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The Scout class is well-suited for forward reconnaissance and stealth. As the scout you can opt for short range sub-machine guns or a light scoped rifle. You also spawn with a set of binoculars, which can be used to call for an artillery strike. To call out a target simply zoom in and press the fire button. A red attack diamond will appear at your target. Scouts also spawn with smoke or concussion grenades.
The scout class' skills at evasion and detection more than make up for its less powerful weaponry. At the forefront of the list is the scout's Hide ability, which makes him invisible to enemies when crouching for a long period of time. To use this, simply crouch and wait. You are semi-transparent when crouching against a single wall, and all but invisible when hiding in a corner.
Knowing the tricks of his trade, the scout can use his Enhanced Senses to detect nearby enemies, even those who are hidden. As you approach an enemy an arrow signifying his location will appear on your minimap, faintly at first, but with growing brightness as you near him. Surprise attacks just got a whole lot harder.
But what spec ops kit would be complete without a Weapon Silencer? In Empires this ability's effects are twofold - not only does it cut the noise made by every shot in half, but it also hides your kill and death messages from other players. How sure are you that the scout is dead?
The final two skills of the scout affect vehicles that he drives. The first, Radar Stealth, makes electronic detection of the vehicle almost impossible. The second, Vehicle Speed, increases the vehicle's speed.
Tips and Tactics
- Concussion Grenades: These will jam a turrets sensors for a few seconds, giving you precious time to sneak past.
- Be Effective: Aside from scouting out the enemy position and calling for artillery support, the Scout must be very aggressive to be of any use to his team. However, it's pointless to sneak into the enemy base only to alert your team to units who will soon alter their course or call for artillery support when artillery tanks are nowhere near your position. Likewise, it's inefficient to snipe the lone rifleman who is nowhere near an important area. The best Scout will impede the enemy's expansion and cause confusion in their ranks. This means attacking high traffic locations--these areas often place the Scout at high risk and divert a lot of attention to him.
- (Beta 1.01) A good application of the Scout's tools are Smoke Grenades, the most powerful and close range SMG, and the hide skill. Sneak into an enemy base, score a kill, use a smoke grenade as cover to engage the hide skill, then relocate and repeat the process.
- (Beta 1.03)How To Snipe: The Scout has a very long range, but the slightly reduced accuracy of the rifle at long distances and the slow speed of the bullet mean that it's difficult to hit targets as soon as the game engine has rendered them. Resist the urge to fire at a target until it's at least 3/4ths the size of your crosshairs while crouched; any further than this distance, and you're just wasting ammo. You'll have pinpoint accuracy when they're about 1.5 times as large as your crosshairs while crouched. The scout rifle will kill with one shot at close ranges, but from a distance, expect to need to put at least two, if not three, rounds into the target. Aim for the center of mass at long distances; the limited zoom means that you won't be able to put the crosshair on a specific body part, and you'll have to go for whatever you can hit. Faulty hitboxes mean that headshots rarely register, and should be avoided, unless the target is as big as your crosshair when crouched or closer.
- (Beta 1.08)Sabotage: A new addition to the scout's abilities is sabotaging enemy structures. You can do this by approaching the enemy building and pressing the 'use' (default: 'e') key when an electrical hazard icon appears. Hold the 'use' key until the bar is filled. Once filled the structure emits purple smoke and is damaged by 50% with the added bonus of negative effects to the enemies operations. A list of buildings and it's sabotaged effects:
|Refinery||Outputs half as many resources|
|Barracks||Spawning players receive half their total amount of health|
|Radar||Shows friendly units to the enemy instead of enemy units to friendlies|
|Armory||Ammo and health crates take twice as long to give ammo/health|
|Repair Bay||Takes twice as long to repair a vehicle|
|Vehicle Factory||Vehicles are built with half of their total health and armor|
|See Also: Scout Skills|
- Know Your Skills: Hide is without a doubt one of the coolest skills the Scout has, but it has limited use. If your goal is to kill many enemies on the frontlines, you might be better suited with some other upgrade. On maps where you have little cover, such as on the hills of Duststorm, or where you are advancing with the support of other classes, such as Crossroads, the ability to hide when not firing has limited use. If your goal is to infiltrate, then by all means use hide.
There are a few good skills for the scout to have. As stated above, if you wish to snipe the enemy deep in their territory, hide is a good skill. Other skills that work well are regeneration, which you will use often if you are working without the support of your squad, and stamina increase, because, chances are, if you're deep in enemy territory, you're going to need to make a very quick gettaway when something your Ranged Rifle can't handle appears.
If, on the other hand, you're working with the support of a squad, you might choose increased accuracy, for pinpoint accuracy, or health increase. As of Beta 1.031, skills you should NOT have are Ammo Increase, as there is plenty, Increased Speed, as you never know when you'll need to sprint, and having no stamina could be a very big issue.