Deep Rock Galactic Wiki
Deep Rock Galactic Wiki
m
Line 9: Line 9:
 
===About===
 
===About===
 
{{quote|As the [[{{PAGENAME}}]], you are the only one to carry the powerful '''Flare Gun''', and the entire team depends on you for light. To scout ahead, you are also equipped with a '''Grappling Hook''', letting you get to almost anywhere. But, while you are carrying an '''Assault Rifle''' and a '''Sawed off Shotgun''', you should be careful not to get cut off from your team - the caves don't take kindly to lone explorers.|Class Description}}
 
{{quote|As the [[{{PAGENAME}}]], you are the only one to carry the powerful '''Flare Gun''', and the entire team depends on you for light. To scout ahead, you are also equipped with a '''Grappling Hook''', letting you get to almost anywhere. But, while you are carrying an '''Assault Rifle''' and a '''Sawed off Shotgun''', you should be careful not to get cut off from your team - the caves don't take kindly to lone explorers.|Class Description}}
The Scout boasts the fastest mobility in the game, due to his reusable [[Grappling Gun]], and is the only class capable of placing sticky flares using his unique [[Flare Gun]] that can be used to light up much larger areas than the normal [[flare|flares]] are capable of. The Scout is also equipped with a light [[Deepcore GK2|Assault Rifle]] and [[Jury-Rigged Boomstick|Sawed-Off Shotgun]] for close and long ranged encounters.
+
The Scout boasts the fastest mobility in the game, due to his reusable [[Grappling Gun]], and is the only class capable of placing sticky flares using his unique [[Flare Gun]] that can be used to light up much larger areas than the normal [[Flare]]s are capable of. The Scout is also equipped with a light [[Deepcore GK2|Assault Rifle]] and [[Jury-Rigged Boomstick|Sawed-Off Shotgun]] for close and long ranged encounters.
   
 
The Scout is able to choose from three different types of grenade: The [[Inhibitor-Field Generator]] (IFG) which slows enemies down and reduces their damage; the [[Cryo Grenade]] which applies freeze and can potentially freeze most enemies instantly; and the [[Pheromone Canister]] which covers an enemy in pheromones, turning them into a target for other enemies to attack.
 
The Scout is able to choose from three different types of grenade: The [[Inhibitor-Field Generator]] (IFG) which slows enemies down and reduces their damage; the [[Cryo Grenade]] which applies freeze and can potentially freeze most enemies instantly; and the [[Pheromone Canister]] which covers an enemy in pheromones, turning them into a target for other enemies to attack.

Revision as of 23:19, 28 May 2020

Afraid of the dark? No need, you got me.
— the Scout
Scout
Scout.png
Class Details
Icon Scout
Voice Pitch 115%

The Scout is one of the four playable dwarves in the game. He is equipped with a 'Deepcore GK2' assault rifle, the 'Jury Rigged Boomstick" shotgun, a reusable Grappling Gun, and a Flare Gun that fires sticky flares.

About

As the Scout, you are the only one to carry the powerful Flare Gun, and the entire team depends on you for light. To scout ahead, you are also equipped with a Grappling Hook, letting you get to almost anywhere. But, while you are carrying an Assault Rifle and a Sawed off Shotgun, you should be careful not to get cut off from your team - the caves don't take kindly to lone explorers.
— Class Description

The Scout boasts the fastest mobility in the game, due to his reusable Grappling Gun, and is the only class capable of placing sticky flares using his unique Flare Gun that can be used to light up much larger areas than the normal Flares are capable of. The Scout is also equipped with a light Assault Rifle and Sawed-Off Shotgun for close and long ranged encounters.

The Scout is able to choose from three different types of grenade: The Inhibitor-Field Generator (IFG) which slows enemies down and reduces their damage; the Cryo Grenade which applies freeze and can potentially freeze most enemies instantly; and the Pheromone Canister which covers an enemy in pheromones, turning them into a target for other enemies to attack.

With excellent mobility and the ability to illuminate areas, the Scout is the perfect class for navigating larger cave systems with a lot of wide-open space. Scouts should be first in line while running through cave systems, placing flares and marking hazards and ores wherever they may be. He has excellent synergy with the Engineer, as the latter can place platforms which the Scout can use to access materials normally out of reach with his Grapple Gun.

His damage potential may not be the highest, but his Shotgun deals immense damage up close and can usually kill even Glyphid Praetorians in just two shots; while his Assault Rifle deals respectable, constant damage at medium range. With his unlockable weapons, he gets access to a long-ranged rifle - the M1000 Classic - and a dual pair of rapid-fire SMGs - the Zhukov NUK17s. These guns can change the Scout's playstyle in drastic ways; the M1000 especially, boasting the longest range of any weapon in the game.

The Scout's range on his weapons is somewhat limited. With the exception of the M1000, all of his guns operate best at close to medium range. Distant targets such as Glyphid Acid Spitters and Glyphid Menaces can give him trouble, requiring him to either engage with his Grapple Gun (which can be risky) or take cover. The Scout also suffers against large groups of enemies, as his weapons aren't suited for multiple targets and none of his grenades deal direct damage. Because of this he struggles to operate during Swarms, where large numbers of Glyphids can outpace his damage output. As a result, picking key targets such as Praetorians, Wardens, and Grabbers is typically the Scout's best gameplan.

Equipment

All classes have eight pieces of gear, each of which can be individually upgraded using Credit.png credits and crafting resources. There's currently two unlockable weapons per class; each weapon has their own assignment. Once an assignment for a weapon has been completed, it then can be purchased within the upgrade terminal on the Space Rig.


Primary
Assault-rifle.png
Deepcore GK2
Assault Rifle
M1000.png
M1000 Classic
Semi-Automatic Rifle
Secondary
Sawedoff-shotgun.png
Jury-Rigged Boomstick
Shotgun
Dual machine pistols.png
Zhukov NUK17
Submachine Gun
Equipment
Grappling-gun.png
Grappling Hook
Support Tool
Flare-gun.png
Flare Gun
Support Tool
Armor.png
"Fox" Armor Rig
Armor Undersuit
Throwables
Grenade ifg.png
Inhibitor-Field Generator
Throwable
Grenade freeze.png
Cryo Grenade
Throwable
Grenade pheromone.png
Pheromone Canister
Throwable


Basic Tips and Strategy

  • Deepcore GK2
    • This weapon is a mid-range skirmishing tool which can quickly deal damage to individual targets.
    • To maintain accuracy at long ranges, tap-fire to prevent excessive spread growth.
  • M1000 Classic
    • The M1000 is interesting due to its immense range. This makes it an excellent choice for picking off distant targets such as Glyphid Menaces.
    • Holding down the fire button enters "Focus Mode" which slows the Scout's movement speed and zooms the screen in slightly. "Focus Mode" will increase weapon damage by 100% (cost 2 ammo per shot), which can kill most enemies in one hit such as Glyphid Grunts and Mactera Spawns when aiming for their weak spots.
      • Choose upgrades which buff Focus Mode to turn the gun into a long-range sniper rifle, or upgrades which increase stability and clip size for a potent mid-range rifle with surprising mobility.
    • The Precision Terror modification will cause enemies to run away from you when you kill an enemy with a focused shot at their weakpoint. This comes in handy when a large group of enemies are closing in on you.
    • Focus Mode can be cancelled by reloading or swinging the pickaxe.
  • Jury-Rigged Boomstick
    • Although it only has two shots, the Boomstick is capable of dealing immense damage due to its sheer pellet count.
      • Certain upgrades such as Blowthrough Rounds and Blast Wave let the gun damage multiple targets at once, further increasing its damage potential.
    • The weapon doesn't carry much reserve ammo and has only two shots to secure a kill with, accuracy is demanded of the Boomstick's user. However, this problem can be reduced when operating at the suggested point-blank ranges.
  • Zhukov NUK17
    • The Zukov's firing speed and low accuracy make it a solid close ranged weapon.
    • It pairs well with the M1000 Classic, making up for the Classic's poor performance against foes such as Glyphid Swarmers.
  • Grappling Hook
    • The Grappling Hook is the fastest traversal method in the game; try not to leave your team behind.
    • Team up with the Engineer's Platform Gun to make ceiling resources more accessible.
    • The mobility granted by The Grappling Hook combined with the Field Medic perk makes the Scout great at reviving downed teammates.
    • The Momentum upgrade grants a speed boost which is fast enough to allow the scout to sprint while carrying heavy objects such as Aquarq and Mini-M.U.L.E. legs.
  • Flare Gun
    • Flares are best placed on ceilings or outcrops, which allow the flares to provide the most coverage.
    • Use the Flare Gun to spot Cave Leeches, unseen minerals, and during a swarm to spot enemies.
    • Hitting an enemy directly with a flare will deal minor damage. The flare will then drop to the ground.
  • Grenades
    • Inhibitor-Field Generator
      • A fantastic tool used for slowing enemies in their tracks, the IFG deals no direct damage but is great for throwing into or in front of a ground of enemies and halting their progress.
      • It allows time to retreat, opens opportunities to fire back or helps to round enemies up together to improve splash damage.
      • A great tool to use on targets with big weak spots like Glyphid Praetorians, as it prevents them from turning around to cover their vulnerabilities effectively.
    • Cryo Grenade
      • Freezes most enemies in place. Larger foes can thaw out faster, and may require several grenades, or support from other freeze weapons, such as the Driller's Cryo Cannon, or Bosco with the Cryo Explosion modification.
      • Can be used to instantly kill any air creature that is in its blast radius, as all air creatures in the game die upon being frozen.
      • Frozen targets are unable to move and take greatly increased damage.
      • The grenade leaves behind a large white cloud of mist upon detonation, which can potentially obscure vision.
    • Pheromone Canister
      • Throw it on or near a group of enemies and all enemies in range will attempt to attack the ones affected by the canister, allowing a quick retreat if needed.
      • The canister does not have to hit the target exactly, as it has a generous range for how far it can hit.
      • While the affects of the grenade itself don't do a lot of damage, this grenade is fantastic for tightly clustering enemies together. This renders them wide open to another Dwarf's grenades. Work alongside a class like the Gunner or Driller to throw a second explosive into the mix for total destruction.
      • Always try to aim for groups of enemies, as each enemy has a limit on how many foes it can attract.

Voice Responses

Class Selected
  • "The truth is out there. So's the gold."
  • "Yeah, I don't so much "scout" as make this operation possible."
  • "Afraid of the dark? No need, you got me."
  • "Allow me to...illuminate the situation. Heh heh heh...!"
  • "Yeah, I got a grappling hook. Whatchu gonna do about it?"
  • "Time to light this shit up!"
  • "Darkness? Ain't nothin'."
  • "Let's move it!"
  • "Keep them shites off me, and I'll keep the Team alive."
  • "Darkness, here I come!"
  • "I can get anywhere, anytime."

Trivia

  • Previously before Update 24: Explosive Expansion the Scout was the only class to carry a unique grenade, that being the IFG. All the other Dwarves carried simple frag grenades.