Difference between revisions of "Class:Scout"

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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.
 
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.
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Your [[Grenade:Caltrop|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!
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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.
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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.
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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. In some cases you are grouped with a soldier or two. In this case, you should go in first, throw a concussion grenade at the defenders, and run back out, making it easier on your heavy classes that are waiting for your call to go. 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.
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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.
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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.
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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 of a scout as you can be without any other help you must think like a scout. I mean, for christ's sake, 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
 
'''How to be a killer Scout

Revision as of 16:46, 27 November 2007


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

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.

  • 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

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 4 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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