{"$schema":"https://uar.cedricdessalles.dev/guides/schema.json","format":"/guides/format?mos=CavalryScout","version":1,"mos":"CavalryScout","slug":"the-cavalry-scout-played","title":"The Cavalry Scout, played","modes":[],"ranks":[],"skills":["ReconnaissanceSkills","ReconnaissanceSkills","ReconnaissanceSkills","ReconnaissanceSkills","ScoutSkills","SoldierSkills","SoldierSkills","ScoutSkills","ScoutSkills","ScoutSkills","SoldierSkills","SoldierSkills","FragGrenade","FragGrenade","FragGrenade","FragGrenade"],"sis":[{"num":7},{"num":21},{"num":11},{"num":14},{"num":16},{"num":4},{"num":20},{"num":3},{"num":5}],"blocks":[{"type":"markdown","text":"The Cavalry Scout's game, top to bottom. One class is the team's eyes: it plants cameras and sensors, marks targets, and calls the artillery on what it sees. The carbine comes second, and it is bought with skill points."},{"type":"columns","columns":[[{"type":"markdown","text":"# first\n**Reconnaissance to 4**\n\nBoth of the wiki's builds spend the first 4 points on [[skill:ReconnaissanceSkills]]. Every tool below comes from it, two per level and three at 4, and [[ability:Camouflage]] levels with it: the script sets the cloak's level to your Reconnaissance level."}],[{"type":"markdown","text":"# then\n**Buy the rifle**\n\n[[skill:ScoutSkills]] is what the class tooltip and the wiki call Marksmanship: +1 range and +4 dexterity a level, the ally sight aura at 3, the armor debuff at 4. [[skill:SoldierSkills]] 2 is the scout's crit. Frag last, or straight after Recon if you run the explosives build."}],[{"type":"markdown","text":"# every wave\n**Plant, then call**\n\nPlant the camera near a major path (its tooltip's advice), the sensor where the Ghost's is not, and call fire on what they show. The camera and the sensor share their sight with every ally the moment they exist."}]]},{"type":"section","title":"Seeing for the team","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# What you plant\n- {{ability:FieldCamera}} · Recon 1 · 55 energy · 120 s cooldown. Set at your feet (range 1.5): an 80-life cloaked [[unit:FieldCamera|camera]] with 15 sight that detects invisible units within 15, for 300 s.\n- {{ability:MotionSensorCS}} · Recon 3 · 40 energy · 270 s cooldown. An 80-life cloaked [[unit:MotionSensor|sensor]] that lives 270 s and radars 55 around it: enemy blips on the minimap, no identity. Cloaked units are filtered out of the radar. Its own sight is 3.\n- {{ability:FlareGunCS}} · Recon 2 · 40 energy plus 10 % of your maximum energy · 45 s cooldown · range 30. 45 s of vision in 15 and detection in 15, a slow within 6; the enemy sees by it too.\n- When the AO is cleared for a new chapter, every camera, sensor and flare a player owns is killed and removed. Plant again once the chapter turns."}],[{"type":"markdown","text":"# What you point\n- {{ability:BinocularsCav}} · Recon 2 · 15 energy · 24 s cooldown · range 46. Unfogs and detects 13 around the point for 9 s.\n- {{ability:LaserDesignatorCAV}} · Recon 3 · 30 energy · 45 s cooldown · range 19. The target loses 5 armor for 45 s and its sight is shared with every player; everyone reads that it has been designated as a priority target, it is pinged, and a priority target tag hangs over it until the mark ends. Pointing it at a unit already marked repeats none of the announcement, ping or tag.\n- **Heartbeat** · Recon 4 · passive. Every 10 s, massive hostiles within 40 of you get a red boss ping on everyone's map for 3 s.\n- {{ability:Camouflage}} · Recon 1, level = Recon level. 5/6/7/8 s of cloak for 35/32/28/24 energy on a 25/24/23/22 s cooldown, at -10 % / -5 % / 0 / +10 % move speed. Attacking breaks it; armored and massive undead detect it."}]]}]},{"type":"section","title":"Call For Fire","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# What a call does\n- {{ability:CallForFireCS}} · Recon 4 · 90 energy · 5 s cooldown · range 38.\n- Shells come from one pool shared with the [[mos:PlatoonLeader]] and the [[mos:FireSupportSpecialist]]: **175** at the start, **+50** when Chapter 2 opens, **+25** per level of the FSS's Call For Fire skill. At 0 the call fails with \"Out of shells\".\n- **9 s** after the call the target area (5 radius) is revealed to everyone and the incoming sound plays; the first shell launches 1 s after that. The FSS's IDF levels shorten his own calls only. One fire mission at a time: a second call waits for the first to finish.\n- Allies get a red **Fire Mission** ping at the point for 8 s, and computer-owned biological units within 5 of it are ordered to move clear. The undead are the exception: they are told to sprint but not to leave the circle, so the shells still land on them.\n- Each shell: **1000 to 1100** damage at the impact, 60 % of it at 2, 40 % at 4; 100 less on mechanical, 250 less on heroic targets. Every FSS Call For Fire level adds **600** per shell for every caller.\n- Your own [[si:16]] carries over to the shells: the script copies Whiz Kid onto the unit that fires each one. The wiki's class page says the opposite.\n- A shell aimed outside the AO is not fired and goes back to the pool. Ask for more shells than the pool holds and the call fires what is left."}],[{"type":"markdown","text":"# Your settings, typed in chat\n- `-s 1` to `-s 10`: shells per call. Default 1.\n- `-r 2` to `-r 10`: the landing radius. Default 2.\n- `-i 0.2` to `-i 5`: seconds between shells. Default 0.2.\n- `-d c`: shells land at random inside the radius (default). `-d 0` to `-d 360`, or `-d n`, `-d ne` and so on: a line of shells in that direction, one radius apart.\n- Type `-s`, `-r`, `-i` or `-d` alone to read the current value.\n- Off for everyone during the [[mission:plague-vectors]] mission (\"IDF unavailable\"), and off for the scout for all of **Infested**: the ability is disabled at hero creation there.\n- The community's CFF page: ask the FSS first, his calls land faster and he needs the shells for his other fire. On the scout, use it to hold a spot you saw the wave coming to, or to take down a [[unit:Morbus]] without walking there, 2 or 3 shells depending on difficulty."}]]}]},{"type":"section","title":"Explosives","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# The claymore\n- {{ability:ClaymoreCS}} · Recon 4 · 70 energy · 40 s cooldown, set at your feet. A 20-life [[unit:Claymore|claymore]] with no sight of its own; it can be turned.\n- Select it and detonate toward a point up to 8 away: **500 damage** in a 60 degree cone 8 deep in that direction, plus 20 % of that in a 0.5 circle around it. Explosives hurt allies.\n- [[ability:DisarmCS]] on it turns it into the [[item:Claymore]] item. Disarm is the only source of that item."}],[{"type":"markdown","text":"# Disarm and the frag\n- {{ability:DisarmCS}} · Recon 1 · 5 energy · 3 s cooldown · range 1.5. On a planted [[item:ExplosiveCharge|explosive charge]]: back to an item. On a [[mos:CombatEngineer]]'s satchel: arms it, and it goes off 10 s later, so a scout can blow the engineer's cave charge for him.\n- {{skill:FragGrenade}} · range 12. A frag sets off a planted [[item:ExplosiveCharge]] (1800 to 2200 damage), which is what the wiki's explosives build is about: [[si:16]] adds 30 % to explosives; the wiki's explosives build pairs it with charges and claymores."}]]}]},{"type":"section","title":"The rifle","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Marksmanship, in numbers\n- [[skill:ScoutSkills]] per level: +1 weapon range, +4 dexterity; +2 sight at 1, +5 from 2 on. Level 3: **Vision Aura**, +1 sight to allies within 18. Level 4: **Analyze Weakness**, -10 armor on every hostile within 18, refreshed every second and gone about 1 s after they leave.\n- [[skill:SoldierSkills]] 2 is the scout's MOS ability: +2 weapon range, +8 dexterity and a 12 % chance of double damage on biological targets. A [[item:SOFAR]] adds 20 points to that chance.\n- [[si:14]] swaps the Carbine for the Steel Saber Carbine: 45 to 53 damage at range 16, same rate, same splash. It is earned by winning a regular game on Nightmare or Apocalypse as a Cavalry Scout, and only a Cavalry Scout can pick it."}],[{"type":"markdown","text":"# Armor made for you\n- [[item:SpecialOpsKevlar]]: anyone can carry it, only the scout and the [[mos:GhostHero|Ghost]] get its bonus: +4 armor, 40 shields with 1 regeneration, +0.05 move speed, 15 % evasion.\n- [[item:KevlarBodyArmor]] is the wiki's pick for survival.\n- The wiki's rule: the scout has no priority on any item. Armors and a [[item:KineticIntegrator]] go to the medics, damage items to the damage classes. The Special Ops Kevlar sits outside that rule: its bonus works on you and the Ghost and on nobody else."}]]},{"type":"markdown","text":"## Rifles you can carry\n\n| Weapon | Damage | Range | Period | Move speed | Note |\n|---|---:|---:|---:|---:|---|\n| {{item:HK42}} | 45 to 51 | 15 | 0.275 | +0.04 | the wiki's pick for speed |\n| {{item:M5MAR}} | 47 to 57 | 17 | 0.3 | -0.05 | fires a 600 damage 40 mm grenade, reloaded with [[item:40mmGrenade]] |\n| {{item:MP75R}} | 20 to 26 | 10 | 0.125 | +0.07 | |\n| {{item:SOFAR}} | 58 to 68 | 18 | 0.3 | -0.05 | reload 15 % faster, +20 to the Soldier Skills 2 crit roll |\n| {{item:SteyrAUG}} | 37 to 43 | 14 | 0.25 | +0.06 | |\n| {{item:StynerBR2}} | 60 to 70 | 17 | 0.27 | | |\n| {{item:USMCR}} | 39 to 45 | 15 | 0.18 | | the wiki's pick for damage, with [[item:AimAssist]] and a [[item:Scope]] |\n\nThe wiki lists five of these; the data allows all seven. Damage and range are the weapon each item grants, move speed the modifier it applies."}]},{"type":"section","title":"What the community recommends","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# SI pairs from the wiki\n\n| First | Second | For |\n|---|---|---|\n| [[si:7]] | [[si:21]] or [[si:11]] | a recon build |\n| [[si:7]] | [[si:14]] | a damage build |\n| [[si:16]] | [[si:4]] | explosives: charges and claymores as often as the energy allows |\n| [[si:20]] | [[si:14]] | firepower for the team; scout with extra caution |\n\n[[si:3]] or [[si:5]] stand in for [[si:14]] while it is not unlocked."}],[{"type":"markdown","text":"# Roles and habits\n- The wiki's role: vision first, so the team knows what is coming and where; a modest damage dealer later. During a long hold, go find items and bring them back.\n- The wiki's item split: [[item:HK42]] and [[item:KevlarBodyArmor]] for speed and survival; [[item:M5MAR]], [[item:MGL]], [[item:40mmGrenade]], [[item:ExplosiveCharge]] and [[item:MRL]] with [[si:16]]; [[item:USMCR]] or [[item:SOFAR]], [[item:AimAssist]] and a [[item:Scope]] for damage.\n- You and the [[mos:GhostHero|Ghost]] both carry a motion sensor: agree on where each goes so they do not cover the same ground.\n- The build in this guide is the wiki's DPS order: Recon 4, then Marksmanship and Soldier Skills interleaved, the frag last. Its other order, for the explosives build: Recon 4, Frag 4, Marksmanship 1, Soldier Skills 4, then Marksmanship 4. Soldier Skills 3 and 4 are there for the +0.1 move speed and the Rifle Butt."}]]}]},{"type":"markdown","text":"Numbers are read from the map file: its ability, behaviour, effect and weapon data and its trigger script."}]}