The Runner is the Gang Garrison 2 counterpart of the Scout. Like the Scout, the runner is extremely fast, and can also double jump. While the Scout and the Runner are usually offensive classes, if a Runner equips the Rundown in their primary slot (exclusive to GG2 randomizer mod), they become a brilliant defensive class, with their maneuverability increasing with each kill.
While playing Scout, there are two styles of play I feel are possible: the defensive scout, and the offensive scout. For the defensive scout, I definitely recommend a Rundown equipped in a primary slot. This means you can no longer capture points or achieve any objectives whatsoever, but now, for each kill, you can jump higher and move faster. Once you reach the maximum after five kills, you will be able to get just about anywhere very quickly.
In your secondary slot for the defensive scout, you should have Mad Milk, which functions similarly to its TF2 counterpart (see previous post). It works well with the Rundown because to achieve the Rundown's awesome power, you need kills, and you need to stay alive. The health restoring ability of Mad Milk will help keep you alive to realise the full power of the Rundown.
For the offensive scout, I actually recommend the default scattergun. It has the largest clip size (6), making it good for long 'shoot-offs'. This large clip size helps in emergencies, meaning you don't need to carry an offensive secondary weapon.
In your secondary slot, you should have Bonk! Atomic Punch. Bonk! gives you invulnerability, and can help draw enemy fire, whether it's from an autogun, a detonator's sticky bombs, or just to distract an overweight. With Bonk! in GG2, unlike in TF2, you can cap points while Bonk!'ed. Unfortunately, you can't pick up the intel, but Bonk! is still useful for any offensive runner.
Thanks for reading today's post. Have a good day!
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