Difference between revisions of "Class:Scout"

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(adding in man cannon info and removing rader / caltrops)
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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 This has been replaced by the much more useful Radar.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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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 This has been replaced by the much more useful [[:Category:Buildables#Jump_Pad|Jump pad (aka Man Cannon)]].
 
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The Scout's Special Command activates the radar.
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The Scout's Special Command builds and / or if one is built destroys the Man Cannon.
 
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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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*<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>
 
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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>
 
<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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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.
  
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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Your Man Cannon is one of your most powerful weapons. When used properly and strategically it can help your heavier team mates get to the enemy base without loosing health. Remember it's better to have a heavy class in the enemy base with you then trying to do it by your self.
  
 
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.
 
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.

Revision as of 08:58, 13 February 2008