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Author Topic: Scout Update!  (Read 114827 times)
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Magathery
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« Reply #240 on: March 02, 2009, 10:40:01 AM »

The travel buddy is a good option. The Friday night Frag fest showed a good few people stepping through their stunned team mates. This gave the stunned person a human shield that could shoot back on their behalf.

This should settal down I would imagin. Wasn't there something similar with the Pyros? Get the update and whole bunch of flame-thrower wielding loonies came charging at you. At least with the heavies they don't move to quick. But being harrased by a group of scouts - That's just nasty Cheesy
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Terror
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« Reply #241 on: March 02, 2009, 10:43:16 AM »

Right... time for some more feedback on the scout update. I'm now over the "heated annoyance" stage that we all tend to see immediately after an update:

1) Warming up to it all really, scouts are a challenge and I'm beginning to adapt slowly.

2) I don't like losing control of my character, but there are ways to avoid it.

3) I've now actually been saved by scouts on my team when attacking an enemy heavy face on. In one duel last night I was at 50% health (being healed) and an enemy heavy dropped in front. I was about to die.. then "bonk" - made a pincushion out of the enemy and I walked away. I wanted to buy the scout a beer for that one! This also proves that scouts are MUCH more effective on defence now - particularly when they're kind enough to assist their heavier team mates!

3) Learning that travelling in pairs is a good pay to avoid takedown by sandman... Hex is a prime example of an excellent travelling buddy when I go heavy

4) Learning that the "energy drink" isn't being fully utilised yet - think this is the "dark horse" we should all be watching for as its not clear to me whether a scout can cap while using the drink. If so, this has serious implications for massive SG nests defending points (i.e. a decent scout rush may now work!).

5) Another concern is the ability to jump around with the FaN (as posted by Hzza) - this looks simply amazing. Scouts can effectively get to places that soldiers and demo men can now! This is also a problem that is yet to be seen as its all new and people are only just learning from it.

In summary, I'm learning. Like I had to when reVert stalked the servers. You have to adapt.. and get friends to help out so that scouts don't get such an easy ride. I also think that the play on WDG server has been pretty good and balanced (albeit difficult on odd occasions!).

Keep grinnin'

You can't cap while invulnerable (it counts as Über), you also can't attack (in case you didn't know).

I have all 3 unlocks (spent a couple of hours on Saturday getting achievements) so if you want anything testing, just ask!


SGs still prove to be a problem, even while under the influence of the drink, I noticed on gravel pit point C that a SG was knocking me back enough that I couldn't turn the corner on the tower, so as a counter, try placing them in places to knock the scouts back into corners and such.
« Last Edit: March 02, 2009, 10:44:50 AM by Terror » Logged
Hzza
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« Reply #242 on: March 02, 2009, 10:46:11 AM »

4) Learning that the "energy drink" isn't being fully utilised yet - think this is the "dark horse" we should all be watching for as its not clear to me whether a scout can cap while using the drink. If so, this has serious implications for massive SG nests defending points (i.e. a decent scout rush may now work!).
I've been meaning to try out sentry tanking with this, where a "Boink'd" scout rushes in, drawing fire, followed by a demoman/solly to take out the gun; kind of like a mini-uber. It is still not worth loosing your pistol for though IMO, and is far to situational to get any kind of regular use out of it.

Also, I totally love the new levels of teamwork the sandman produces, I had great fun on the last cap of dustbowl standing around picking off ubers/heavies as they came running in! Had a couple of instances too where I'd stun someone and Twig would snipe them. Happy days!

Something I've noticed as well, medics tend to bugger off after the person they're healing gets stunned when they should either get out the blut/uber and try and defend their patient or at least try and keep healing them! Both the medics sidearms are pretty meaty against the scout, and if you kep your buddy alive long enough for him to come out of the stun then the scout has gained nothing AND lost his ball!
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mark
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« Reply #243 on: March 02, 2009, 10:56:42 AM »

I love when scouts try to bonk people and they just lose the ball Grin
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Gasman
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« Reply #244 on: March 02, 2009, 10:58:27 AM »

Lost his ball? How does that work?
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Magathery
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« Reply #245 on: March 02, 2009, 10:58:49 AM »

No! You can't have your ball back - I'm telling your Mum!!!

Cheesy
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Hzza
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« Reply #246 on: March 02, 2009, 11:00:49 AM »

Lost his ball? How does that work?
If you miss someone with the Sandman it takes about 30 seconds to spawn another ball, but you can pick up the old one and use it again (if it hasn't glitched behind a barrel or out of the map!)
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mark
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« Reply #247 on: March 02, 2009, 11:01:07 AM »

No! You can't have your ball back - I'm telling your Mum!!!

Cheesy
Mamas outcry "Uh my ball!"


Must really hurt to have a ball removed...
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Gasman
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« Reply #248 on: March 02, 2009, 11:05:29 AM »

Thanks Hzza. Having enough trouble keeping up with the new weapon terminology. Perhaps I should do some Scout achivement farming? Maybe not...
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Nineblade
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« Reply #249 on: March 02, 2009, 11:15:44 AM »


Must really hurt to have a ball removed...

Wait till you get married - You'll have both removed Cheesy
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Millicent Bystander
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« Reply #250 on: March 02, 2009, 11:37:23 AM »

Speak for yourself, I was allowed to keep mine for reproductive purposes.
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Teatime


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« Reply #251 on: March 02, 2009, 11:45:36 AM »

Next time listen to good ol' Teatime when he tells you that judgment might be premature.

Last night on Dustbowl/Offense we were constantly hit by enemy übers which gave us a very hard time (IMHO aided by lack of teamwork, which eventually led me to ragequit). In that situation I wished for one or two good scouts with sandman to buy us time and give us breathing space.

The longer I think about the sandman the more I come to the conclusion that this will enrich gameplay rather than break it.

But there's another aspect I like:
I like the way teammates rush in to protect a stunned teammate. Saw that a few times and I think this is also a nice new addition for the feeling of fellowship of a team.
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mark
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« Reply #252 on: March 02, 2009, 11:47:39 AM »

Look at it from the stunned parts perspective Tea, it's no fun to be unable to do anything!
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Hzza
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« Reply #253 on: March 02, 2009, 11:48:26 AM »

I like the way teammates rush in to protect a stunned teammate. Saw that a few times and I think this is also a nice new addition for the feeling of fellowship of a team.
The TF2 equivilant on jumping on a live (crit) grenade!
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Teatime


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« Reply #254 on: March 02, 2009, 11:55:44 AM »

Look at it from the stunned parts perspective Tea, it's no fun to be unable to do anything!
You make it sound as if I hadn't been bonked?
It's not fun to be backstabbed, either. But it's part of the game.
*Shrug*
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