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Post by RustyPan on 16/7/2010, 16:10

Well.....if you have a question I SHALL ANSWER!!!!!
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Post by Tidelag on 16/7/2010, 16:13

The spire master!
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Post by RustyPan on 16/7/2010, 16:14

>Smile
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Post by Cake on 16/7/2010, 16:19

Teach me stuff? Obviously you must have found ways to kill me easier during the ESF vs SF thing a couple minutes ago
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Post by RustyPan on 16/7/2010, 16:20

I'll see what I cant do Smile
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Post by UberLord on 16/7/2010, 20:22

Tell me rusty, are scouts suppose to stay on the ground or jump often?
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Post by Lord Zurkov on 16/7/2010, 20:30

UberLord wrote:Tell me rusty, are scouts suppose to stay on the ground or jump often?
It depends on how good you are. It's better to jump and dodge like a madman as long as you still land most of your shots; if you can't jump a lot and still land shots, stay on the ground (I almost never jump as Scout, partially because it throws off my aim and partially because, if done badly, it makes your dodging more predictable). If you're especially good, feel free to jump over their head and/or abuse the FaN's third jump to keep them guessing.
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Post by The Mad Hatter on 16/7/2010, 21:22

You stay half-way, if that makes sense. Single jump and use double jumps for misdirects and dodges.

Don't jump when it ruins your cover or alerts the enemy that you're coming.
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Post by LieuTennet on 16/7/2010, 22:33

No. It has nothing to do with how good you are.

Some Scouts (very few) know how to jump and to do it well. Most that try to jump just do it wrong.

You can change your acceleration faster on the ground and you can dodge more effectively. Most dominate scouts in todays competition stay on the ground.

The only jumping is for getting from place to place.
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Post by RustyPan on 16/7/2010, 22:46

Lieutennet is right, jumping makes your dodging more predictable because you have less control, but you do not only use it to get from place to place, EX. any place you can be fighting an explosive class that has height, if you want me to be specific, if you are a scout fighting a soldier on the spire of badlands, jumping on and off the spire can really help, since its a small area it's really easy for the soldier to hit you but if you jump off and back on to it not only is it more room to manuver but the small amount of time that you jump off it is time that the soldier can not hit you unless the rocket hits you directly, tidelag learned this from me the hard way during the SF vs ESF match once, lol srry tidelag Smile
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Post by Nick on 16/7/2010, 22:56

pro setup:

Force of Nature
Bonk
Sandman
Gibus
Earbuds(if you don't have, a mercenary medal will do)
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Post by RustyPan on 16/7/2010, 23:00

lol that is the least effective scout setup you can have, you have 2 bullets and a baseball bat in all throughout your entire set...so bad Smile
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Post by The Mad Hatter on 16/7/2010, 23:07

Well if we wanna get picky lets just say scouts should behave differently around specific classes and groups of enemies. There's no golden ticket to negotiating enemy fire, it depends on the situation, terrain, and classes you face.
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Post by Afro on 17/7/2010, 01:42

Soldier-Me/Greezy
Demo-Me/Google
Scout-Rusty
Medic-Idk
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Post by Hoboapple on 17/7/2010, 03:46

Chuck wrote:pro setup:

Force of Nature
Bonk
Sandman
Gibus
Earbuds(if you don't have, a mercenary medal will do)
Scout mentor Yall_niggas_postin_in_a_troll_thread
except switch bonk with critacola
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