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The Suicide Scout
So I have created a very high risk / high reward build for the scout (note: someone might've created this before me, so don't give me full credit) which consists of the following weapons:
° Rage Scatter
° Crit-a-cola
° Boston Basher
Pros:
+ Ridiculous damage output
+ Can be deployed very quickly
Cons:
- You will die literally in one hit
- Meele range required for dealing good damage
How to use:
Step 1: Have full health
Step 2: Keep hitting yourself with the boston basher until you have 37 HP
Step 3: Wait for the bleed to stop, by this point you should have 1 HP
Step 4: When ready, drink Crit-a-cola and flank the enemies with your Rage Scatter
Step 5: Profit
A very risked, but very effective loadout for pyro, havalive I can fly
*Backburner or Degreaser
*Flare Jumper
*Axethinguisher or a non reducted damage melee
Pros:
+ A lot of damage in low time if used adequately
+High Mobility
Cons:
- If discovered, must escape
- Requires a lot of experience for dominate
A set designed for reaching high ground easily and parkour mobility to get the upper hand
*Jump-Action Shotgun OR Soda popper
*Winger
*The Slammer OR The Atomizer
Pros:
+ Good synergy on jump height control
+ A counter against airborne enemies, if skilled enough
+ Extreme Mobility
Cons:
- Lack of far range weapons to compensate the parkour mobility
- Must fight in close-to-mid range to get extra jumps(J-A shotgun)
- Cannot advance into sentry territory without assistance
Afterburn Synergy
Afterburner
Boilerbuss
Unstable reaction
Ignite 'n' kill
Improvised imblazer
Flare gun
Culling axe
Anti-solidier
Push Over
Reverse shooter
American gothic
Danger Ranger
Long distance boots
Marauders mace
Danger Ranger
Base Jumper
Market Gardener
Danger Ranger
Old abe
Escape plan
(untested, but probably works)
The idea is that a medic with the Overhealer max overheals a heavy with the Brass Beast / Natasha, while a soldier (preferably with the buff buffer) buffs the heavy with the Battalion's Backup.
Pros:
+ Heavy with 600 HP, Crit Resistance & 55% Damage Reduction, aka invincible
Cons:
- Needs a heavy
- Needs a solly
- Needs a medic
- Seriously, has anyone ever managed to convince their friends to do this kind of shit?
Worst case Scenario (for use this uber as mini-crit)
Medispencer (for more uber)
Outbreaker (for more uber/health)
Hot Air Balloon
Flare Jumper
American Gothic
(+) Increased Mobility
(+) Allows you to disable enemy primaries, helping your team out
(-) Not very optimal in-fight
There were so many things which you could have done to help your team
Yet you decided to equip the American Gothic
The simple verison would be Overhealer with a heavy using tank goodness (with with all 4 levels)
Scout:
Force-A-Nature
Crit-A-Cola (Optional)
Medic:
Medispenser
The two main downsides of the Force-A-Nature are the fact that it reloads slower, and only has two shots in it's clip. The Medispenser charge makes it so that you don't have to worry about either of the things. So basically you have a rapid-fire scattergun that deals more damage than the stock, that never has to reload. The Crit-A-Cola works great with it too because you can snipe people and deal even more damage.
Rocket Jumper (or Danger ranger if you have a medic)
Old abe
Market garden
A loadout geared towards mobility through sticky jumping and charging
*Iron Boots
*Any Stickybomb Launcher (preferably stickybomb jumper)
*Jumpin' Jehosaphat
Pros:
+ Allows you to get in and out of fights quickly
+ You take no fall damage (and no sticky damage if your using the jumper)
+ Good for suprising enemies
+ Very high mobility
+ Can help your team by picking off important enemies (e.g. medic, sniper)
Cons:
- No grenade launcher
- You need to be directly on top of your stickys to get all 5 seconds of charge
- Have to be good at sticky jumping to use this loadout effectively
- Hard to take down sentries without assistance