Team Fortress 2/Scout: Difference between revisions

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* Ammunition: Infinite
* Ammunition: Infinite
* Effect Type: Invulnerability, but unable to use weapon, capture or defend.
* Effect Type: Invulnerability, but unable to use weapon, capture or defend.
* Effect Duration: 6 seconds
* Effect Duration: 8 seconds
* Recharge Time: 24 seconds
* Recharge Time: 24 seconds
Bonk! Atomic Punch is the Scout's unlockable secondary which, when used, grants the Scout 6 seconds or invulnerability similar to an Ubercharge. However, you can't fire your weapon, capture or defend control points, push or stop payload carts or capture enemy intelligence. You can still use your taunt kills as an attack.
Bonk! Atomic Punch is the Scout's unlockable secondary which, when used, grants the Scout 6 seconds or invulnerability similar to an Ubercharge. However, you can't fire your weapon, capture or defend control points, push or stop payload carts or capture enemy intelligence. You can still use your taunt kills as an attack.
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* Ammunition: Infinite
* Ammunition: Infinite
* Effect Type: All damage dealt and received are mini-crits
* Effect Type: All damage dealt and received are mini-crits
* Effect Duration: 6 seconds
* Effect Duration: 8 seconds
* Recharge Time: 24 seconds
* Recharge Time: 24 seconds
Upon drinking the Crit-a-Cola, your weapon will glow and any damage you deal or receive will become mini-crits. This is a high-risk-high-reward weapon, as you gain much more firepower in exchange of dying much easier. Enemies will notice your weapon glow and take you out in a few shots. It is best consumed when flanking and not during direct combat. Landing a surprise hit with your primary weapon can quickly kill any low health classes. Your melee weapon's fast swing time also allows you to take enemies out swiftly and quietly.
Upon drinking the Crit-a-Cola, your weapon will glow and any damage you deal or receive will become mini-crits. This is a high-risk-high-reward weapon, as you gain much more firepower and evasion in exchange of dying much quicker. Enemies can notice your weapon glow and take you out in a few shots. It is best consumed when flanking and not during direct combat. Landing a surprise hit with your primary weapon can quickly kill any low health classes. Your melee weapon's fast swing time also allows you to take enemies out swiftly and quietly.


====Mad Milk====
====Mad Milk====
* Ammunition: Infinite
* Ammunition: Infinite
* Effect Type: Some damage dealt on enemies is returned as health and exposes cloaked spies. Extinguishes fire on teammates
* Effect Type: Some damage dealt on enemies is returned as health and exposes cloaked spies. Extinguishes fire on teammates
* Effect Duration: 6 seconds
* Effect Duration: 10 seconds
* Recharge Time: 24 seconds
* Recharge Time: 24 seconds
The Mad Milk is similar to the Jarate, throwing it at enemies will coat them with white liquid. Attacking an enemy who is milked heals you by 60% of the damage done. It extinguishes burning teammates and shorts out enemy spy's cloaks. The Mad Milk let's you stay in direct combat and survive longer. Land shots quickly to replenish any lost health. Note that your teammates also get healed if they hit a milked enemy, so coating a bunch of opponents while your teammates push forward can easily overpower the enemy team.
The Mad Milk is similar to the Jarate, throwing it at enemies will coat them with white liquid. Attacking an enemy who is milked heals you by 60% of the damage done. It extinguishes burning teammates and shorts out enemy spy's cloaks. The Mad Milk let's you stay in direct combat and survive longer. Land shots quickly to replenish any lost health. Note that your teammates also get healed if they hit a milked enemy, so coating a bunch of opponents while your teammates push forward can easily overpower the enemy team.
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* Critical Hit: 52
* Critical Hit: 52
The Winger is an alternate Pistol for the Scout. A shot deals more damage, but the clip size is reduced by more than half. Much of the strategy for the Pistol can be applied here, but take note of the reduced clip size. You will be reloading very often with only 5 shots per clip. As with the Pistol, it shares the same ammo with the Shortstop, so don't equip them both.
The Winger is an alternate Pistol for the Scout. A shot deals more damage, but the clip size is reduced by more than half. Much of the strategy for the Pistol can be applied here, but take note of the reduced clip size. You will be reloading very often with only 5 shots per clip. As with the Pistol, it shares the same ammo with the Shortstop, so don't equip them both.
====Pretty Boy's Pocket Pistol====
* Clip Size: 12 - Reserve Ammo: 36
* Point Blank Damage: 22
* Mid Range Damage: 13-17
* Long Range Damage: 8-10
* Critical Hit: 45
The Pretty Boy's Pocket Pistol prevents you from taking fall damage and also gives you 15 more health, but it fires 25% slower and you take 50% more damage from fire. This pistol negates the health penalty of the Sandman, while the immunity to fall damage prevents you from losing Boost while using the Baby Face's Blaster, as one of your main reasons to double-jump is to avoid fall damage. It is less effective at chipping away at enemy health, and Pyros become more threatening than ever.
====Flying Guillotine====
* Ammunition: Infinite
* Contact Damage: 50
* Critical Hit: 150
* Bleed Damage: 40 damage over 6 seconds.
* Recharge Time: 6 seconds
The Flying Guillotine is a thrown projectile that flies at an arc. Hitting a player will deal damage and cause them to bleed, while hitting them at long range will make it mini-crit. The guillotine cannot get random critical hits, but hitting a stunned player with it results in a guaranteed critical. This weapon is a trickier long range weapon than the pistol, being difficult to hit, but it does great damage and inflicts a disruptive status effect in return. It recharges relatively quickly, so you have a rather large margin of error to land it. It can be paired with the Sandman for a deadly combination. A stun from the Sandman ball will slow your foe down, making it easier for you to land the guillotine, which will do critical damage because they are stunned.


===Melee Weapons===
===Melee Weapons===