How to be a Force of Nature

Alright, let me start out by saying I think the Force ‘A Nature is the best unlockable VALVe has put into Team Fortress 2 thus far.

Hold on now, I don’t mean best in the way you think. I don’t think that the FaN is superior to the other unlockables. Rather, I think it comes close to what VALVe intends the unlockables to be. This has been said about the Scout Update in general, but I don’t believe that. I think the FaN is really the only good unlockable in the entire update, for the following reason:

It is stupid to play Scout normally with the FaN

I say “stupid,” because it’s not impossible to do it, just really dumb.

Now, let’s clarify what I mean by “normally.” I mean the style of Scout you see so often: charge in, Scattergun blaring, and relying on your speed and erratic jumping to keep you alive until you kill everything. Not that this is the best way to play the Scout, in fact, I’ve played against Scouts whose MO are to get behind enemy lines and use the Bat for quick kills, but it’s the easiest way to play Scout, because the Scattergun has a very quick reload time.

This playstyle is sometimes called the “Ninja Scout” by the criminally dorky.

The FaN doesn’t have that

In fact, the Force A’ Nature is the antithesis of the Scattergun. Low clip size, slow reloading – if you play the “normal” Scout with the FaN, you will get one shot off, double jump and fire in the air, and the FaN will knock you into a wall, where you’ll be hit by a Rocket, bullets, or two hundred dollar, custom-tooled cartridges while you reload at a snail’s pace.

However, people don’t seem to realize this, and play “normal” Scout with the FaN, with mediocre results. I can’t count how many Scouts I’ve killed who were reloading with the FaN, and remember, I’m a career Medic.

You can still play normally with the other class unlockables

For example, if you play Pyro with the backburner, you don’t have to be an ambusher, you can still charge in from cover and burn people without the airblast, while getting a lucky crit or two when they run. With Natasha, you can still be an offensive Heavy, the slowing ability will help prevent enemies from escaping. Finally, with the Blutsauger… No, that’s another article.

So what is the FaN suited for?

I don’t play a lot of Scout. My Steam stats will tell you it’s my third most played class, but that’s from the Scout update, trying to find an achievement server that wasn’t full of morons or griefers.

However, I can see what kind of pay style the FaN could work for. When you look at Scout tutorials, there’s always a little mention of the Scout being good for hit-and-run attacks. The Force A’ Nature can be maximize the effects of this playstyle.

This kind of playstyle works either on Offense or Defense. The object of this playstyle is to hop in front of a group of enemies, unload both Force A’ Nature shots, and retreat to reload and perhaps grab a health pack if you took a lot of damage, then try again. Try to focus both shots on a single target for maximum damage. It’s not wise to try this around sentry nests, but if you can find a place to get the shots off where a sentry can’t kill you, you’re good.

This playstyle has two main aims.

To Kill and Distract

If you keep jumping in, doing a little bit of damage, and jumping back out, one or more of your targets will eventually get fed up and come after you. This is good, you want this. If your enemies are trying to kill you, it means they’re not trying to do whatever they should be doing. If someone comes after you, you can either run away or kill them. I recommend doing whichever one takes up the most time.

Strangely, this is a team-oriented playstyle. You’re not going to get a lot of kills using this method, and you’re not trying to. As I said earlier, you’re trying to draw your enemy’s attention away from the objective of the map and onto you. You’re aiming to do just enough damage so that your target has to seek out a health pack or find a dispenser. If you’re on defense, you’re trying to waste the attacker’s time. If you’re on offense, you’re trying to keep the defenders occupied long enough for your team to build up an Ubercharge. You won’t get the highest score, but your team members will thank you.

Don’t get a big head though, you’re still last in line for the teleporter.

39 Responses to “How to be a Force of Nature”

  1. kanodin responded on 23 Apr 2009 at 2:09 pm #

    I’m glad to see someone else who sees that the FAN is the ultimate hit and run gun, lately all I hear about it is that it’s flat out inferior to the scattergun.

    I disagree however with the notion that ya won’t get many kills, as it’s also an absolute beast onevone where the scout should be fighting anyways. I’ll explain, in single combat using the FAN, your goal is to always hit them right before they shoot, completely disrupting their aim while causing damage, hit them again at once and then reload while they are reorienting.

    I cannot stress enough the one on one aspect though, multiple enemies will still be able to target you easily even if one individual can’t, and medics just shut this strategy down by healing your target while you reload, unless your hitting them, so against crowds use the hit and run aspect.

  2. Secret Agent Clank! responded on 23 Apr 2009 at 2:16 pm #

    So essentially, giving the Scout an entirely new playstyle?
    I agree, for the most part.

    kanodin: If you’re going to be a terrific Scout, you’ll pick the Scattergun, simply because it has more output and is easy to reload. For the most part, I find the Scattergun to be better than the Force: the exception being if you’re working with high grounds and terrain. There simply aren’t that many “environmental hazards” around stock maps besides fall damage to qualify it (and thankfully not).
    Enemy orientation is probably the biggest thing you’ll have to rely on, hence the hit-and-run. If the enemy’s a half decent one, he’ll have his gun on you BEFORE you can reload.
    I don’t find it that useful compared to the Scattergun, all whilst finding it annoying when it’s used against me. Maybe I’m just being negative, who knows. Scout is, after all, probably my least favorite opponent. Irritating little buggers.

  3. Zen responded on 23 Apr 2009 at 2:35 pm #

    The more observant people will notice that the silhouette on the right is a spy.

  4. Corodan responded on 23 Apr 2009 at 3:35 pm #

    THAT SILHOUETTE IS A SPY.

    Also, I wholeheartedly agree with this.

  5. Anonymous responded on 23 Apr 2009 at 3:36 pm #

    The FaN is not a weapon you use alone. You must use your pistol. You WILL get more kills with your pistol if your doing it correctly.

  6. 2tone responded on 23 Apr 2009 at 5:33 pm #

    If at anytime you find yourself behind an enemy who is unaware of your presence, get right up behind them, crouch and aim the FaN toward their shoulders to seriously disorient them!

    Good FaN defence, Sheep, need more FaN love here!

  7. Mickyan responded on 23 Apr 2009 at 6:07 pm #

    I share the opinion that the FaN is the best unlockables so far, and while I used to play scout only on orange maps(because maps like dustbowl are impossible to play as scout, no matter how good you are), now I can play scout most of the time.

    You’re missing a few points in your article regarding the knockback. The force a nature is excellent on defence for a simple reason: you can literally keep people away from the objective, or at least keep them into that chokepoint untill a very smart demoman can spam enough grenades in there to kill him, or he’ll eventually get killed by the FaN shots. It is also good against charging enemies both on defense or offense, you believe me when I say that I can successfully charge at a W+M1 pyro and kill him, most of the times? Because you can and will decide how close an enemy will get to you, you get close enough and empty your clip in the pyro, making him fly backward.. the dumber pyro will keep on charging at you, other 2 FaN bullets, maybe a few pistol rounds and here you go, maybe the pyro’s flamethrower hits you once, you can still make it unless you’re on low health already.

  8. nineteen responded on 23 Apr 2009 at 6:31 pm #

    A Spy with a scattergun, no less.

    Great article, Sheep. But no more hints for scouts, huh? They already make my life hell :D

  9. NotPigeon responded on 23 Apr 2009 at 9:14 pm #

    I can’t say that I agree.
    I play Scout as a more mobile Spy without cloak, and I hate using the FaN. I don’t see how ambushes where you do less damage but knock your target around a bit are desirable to ambushes where you can do more damage and still have some shots left for self-defense.

  10. Zanpa responded on 23 Apr 2009 at 10:22 pm #

    This weapon just sucks.
    Okay, I don’t know how to play well with it. Maybe that’s that.
    But I’ll keep saying it sucks :)

    Imho it has one problem (that makes it a litl’bit OP) : if you are shot at point-blank and lose 100 hp, or from 20 meters, only one pellet touching you, and you lose 3 hp, you will be knocked back the same.

  11. Mickyan responded on 23 Apr 2009 at 10:26 pm #

    That’s not true zanpa.

  12. kanodin responded on 23 Apr 2009 at 11:06 pm #

    Clank@ If the enemy can still see you while your reloading your doing it wrong, perhaps I didn’t explain well, you hit them with two FAN shots then bug out, reload and strike from a slightly unexpected angle, which should be enough to take down anyone alone.

    They can try and hit you after they’ve been knocked around by it but you have a lot of control where they go and can make it alot easier to dodge them for the brief time your vulnerable while retreating.

    You’d think other scouts would be the main weakness in this plan since they can keep up with you, but the scattergun is probably the most difficult gun to hit with when your constantly being knocked around. Further, when they chase, clever corner use should allow you to avoid damage, reload, and return fire quite quickly.

    I don’t care how many people say the scattergun is better, I get alot of the intricacies of FAN use and can kill easily with it.

  13. noodleboy347 responded on 24 Apr 2009 at 1:12 am #

    It’s totally true. Backburner pyros and FaN scouts are what I consider the noobiest players of all.

  14. JoshMiller responded on 24 Apr 2009 at 1:15 am #

    When I first heard fo the update I anticipated the FaN, Sandman, then BONK would be the most useful items int hat order.

    Personally, after playing it, I think I may have had it to be reversed. I didn’t play Scout much before the update but I play it almost as much as I play Pyro now. I find Sandman to be the most interesting and useful weapon, especially when on Defense.

    I’ve been playing a lot of Payload maps and as the cart gets closer to the end I’ll spend a lot of time lobbing balls into the enemies and stunning them. I don’t get many kills this way but it certainly helps my team mates finish them off.

    On offense BONK is extremely useful for stirrign up/disrupting the enemy push. Almost as effective as a good Pyro run. Pyro’s main job is to run in spraying flames everywhere so the enemy loses coordination. The Bonk is great for that. Especially since you can charge in, demos blow their stickies, people run around thinking you’re going to attack them. Maybe someone wastes an uber. The bonus is, unlike the Pyro, you can usually make it out alive.

  15. Zephyr responded on 24 Apr 2009 at 2:13 am #

    Great article, I always like to see people taking really careful looks at the pros and cons of the new vs. old weapons before dismissing them completely as OP, worthless, or only for n00bs.

    I get tired of people trash talking unlocks or classes in general for being for being “noob” without really consider what a GOOD player can utilize them for. Backburner, for example. Yes, it would be easier on a less skilled player to use it simply by virtue of not having the air blast mechanic to worry about. They will get crits every now and then for it. But what about the player who knows what they’re doing? By fully embracing the ambush pyro mentality and throwing in a little spy tactic, Backburner is DEADLY. The drawback? No air blast. “Who cares?” you say? That skilled Pyro does! He knows that without the abilities of air blast, he cannot challenge or defend ubers and he can’t take on demos or soldiers in the same manner or with the same effectiveness.

    But back to the FaN. I see it in much the same way. All your points about how the Scout must adapt their playstyle is right on.
    The FaN gives the Scout some interesting new tactics/abilities. One of the biggest I’ve noted is how it can sway a fight of Scout vs. Heavy. Keeping the Heavy as disoriented as possible is essential, as is keeping him out of straight fire range. My mental picture is Heavy at his entrance to the middle point of Badlands, and the Scout fighting him from the slope to below the point. I like my odds as Scout in this scenario of if not killing the Heavy, being able to keep him from killing me.

    What I think Valve should and I think are trying to avoid is creating more Upgrades – weapons that CLEARLY have the advantage over their predecessors and don’t constitute a fair trade-off. I’m looking at you Blutsauger, Ubersaw, Axetinguisher (I guess you could make the argument here, but I’ve never considered switching back myself), and KGB (same story as Axe).

    Quick thought about Bonk – after dismissing it completely I’ve started to warm to it a LITTLE. Seeing judicious use of it to destroy sentries specifically has been encouraging, but I’ve seen that very rarely. And I’ve seen it get Scouts killed far more.
    What we need are more Sandviches. Om, Nom, Nom.

  16. bacon responded on 24 Apr 2009 at 2:48 am #

    Nice article. Just recently I decided to give the FAN another shot after initially dismissing it as being inferior to the scattergun. True to the point of your article, my traditional Scout tactics just did not work with the FAN and I died. A lot. I play exclusively on pubs, so inferior tactics can usually prevail over crappy players, but I found in this instance that I just wasn’t killing anyone. My solution in 1v1 was to quickly switch to the bat after firing my initial salvo and hopefully the player would be dead before they regained their composure. To no one’s surprise this has mixed results and is not a viable substitute, although it can really piss some people off :)

    In some ways I was already coming around to some of the tactics you describe here, but I’m definitely going to try them out tonight.

  17. Secret Agent Clank! responded on 24 Apr 2009 at 2:58 am #

    @kanodin: I see what you did there.

    As in, I get what you mean. That’s quite a good alternative, then. If you have the corners to cut around.

    Still, you can’t do this (http://www.youtube.com/watch?v=EL6YfYiCk2o&fmt=18) with the FaN, now can you? XD

    The regular Scattergun is better in more situations than the FaN, is all; the most prominent being fighting multiple enemies. (and of course, this is all imo. Yours may differ)

    I do mostly agree with Shifter, though. It can be quite the team weapon. I won’t talk about competitive play, though, cause that’s a different thing altogether.

  18. n00bie51 responded on 24 Apr 2009 at 3:53 am #

    The best unlockable by far is the Kritzkrieg (and so happens to be my favorite). It’s arguably the best balanced unlockable and truly encourages a different play style, even more so than the FAN.

    The FAN is far from inferior to the Scattergun, and some could reasonably argue that it is in fact, superior. You can take out any class with 175 HP or less with the two extremely quick consecutive blasts. Yes, evasion is made trickier because of the FAN’s knock back, but it’s powerful and in my opinion, the reload time for the two shells is still relatively quick (being able to shoot four more shells before having to reload isn’t as advantageous as some make it out to be). Not only is it quite annoying to be knocked back by the FAN, but it can be used by the Scout to predict your movement and land the next blast more easily (similar to the mechanics of juggling with a Soldier’s rockets).

    For now, the original Scattergun is still good because one doesn’t have to worry about knock back while in mid-air and that makes it great for effective evasion during combat.

  19. waebi responded on 24 Apr 2009 at 4:01 am #

    “my” scout likes it very much tbh, and is annoyed when he cant use it in 1 league. The thing is, as he says, that you get a “perfect” second shot because of the “stunning” force of it, if you only can aim a bit.

  20. Zorgulon responded on 24 Apr 2009 at 4:04 am #

    As n00bie says, the Kritzkrieg trumps the FaN.

    Your points are valid though, the FaN is certainly not as inferior as people seem to think, and it ranks as quite a well-judged unlockable in my mind.

  21. rogotin responded on 24 Apr 2009 at 4:49 am #

    As much as I like the article in its statement saying that the FaN shouldn’t be played like the scatter gun ( completely correct ) I think most people overlook its true intention.

    It is the ONLY unlockable with true synergy to another unlockable.

    What I mean by this, is the only other unlockable with a ’synergy’ would be the ‘axtinguisher’ to the flare gun / backburner / flame thrower. But face it, the few rare times I like to set a heavy on fire and carve him like a christmas turkey happens once in a while at best.

    The Scattergun offers pound for pound the BEST alternative game play style in the game. And here is why.

    The only other push-back weapon in the game, pound for pound capable of launching an enemy off a structure (2fort, dustbowl upstairs, turbine, capture points etc) reliably other than a pyro with blowback (at 25 ammo a punch)

    On a separate yet relevant point; The Sandman in itself perhaps one of the best pound for pound melee weapon in the game. With its ability to stun not only opponents, but UBERCHARGED opponents this weapon can pin down and protect a sentry gun, a bridge, a corridor, it stops the attack cold. But why is The Sandman so important to the FaN?

    The FaN allows double jumping. (and tripple jumping if you are so intent on getting somewhere stupidly high ) While not so useful with the FaN’s slow reload time and a double jump when using the normal bat; the ability to use a FaN to double jump while carrying The Sandman is the only true synergy in the game Giving back something that was ‘taken away’. More so, with the FaN’s rapid double shot discharge and the ability to aim an enemy in the direction of choice, the FaN combined with the Sandman becomes not only an absolutely devastating weapon with high damage capabilities (double barrel from FaN at point blank is not something you forget) synergy alleviating the loss of double jump, a tactical advantage of not only movement based launching attacks preventing people from entering from corridors and bridges to doorways and ledges without finding themselves being launched by the fastest character in the game, and THE best point capping character bar none combining Bonk! Juice with the Scatter Gun to keep yourself alive / opponents off the point.

    I put forward that the Scout may have the best update in the game offering a true change in game play style that no other character can boast when altering alternative weapons.

    I put forward also that too many people loose in hindsight that this game is not Counter Strike. The goal of the game is not to kill masses of opponents while you holler at the top of your lungs and cry that everyone is baby’s.

    The scout design was to infiltrate, capture intel, capture points and return safely and / or hold / rapidly deal with medics and the likes in the back lines as quickly and effectively as possible.

    If you look at it from that point of view. I think valve did an excellent job.

  22. ASdasdasdas responded on 24 Apr 2009 at 5:11 am #

    fan is the obligatory noob unlockable included with a class update.

    All 4 updates have had at least one of those.

    Helps bad players get kills to an extent.

  23. Mickyan responded on 24 Apr 2009 at 5:21 am #

    Spot on, rogotin

  24. rogotin responded on 24 Apr 2009 at 5:32 am #

    “The Scattergun offers pound for pound the BEST alternative game play style in the game.”

    I ah .. I mean FaN. My bad. =S

  25. Squirtle responded on 24 Apr 2009 at 5:45 am #

    The problem with this argument is that the scattergun can be used for this style of hit and run gameplay too. No real scout would prefer the FaN over the scattergun unless you’re defending Gravelpit C.

  26. rogotin responded on 24 Apr 2009 at 5:49 am #

    And the opposing side to that argument is that no real scout would use The Sandman without the FaN due to the lack of mobility. Making not only the FaN useless by that theory, but also The Sandman as the reduced mobility is far more impeding than a longer reload.

    And if that is the case then Bonk! juice was the only valid update.

    I still think the new scout update is just that good. A scatter gun isn’t going to move anyone from the point. They will just tank it with a good medic. If you don’t see the advantages of a scatter gun in team based game play as opposed to ‘kill the target’ game play perhaps the game should be called ‘Not So Team Fortress’

  27. n00bie51 responded on 24 Apr 2009 at 6:12 am #

    You’re not the only one to notice that the lack of the double jump with the Sandman is off set by the FAN’s knock back, rogotin. I’ve seen Scouts effectively use the Sandman in conjunction with the Scattergun, and remember the FAN blast is more cumbersome to maneuver with than simply hitting the space bar twice.

    That “true change in game play style that no other character can boast when altering alternative weapons” isn’t exactly something everybody likes when it renders players immobile and vulnerable to attack and removes all the finesse and skill in the classic play style of circle-strafing double jumping Scouts who rely heavily on accuracy and evasion, instead of stunning opponents and running up to them to finish them off with the more powerful Force-A-Nature (which thankfully has been nerfed, but doesn’t address the inherent problem within the Sandman).

    The Kritzkrieg changes (or at least, it should) the play style of a Medic significantly, and arguably takes even more skill and precision to be effectively used than the standard invulnerability ÜberCharge. The standard Medigun works like a broad sword, turning a player into a juggernaut, if only temporarily. The Kritzkrieg, however, is like a scalpel (one might call it a butterfly knife) because it requires more finesse and the lack of invulnerability means a player has to be more cautious and protect his Medic. It rewards those who play more skillfully, not that invulnerability is dumbed down or its advantages made less significant by the Kritzkrieg (in fact, the importance of the standard ÜberCharge is made even more prevalent in the face of opposing Medics with Kritzkriegs). You can’t say the same thing about the changes from the Scattergun to the SandFAN. (Haha, Sandman + FAN combo = SandFAN! You may borrow that if you wish.)

  28. kanodin responded on 24 Apr 2009 at 6:41 am #

    @Clank, I’ve said since the beginning that the FAN accentuates the scout’s weakness to multiple hostiles, so I of course cede that no it wouldn’t have worked in that situation.

    I’m not saying it’s flat out better then the scattergun, just that it has plenty of uses and neither gun is a bad choice, nor is the FAN a noob weapon if your using it right.

    @Squirtle, I’ve tried using the scattergun with the hit and run strategy I showed, it works to an extent, but without the knockback the enemy can and will hit you, regardless of how good your evasive jumping is, especially heavies, who instead of a strong enemy become an easy target with the FAN.

    Funny story, my tactics actually call for plenty of evasive jumping, just not while firing, right after hitting them you should be flying around like a madman though.

  29. Roor responded on 24 Apr 2009 at 7:01 am #

    The FaN is an excellent weapon for the scout. Yes the scattergun is probably the best gun for the old style of scout play. And if your using the fan as you would use the scattergun your doing it wrong.

    The FaN triple jump is the main advantage. Mastering this will seem difficult at first, but once you learn how to control yourself and enemy players with it, you will understand what im talking about. Also you must re-learn your maps, you can get to alot of places as a scout with FaN you previously could not reach. This makes you highly mobile and a constant flanking thread for enemies. Im able to do 90 degree turns around corners and over enemy heads to land behind them now. Its an amazing gun once you learn how to use it with your double jumps.

    Next its not all about the FaN when your using it. Its only got 2 shots. Lets be real for a second, 2 shots wont get you a lot of kills unless someone is hurt, or you get 2 point blank shots off on a 125 health class. Reloading is far to slow and will get you killed. So you must resort to the pistol. I keep my pistol on quick switch(Q) at all times. Unload to shots with the FaN to send them back and in the air, switch to pistol and unload a clip into them before they even hit the ground. 2 shots with FaN + a pistol clip is enough to kill just about anyway except heavy. Not to mention the scout reloads the pistol insanely fast. So use it, but use it wisely as you only get 3 extra clips.

    Also as said above if your using the FaN properly you will come out with a lot more pistol kills than FaN kills. Its just the way it works. Go grab a pistol firing script and youll understand what i mean. A lot of people dont realize that the pistol is an amazing weapon, kind of like the spy revolver in the most under-estimated category. You get 12 bullets that have good range, and amazing close-mid range dmg. With a firing script you can hold down the button and it will fire as fast as a snipers SMG, but more powerful. Thats all it really is if you think of it that way. A mini-smg thats more powerful…so why not use it.

  30. Doc ock rokc responded on 24 Apr 2009 at 7:14 am #

    I have a few more stratagies that the fan can be used in with or without your team.

    First is Quick cover. This is effective on Heavys and demos and really ineffective on Pyros. Find some cover rush out and blast the heavy/demo with both shots and rush back behind the cover. Wait for them to get close and jump out again and repeat. This is Extreamly ineffective if a medic comes up to the heavy.

    Next is my favorite Run and Gun. This works best if your behind the enemies or have a slight element of suprise. With this you want to get a enemy/enemies as far away as possible from the group or into a danger (like your teams sentries or sticky traps) What you do is run up to lets just say a Medic and crouch real quicly and launch him off. then run after/under him and blast him into the air. If you have the right angle you can reload just in time to knock him back. after 3 shots or you have knocked them into your trap RUN all players hate the medic killer.

    My last one i call the Ally-oop. You can only do this if your rushing a enemy and have the Normal bat. Its easy and can be done without the fan but it wouldn’t be as effective. Just jump over them turn and blast them in the face. The knockback you get should get you out of danger or up on a ledge.

  31. Wes responded on 24 Apr 2009 at 10:35 am #

    I just remembered, wasn’t I killing you repeatedly with the FaN on Cult of the Locomotive?

  32. ZArzar responded on 24 Apr 2009 at 10:54 am #

    The FaN is a monster if you play in low gravity servers. Also it works great against pyros.

  33. n00bie51 responded on 24 Apr 2009 at 11:29 am #

    Too bad low-gravity is crap. (:

  34. Jammers responded on 24 Apr 2009 at 1:28 pm #

    The FaN is the only scout unlockable I use now.

    Scout was always one of my most played classes, and somehow I’ve got used to using the FaN to knock people back and as a third jump.

    I use scout as more of a where-the-fuck-did-he-come-from class. Triple Jump into places where nobody expects you to be (Goldrush has quite a few places that only FaNscouts and explosive jumps can get to, especially places that snipers like to hang out), shoot/kill anybody around, and if they don’t die from the or your pistol, jump away before they recover from the knockback.

    The key is to not jump back in there immediately. Instead hit another point, the cart, whatever. They’ll be looking for you for the next half minute or so while they run for a health pack, and that means they aren’t sniping your guys.
    Also, you’re facing backwards when you triple jump, you don’t want to go backwards into any enemy that knows you’re coming.

    Also, the sandman takes more skill than you might realise. It’s easy to dodge and has a very slow reload time since you won’t usually be hitting it somewhere that you can pick up quickly. Unless you’re facing another sandscout, you aren’t going to smack enough balls to justify the lack of one of your jumps.

    Then jump back in and

  35. Jammers responded on 24 Apr 2009 at 1:39 pm #

    This comment thing needs an edit function.

  36. Roor responded on 24 Apr 2009 at 2:36 pm #

    Not to mention the FaN makes spy checking a breeze. If you shoot someone on your team and they fly backwards…its a spy. Simple as that. You can also save teammates from backstabs with a well timed blast knocking the spy out of backstab range. I do that all the time to save unweary medics and heavies from certain doom.

  37. Akeroh responded on 27 Apr 2009 at 1:04 pm #

    Scout has been one of my most played classes, and probably the one that I used the most. I took the time to get all the unlockables….but I really don’t use them. The FaN is good for taking out a single target…from behind…if they don’t see you…at point blank…if you don’t miss a pellet. Dumping two barrels into someone’s back often kills them….but three scattergun rounds do the same, with only a bit more time spent shooting into them. As I can tell, the FaN is great for disorienting and confusion…but the scattergun is far more dangerous. You can’t use the FaN to defend yourself….you miss too often, and the reload and low clip is far too little for any miss or imperfect spread. I can’t tell you how many times i’ve slaughtered scouts in scout-scout duels when the’ve had the FaN.

  38. monchberter responded on 29 Apr 2009 at 10:08 am #

    Funny, this is how i’ve always played Scout on defense. I find it works best though on Dustbowl 2, second point. You can hit and run freely and it really be a game winner. Most people used to mock when i chose Scout on defense, but they soon learned.

    The author is right, but the FaN just makes the hit and run style all the more effective, 2 shots, run, reload, return, or move on. Or 2 shits, bluff a retreat and follow up with pistol or bat. It’s great fun.

  39. Wes responded on 01 May 2009 at 8:43 am #

    Sorry, I think I was actually the guy that SAVED your heavy ass from an oncoming train.

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