Just bought my first strange in tf2 it's a force a nature
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Just bought my first strange in tf2 it's a force a nature
file this under “things i’m not remotely ashamed of”
(mick, prof., and fritz are mine. the cat and bunny are my sister’s)
he… did it the madman actually did it
Today I will explain to you the mysteries of the Force A Nature, or if you are a hip mother fucker, FaN. Probably one of my favorite weapons in the entire game. Stay tuned for my explanation of the "Force Jump" or "FaN Jump" later.
Cons: 2 Shots, Slow Reload, Low DPS, Least Accurate Scattergun.
Pros: Highest Damaging AND Fastest Shooting Scattergun, Force Jumps (more later) , Making Fuckers Fly.
This weapon is the ultimate in hit-and-run scout play. Your goal with it is to maim (or kill if you can do it quickly) and GTFO. Your low capacity and slow reload make prolonged combat VERY risky. Use the FaN's blast back to FORCE your enemies to disengage from you BY MAKING THEM FLY LIKE A BIRD.
To optimize the force delivered by the FaN you must maximize damage AND trajectory. Here are some tips:
1) Get as close as possible to your opponent (ideally behind them, you don't want to be detected before you get the first shot off). Proximety maximizes damage (The FaN, like the scatter, delivers 175% damage at close range, as compared to most weapon's 150%). This also will make most (ideally all) the pellets fired by the weapon connect.
2) Trajectory: Basically you want to make the angle between the buisness end if your FaN and your target's meaty flank to between 45 and 70 degrees. This will ensure the farthest launch. The best way to get these angles is to crouch down and aim up at your target. You'd be surprised how will this works with the Scatter and the Sodapopper!
3) Leave Mouse1 held down after the initial shot, as the game will automatically fire the weapon as fast as possible. This will cause more damage, and the additional shot will deliver more force. Or you could just fire one and let the sucker fall to death, which is much riskier but hilarious.
Weaknesses:
Unintentional Force Jumps: Your first shot in the air will force you to FaN jump. If you aren't expecting it or have shot at a low angle, this jump will stop your momentum, making you an easy target. The easiest way to avoid this is to have your double jump saved, as you can jump again to keep dodging. What gets scouts killed is standing still.
Heavies: These fuckers just have too much health to kill with the FaN. Attempting to kill one is risky so instead, use their meaty size to your advantage to launch them. Those fat fuckers can really fly. This is great for knocking heavies off of high perches or objectives, like the cart or the control point.
Built Sentries: Ain't nothin you can do about a sentry gun with the FaN, avoid at all costs. If the engineer is leaving his gun unattended, you can try and kill it just by slowing chipping away at its health from outside its firing range.
Strengths:
Light/Unaware Classes: Two shotting suckers who have low health (125 or less will be lethal, 150-175 can be lethal, but requires 2 good shots, 200 is extremely difficult given the FaN's force but doable) is an easy way to get kills, or just to make them fly.
Mini Sentries or Battle Sentries: 2 Fan meatshots delivered quickly while the gun is building or after it's active will kill the little guy. Watch engineers rage as scouts kill their little darlings.
Medics: The FaN's knockback, damage, and firing speed make it an ideal medic killer. Slip in while his pocket isn't paying attention to slay or knock away his doc. Two quick shots should do the trick.
FaN Juggling: You can bounce your enemies into a wall or into the air and catch them with the second shot. This is super annoying and super lethal. Be aware that this will leave you open to a counter attack as their can be a delay between the initial shot and the killing blow. Smart soldiers will try and shoot a rocket at you, which could very well kill you both.
Loadout Recommendations:
FaN- Mad Milk- Atomizer (highly mobile, my favorite)
FaN - Pistol - Your Bat of choice (the pistol lets you finish off targets weakened by the FaN, as well as giving you some mid-range offensive capabilities)
This has been a rundown of the offensive capabilities of the FaN, but the weapon's real advantage comes with the glory that is the Force Jump, stay tuned for that guide later.
By Dauntless, also known as Medical, Scoot Pilgrim, Luck Or Skill?, Goku Or Go Home, Hipstette
http://steamcommunity.com/id/iStandDauntless
Art by Anime Yokai Mckai
Art by Knockwurst.
We haven't had a fem scout in here in a while.