Difference between revisions of "Class:Scout"
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− | + | 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. | |
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+ | 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. | ||
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+ | |name=Nailgun | ||
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+ | 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. | ||
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Revision as of 09:05, 13 December 2007
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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 This has been replaced by the much more useful Radar.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.Concussion jumping
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
Crowbar
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.
Shotgun
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.
Nailgun
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.
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).
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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.
- Scout's Media Page
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