My in-depth analysis of the new scout unlocks.

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Oct 2, 2008
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502
I've got all three, and they've got advantages and disadvantages.

FAN: FAN fires 50% faster, does 20% less damage, but fires 20% more bullets. That comes out to 96% total damage. Point blank, it'll do roughly 100 damage. You can fire off both shots in about a second. That's 200 damage in less than a second. You catch someone off guard, they're dead. On the other hand, the scattergun does about 220 damage in slightly more than a second. Still very deadly, but not quite as instant as raining death from behind.

The difficult part of the FAN is getting the second hit to...well, hit. The first shot blows them away, so only about 80% of your second hit is fully absorbed. Which still does about 185 total, but if they're overhealed, even a scout survives that, as I recall.

It's more of an ambush weapon, but even that has it's flaws. It pushes them away, which alerts anyone around them of your presence. However, it's especially fun on pyros, because the crits do a heck of a lot and it pushes them backwards. And pyros are imbeciles that just W+M1 until you die, which makes you killing them a lot easier.

It's useful if you're equipping the Sandman simultaneously. The Sandman removes the Scout's second jump. However, the knockback from the FAN provides a kick that propels you further than a second jump, while not shooting you quite as high. For reference, I was able to cross the entire spawn in Blackmesa with one FAN shot.


BONK! (Soda can): I haven't used this one quite as much, so I'm not sure how it works around sentry infested areas. It forces third person view, which is an impairment, especially in small spaces like the Blackmesa vents. The cooldown time is noticeable, but still rather short. You're vulnerable in that state, however. I'd suggest equipping FAN if you're planning on using this. The kick should push people away from you and propel you backwards, assuming someone comes to crush your tiny little skull after your sentry dodging.

All in all, it's useful, but I'm personally sticking with the pistol. If the need arises to use BONK!, then I will. But the delay time between using BONK! and the actual effects make it implausible for instantaneous use, and therefore a horrible choice for normal combat.


Sandman: I love this weapon. It stuns everyone, including ubers. You hit the medic, goodbye heavy. You hit the heavy, he has to re-rev his gun. Goodbye uber effectiveness. Also functions as normal bat when you don't have the ball, including full damage.

Not only an offensive weapon. If you're being chased, stun them and run away. Sometimes that's the best option.

Stun + Both FAN barrels = death. Even for heavies.

Overall use: Only effective uber denial weapon so far. I can't stress this enough. If you're being overrun by ubers, start stunning them. However, you'll probably have to run to spawn to switch, so unless you've always got this out, you're rather limited. Fun ambush weapon as well.


Overall, these are all alternatives that either need to all be used at once, or none at all. So get good with your FAN jumping, because it's useful, and the Sandman is awesome. Usually.


***EDIT***: I forgot to mention. This is my general opinion based on my testings on bots and on the opinions and testing done by the community. This is in no way the definitive results on which weapon is better. I'm sure in a month or two we'll have a more general agreement.
 
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any feedback for the spy update :P

After some testing with Kotah and some ESG members, I've concluded the following.

1. Noob spies are horribly, horribly nerfed. If the melee weapon is out, shoot 'em. Noob spies don't know to switch to primary and press last disguise.

2. Quickstab. A lot of people were concerned that this is gone. Not to worry, though. The backstab range will now hit from the quickstab distance. So spies have even more room to land an almost instant backstab. Yay. To reiterate. No more quickstab. You can backstab instead, it now has longer range.

3. Stairstabs/sidestabs/flickstabs. Flickstabs will not work unless you are extremely precise and accurate. You need to hit at the right time in the right spot, or it won't kill. The backstab detection area is now slightly bigger than the backburner crit cone. So basically you need to hit square in the back. This also applies to stairstabs. You can land them, but it's difficult. However, this is a good thing, because if you jump over them and miss the stab, you can land a backstab before they can turn around, since they're faster now.

YOU CANNOT STAB SOMEONE AGAINST THE WALL IF YOU ARE ON THEIR HEAD. They fixed this now. Lame.


So yeah, that's about it.
 
Nice post. I've got the bat and gun unlocked so far, just waiting to see how well the Bonk works practically. It has too. We just haven't found the right niche for it yet.
 
All Bonk needs is the ability to, you know, actually defend yourself while using it.

Five seconds of invuln is pretty useless when you can't attack.

Maybe Melee only?
 
All Bonk needs is the ability to, you know, actually defend yourself while using it.

Five seconds of invuln is pretty useless when you can't attack.

Maybe Melee only?

How long is the slow-down period?
 
Sandman: I love this weapon. It stuns ubers. You hit the medic, goodbye heavy. You hit the heavy, he has to re-rev his gun. Goodbye uber effectiveness. It does 50% less damage against non-stunned enemies, however. So if you're like me and like to run around beating the crap out of snipers with your bat, don't use this one. It's very fun to start stunning people, especially if you team with a sniper. You stun, he shoots.

Valve released an update tonight that took away the -50% damage to non-stunned. Sad day :-(
 
All Bonk needs is the ability to, you know, actually defend yourself while using it.

Five seconds of invuln is pretty useless when you can't attack.

Maybe Melee only?

Actually, Bonk!'s a lot more useful than I thought. You can use it to run away, and it actually works fairly well. The limited mobility after's a pain, but it's actually pretty good. Experiment with it. And five seconds of invulnerability can go a long way.


Fun fact: BONK! functions as a free uber.

1. Use BONK!.
2. Run into sentry.
3. Have pyro blow up sentry.
4. Go on, ragequit. Make us both happy, chucklehead. Bonk.

***Sorry for telling everyone, Harro. ):***
 
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Actually, during a large rush where most of my team is coming along behind me, I can take BONK! as a scout and lead the charge. The opposing team gets so stopped up trying to kill the rest of my team that I am able to get far behind enemy lines.
 
They took away the -50% dmg? Got a link to patch notes on that?

Right click the game and go to update notes Jeebus, its the update that come out today I beleive, do not remember the time. But yes they did remove the -50% and let it do normal damage, which makes it 10% more annoying then it was before... but it does make the scout alot more of an interesting class to play.
 
FAN and Sandman are way overpowered and need nerfing.

This is what I think of scouts

diescouts.jpg
 
Right click the game and go to update notes Jeebus, its the update that come out today I beleive, do not remember the time. But yes they did remove the -50% and let it do normal damage, which makes it 10% more annoying then it was before... but it does make the scout alot more of an interesting class to play.

Thanks bud. Wow. There it is. Slap my face and call me Sally.

Sweet. Time to go back to batting like a pro!
 
Actually, Bonk!'s a lot more useful than I thought. You can use it to run away, and it actually works fairly well. The limited mobility after's a pain, but it's actually pretty good. Experiment with it. And five seconds of invulnerability can go a long way.


Fun fact: BONK! functions as a free uber.

1. Use BONK!.
2. Run into sentry.
3. Have pyro blow up sentry.
4. Go on, ragequit. Make us both happy, chucklehead. Bonk.

***Sorry for telling everyone, Harro. ):***

Only works if you can get to it fast as a pyro. It's more efficient with a demo. Too many things are ruined with the new scout weapons. They better nerf it soon.
 
I don't think they are ruined. Things are evolving. The games gets really stale after the same dance of Sentry guns up, Ubers up, Sentry guns down, rebuild, Sentry guns up....

Stop living in the past! Look to the future!
 
never got stale for me. You know its overpowered when a scout can take out a heavy all by himself without taking any damage and without ambushing.
 
never got stale for me. You know its overpowered when a scout can take out a heavy all by himself without taking any damage and without ambushing.

This can happen? From what I can tell if a heavy has a medic its impossible for one scout on his own with out any kind of back up, even with a long stun to kill the heavy before he can do anything, and even before the new pack, I have bore witness, and been able to my self take out a heavy medic combo with out takeing damage as a scout in two fort.

And I have to agree with Jeebus this is makeing the game change up a bit, but on a side note, which im hopeing is only becasue its a new thing like the other packs were, scout is being spammed hard core and in the packs scouts run in. I feel they have become a bit to strong, but to each his own and so on and so on.
 

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