Force-A-Nature

just a note to the thread starter, no weapons in TF2 do more damage to the head than any part of the body with the exceptions of the snipers' primaries and the spy's ambassador. So you should aim for the chest
 
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.




I am intrigued by this and shall test it tonight on Blackmesa (assuming I can get in :facewall:)
 
Scattergun also lets Scouts survive against Pyros much, much more easily and makes them relatively safe to engage.

Also, the -20% damage is offset by the 20% more bullets, so FAN does about the same damage as Scattergun from any range. The FAN has the same amount of spread as the Scattergun and only does 96% less damage. The thing is, you shouldn't be able to kill enemies from 15 yards away with either gun anyway.

If I remember correctly, there was a chart put up on the Steam forums which showed how if both guns were fired constantly, they would do about the same amount of damage over time.

The Scattergun's main power over the FAN is its versatility in when it can be fired. FAN, you fire two shots, you must reload, and you can't fire while reloading, even if you have a bullet left. On the other hand, Scattergun's reload animation can be interrupted at any time with a shot. That's a big deal in tournament play, which is why they don't use the FAN there.

I think that's mainly why the FAN is best for hit-and-run and Scattergun for variable situations. If you're ambushed while reloading with the FAN, you're only choice, really, is to run while unloading your pistol. If you're ambushed while reloading with the Scattergun, you probably still have about 2-3 shots left to deal with him.

EDIT: Also, for the record, the Sandman is considered overpowered in tournament play, which is why it was banned there. The ability to stop an uber-rush with a single attack from far away was deemed far too powerful an advantage and promoted stalemates. I personally don't use it because I like the freedom of triple-jumping, but hey, if you're a Scout I'd recommend getting used to it because it's one of the best things you've got.
 
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Scattergun also lets Scouts survive against Pyros much, much more easily and makes them relatively safe to engage.

Also, the -20% damage is offset by the 20% more bullets, so FAN does about the same damage as Scattergun from any range. The FAN has the same amount of spread as the Scattergun and only does 96% less damage. The thing is, you shouldn't be able to kill enemies from 15 yards away with either gun anyway.

If I remember correctly, there was a chart put up on the Steam forums which showed how if both guns were fired constantly, they would do about the same amount of damage over time.

The Scattergun's main power over the FAN is its versatility in when it can be fired. FAN, you fire two shots, you must reload, and you can't fire while reloading, even if you have a bullet left. On the other hand, Scattergun's reload animation can be interrupted at any time with a shot. That's a big deal in tournament play, which is why they don't use the FAN there.

I think that's mainly why the FAN is best for hit-and-run and Scattergun for variable situations. If you're ambushed while reloading with the FAN, you're only choice, really, is to run while unloading your pistol. If you're ambushed while reloading with the Scattergun, you probably still have about 2-3 shots left to deal with him.

this /thread
 
The FAN is harder to use to kill higher health classes, but it definitely has its uses.

I love using it on Mesa to knock people off of ledges and catwalks. Its also nice when fighting pyros as it keeps them away from you. I also use it to keep the enemy off of of the point so I can cap or to keep them stuck in a hallway while my team helps kill them.
 
yea u could use the normal set of which scout has orignnally but i think it would be best if u have the Scattergun, Bonk! ATomic Punch and the normal bat. because the BONK would allow u to pass through obstables would help you achieve that goal.
 
yea u could use the normal set of which scout has orignnally but i think it would be best if u have the Scattergun, Bonk! ATomic Punch and the normal bat. because the BONK would allow u to pass through obstables would help you achieve that goal.

BONK is best for running away from things, and then in that case, why not just run away?

Your pistol is far more versatile and important in the long run.
 
Bonk can also be useful for a make-shift uber. You can distract a sentry while your teammates kill it. It doesnt last quite a long, but you dont have to build up a charge either.
 
Bonk can also be useful for a make-shift uber. You can distract a sentry while your teammates kill it. It doesnt last quite a long, but you dont have to build up a charge either.

It's true, but it's risky depending on how the Sentry knocks away the Scout.

From what I've observed, most people used Bonk to get to the intel or to get onto a point, upon which they are either instantly obliterated when they get there or get their comeuppance afterwards when they need to come back out the way they came in.
 
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