Class:Demoman|Demoman's]] detpacks. The Scout is armed with a [[Weapon:Crowbar|Crowbar]], a [[Weapon:Single_Shotgun|Single Shotgun]], a [[Weapon:Nailgun| Nailgun]], [[Grenade:Caltrop|Caltrops]] and [[Grenade:Concussion|Concussion Grenades]], but no [[Grenade:Frag|Frag Grenades]].
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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 [[Buildables:Sentry_Gun|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.
  
Scouts can launch themselves into the air with a well-timed Concussion Grenade, a technique known as Conc Jumping, which is often used for reaching areas not normally accessible by jumping (such as battlements) and for increases in speed. See [[Concjumping]] for more information.
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The Scout's [[Grenade:Concussion|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.
  
The Scout in Fortress Forever is now also equipped with a [[Class Ability:Scout_Radar|Radar]] which gives him a "snapshot" of the current postitions of enemies within a certain range. The radar penetrates through walls.
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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.
  
''Text for the [http://en.wikipedia.org/wiki/Team_Fortress_Classic#Scout Scout] taken from the [http://en.wikipedia.org/wiki/Team_Fortress_Classic Wikipedia article on Team Fortress Classic]''
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'''Playing Against A Scout'''
  
==Ammunition==
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Scouts are fast as the wind yet fragile as glass. Aim is key when fighting against a Scout. [[Class:Soldier|Soldiers]] are one of the Scout's worst assailants; even when conced, a Soldier can just run next to a Scout and fire downwards. While the Soldier will receive damage, the Scout can survive far fewer hits than the Soldier can.
  
{| border="1" width="50%" align="center"
+
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.
! Ammunition !! At Spawn !! Maximum !! Discard
 
|-
 
! [[Grenade:Caltrop|Caltrop]]
 
| 2
 
| 3
 
| No
 
|-
 
! [[Grenade:Concussion|Concussion Grenade]]
 
| 3
 
| 3
 
| No
 
|-
 
! [[Ammo:Shell|Shells]]
 
| 25
 
| 50
 
| No
 
|-
 
! [[Ammo:Nail|Nails]]
 
| 100
 
| 200
 
| No
 
|-
 
! [[Ammo:Cell|Cells]]
 
| 10
 
| 40
 
| No
 
|-
 
! [[Ammo:Rocket|Rockets]]
 
| 0
 
| 25
 
| Yes
 
|-
 
! [[Ammo:Detpack|Detpacks]]
 
| 0
 
| 0
 
| Yes
 
|}
 
  
==Special Command==
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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).
  
* Performs a sweep using the [[Class Ability:Scout Radar|Scout's Radar]].
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| credconceptart =
 
+
Jeremy "dr_nick" Todd
==Special Abilities==
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| credmodel =
 
+
dood
* Specific to class: [[:Category:Scout_Abilities|Abilities]]
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| credskin =
* The Scout can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.
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dood
 
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| credvoice =
=External Links=
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dood
*[http://forums.fortress-forever.com/showthread.php?t=8125 Scout's] Class Discussion page on the Fortress Forever forums.
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| mediapage =
*[http://www.fortress-forever.com/media/19 Scout's Media Page]
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[http://www.fortress-forever.com/media/19 Media Page]
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}}
  
 
[[Category:Classes]]
 
[[Category:Classes]]
{{Classes}}
 

Revision as of 09:14, 5 August 2007


Scout
File:Red Scout.PNG
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

TODO on this page

  • Change the template from Page_Class => Class; Info box => Info box small
  • You need to add the abilities, weapons and grenades parameters
    And also the extra parameters for the info box (health, armour, power, speed)
    See Class:Scout or Class:Pyro for example of pages that are already done


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.

Changes from Team Fortress Classic

The Scout's special ability in TFC was a text message that showed you a vague location of both flags. It stated whether the flag is in the base, dropped, or being carried. This has been replaced by the much more useful Radar. The Scout's Caltrops used to spread out from his body; now they are held in a canister which can be thrown, allowing the Scout to deploy caltrops anywhere he wishes over a small area (much like a Napalm Grenade.

Special Command

The Scout's special command activates the radar.

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.

Weapons

Weapons here

Grenades

Grenades here.

Ammunition

All classes are technically capable of carrying all of the different types of Ammunition. The various types of ammo in Fortress Forever are listed here along with the amount the class spawns with, the maximum the class can carry, and whether or not a class can discard that type of ammo. (For example, a Soldier can not discard Rockets since his RPG uses them.)

Some classes spawn with 0 of a specific type of ammo, and some classes can not pick up a specific type of ammo at all (represented by a 0 in the "Maximum" column).


Ammunition
Ammunition At Spawn Maximum Discard
Caltrop Canister 2 3 No
Concussion Grenade 3 $ No
Shells 25 50 No
Nails 100 200 No
Cells 10 40 No
Rockets 0 25 Yes
Detpacks 0 0 Yes


Strategy And Tips

Credits

Concept Art: Jeremy "dr_nick" Todd

Model: dood

Skin: dood

Voice: dood

External Links

These are links related to the Scout.


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