

With the Force-a-Nature, you have to be efficient. Be polite be efficient have a plan to kill everyone you meet." -The Sniper on expectations of a mercenary With the Force-a-Nature, you have to think a little. You got to stop caring about where they are with the weapon, and starting caring about where you want them to be. You got to throw around players with the weapon like you don't care. The Force-a-Nature proclaims: "Step aside! I got work to do!". You see, with only two shots that can throw players around compared to six, the FaN has one objective for offense: push players around to complete the objective. We're going to redefine "strong" for the FaN to not only include damage output, but will also include its knockback capabiities. He is quick in that he is the fastest class among his fellow mercenaries frail in that he has the lowest base health amongst his fellow mercenaries and strong in that he can deal massive amounts of damage, especially from "nowhere". When we look at the Scout, we think of the words "quick", "frail", and "strong". The word push, in both physical and teamwork contexts, will be important throughout this guide, so keep mind of that. This is true for teams of all sizes although this may frustrate people playing Sniper trying to get a good shot, you've pushed them into their "involuntary" death. With proper positioning, you can send your desired targets your teams way, into an area in which they will slaughter any enemy that comes their way. At close range, one clip, albeit of 2 shots, will not only deal a substantial amount of damage, but also send the target flying. If you take a look at people playing with this weapon, you'll find that the knockback properties of this weapon are truly formidable, and allows it to stand from the rest. Whether the damage follows kills the target or not is optional, but the primary objective is to reposition your target.

This is the defining feature of the weapon.Īs a Scout, you're no longer responsible for completely steamrolling the enemy team what you have to accomplish with this weapon to be succesful is to forceibly reposition your target. That said, where knockback is an important part of TF2 combat mechanics, the Force-a-Nature offers an offensive outlook on it, allowing you to knockback players you hit.

Part of the Team Fortress 2 combat mechanics include playing around with the knockback properties of a weapon. When these bullets/projectiles/lasers/melee swings/other flying things add up, they can generate serious knockback for any player involved, which can mean all sorts of things, ranging from increased mobility to hindered positiong to complete an objective. In fact, there are a few weapons that either help generate knockback more easily (such as the Rocket Jumper or the Gunboats), or help hinder knockback (weapons like the Quick-Fix and the Mantreads).

This principle, along with the sv_gravity variable that sets gravity levels on servers, has spawned a load of knockback related arts. In every bullet/projectile/laser/melee swing/other flying thing that is emitted from every weapon in TF2, it is programmed to give the target a small push backwards. What's causing you to move backward is something called knockback. Have you ever noticed that, when you're a Heavy facing another Heavy, and eyes meet as if it was like a Pokémon(TM) Trainer battle, that you slowly creeped back for some odd reason? If you answered yes, then this is where I'll explain the science behind that (if you answered no, play Heavy without a medic :P). Upon unlocking ten achievements in the "Scout Pack", the player is granted "Scout Milestone 1" and is given a Force-a-Nature (which cannot be traded).Įarly exposure will mean plenty of play time (I hope), so make the most of it before you craft it unto untradable Scrap Metal and then regret your mistake later in your life (idk, something like that). As his Scattergun is the gateway for the Scout to do his work, replacing it with the Force-a-Nature will ensue slightly different tasks.
#Team fortress 2 scout force of nature 100 update
Introduced with the Scout Update in 24 February 2009, the Force-a-Nature aims to provide the Scout a different way of handling his enemies up close. In essence, the Force-a-Nature is supposed to be completely different, right? I'm not going to persuade you to agree to that statement, so I'll say this not completely.
