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Although weak like the Spy in a firefight the scout
is fast. Very fast, to the point where he can run straight through a heated
battle untouched. Armed with a double-barrelled shotgun, but most importantly
a little metal bat, he can run up behind unsuspecting victims and whack
them on the head. In capture the flag the scout is the unit to be, for a
quick steal and escape plan, as well as utilising the double jump ability
to reach places other players can't. Health: 125 Speed: Fast Nationality: American Special Abilities: Double jump |
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| Default Weapons Primary: Scattergun Ammo loaded and carried: 6 | 32 The Scattergun is essentially a small shotgun which really packs a punch at short range. Over distance this weapon does very little damage, so using the scout's speed to get up and close is recommended Secondary: Pistol Ammo loaded and carried: 12 | 36 Used for longer range targets, the scattergun can't reach. Doesn't do much damage but is useful for picking off badly hurt retreating enemies. Melee: Metal Bat The bat doesn't do a great deal of damage, but the scout is able to swing it extremely quickly and land several blows in quick succession. This can do a lot of damage. Unlockable Weapons Primary: Force-A-Nature Ammo loaded and carried 2 | 32 The FAN is a compact shotgun which only holds two shells. It differs more so from then scattergun in that it deals a strong knockback to enemies it is used on. This can be used to knock enemies off high ledges to their death. If the scout jumps prior to shooting the FAN, the knockback and push the scout further increasing his jump to reach higher regions. Secondary: Bonk! Atomic Punch This is a nuclear drink which once drunk, causes the scout to run very fast and can avoid all enemy fire (including sentries). It can be used as a distraction for other team mates to push forward. After the drink's effects wear off, the scout has a short period of decreased speed to recover. Melee: The Sandman This is a wooden baseball bat which also comes with a baseball. With ball in hand, the scout can hit it at enemies stunning them for a few seconds, making them vulnerable to attack. Ubercharged enemies are also affected. When the scout has no ball, the bat can be used to hit enemies just like the normal bat. Other details: Special Taunt: While taunting with the sandman the scout cause an instant kill by batting the enemy. Hat: The scout's special hat unlock is a batter's helmet. Achievements You can view a full list of the Scout achievements here. |
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