Difference between revisions of "Class:Scout"

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{{Infobox manual/Header}}
 
{{Class
 
{{Class
 
| infoboxclass =
 
| infoboxclass =
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| classname = '''Scout'''
 
| classname = '''Scout'''
 
| health = <span style="color: red">Low</span>
 
| health = <span style="color: red">Low</span>
 +
| healthval = 75
 
| armour = <span style="color: red">Low</span>
 
| armour = <span style="color: red">Low</span>
 +
| armval1 = 50
 +
| armval2 = 30%
 
| power = <span style="color: red">Low</span>
 
| power = <span style="color: red">Low</span>
 
| speed = <span style="color: green">Very High</span>
 
| speed = <span style="color: green">Very High</span>
 +
| speedval = 400
 +
| role = <span style="color: limegreen">Offense</span>
 
| healthmax = 75
 
| healthmax = 75
 
| armtype = [[Armour:Green|Green]]
 
| armtype = [[Armour:Green|Green]]
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| armmax = 50
 
| armmax = 50
 
| maxspeed = 420
 
| maxspeed = 420
| gren1 = [[Grenade:Caltrop|Caltrop]]
 
 
| gren2 = [[Grenade:Concussion|Concussion]]
 
| gren2 = [[Grenade:Concussion|Concussion]]
 
| slot1 = [[Weapon:Crowbar|Crowbar]]
 
| slot1 = [[Weapon:Crowbar|Crowbar]]
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]
+
| slot2 = [[Weapon:Pelletgun|Pelletgun]]
 
| slot4 = [[Weapon:Nailgun|Nailgun]]
 
| slot4 = [[Weapon:Nailgun|Nailgun]]
 
}}
 
}}
 
| infoboxammo =
 
| infoboxammo =
 
{{Infobox_Ammo
 
{{Infobox_Ammo
| gren1 = [[Grenade:Caltrop|Caltrop Canister]]
 
| gren1atspawn = 2
 
| gren1max = 3
 
| discardgren1 = No
 
 
| gren2 = [[Grenade:Concussion|Concussion Grenade]]
 
| gren2 = [[Grenade:Concussion|Concussion Grenade]]
 
| gren2atspawn = 3
 
| gren2atspawn = 3
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| cellsatspawn = 10
 
| cellsatspawn = 10
 
| cellsmax = 40
 
| cellsmax = 40
| discardcells = No
+
| discardcells = Yes
 
| rocketsatspawn = 0
 
| rocketsatspawn = 0
 
| rocketsmax = 25
 
| rocketsmax = 25
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Scout
 
Scout
 
| classintro =
 
| classintro =
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 to fight in a defensive or offensive role as they are always outgunned in fights.
+
The '''Scout''' is the speed demon of Fortress Forever, focused on evading enemy defenses rather than attacking them. Despite his light armour and weak weapons, a skilled Scout's ability to steal the enemy flag is second to none, thanks to his very high speed and ability to [[concjumping|conc jump]].
 +
| basicstrategy=
 +
* Use your speed to grab the enemy flag and take it to the capture point.
 +
* Use [[concjumping]] to travel across the map and evade defenders.
 
| abilities =  
 
| abilities =  
 +
===Movement===
 +
Movement is vital to the Scout. It's his only way to get to the flag!
 
{{Inline_Ability|
 
{{Inline_Ability|
|name=[[Class Ability:Scout Radar|Radar]]
+
|name=Concussion Jumping
 
|description=
 
|description=
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.
+
The Scout can use the force of his [[Grenade:Concussion|Concussion Grenades]] to gain large amounts of speed and height.  
 
}}
 
}}
 
{{Inline_Ability|
 
{{Inline_Ability|
|name=[[Class Ability:Disguise Removal|Disguise Removal]]
+
|name=Fall Damage Resistance
 
|description=
 
|description=
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.
+
The Scout takes half damage from falls, allowing him to perform large conc jumps without getting too badly hurt.
 
}}
 
}}
 
{{Inline_Ability|
 
{{Inline_Ability|
|name=[[Class Ability:Detpack Defusion|Detpack Defusion]]
+
|name=[[:Category:Buildables#Jump_Pad|Jump Pad]]
 
|description=
 
|description=
Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.
+
Building one of these in a strategic position will allow teammates to reach the enemy base quickly, without using conc grenades.
 
}}
 
}}
 +
===Miscellaneous===
 +
These abilities are rarely useful.
 
{{Inline_Ability|
 
{{Inline_Ability|
|name=[[Concjumping|Concussion jumping]]
+
|name=Disguise Removal
 
|description=
 
|description=
The Scout has [[Grenade:Concussion|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 [[Concjumping]] article for more information on Conc Jumping.
+
A Scout can remove an enemy Spy's disguise by coming into contact with them. The [[Class:Spy|Spy]] also possesses this ability.
 +
}}
 +
{{Inline_Ability|
 +
|name=Detpack Defusion
 +
|description=
 +
Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.
 
}}
 
}}
 
|weapons =
 
|weapons =
 
{{Inline_Weapon|
 
{{Inline_Weapon|
 
|name=[[Weapon:Crowbar|Crowbar]]
 
|name=[[Weapon:Crowbar|Crowbar]]
|imgsrc=wcbar.jpg
+
|imgsrc=W_cb_380x190.jpg
 +
|width=190
 
|description=
 
|description=
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.
+
Low damage. Other players will kill you before you can get close enough to hit them with this.
 
}}
 
}}
 
{{Inline_Weapon|
 
{{Inline_Weapon|
|name=[[Weapon:Single Shotgun|Shotgun]]
+
|name=[[Weapon:Pelletgun|Pelletgun]]
|imgsrc=wshot.jpg
+
|imgsrc=W_sg_380x190.jpg
 +
|width=190
 
|description=
 
|description=
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.
+
Not powerful enough to kill anything except weakened opponents.
 
}}
 
}}
 
{{Inline_Weapon|
 
{{Inline_Weapon|
 
|name=[[Weapon:Nailgun|Nailgun]]
 
|name=[[Weapon:Nailgun|Nailgun]]
|imgsrc=wnail.jpg
+
|imgsrc=W_ng_380x190.jpg
 +
|width=190
 
|description=
 
|description=
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.
+
Decent for taking down Sentry Guns, not very good against players.
 
}}
 
}}
 
|grenades =
 
|grenades =
{{Inline_Weapon|
 
|name=[[Grenade:Caltrop|Caltrop cannister]]
 
|imgsrc=Grenade Caltrop.jpg
 
|description=
 
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.
 
}}
 
 
{{Inline_Weapon|
 
{{Inline_Weapon|
 
|name=[[Grenade:Concussion|Concussion Grenade]]
 
|name=[[Grenade:Concussion|Concussion Grenade]]
|imgsrc=Grenade Conc.jpg
+
|imgsrc=G_co_190x190.jpg
 +
|width=95
 
|description=
 
|description=
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.
+
Used for [[concjumping]], one of the Scout's most powerful abilities. Can also be used to knock enemies away and disorientate them.
 
 
Alternatively you can use your concussion grenades to launch yourself across the maps. See [[Concjumping]] for more information.
 
 
}}
 
}}
 
| changesinfo =
 
| changesinfo =
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]].  
+
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 [[:Category:Buildables#Jump_Pad|Jump pad (aka Man Cannon)]].
 
| specialcommandinfo =
 
| specialcommandinfo =
The Scout's Special Command activates the radar.
+
The Scout's Special Command builds and / or if one is built destroys the Man Cannon.
 
| ability1 =  
 
| ability1 =  
*<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>
+
*<p>'''Jump Pad (aka Man Cannon)'''<br/>Scouts are equipped with a Man Cannon which provides a "ramp" usable by all players in the game (enemy and friendly). The Man Cannon takes approximately 1 second to build and will remain in position for a total of 60 seconds. The scout is given one Man Cannon per life similar to the dispenser for the demoman.</p>
 
*| ability2 =  
 
*| ability2 =  
 
<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>
 
<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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<p>'''Concussion jumping'''<br/>The Scout has [[Grenade:Concussion|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 [[Grenade:Concussion|Concussion Grenade's]] article for more information on Conc Jumping.</p>
 
<p>'''Concussion jumping'''<br/>The Scout has [[Grenade:Concussion|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 [[Grenade:Concussion|Concussion Grenade's]] article for more information on Conc Jumping.</p>
 
| strategyandtips =
 
| strategyandtips =
====Playing As Scout====
+
====Offensive Scout====
 
+
* The Scout's greatest asset is his speed. Avoiding combat is the Scout's only viable option as every other class outguns him. Your purpose is to grab the flag, not to kill enemies!
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.
+
* Even if the flag is heavily defended and you know you're going to die as soon as you touch it, touching the flag will reset the timer for it returning to the flag room. Touch the flag as often as possible to ensure that it never returns to its base.
 
+
* [[Movement Skills#Bunnyhopping|Bunnyhopping]] increases your speed from fast to insanely fast, if you learn to do it effectively.
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.
+
* Build your Jump Pad to help your teammates get to the enemy base faster. It can also save you a conc.
 
+
* Use conc grenades to knock defenders away from their positions. Remember, however, that many players are able to aim while concussed.
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.
+
* Fire your nailgun as you approach the flag room, in order to mask the "click" sound of your conc.
 
+
* Press "C" to throw the flag. If the enemy base has a security system, throwing the flag outside the security area will be enormously helpful to your team.
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.
+
* Never lose sight of your ultimate goal: GRABBING THAT FLAG!
 
 
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!
 
 
 
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.
+
====Defensive Scout====
 
+
* Don't bother. As he has no effective weapons and the lowest health and armour in the game, the Scout has no defensive role in any circumstances.
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'''
 
 
 
# Practice Practice Practice.
 
# 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.
 
# 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.
 
# 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.
 
# 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.
 
# 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.
 
# Use your caltrops. Often. Never die with caltrops in hand. They piss peeps off. Which is fun.
 
# 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.
 
# Tell your team where things are. Constantly communicate about NME positions, and weaknesses you can see.
 
# Have fun. Scout is a fun class. You'll die alot, but it's fun.
 
  
 
====Playing Against A Scout====
 
====Playing Against A Scout====
 
+
* Scouts are the most dangerous enemies you will encounter as a defender. They can grab your flag and disappear with it in a tiny space of time.
Scouts are fast as the wind yet as fragile as glass. Accuracy 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 his [[Weapon:RPG|RPG]] downwards. While the Soldier will receive some damage, the Scout can survive far fewer [[Ammo:Rocket|Rocket]] hits than the Soldier can.
+
* Scouts are very fast, but their speed is less of an advantage in confined spaces. On maps with few confined spaces, good accuracy is essential when trying to stop a Scout.
 
+
* Scouts have the lowest health and armour of any class; a couple of rockets, pipe bombs, or seconds of Sentry Gun fire will kill them without difficulty.
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.
+
* Learning to aim accurately while concussed is tricky, but very helpful when dealing with Scouts.
 
+
* Listen for the distinctive grenade "click" sound. If it's coming from a Scout, it means that in four seconds' time, they're going to conc jump.
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).
 
  
 
| credconceptart =
 
| credconceptart =
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| furtherreading =
 
| furtherreading =
* How to perform [[Concjumping|concussion jumping]] with your concussion grenades.
+
* How to perform [[Jumping_Skills#Concussion_jumps|concussion jumping]] with your concussion grenades.
* [[NeedACatchAllForThis|Movement skills]] to get around the battlefield quicker.
+
* [[Movement_Skills|Movement skills]] to get around the battlefield quicker.
  
 
}}
 
}}
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[[Category:Classes]]
 
[[Category:Classes]]
 +
 +
[[Category:Outdated Pages]]

Latest revision as of 21:57, 22 July 2016


Scout pic.jpg
Scout
Health Low 75
Armour Low 50 (30%)
Speed Very High 400u/s
Power Low
Role Offense

The Scout is the speed demon of Fortress Forever, focused on evading enemy defenses rather than attacking them. Despite his light armour and weak weapons, a skilled Scout's ability to steal the enemy flag is second to none, thanks to his very high speed and ability to conc jump.

Basic Strategy

  • Use your speed to grab the enemy flag and take it to the capture point.
  • Use concjumping to travel across the map and evade defenders.

Special Abilities

Movement

Movement is vital to the Scout. It's his only way to get to the flag!

  • Concussion Jumping
    The Scout can use the force of his Concussion Grenades to gain large amounts of speed and height.

  • Fall Damage Resistance
    The Scout takes half damage from falls, allowing him to perform large conc jumps without getting too badly hurt.

  • Jump Pad
    Building one of these in a strategic position will allow teammates to reach the enemy base quickly, without using conc grenades.

Miscellaneous

These abilities are rarely useful.

  • Disguise Removal
    A Scout can remove an enemy Spy's disguise by coming into contact with them. The Spy also possesses this ability.

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

Weapons

Crowbar

Crowbar

Low damage. Other players will kill you before you can get close enough to hit them with this.

Pelletgun

Pelletgun

Not powerful enough to kill anything except weakened opponents.

Nailgun

Nailgun

Decent for taking down Sentry Guns, not very good against players.

Grenades

Concussion Grenade

Concussion Grenade

Used for concjumping, one of the Scout's most powerful abilities. Can also be used to knock enemies away and disorientate them.

Additional Strategy and Tips

Offensive Scout

  • The Scout's greatest asset is his speed. Avoiding combat is the Scout's only viable option as every other class outguns him. Your purpose is to grab the flag, not to kill enemies!
  • Even if the flag is heavily defended and you know you're going to die as soon as you touch it, touching the flag will reset the timer for it returning to the flag room. Touch the flag as often as possible to ensure that it never returns to its base.
  • Bunnyhopping increases your speed from fast to insanely fast, if you learn to do it effectively.
  • Build your Jump Pad to help your teammates get to the enemy base faster. It can also save you a conc.
  • Use conc grenades to knock defenders away from their positions. Remember, however, that many players are able to aim while concussed.
  • Fire your nailgun as you approach the flag room, in order to mask the "click" sound of your conc.
  • Press "C" to throw the flag. If the enemy base has a security system, throwing the flag outside the security area will be enormously helpful to your team.
  • Never lose sight of your ultimate goal: GRABBING THAT FLAG!

Defensive Scout

  • Don't bother. As he has no effective weapons and the lowest health and armour in the game, the Scout has no defensive role in any circumstances.

Playing Against A Scout

  • Scouts are the most dangerous enemies you will encounter as a defender. They can grab your flag and disappear with it in a tiny space of time.
  • Scouts are very fast, but their speed is less of an advantage in confined spaces. On maps with few confined spaces, good accuracy is essential when trying to stop a Scout.
  • Scouts have the lowest health and armour of any class; a couple of rockets, pipe bombs, or seconds of Sentry Gun fire will kill them without difficulty.
  • Learning to aim accurately while concussed is tricky, but very helpful when dealing with Scouts.
  • Listen for the distinctive grenade "click" sound. If it's coming from a Scout, it means that in four seconds' time, they're going to conc jump.

Further reading


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