Force-A-Nature

Aooga

Poster
Joined
Feb 7, 2008
Messages
217
I think its really Underpowered, recently i've been getting my arse handed to me.

heres what happens (use ball to stun medic from behind, i get up point blank and shoot 2 rounds to the back of his head).... and he turns around and kills me with his saw.

i mean seriously, i think the -20% dmg is too much, it takes a good 4-5 shots to kill someone about 15 yards away.

its definitally not a force of anyting. anyhow, is there another gun being added to scout or what? because it seems like no matter what class the weapon unlocks go like... from level 1 to level 5 or 10..

/rant
:facewall::facewall::facewall::cursing::cursing:
 
Well, the F-A-N when averaged out due to it's faster firing speed actually does 96% of the damage of the regular scattergun during the two shots. The F-A-N is more for close-range, or just for annoying people by blowing them back.
 
Well, the F-A-N when averaged out due to it's faster firing speed actually does 96% of the damage of the regular scattergun during the two shots. The F-A-N is more for close-range, or just for annoying people by blowing them back.

well if thats true then im switching back.

Learn to play scout without ANY of the new weapons. It is much better.

i did, i just thought, you know, upgrades would upgrade my performance. man was i wrong.

will try again though, will try.

it just doens't make sense, the spies watches REALLY make a difference without sacrificing any of his other abilities (other than the amb)... why should i have to sacrifice my double jump for some stupid baseball stun ability?
 
the scatter gun was and still is one of the best weapons in the game

you should never choose to not use it
 
They are meant be alternative weapons for different play styles not upgrades :).

Although scattergun is better in most situations, i sometimes use FaN when i want to ambush 125 hp classes and the like.
 
They are meant be alternative weapons for different play styles not upgrades :).

Although scattergun is better in most situations, i sometimes use FaN when i want to ambush 125 hp classes and the like.

yeah i own scouts, spies, and snipers, but man when i get to the heavier types, im toassst.
 
Last edited:
Really? The FAN has let me take down higher-health classes much easier because the knocback disorients them greatly and allows me to keep up a good hit-and-run groove.

If anything I think the FAN excels in 1 vs. 1 encounters while the Scattergun is better for variable situations.
 
Really? The FAN has let me take down higher-health classes much easier because the knocback disorients them greatly and allows me to keep up a good hit-and-run groove.

If anything I think the FAN excels in 1 vs. 1 encounters while the Scattergun is better for variable situations.

Agreed. The FAN is really only good for 1 on 1 encounters. But it really depends on how capable the enemy is at ignoring the knockback. The scattergun is definitely a better weapon in general.
 
Yeah, FAN is the ultimate 1 vs 1 weapon but when is comes to mid range and 1 vs 2 close range fights the scattergun is my weapon of choice.
 
i just used the force o nature with a normal bat on mesa..
jesus christ did it kick rearends..

too over powered?.. i saw pyros going down like sacks of potatoes in the corner of l/c.. miss?..then run backwards..reload,,repeat.. they never had a chance..

the only reason it does not kill is either you aimed wrong.. OR,,lag induced you to shoot at wrong spot.

seriously..it kicks butt

~D
 
I think its really Underpowered, recently i've been getting my arse handed to me.

heres what happens (use ball to stun medic from behind, i get up point blank and shoot 2 rounds to the back of his head).... and he turns around and kills me with his saw.

When someone is stunned they take 50% of the damage they normally would, try not stunning the medic, you will kill him, the regular bat now works better with the FAN.

i mean seriously, i think the -20% dmg is too much, it takes a good 4-5 shots to kill someone about 15 yards away.

This is where you have gone wrong with the FAN, the FAN is made to be used at absolute point blank range, and not much else. When you use the FAN do not use it like the normal scattergun because it is not, the scattergun is for prolonged situations where you want to press an attack against enemies. The FAN is for lightning fast hit and run attacks where you deal a ton of damage, blow them away and retreat, reloading and popping up to them again, repeating as necessary.

If you want to use the FAN use it along with the pistol and regular bat. The pistol will allow you to deal damage to farther off enemies as while as not leaving you helpless if you are caught reloading. The ability to double jump is alot more useful in ambush than a stun. The only situations I find the sandman more useful is against medic combos, it allows you to stun their patient then take out the medic, then take out the patient. For a scout that wants to press an attack you should use the scattergun and Bonk!, Scattergun has a higher ammo reserve and a bit longer effective range, while bonk allows you to get past sentries and press your attack deep into enemy territory. You can try sandman with this but it is really a defensive weapon and I recommend you just use the bat, double jumping is way too useful to give up for a short stun.
 
the scout isnt an assualt class person. The scout is for captured so th enew gun is perfect. What it does is push enemies away from u pretty nicely. This is IDEAL for flag capture maps. Especially like 2fort, where that push the enemy away style can really give u that extra edge to get away and capture the flag.
 
The F.A.N. is the "complement" for the Sandman. Enables you to double jump with the sandman equipped. Other than that I wouldn't use the F.A.N. at all.

If I could jump across bridge with the Sandman I would equip the Scattergun. (taunt killing)
 
stun with the sandman, wait for them to shake their head to come out of stun, bam/bam with the force a nature and they are dead, unless they are a heavy/soldier. then it is stun and run for me.
 
Like Natascha before it, FAN seems to me to be a teamwork weapon. It's not there to kill things, it's there for disruption. The knockback is the main point of the weapon, just like the slow effect.

Be pretty crazy to make something more lethal than the scattergun at close range AND give it an effect.
 
I find that it works much better on everything except other scouts, since they're harder to hit and the FaN only has 2 shots.
 
When someone is stunned they take 50% of the damage they normally would, try not stunning the medic, you will kill him, the regular bat now works better with the FAN.



This is where you have gone wrong with the FAN, the FAN is made to be used at absolute point blank range, and not much else. When you use the FAN do not use it like the normal scattergun because it is not, the scattergun is for prolonged situations where you want to press an attack against enemies. The FAN is for lightning fast hit and run attacks where you deal a ton of damage, blow them away and retreat, reloading and popping up to them again, repeating as necessary.

If you want to use the FAN use it along with the pistol and regular bat. The pistol will allow you to deal damage to farther off enemies as while as not leaving you helpless if you are caught reloading. The ability to double jump is alot more useful in ambush than a stun. The only situations I find the sandman more useful is against medic combos, it allows you to stun their patient then take out the medic, then take out the patient. For a scout that wants to press an attack you should use the scattergun and Bonk!, Scattergun has a higher ammo reserve and a bit longer effective range, while bonk allows you to get past sentries and press your attack deep into enemy territory. You can try sandman with this but it is really a defensive weapon and I recommend you just use the bat, double jumping is way too useful to give up for a short stun.

i see i see, and that bonk! is the energy drink?
 
Personally, I use the FaN for harassing the back-lines with hit and run attacks. Pair it with the regular bat to get an excellent triple jump, reaching heights and distances to throw off all pursuers. Prioritize light classes, and use the FaN to run if a heavy class shows up.

I always pair the sandman with the scattergun. Half damage is nothing if you can do more than 600 damage in a clip. A good, long range stun on a heavy, then point blank fire, he's as good as dead.
 

Latest posts

Back
Top