Difference between revisions of "Class:Scout"

From Fortress Forever Wiki
Jump to navigationJump to search
Line 67: Line 67:
  
 
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.
 +
 +
'''How to be a killer Scout
 +
-by Rfinersfire'''
 +
 +
1) Practice Practice Practice.
 +
<br>
 +
2) 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.
 +
<br>
 +
3) 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.
 +
<br>
 +
4) 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.
 +
<br>
 +
5) 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.
 +
<br>
 +
6) 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.
 +
<br>
 +
7) Use your caltrops. Often. Never die with caltrops in hand. They piss peeps off. Which is fun.
 +
<br>
 +
8) 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.
 +
<br>
 +
9) Tell your team where things are. Constantly communicate about NME positions, and weaknesses you can see.
 +
<br>
 +
10) Have fun. Scout is a fun class. You'll die alot, but it's fun.
  
 
'''Playing Against A Scout'''
 
'''Playing Against A Scout'''

Revision as of 14:44, 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
Back to Main Page