Class:Scout

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Revision as of 08:43, 29 September 2005 by Defrag (talk | contribs) (→‎Content)
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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.

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