Emo'S Scout Boot Camp
Okay, so many of you know that I'm not that good player but nonetheless I still have a pretty much weird playing style.
So let's see what is it and how to use it?
A. What is being a scout? (Overview)
B. Upsides/Downsides.
C. Required Abilities and Knowledge.
D. Examples of practical use.
Addon A. Weaponry.
===
A. Being a scout
a. Sharp Sences
A scout is supposed to detect ennemies with any means possible (duh). Basically, your objective woule be to know ennemy plans and to predict ennemy movement.
b. Mobility
You will also need to be extremely mobile, since it's often the scout who will be rotating and since you will often be the one ambushing ennemies or getting behind them once you know where they move to. You will also have to increase your mobility so to stay silent on the move or to be able to gain faster movement across the map.
c. Solitude
Often you will have to stay separated from the rest of your group in order to facilitate detection of the ennemy and simply because sometimes your team is just not able to follow you.
d. Weaponry
You'll have to remember to keep lightweight weaponry, silenced weapons save you from being detected once attacked too. You can choose a sniper over those, but than you'll spend most of your time with your pistol in order to keep your mobility high. Do not try to bring in a heavy and loud rifle (sorry SG552 and M60 users). Try to avoid sniping unless you're above the average on using your sidearm. Detailed lists of weaponry will be given further.
e. Scout types
- SMG Scout: The best SMG for this have to be the MP5-A. It's silenced, light, has a high ROF and reloads pretty fast. Wall damage isn't bad either, so if you know an ennemy is behind that wooden cover, you might get your shot at him. Especially if he isn't aware of your presence. The SMG scout is the easiest way of scouting, since SMGs are light enough to be carried when on the move to a distant location. The preferred sidearm for an SMG scout shall be a Desert Eagle - S, wich will allow prescise shooting wich many SMGs lack. DE-S also allows pinpoint accuracy while in the air (first shot while scoped in is pinpoint accuracy).
- Rifle Scout: This is probably the second easiest way to scout, since it will allow you some firepower while staying a scout. The disatvantage is, while moving, you'll often have to switch to your pistol (or even your grenade if you need even more speed). You can't afford running with a rifle since it'll slow you down to the same average speed as your ennemy. The sidearm for this type of scout can be anything, beginning with a p228 and ending with DE-Christmas. Just make sure it's not an M9.
- Sniper Scout: The hardest way to scout. Your sniper rifle will become a secondary, while your pistol will do most of the job. The scope on the rifle will allow surveillance of remote locations and picking off ennemies (although don't try to play it sniper. Once you pick off someone, just get the hell outta your position before the ennemy comes for you, especially when scrimming). The sideweapons of choice are DE-C and DE-S, with DE-S being able to replace a primary with it's accuracy and DE-C allowing for fierce CQC.
B. Up- Downsides
A scout, just like any other position, will offer different advantages and disadvantages to the user.
Upsides:
- Your mobility will make you a harder to detect and shoot target.
- Your speed will allow you to surprise your ennemy.
- Your stealth often will let you win a fight without the ennemy even having time to reply.
- Ennemy detection will let you and your team some valuable information wich will spare you some time to make critical descisions.
Downsides:
- Your firepower WILL be sacrificed in order to gain speed.
- You often will act alone, without any support. If you're seen, you WILL be killed unless you retreat.
- Possibly one of the most dangerous positions in a team.
C. Required Abilities/Knowledge
a. You HAVE to know your maps PERFECTLY. You need to know where the ennemy can be, by what time. You need to know in how much time you will reach the location you're aiming to be at. You also have to know most of the map's possible double jump locations.
b. Bunny Hopping, is still crucial to not be detected by your footstep noise. You can't allways allow yourself to simply take a walk, so you will have to know how to bunnyhop in order to preserve your speed while still staying silent. Learn 3rd and 4th generation of bunnyhopping, make sure you're able to change directions while bunnyhopping.
c. Double Jumping is less important but is still a very nice tool to use. It will allow you to get on higher ground (if you snipe). A good example of this is BW's A site, where you can double jump on a box to the window in order to quickly get to GR spawn.
d. Sharp Sences. This one is a MUST. If you didn't allready, spend some time playing Ghost Mode. You need to hear EVERYTHING your ennemy does. Hear reloads, running, falls, weapon switching ... Everything. This will allow you to pre-aim and even fire through wooden cover (assuming you use an MP5 or G36K).
e. Sniping (optionnal), this is a secondary ability if you decide to take a marksman weapon with you. Often you will have to quickscope the ennemy, since you're not supposed to stay on the same place for too long and since you'll often find yourself in CQC situations just behind the ennemy.
f. Hiding/Psyching out, this one is a must. You must be able to get behind the ennemy or to force the ennemy to rush you, so you can hide and wait for the kill or so you can flank him.
g. Fall damage absorbing, even if the HP damage is not allways the highest one, the sound you make from falling can be heared and you don't want that. Besides, jumping down is ALLWAYS faster than taking the stairs, isn't it? To do that, just bunnyhop when you're about to hit the ground from a higher distance. (Practice at Prison walls or on SnD Downtown GR side)
D. Practical Examples
- An exemple of this would be Santoria's ventilation shaft. You would need to toss a smoke grenade in front of the large hall and spray a few bullets past it to make the ennemy hold his position and to shoot the smoke. Once that done, you'll have to double jump on the box and gent into the ventilation so to appear right on the side of your ennemy. If you are seen or if you are under attack, don't hesitate to toss a smoke grenade or a flash grenade and to run off, forcing the ennemy to follow you. If the ennemy doesn't, try to flank the ennemy while getting to them from a different angle.
- Another example would be Ship TD (GR side), while you wold toss a smoke grenade near the BL base so to prevent them from seeing you. Once that done, double jump on the box leading to BL's sidewalk. Once there, you might deliver some fire from the tower, or you might want to jump from the tower on the boxes to get to GR sidewalk, deliver fire from there and escape by the sidewalk back to your base.
- Another example would be The Minde (GR side) where you could toss a smoke bomb right into the window leading to BL spawn so to hold them off. Than you could jump out the window, absorb damage fall so to keep undetected, and get up the boxes up inside the house will lead you right in front of BL. If the whole time you moved with a grenade, than you will be fast enough to let you a couple of seconds to attack unsuspecting BL and retreat back in GR base by the ledge and than jumping back in the window.
- BW A Site (GR side), you can hide out behind the wooden box right in front of the train. Once you hear the ennemy approach, toss a flash grenade out. Get out, damage the ennemy, get besides the train cabin. Than double jump on the box and retreat to GR spawn.
Addon A: Weaponry
Kit 1:
- M4A1 (any silenced version)
- DE/p228
- Knife
- Smoke Grenade
Emo's Rating: 90 out of 100
Emo's Commentary: Almost perfect. M4, being silenced, is a good way to neutralise ennemies. Your DE is a good sideweapon on wich you can rely while on the move behind ennemy lines (you can replace that with p228 or USP if you need more speed), you won't need an AXE here since your M4 is allready silenced and the AXE is just too heavy.
Kit 2:
- MP5
- DE-S
- AXE
- All grenades
Emo's Rating 75 out of 100
Emo's Commentary: A solid kit. MP5 is light enough, DE-S can provide some firepower and accuracy on longer ranges. The AXE is an insta silent kill if you're behind the ennemy. You won't need an AXE if you posses an MP5-A (assuming there is no perm MP5-A, I still use MP5 reg). The only downside being that if you need extreme speeds, you'll have to keep one grenade with you at all times so you can run with it faster than with an AXE.
Sniper Kit:
- AWM
- DE
- AXE
- All grenades
Emo's Rating 75 out of 100
Emo'S Commentary: Hard to use as a scout but rewarding. AWM is a very good tool for observation and long range picking off (especially snipers). DE will allow for faster movement in combat situation and some firepower rivalising with rifles in CQC situations. AXE is as allways a silent backstab while one of your grenades will provide you with the speed needed. Very effective but also very hard to use since you'll basically have only your DE to rely on in most cases.
Posted that on Charon forum. Decided to expose that here too.
So let's see what is it and how to use it?
A. What is being a scout? (Overview)
B. Upsides/Downsides.
C. Required Abilities and Knowledge.
D. Examples of practical use.
Addon A. Weaponry.
===
A. Being a scout
a. Sharp Sences
A scout is supposed to detect ennemies with any means possible (duh). Basically, your objective woule be to know ennemy plans and to predict ennemy movement.
b. Mobility
You will also need to be extremely mobile, since it's often the scout who will be rotating and since you will often be the one ambushing ennemies or getting behind them once you know where they move to. You will also have to increase your mobility so to stay silent on the move or to be able to gain faster movement across the map.
c. Solitude
Often you will have to stay separated from the rest of your group in order to facilitate detection of the ennemy and simply because sometimes your team is just not able to follow you.
d. Weaponry
You'll have to remember to keep lightweight weaponry, silenced weapons save you from being detected once attacked too. You can choose a sniper over those, but than you'll spend most of your time with your pistol in order to keep your mobility high. Do not try to bring in a heavy and loud rifle (sorry SG552 and M60 users). Try to avoid sniping unless you're above the average on using your sidearm. Detailed lists of weaponry will be given further.
e. Scout types
- SMG Scout: The best SMG for this have to be the MP5-A. It's silenced, light, has a high ROF and reloads pretty fast. Wall damage isn't bad either, so if you know an ennemy is behind that wooden cover, you might get your shot at him. Especially if he isn't aware of your presence. The SMG scout is the easiest way of scouting, since SMGs are light enough to be carried when on the move to a distant location. The preferred sidearm for an SMG scout shall be a Desert Eagle - S, wich will allow prescise shooting wich many SMGs lack. DE-S also allows pinpoint accuracy while in the air (first shot while scoped in is pinpoint accuracy).
- Rifle Scout: This is probably the second easiest way to scout, since it will allow you some firepower while staying a scout. The disatvantage is, while moving, you'll often have to switch to your pistol (or even your grenade if you need even more speed). You can't afford running with a rifle since it'll slow you down to the same average speed as your ennemy. The sidearm for this type of scout can be anything, beginning with a p228 and ending with DE-Christmas. Just make sure it's not an M9.
- Sniper Scout: The hardest way to scout. Your sniper rifle will become a secondary, while your pistol will do most of the job. The scope on the rifle will allow surveillance of remote locations and picking off ennemies (although don't try to play it sniper. Once you pick off someone, just get the hell outta your position before the ennemy comes for you, especially when scrimming). The sideweapons of choice are DE-C and DE-S, with DE-S being able to replace a primary with it's accuracy and DE-C allowing for fierce CQC.
B. Up- Downsides
A scout, just like any other position, will offer different advantages and disadvantages to the user.
Upsides:
- Your mobility will make you a harder to detect and shoot target.
- Your speed will allow you to surprise your ennemy.
- Your stealth often will let you win a fight without the ennemy even having time to reply.
- Ennemy detection will let you and your team some valuable information wich will spare you some time to make critical descisions.
Downsides:
- Your firepower WILL be sacrificed in order to gain speed.
- You often will act alone, without any support. If you're seen, you WILL be killed unless you retreat.
- Possibly one of the most dangerous positions in a team.
C. Required Abilities/Knowledge
a. You HAVE to know your maps PERFECTLY. You need to know where the ennemy can be, by what time. You need to know in how much time you will reach the location you're aiming to be at. You also have to know most of the map's possible double jump locations.
b. Bunny Hopping, is still crucial to not be detected by your footstep noise. You can't allways allow yourself to simply take a walk, so you will have to know how to bunnyhop in order to preserve your speed while still staying silent. Learn 3rd and 4th generation of bunnyhopping, make sure you're able to change directions while bunnyhopping.
c. Double Jumping is less important but is still a very nice tool to use. It will allow you to get on higher ground (if you snipe). A good example of this is BW's A site, where you can double jump on a box to the window in order to quickly get to GR spawn.
d. Sharp Sences. This one is a MUST. If you didn't allready, spend some time playing Ghost Mode. You need to hear EVERYTHING your ennemy does. Hear reloads, running, falls, weapon switching ... Everything. This will allow you to pre-aim and even fire through wooden cover (assuming you use an MP5 or G36K).
e. Sniping (optionnal), this is a secondary ability if you decide to take a marksman weapon with you. Often you will have to quickscope the ennemy, since you're not supposed to stay on the same place for too long and since you'll often find yourself in CQC situations just behind the ennemy.
f. Hiding/Psyching out, this one is a must. You must be able to get behind the ennemy or to force the ennemy to rush you, so you can hide and wait for the kill or so you can flank him.
g. Fall damage absorbing, even if the HP damage is not allways the highest one, the sound you make from falling can be heared and you don't want that. Besides, jumping down is ALLWAYS faster than taking the stairs, isn't it? To do that, just bunnyhop when you're about to hit the ground from a higher distance. (Practice at Prison walls or on SnD Downtown GR side)
D. Practical Examples
- An exemple of this would be Santoria's ventilation shaft. You would need to toss a smoke grenade in front of the large hall and spray a few bullets past it to make the ennemy hold his position and to shoot the smoke. Once that done, you'll have to double jump on the box and gent into the ventilation so to appear right on the side of your ennemy. If you are seen or if you are under attack, don't hesitate to toss a smoke grenade or a flash grenade and to run off, forcing the ennemy to follow you. If the ennemy doesn't, try to flank the ennemy while getting to them from a different angle.
- Another example would be Ship TD (GR side), while you wold toss a smoke grenade near the BL base so to prevent them from seeing you. Once that done, double jump on the box leading to BL's sidewalk. Once there, you might deliver some fire from the tower, or you might want to jump from the tower on the boxes to get to GR sidewalk, deliver fire from there and escape by the sidewalk back to your base.
- Another example would be The Minde (GR side) where you could toss a smoke bomb right into the window leading to BL spawn so to hold them off. Than you could jump out the window, absorb damage fall so to keep undetected, and get up the boxes up inside the house will lead you right in front of BL. If the whole time you moved with a grenade, than you will be fast enough to let you a couple of seconds to attack unsuspecting BL and retreat back in GR base by the ledge and than jumping back in the window.
- BW A Site (GR side), you can hide out behind the wooden box right in front of the train. Once you hear the ennemy approach, toss a flash grenade out. Get out, damage the ennemy, get besides the train cabin. Than double jump on the box and retreat to GR spawn.
Addon A: Weaponry
Kit 1:
- M4A1 (any silenced version)
- DE/p228
- Knife
- Smoke Grenade
Emo's Rating: 90 out of 100
Emo's Commentary: Almost perfect. M4, being silenced, is a good way to neutralise ennemies. Your DE is a good sideweapon on wich you can rely while on the move behind ennemy lines (you can replace that with p228 or USP if you need more speed), you won't need an AXE here since your M4 is allready silenced and the AXE is just too heavy.
Kit 2:
- MP5
- DE-S
- AXE
- All grenades
Emo's Rating 75 out of 100
Emo's Commentary: A solid kit. MP5 is light enough, DE-S can provide some firepower and accuracy on longer ranges. The AXE is an insta silent kill if you're behind the ennemy. You won't need an AXE if you posses an MP5-A (assuming there is no perm MP5-A, I still use MP5 reg). The only downside being that if you need extreme speeds, you'll have to keep one grenade with you at all times so you can run with it faster than with an AXE.
Sniper Kit:
- AWM
- DE
- AXE
- All grenades
Emo's Rating 75 out of 100
Emo'S Commentary: Hard to use as a scout but rewarding. AWM is a very good tool for observation and long range picking off (especially snipers). DE will allow for faster movement in combat situation and some firepower rivalising with rifles in CQC situations. AXE is as allways a silent backstab while one of your grenades will provide you with the speed needed. Very effective but also very hard to use since you'll basically have only your DE to rely on in most cases.
Posted that on Charon forum. Decided to expose that here too.
Comments
-
If you wanna be Emo you need LEET kits
Mine arez:
M4-C/DE-S/AXE/Smoke
M4-C-C/DE-G/AXE/Smoke
AK-C/DE-C/AXE/Smoke
AUG-C/DE-C/AXE/Smoke
AWM-C/DE-S/AXE/Smoke
I know you love me!
@ Lumic > Oh WOW. It's been a while man! Where you went?
@ Facepalm > Thanks ...
On Topic: I'll be doing a couple more practical examples and taking some demonstration videos so you get an idea about how it looks. People who can video edit are wellcome to give a little hand. -
Then i must Put now overall only a Smoke nade?
...
..
.
Wait! i do log in me and Just Change my Bags
okay. I dont like M4-C :S
But.. Black right?
Whatever do it
M4-C/DE-S/Axe/Smoke XDDDD
Sincerely, Frucht]Tiga !
[edit: Ps, i mean ALL Emos, urn't alone xD] -
Then i must Put now overall only a Smoke nade?
...
..
.
Wait! i do log in me and Just Change my Bags
okay. I dont like M4-C :S
But.. Black right?
Whatever do it
M4-C/DE-S/Axe/Smoke XDDDD
Sincerely, Frucht]Tiga !
[edit: Ps, i mean ALL Emos, urn't alone xD] -
The best SMG for this have to be the MP5-A. It's silenced, Wall damage isn't bad either
Made me lol.
1. The MP5-A is not silenced. Although it has the silencer graphic and has the silencer shot sound, you can hear the MP5-A up to 54m away.
2. It has 100% wall damage, so yeah, hilariously good.
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